Files
golsky/main.go

111 lines
1.7 KiB
Go
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package main
import (
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"fmt"
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"log"
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"os"
"runtime/pprof"
"time"
_ "net/http/pprof"
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"github.com/hajimehoshi/ebiten/v2"
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)
var Shader string = `
//kage:unit pixels
package main
var Alife int
func Fragment(_ vec4, pos vec2, _ vec4) vec4 {
if Alife == 1 {
return vec4(0.0)
}
return vec4(1.0)
}
`
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func main() {
config, err := ParseCommandline()
if err != nil {
log.Fatal(err)
}
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if config.ShowVersion {
fmt.Printf("This is golsky version %s\n", VERSION)
os.Exit(0)
}
shader, err := ebiten.NewShader([]byte(Shader))
if err != nil {
fmt.Println(Shader)
log.Fatalf("failed to compile shader: %s\n", err)
}
game := NewGame(config, shader, Play)
if config.ProfileFile != "" {
// enable cpu profiling and use fake game loop
fd, err := os.Create(config.ProfileFile)
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
Ebitfake(game)
pprof.StopCPUProfile()
fd.Close()
os.Exit(0)
}
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fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
// main loop
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if err := ebiten.RunGame(game); err != nil {
log.Fatal(err)
}
}
// fake game loop, required to be able to profile the program using
// pprof. Otherwise any kind of program exit leads to an empty profile
// file.
func Ebitfake(game *Game) {
screen := ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
var loops int64
for {
err := game.Update()
if err != nil {
log.Fatal(err)
}
if game.Config.ProfileDraw {
game.Draw(screen)
}
fmt.Print(".")
time.Sleep(16 * time.Millisecond) // around 60 TPS
if loops >= game.Config.ProfileMaxLoops {
break
}
loops++
}
}