#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "dp_common.h" #include "dp_util.hpp" #if DoomBytesPerPixel == 3 static const u32 DoomSdlTexturePixelFormat = SDL_PIXELFORMAT_RGB888; #elif DoomBytesPerPixel == 4 static const u32 DoomSdlTexturePixelFormat = SDL_PIXELFORMAT_ARGB8888; #else #error Unhandled DoomBytesPerPixel value. Which SDL_PIXELFORMAT to use? #endif void dp_sdl_fatal(const char *const msg) { log_fatal("%s: %s", msg, SDL_GetError()); abort(); } void dp_sdl_error(const char *const msg) { log_error("%s: %s", msg, SDL_GetError()); } struct DoomState { // So easy to get this wrong and destroy the texture by accident. Cleanup is // now done in check_on_dooms() before erasing the state. Enabling this code // still works though. #if 0 DoomState() = default; ~DoomState() { if (texture) SDL_DestroyTexture(texture); } DoomState(const DoomState &) = delete; DoomState &operator=(const DoomState &) = delete; DoomState(DoomState &&o) : DoomState() { *this = std::move(o); } DoomState &operator=(DoomState &&o) { std::swap(id, o.id); std::swap(state, o.state); std::swap(tLastActive, o.tLastActive); std::swap(texture, o.texture); return *this; } #endif doomid_t id = 0; DP_DoomState state = DP_DS_Unknown; std::chrono::steady_clock::time_point tLastActive; SDL_Texture *texture = nullptr; }; struct ControllerContext { nng_socket pub; nng_socket sub; SDL_Window *window; SDL_Renderer *renderer; std::vector dooms; bool quit = false; ExampleAppLog appLog; int columns = 4; std::array pixelBuffer; float scaleFactor = 1.0; s32 offsetX = 0; s32 offsetY = 0; bool isMousePanning = false; bool isFullscreen = false; bool uiVisible = true; }; struct ControllerActions { int doomsToSpawn = 0; bool endAllDooms = false; }; #define DOOM_EXECUTABLE "dp_doom" void spawn_doom_posix_spawn(ControllerContext &ctx) { (void) ctx; const char *const argv[] = { DOOM_EXECUTABLE, nullptr }; // TODO: Close stdin and stdout? Leave them open for now to see the logging // output. pid_t pid; if (auto err = posix_spawn(&pid, DOOM_EXECUTABLE, nullptr, nullptr, const_cast(argv), __environ)) { log_error("Could not spawn %s: %s", DOOM_EXECUTABLE, strerror(err)); return; } log_info("Spawned new %s, pid=%d", DOOM_EXECUTABLE, pid); } inline void spawn_doom(ControllerContext &ctx) { spawn_doom_posix_spawn(ctx); } void end_all_dooms(ControllerContext &ctx) { nng_msg *msg = nullptr; int res = 0; if ((res = nng_msg_alloc(&msg, sizeof(MsgMcstCommand)))) dp_nng_fatal("ctrl/nng_msg_alloc", res); auto dpmsg = DP_NNG_BODY_AS(msg, MsgMcstCommand); dpmsg->head.msgType = DP_MT_McstCommand; dpmsg->cmd = DP_DC_Endoom; if ((res = nng_sendmsg(ctx.pub, msg, 0))) dp_nng_fatal("ctrl/sendmsg", res); } void perform_actions(ControllerContext &ctx, const ControllerActions &actions) { if (actions.doomsToSpawn) { log_info("Spawning %d new dooms", actions.doomsToSpawn); for (int i=0; i 0) { if (auto ds = find_in_container(ctx.dooms, [pid] (const auto &ds) { return ds.id == pid; }); ds != std::end(ctx.dooms)) { if (WIFEXITED(wstatus)) log_info("doom(%d) exited with status %d", pid, WEXITSTATUS(wstatus)); else if (WIFSIGNALED(wstatus)) log_warn("doom#(%d) got killed by signal %d", pid, WTERMSIG(wstatus)); // Manually set Endoom state and let the code below clean it up. ds->state = DP_DS_Endoom; } } } while (pid > 0); // Find dooms that are in Endoom state and remove