#include #include #include #include "config.hpp" #include "input.hpp" #include "physics.hpp" #include "renderer.hpp" #include "state_manager.hpp" #include "user_interface.hpp" #ifdef TRACY #include #endif // TODO: Click states in the graph to display them in the board // TODO: Move selection accordingly when undoing moves (need to diff two states // and get the moved blocks) // TODO: Add some popups (my split between input.cpp/gui.cpp makes this ugly) // - Next move, goto target, goto worst: Notify that the graph needs to be // populated // - Clear graph: Notify that this will clear the visited states and move // history // - Reset state: Notify that this will reset the move count // - Next/Previous preset: Notify that this will clear all edits // TODO: Reduce memory usage // - The memory model of the puzzle board is terrible (bitboards?) // TODO: Improve solver // - Move discovery is terrible // - Instead of trying each direction for each block, determine the // possible moves more efficiently (requires a different memory model) // - Implement state discovery/enumeration // - Find all possible initial board states (single one for each // possible statespace). Currently wer're just finding all states // given the initial state // - Would allow to generate random puzzles with a certain move count // NOTE: Tracy uses a huge amount of memory. For longer testing disable Tracy. auto main(int argc, char* argv[]) -> int { std::string preset_file; if (argc != 2) { preset_file = "default.puzzle"; } else { preset_file = argv[1]; } #ifdef BACKWARD infoln("Backward stack-traces enabled."); #else infoln("Backward stack-traces disabled."); #endif #ifdef TRACY infoln("Tracy adapter enabled."); #else infoln("Tracy adapter disabled."); #endif // RayLib window setup SetTraceLogLevel(LOG_ERROR); SetConfigFlags(FLAG_VSYNC_HINT); SetConfigFlags(FLAG_MSAA_4X_HINT); SetConfigFlags(FLAG_WINDOW_RESIZABLE); SetConfigFlags(FLAG_WINDOW_ALWAYS_RUN); InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings"); // Game setup threaded_physics physics; state_manager state(physics, preset_file); orbit_camera camera; input_handler input(state, camera); user_interface gui(input, state, camera); renderer renderer(camera, state, input, gui); std::chrono::time_point last = std::chrono::high_resolution_clock::now(); std::chrono::duration fps_accumulator(0); int loop_iterations = 0; int fps = 0; int ups = 0; // Read from physics Vector3 mass_center; // Read from physics std::vector masses; // Read from physics size_t mass_count = 0; size_t spring_count = 0; // Game loop while (!WindowShouldClose()) { #ifdef TRACY FrameMarkStart("MainThread"); #endif // Time tracking std::chrono::time_point now = std::chrono::high_resolution_clock::now(); std::chrono::duration delta_time = now - last; fps_accumulator += delta_time; last = now; // Input update input.handle_input(); // Read positions from physics thread #ifdef TRACY FrameMarkStart("MainThreadConsumeLock"); #endif { #ifdef TRACY std::unique_lock lock(physics.state.data_mtx); #else std::unique_lock lock(physics.state.data_mtx); #endif ups = physics.state.ups; mass_center = physics.state.mass_center; mass_count = physics.state.mass_count; spring_count = physics.state.spring_count; // Only copy data if any has been produced if (physics.state.data_ready) { masses = physics.state.masses; physics.state.data_ready = false; physics.state.data_consumed = true; lock.unlock(); // Notify the physics thread that data has been consumed physics.state.data_consumed_cnd.notify_all(); } } #ifdef TRACY FrameMarkEnd("MainThreadConsumeLock"); #endif // Update the camera after the physics, so target lock is smooth size_t current_index = state.get_current_index(); if (masses.size() > current_index) { const mass& current_mass = mass(masses.at(current_index)); camera.update(current_mass.position, mass_center, input.camera_lock, input.camera_mass_center_lock); } // Rendering renderer.render(masses, fps, ups, mass_count, spring_count); if (fps_accumulator.count() > 1.0) { // Update each second fps = loop_iterations; loop_iterations = 0; fps_accumulator = std::chrono::duration(0); } ++loop_iterations; #ifdef TRACY FrameMark; FrameMarkEnd("MainThread"); #endif } CloseWindow(); return 0; }