Trying to add some debugging but it's not working

This commit is contained in:
Joseph Ferano 2024-08-18 23:00:08 +07:00
parent 52a0002eb0
commit 5b4d4fe21e
2 changed files with 57 additions and 9 deletions

View File

@ -1,4 +1,4 @@
CFLAGS=-g -fsanitize=address -fno-omit-frame-pointer -Wall -Wextra -pedantic -O0
CFLAGS=-g -fno-omit-frame-pointer -Wall -Wextra -pedantic -O0
CC=gcc
.PHONY: build clean run all

View File

@ -45,20 +45,28 @@ typedef struct GameState {
int q_tail;
Pixel *fill;
int fillCount;
bool once;
bool nomore;
Texture debugBfsTx;
Image debugBfsImg;
} GameState;
int PixelToIndex(Pixel p) {return p.y * IMG_W + p.x;}
Pixel IndexToPixel(int idx) {return (Pixel) {idx % IMG_W, (int)(idx / IMG_W) }; }
Pixel IsInBounds(int idx, Direction direction) {return (Pixel) {idx % IMG_W, (int)(idx / IMG_W) }; }
// Pixel IsInBounds(int idx, Direction direction) {return (Pixel) {idx % IMG_W, (int)(idx / IMG_W) }; }
GameState *Init() {
SetTraceLogLevel(LOG_ERROR);
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Flood Fill");
SetTargetFPS(TARGET_FPS);
Image imageBuffer = GenImageColor(IMG_W, IMG_H, WHITE);
Image debugBfsImg = GenImageColor(IMG_W, IMG_H, BLACK);
GameState state = {
.imageBuffer = imageBuffer,
.displayTexture = LoadTextureFromImage(imageBuffer),
.debugBfsImg = debugBfsImg,
.debugBfsTx = LoadTextureFromImage(debugBfsImg),
.playerPos = (Vector2){40, 40},
.paintTank = paintTankMax,
.colorUnderPlayer = BLUE,
@ -125,17 +133,18 @@ void Update(GameState *S) {
}
}
if (!dirty) {
if (!dirty || S->once) {
// if (true) {
return;
}
for (int i = 0; i < IMG_SIZE; i++) {
Pixel pixel = IndexToPixel(i);
Color color = GetImageColor(S->imageBuffer, pixel.x, pixel.y);
bool sameColor = ColorIsEqual(color, playerColor);
// printf("X: %d Y: %d - C: %d IDX: %d \n", pixel.x, pixel.y, sameColor, S->bfsBuffer[i]);
if (S->bfsBuffer[i] != 0 || sameColor) {
if (S->bfsBuffer[i] != 0 || sameColor) {
continue;
}
// printf("X: %d Y: %d - C: %d IDX: %d \n", pixel.x, pixel.y, sameColor, S->bfsBuffer[i]);
S->queue[0] = pixel;
S->q_tail++;
bool edgeDetected = false;
@ -148,15 +157,14 @@ void Update(GameState *S) {
int top = idx - IMG_W;
int bottom = idx + IMG_W;
int directions[] = { left, right, top, bottom };
printf("=========================\n");
for (int i = 0; i < 4; i++) {
int j = directions[i];
// printf("IDX: %d ||| %d %d %d %d \n", idx, left, right, top, bottom);
if ((i < 2 && j >= 0 && j < IMG_W) || (i >= 2 && j >= 0 && j < IMG_SIZE)) {
Pixel pixel = IndexToPixel(j);
printf("PX: %d PY: %d\n", pixel.x, pixel.y);
Color c = GetImageColor(S->imageBuffer, pixel.x, pixel.y);
if (S->bfsBuffer[j] == 0 && !ColorIsEqual(playerColor, c)) {
// printf("IDX: %d J: %d PX: %d PY: %d\n", idx, j, pixel.x, pixel.y);
S->queue[S->q_tail++] = pixel;
} else if (S->bfsBuffer[j] == 0) {
S->bfsBuffer[j] = -1;
@ -168,11 +176,14 @@ void Update(GameState *S) {
S->bfsBuffer[idx] = 1;
if (!edgeDetected) {
S->fill[S->fillCount++] = pixel;
} else {
}
}
printf("------------------\n");
// This should only get called twice
// printf("PX: %d PY: %d\n", pixel.x, pixel.y);
// Fill that sucker
if (!edgeDetected) {
printf("no dice\n");
for (int i = 0; i < S->fillCount; i++) {
Pixel p = S->fill[i];
ImageDrawPixel(&S->imageBuffer, p.x, p.y, playerColor);
@ -182,7 +193,9 @@ void Update(GameState *S) {
S->fillCount = 0;
S->q_head = S->q_tail = 0;
}
memset(S->bfsBuffer, 0, IMG_SIZE * sizeof(int));
// memset(S->bfsBuffer, 0, IMG_SIZE * sizeof(int));
S->once = true;
// printf("===========================\n");
}
void Draw2D(const GameState *S) {
@ -217,6 +230,39 @@ void Draw2DDebug(GameState *S) {
Rectangle rect = {SCREEN_WIDTH / 2 - 50, SCREEN_HEIGHT - 100, 110, 50};
DrawRectangleRec(rect, S->colorUnderPlayer);
DrawRectangleLinesEx(rect, 2, BLACK);
if (S->once) {
if (!S->nomore) {
// Color color = BLACK;
for (int i = 0; i < IMG_W; i++) {
for (int j = 0; j < IMG_H; j++) {
// int idx = S->bfsBuffer[i];
// int idx = 2;
// if (idx == 0) {
// color = PINK;
// } else if (idx == 1) {
// color = MAGENTA;
// } else if (idx == -1) {
// color = LIME;
// } else {
// // printf("Not even one right? %d\n", idx);
// }
// Pixel p = IndexToPixel(i);
// printf("X: %d Y: %d\n", p.x, p.y);
// ImageDrawPixel(&S->debugBfsImg, i, j, RED);
}
}
printf("What the hell is going on?\n");
ImageDrawPixel(&S->debugBfsImg, 0, 0, RED);
UpdateTexture(S->debugBfsTx, &S->debugBfsImg);
}
Rectangle source = {0, 0, IMG_W, IMG_H};
Vector2 pos = {SCREEN_WIDTH * 0.5f - IMG_W * 0.5f,SCREEN_HEIGHT * 0.5f - IMG_H * 0.5f};
Rectangle dest = {pos.x, pos.y, IMG_W, IMG_H};
// DrawTexturePro(S->debugBfsTx, source, dest, (Vector2){0,0}, 0, WHITE);
DrawTexture(S->debugBfsTx, 300, 200, WHITE);
S->nomore = true;
}
DrawFPS(rect.x + 17, SCREEN_HEIGHT - 33);
}
@ -243,6 +289,8 @@ int main(void) {
UnloadImage(state->imageBuffer);
UnloadTexture(state->displayTexture);
UnloadImage(state->debugBfsImg);
UnloadTexture(state->debugBfsTx);
CloseWindow();
free(state->fill);
free(state->queue);