them. This works for // externally started dooms if we received their Endoom DoomState update. { const auto prevCount = ctx.dooms.size(); const auto removedBegin = std::remove_if(std::begin(ctx.dooms), std::end(ctx.dooms), [](const auto &ds) { return ds.state == DP_DS_Endoom; }); if (removedBegin != std::end(ctx.dooms)) { auto count = std::distance(removedBegin, std::end(ctx.dooms)); std::for_each(removedBegin, std::end(ctx.dooms), [](auto &ds) { SDL_DestroyTexture(ds.texture); ds.texture = nullptr; }); ctx.dooms.erase(removedBegin, std::end(ctx.dooms)); const auto newCount = ctx.dooms.size(); log_info("Erased %zu dooms which were in Endoom state. Doomcount before=%zu, after=%zu", count, prevCount, newCount); } } // FIXME: We can miss Endoom state updates when nng has to drop message due // to queue size limits. If this happens for an externally started doom it // will never be removed from ctx.dooms (waitpid() does not work because the // doom is not our child). Use DoomState::tLastActive and a fixed timeout // value to timeout dooms and erase them from ctx.dooms. } void do_networking(ControllerContext &ctx) { // Set to true if we receive at least on DP_DS_Ready DoomState update. Then // a single DP_DC_RunDoom command is broadcast. bool sendRunDoom = false; // Limit the max time we spend doing network stuff. static const auto MaxNetworkingTime = std::chrono::milliseconds(10); auto tStart = dp_now(); while (true) { if (auto elapsed = dp_elapsed(tStart); elapsed >= MaxNetworkingTime) break; nng_msg *msg = nullptr; if (auto res = dp_recv_new_msg_nonblock(ctx.sub, &msg)) { if (!dp_nng_is_timeout(res)) dp_nng_fatal("ctrl/recvmsg", res); break; // timeout } auto msgBase = DP_NNG_BODY_AS(msg, MessageBase); if (msgBase->msgType == DP_MT_DoomState) { auto msgDoomState = DP_NNG_BODY_AS(msg, MsgDoomState); // Check if we know this doom and register it if we don't. auto pid = msgDoomState->doomId; auto dit = find_in_container(ctx.dooms, [pid] (const auto &ds) { return ds.id == pid; }); if (dit != std::end(ctx.dooms)) { dit->state = msgDoomState->doomState; dit->tLastActive = dp_now(); } else { DoomState ds; ds.id = pid; ds.state = msgDoomState->doomState; ds.tLastActive = dp_now(); ds.texture = SDL_CreateTexture( ctx.renderer, DoomSdlTexturePixelFormat, SDL_TEXTUREACCESS_STREAMING, DoomScreenWidth, DoomScreenHeight); if (!ds.texture) dp_sdl_fatal("SDL_CreateTexture"); #if 0 { u32 format = 0; int access = 0; int w = 0; int h = 0; if (SDL_QueryTexture(ds.texture, &format, &access, &w, &h)) dp_sdl_fatal("SDL_QueryTexture"); log_debug("texture info (wanted, got): format=(%u, %u), access=(%d, %d), w=(%d, %d), h=(%d, %d)", DoomSdlTexturePixelFormat, format, SDL_TEXTUREACCESS_STREAMING, access, DoomScreenWidth, w, DoomScreenHeight, h ); assert(format == DoomSdlTexturePixelFormat); assert(access == SDL_TEXTUREACCESS_STREAMING); assert(w == DoomScreenWidth); assert(h == DoomScreenHeight); } #endif log_info("Registered new doom (pid=%d)", ds.id); ctx.dooms.emplace_back(std::move(ds)); } if (msgDoomState->doomState == DP_DS_Ready) sendRunDoom = true; } else if (msgBase->msgType == DP_MT_DoomFrame) { auto msgDoomFrame = DP_NNG_BODY_AS(msg, MsgDoomFrame); auto pid = msgDoomFrame->doomId; auto dit = find_in_container(ctx.dooms, [pid] (const auto &ds) { return ds.id == pid; }); if (dit != std::end(ctx.dooms)) { auto &ds = *dit; ds.tLastActive = dp_now(); const u8 *sourcePixels = msgDoomFrame->frame; #if 0 // FIXME: buggy. black screen with tiny bar on top //log_trace("Texture update for doom (pid=%d, texture=%p)", ds.id, ds.texture); u8 *destPixels = nullptr; int texturePitch = 0; if (SDL_LockTexture(ds.texture, nullptr, reinterpret_cast(&destPixels), &texturePitch)) dp_sdl_fatal("SDL_LockTexture"); // When using 3 bytes per pixel (960 bytes per row), SDL yields // a pitch of 1280 on my machine. This is likely done to get // good alignment. assert(DoomFramePitch <= texturePitch); for (size_t row=0; rowhead.msgType = DP_MT_McstCommand; dpmsg->cmd = DP_DC_RunDoom; if ((res = nng_sendmsg(ctx.pub, msg, 0))) dp_nng_fatal("ctrl/sendmsg", res); } } void final_cleanup(ControllerContext &ctx) { log_debug("final cleanup: ending all dooms"); end_all_dooms(ctx); std::this_thread::sleep_for(std::chrono::milliseconds(50)); check_on_dooms(ctx); if (!ctx.dooms.empty()) { log_warn("final cleanup: %zu dooms remain", ctx.dooms.size()); } } inline s32 RoundFloatToInt(float value) { return static_cast(value + 0.5); } struct V4: public ImVec4 { using ImVec4::ImVec4; float &a = ImVec4::w; float &r = ImVec4::x; float &g = ImVec4::y; float &b = ImVec4::z; }; inline u32 V4ToARGB(V4 c) { u32 result = ((RoundFloatToInt(c.a * 255.0) & 0xff) << 24 | (RoundFloatToInt(c.r * 255.0) & 0xff) << 16 | (RoundFloatToInt(c.g * 255.0) & 0xff) << 8 | (RoundFloatToInt(c.b * 255.0) & 0xff) << 0); return result; } struct OffscreenBuffer { s32 width; s32 height; u8 *pixels; s32 pitch; const int BytesPerPixel; }; inline void PutPixelUnchecked(OffscreenBuffer *buffer, s32 x, s32 y, V4 color) { u32 *pixel = reinterpret_cast(buffer->pixels + y * buffer->pitch + x * buffer->BytesPerPixel); *pixel = V4ToARGB(color); } inline void PutPixel(OffscreenBuffer *buffer, s32 x, s32 y, V4 color) { if (x >= 0 && x < buffer->width && y >= 0 && y < buffer->height) { PutPixelUnchecked(buffer, x, y, color); } } void DrawRectangle(OffscreenBuffer *buffer, float realMinX, float realMinY, float realMaxX, float realMaxY, V4 color) { s32 minX = RoundFloatToInt(realMinX); s32 minY = RoundFloatToInt(realMinY); s32 maxX = RoundFloatToInt(realMaxX); s32 maxY = RoundFloatToInt(realMaxY); if (minX < 0) minX = 0; if (minY < 0) minY = 0; if (maxX > buffer->width) maxX = buffer->width; if (maxY > buffer->height) maxY = buffer->height; u8 *row = buffer->pixels + minY * buffer->pitch; for (s32 y = minY; y < maxY; ++y) { u32 *dstPixel = reinterpret_cast(row + minX * buffer->BytesPerPixel); for (s32 x = minX; x < maxX; ++x) { float a = color.a; float srcR = color.r * 255.0; float srcG = color.g * 255.0; float srcB = color.b * 255.0; float dstR = ((*dstPixel >> 16) & 0xff); float dstG = ((*dstPixel >> 8) & 0xff); float dstB = ((*dstPixel >> 0) & 0xff); dstR = (1 - a) * dstR + a * srcR; dstG = (1 - a) * dstG + a * srcG; dstB = (1 - a) * dstB + a * srcB; *dstPixel = (RoundFloatToInt(dstR) << 16 | RoundFloatToInt(dstG) << 8 | RoundFloatToInt(dstB) << 0); ++dstPixel; } row += buffer->pitch; } } void render_dooms(ControllerContext &ctx) { #if 0 OffscreenBuffer buffer = { DoomScreenWidth, DoomScreenHeight, ctx.pixelBuffer.data(), DoomScreenWidth * DoomBytesPerPixel, DoomBytesPerPixel }; DrawRectangle(&buffer, 0, 0, 10, 10, { 1, 0, 0, 1 }); DrawRectangle(&buffer, 0, buffer.height-10, 10, buffer.height, { 