add much-needed optimizations and enhance the snake example game

This commit is contained in:
2026-10-05 03:45:46 +02:00
parent e72588f792
commit 78ae90391a
7 changed files with 295 additions and 32 deletions
+135 -18
View File
@@ -3,12 +3,144 @@
engine_internal_state_t *internal_state = NULL;
game_state_t *game_state = NULL;
void
mark_dirty_rect(int x, int y, int w, int h)
{
if (w <= 0 || h <= 0) {
return;
}
// clip rectangle to the framebuffer
if (x < 0) {
w += x;
x = 0;
}
if (y < 0) {
h += y;
y = 0;
}
if (x + w > game_state->width) {
w = game_state->width - x;
}
if (y + h > game_state->height) {
h = game_state->height - y;
}
if (w <= 0 || h <= 0) {
return;
}
SDL_Rect rect = {
.x = x,
.y = y,
.w = w,
.h = h
};
if (!game_state->framebuffer_dirty) {
game_state->dirty_rect = rect;
game_state->framebuffer_dirty = true;
return;
}
int left = game_state->dirty_rect.x < rect.x
? game_state->dirty_rect.x
: rect.x;
int top = game_state->dirty_rect.y < rect.y
? game_state->dirty_rect.y
: rect.y;
int old_right =
game_state->dirty_rect.x + game_state->dirty_rect.w;
int new_right = rect.x + rect.w;
int old_bottom =
game_state->dirty_rect.y + game_state->dirty_rect.h;
int new_bottom = rect.y + rect.h;
int right = old_right > new_right
? old_right
: new_right;
int bottom = old_bottom > new_bottom
? old_bottom
: new_bottom;
game_state->dirty_rect = (SDL_Rect) {
.x = left,
.y = top,
.w = right - left,
.h = bottom - top
};
}
bool
upload_dirty_texture(void)
{
if (!game_state->framebuffer_dirty) {
return true;
}
SDL_Texture *texture =
internal_state->sdl_state->texture;
SDL_Rect rect = game_state->dirty_rect;
void *locked_pixels = NULL;
int locked_pitch = 0;
if (!SDL_LockTexture(
texture,
&rect,
&locked_pixels,
&locked_pitch
)) {
SDL_Log(
"SDL_LockTexture failed: %s",
SDL_GetError()
);
return false;
}
const size_t source_pitch =
(size_t)game_state->width * sizeof(uint32_t);
const size_t row_bytes =
(size_t)rect.w * sizeof(uint32_t);
const uint8_t *source =
(const uint8_t *)game_state->framebuffer +
(size_t)rect.y * source_pitch +
(size_t)rect.x * sizeof(uint32_t);
uint8_t *destination =
(uint8_t *)locked_pixels;
for (int y = 0; y < rect.h; ++y) {
memcpy(
destination + (size_t)y * locked_pitch,
source + (size_t)y * source_pitch,
row_bytes
);
}
SDL_UnlockTexture(texture);
game_state->framebuffer_dirty = false;
return true;
}
void
engine_start() {
// main game loop
while(game_state->is_running) {
uint64_t start = SDL_GetPerformanceCounter();
// poll events
while (SDL_PollEvent(&game_state->event)) {
internal_state->engine_poll_events();
@@ -18,11 +150,7 @@ engine_start() {
internal_state->engine_update_framebuffer();
// update the texture with the modified framebuffer
SDL_UpdateTexture(
internal_state->sdl_state->texture,
NULL, game_state->framebuffer,
internal_state->sdl_state->width * sizeof(uint32_t)
);
upload_dirty_texture();
SDL_RenderClear(
internal_state->sdl_state->renderer
@@ -37,17 +165,6 @@ engine_start() {
SDL_RenderPresent(
internal_state->sdl_state->renderer
);
uint64_t end = SDL_GetPerformanceCounter();
double elapsed =
(double)(end - start) /
(double)SDL_GetPerformanceFrequency();
// cap the framerate at '1.0/TARGET_FRAME' fps
if (elapsed < TARGET_FRAME) {
SDL_Delay((TARGET_FRAME - elapsed) * 1000);
}
}
}
+25 -2
View File
@@ -65,6 +65,11 @@ engine_sdl_init_renderer(
return RCODE_FAILURE;
}
// enable VSync
if (!SDL_SetRenderVSync(state->renderer, 1)) {
eprintf("SDL_SetRenderVSync failed: %s\n", SDL_GetError());
}
return RCODE_SUCCESS;
}
@@ -127,9 +132,16 @@ engine_init(
) {
internal_state = (engine_internal_state_t *)
malloc(sizeof(engine_internal_state_t));
if (internal_state == NULL) {
return RCODE_FAILURE;
}
game_state = (game_state_t *)
malloc(sizeof(game_state_t));
if (game_state == NULL) {
free(internal_state);
return RCODE_FAILURE;
}
internal_state->engine_poll_events
= engine_poll_events;
@@ -138,11 +150,22 @@ engine_init(
= engine_update_framebuffer;
internal_state->sdl_state = engine_sdl_init();
if (internal_state->sdl_state == NULL) {
free(internal_state);
free(game_state);
return RCODE_FAILURE;
}
game_state->is_running = true;
game_state->framebuffer_dirty = true;
game_state->dirty_rect = (SDL_Rect) {
.x = 0,
.y = 0,
.w = game_state->width,
.h = game_state->height
};
game_state->width = internal_state->sdl_state->width;
game_state->height = internal_state->sdl_state->height;
return (game_state == NULL || internal_state == NULL)
? RCODE_FAILURE : RCODE_SUCCESS;
return RCODE_SUCCESS;
}
+33 -6
View File
@@ -20,6 +20,8 @@ put_pixel(
} else {
game_state->framebuffer[game_state->width * y + x]
= color;
mark_dirty_rect(x, y, 1, 1);
}
}
@@ -40,18 +42,43 @@ put_rect(
put_pixel(i, j, color);
}
}
mark_dirty_rect(x, y, w, h);
}
// fill the entire framebuffer with a given color
void
void
clear_framebuffer(
uint32_t color
) {
uint16_t w = game_state->width;
uint16_t h = game_state->height;
for (size_t i = 0;
i < (size_t)game_state->width * game_state->height;
++i) {
game_state->framebuffer[i] = color;
}
for (int i = 0; i < w * h; i++) {
game_state->framebuffer[i] = color;
}
mark_dirty_rect(
0,
0,
game_state->width,
game_state->height
);
}
void
clear_rect(int x, int y, int w, int h, uint32_t color)
{
for (int py = y; py < y + h; ++py) {
for (int px = x; px < x + w; ++px) {
if (px >= 0 &&
px < game_state->width &&
py >= 0 &&
py < game_state->height) {
game_state->framebuffer[
py * game_state->width + px
] = color;
}
}
}
mark_dirty_rect(x, y, w, h);
}
+2
View File
@@ -112,6 +112,8 @@ put_char(
);
}
}
mark_dirty_rect(x, y, size, size);
}
void