0, 1, 0, 1 }); DrawRectangle(&buffer, buffer.width-10, buffer.height-10, buffer.width, buffer.height, { 0, 0, 1, 1 }); DrawRectangle(&buffer, buffer.width-10, 0, buffer.width, 10, { 0.840, 0.0168, 0.717, 1 }); #endif SDL_Rect destRect = { ctx.offsetX, ctx.offsetY, DoomScreenWidth, DoomScreenHeight }; destRect.w *= ctx.scaleFactor; destRect.h *= ctx.scaleFactor; const size_t doomCount = ctx.dooms.size(); for (size_t i=0; iWorkPos.x + 666, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); ctx.appLog.Draw("log"); } ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 20, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(420, 340), ImGuiCond_FirstUseEver); ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar; static std::array strbuf; auto &io = ImGui::GetIO(); aprintf(strbuf, "doompanning - #dooms=%zu, %.2f ms/frame (%.1f fps)###doompanning", ctx.dooms.size(), 1000.0f / io.Framerate, io.Framerate); // Main body of the doompanning window starts here. if (!ImGui::Begin(strbuf.data(), nullptr, window_flags)) { // Early out if the window is collapsed, as an optimization. ImGui::End(); return {}; } // Menu Bar if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("Menu")) { ImGui::MenuItem("Log Window", nullptr, &show_log_window); ImGui::MenuItem("Quit", "Ctrl+Q", &ctx.quit, true); ImGui::EndMenu(); } if (ImGui::BeginMenu("Tools")) { ImGui::MenuItem("Dear ImGui Metrics/Debugger", NULL, &show_app_metrics, has_debug_tools); ImGui::MenuItem("Dear ImGui Debug Log", NULL, &show_app_debug_log, has_debug_tools); ImGui::EndMenu(); } ImGui::EndMenuBar(); } // Window contents ControllerActions result = {}; static int doomsToSpawn = 4; ImGui::PushItemWidth(ImGui::GetFontSize() * -16); // affects stuff like slider widths ImGui::SliderInt("Layout columns##columns", &ctx.columns, 1, 32, "%d", ImGuiSliderFlags_AlwaysClamp); ImGui::SliderFloat("Doom scale", &ctx.scaleFactor, 0.1, 10, "%.3f", ImGuiSliderFlags_AlwaysClamp); ImGui::SliderInt("##dooms", &doomsToSpawn, 1, 256, "%d", ImGuiSliderFlags_AlwaysClamp | ImGuiSliderFlags_Logarithmic); aprintf(strbuf, "Spawn %d more doom%s###spawnmore", doomsToSpawn, doomsToSpawn > 1 ? "s" : ""); if (ImGui::SameLine(); ImGui::Button(strbuf.data())) result.doomsToSpawn = doomsToSpawn; if (ImGui::Button("End all dooms")) result.endAllDooms = true; ImGui::PopItemWidth(); ImGui::End(); return result; } int doom_controller_loop(ControllerContext &ctx) { static constexpr ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); ControllerActions actions = {}; while (!ctx.quit) { SDL_Event event; auto &io = ImGui::GetIO(); s32 mouseWheel = 0.0; while (SDL_PollEvent(&event)) { ImGui_ImplSDL2_ProcessEvent(&event); if (event.type == SDL_QUIT) ctx.quit = true; if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(ctx.window)) { ctx.quit = true; } if (event.type == SDL_MOUSEWHEEL) mouseWheel += event.wheel.y; } // Process input events not consumed by ImGui if (!io.WantCaptureKeyboard) { // TODO: make scaling scale with the current scale factor static const float ScaleStep = 0.01f; s32 PanStep = io.KeyCtrl ? 10 : 2; if (io.KeyCtrl && ImGui::IsKeyDown(ImGuiKey_Q)) ctx.quit = true; // keyboard zoom with - and =, reset with 0 if (ImGui::IsKeyDown(ImGuiKey_Equal)) ctx.scaleFactor += ScaleStep; if (ImGui::IsKeyDown(ImGuiKey_Minus)) ctx.scaleFactor -= ScaleStep; if (ImGui::IsKeyDown(ImGuiKey_0)) ctx.scaleFactor = 1.0; // hjkl scrolling and reset with g if (ImGui::IsKeyDown(ImGuiKey_H)) ctx.offsetX -= PanStep; if (ImGui::IsKeyDown(ImGuiKey_J)) ctx.offsetY += PanStep; if (ImGui::IsKeyDown(ImGuiKey_K)) ctx.offsetY -= PanStep; if (ImGui::IsKeyDown(ImGuiKey_L)) ctx.offsetX += PanStep; if (ImGui::IsKeyDown(ImGuiKey_G)) ctx.offsetX = ctx.offsetY = 0; // fullscreen toggle if (io.KeyAlt && ImGui::IsKeyPressed(ImGuiKey_Enter, false)) { u32 flag = (ctx.isFullscreen ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP); SDL_SetWindowFullscreen(ctx.window, flag); ctx.isFullscreen = !ctx.isFullscreen; } if (ImGui::IsKeyPressed(ImGuiKey_F10, false)) ctx.uiVisible = !ctx.uiVisible; } static ImVec2 panStartPos; if (!io.WantCaptureMouse) { ctx.scaleFactor += mouseWheel * 0.05; if (ImGui::IsKeyPressed(ImGuiKey_MouseLeft, false)) { panStartPos = io.MousePos; ctx.isMousePanning = true; } } if (ImGui::IsKeyReleased(ImGuiKey_MouseLeft)) ctx.isMousePanning = false; if (ctx.isMousePanning) { auto curPos = io.MousePos; auto dx = curPos.x - panStartPos.x; auto dy = curPos.y - panStartPos.y; ctx.offsetX -= dx; ctx.offsetY -= dy; panStartPos = curPos; } ctx.scaleFactor = std::clamp(ctx.scaleFactor, 0.1f, 10.0f); perform_actions(ctx, actions); check_on_dooms(ctx); do_networking(ctx); // Start the Dear ImGui frame ImGui_ImplSDLRenderer_NewFrame(); ImGui_ImplSDL2_NewFrame(); ImGui::NewFrame(); actions = {}; if (ctx.uiVisible) actions = run_ui(ctx); // Rendering const auto [r, g, b, a] = imvec4_to_rgba(clear_color); SDL_SetRenderDrawColor(ctx.renderer, r, g, b, a); SDL_RenderClear(ctx.renderer); render_dooms(ctx); ImGui::Render(); ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData()); SDL_RenderPresent(ctx.renderer); } final_cleanup(ctx); return 0; } void log_to_imgui(log_Event *ev) { auto ctx = reinterpret_cast(ev->udata); ctx->appLog.AddLog(ev->fmt, ev->ap); } int main(int argc, char *argv[]) { (void) argc; (void) argv; #ifndef NDEBUG log_set_level(LOG_TRACE); #else log_set_level(LOG_DEBUG); #endif log_info("doompanning ctrl starting"); if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER)) dp_sdl_fatal("SDL_Init"); #ifdef SDL_HINT_IME_SHOW_UI SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); #endif const auto windowFlags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_OPENGL; auto window = SDL_CreateWindow("doompanning", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 960, windowFlags); if (!window) dp_sdl_fatal("SDL_CreateWindow"); auto renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); if (!renderer) dp_sdl_fatal("SDL_CreateRenderer"); IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGui::GetIO().IniFilename = "doompanning_ui.ini"; ImGui::StyleColorsDark(); ImGui_ImplSDL2_InitForSDLRenderer(window, renderer); ImGui_ImplSDLRenderer_Init(renderer); //dp_nng_init_limits(1, 1, 1); // int ncpu_max, int pool_thread_limit_max, int resolv_thread_limit //nng_set_ncpu_max(ncpu_max); //nng_set_pool_thread_limit_max(pool_thread_limit_max); nng_set_resolve_thread_max(1); ControllerContext ctx; ctx.pub = make_ctrl_pub(CtrlUrlIpc); ctx.sub = make_ctrl_sub(DoomUrlIpc); ctx.window = window; ctx.renderer = renderer; ctx.pixelBuffer.fill(0u); log_add_callback(log_to_imgui, &ctx, LOG_DEBUG); int ret = doom_controller_loop(ctx); nng_close(ctx.pub); nng_close(ctx.sub); return ret; }