HandmadeHero/project/engine.cpp

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#include "engine.h"
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#include "win32.h"
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NS_ENGINE_BEGIN
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struct EngineState
{
s32 WavePeriod;
s32 WaveToneHz;
s32 ToneVolume;
s32 XOffset;
s32 YOffset;
};
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using GetSoundSampleValueFn = s16( EngineState* state, SoundBuffer* sound_buffer );
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internal s16
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square_wave_sample_value( EngineState* state, SoundBuffer* sound_buffer )
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{
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s32 sample_value = (sound_buffer->RunningSampleIndex / (state->WavePeriod / 2) ) % 2 ?
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state->ToneVolume : - state->ToneVolume;
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return scast(s16, sample_value);
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}
internal s16
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sine_wave_sample_value( EngineState* state, SoundBuffer* sound_buffer )
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{
local_persist f32 time = 0.f;
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// time = TAU * (f32)sound_buffer->RunningSampleIndex / (f32)SoundTest_WavePeriod;
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f32 sine_value = sinf( time );
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s16 sample_value = scast(s16, sine_value * scast(f32, state->ToneVolume));
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time += TAU * 1.0f / scast(f32, state->WavePeriod );
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return sample_value;
}
internal void
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output_sound( EngineState* state, SoundBuffer* sound_buffer, GetSoundSampleValueFn* get_sample_value )
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{
s16* sample_out = sound_buffer->Samples;
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for ( s32 sample_index = 0; sample_index < sound_buffer->NumSamples; ++ sample_index )
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{
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s16 sample_value = get_sample_value( state, sound_buffer );
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sound_buffer->RunningSampleIndex++;
// char ms_timing_debug[256] {};
// wsprintfA( ms_timing_debug, "sample_value: %d\n", sample_value );
// OutputDebugStringA( ms_timing_debug );
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*sample_out = sample_value;
++ sample_out;
*sample_out = sample_value;
++ sample_out;
}
}
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internal void
render_weird_graident(OffscreenBuffer* buffer, u32 x_offset, u32 y_offset )
{
// TODO(Ed): See if with optimizer if buffer should be passed by value.
struct Pixel {
u8 Blue;
u8 Green;
u8 Red;
u8 Alpha;
};
u8* row = rcast( u8*, buffer->Memory);
local_persist float wildcard = 0;
for ( u32 y = 0; y < buffer->Height; ++ y )
{
// u8* pixel = rcast(u8*, row);
// Pixel* pixel = rcast( Pixel*, row );
u32* pixel = rcast(u32*, row);
for ( u32 x = 0; x < buffer->Width; ++ x )
{
/* Pixel in memory:
-----------------------------------------------
Pixel + 0 Pixel + 1 Pixel + 2 Pixel + 3
RR GG GG XX
-----------------------------------------------
x86-64 : Little Endian Arch
0x XX BB GG RR
*/
#if 0
u8 blue = scast(u8, x + x_offset * u8(wildcard) % 256);
u8 green = scast(u8, y + y_offset - u8(wildcard) % 128);
u8 red = scast(u8, wildcard) % 256 - x * 0.4f;
#else
u8 blue = scast(u8, x + x_offset);
u8 green = scast(u8, y + y_offset);
u8 red = 0;
#endif
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*pixel++ = u32(red << 16) | u32(green << 8) | blue;
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}
wildcard += 0.5375f;
row += buffer->Pitch;
}
}
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b32 input_using_analog()
{
return false;
}
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internal void
startup()
{
}
internal void
shutdown()
{
}
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// TODO : I rather expose the back_buffer and sound_buffer using getters for access in any function.
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void update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer, Memory* memory )
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{
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// Graphics & Input Test
local_persist u32 x_offset = 0;
local_persist u32 y_offset = 0;
// Wave Sound Test
local_persist bool wave_switch = false;
#if 0
if ( input_using_analog() )
{
// TODO(Ed) : Use analog movement tuning
}
else
{
// TODO(Ed) : Use digital movement tuning
}
#endif
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EngineState* state = rcast( EngineState*, memory->Persistent );
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do_once_start
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assert( sizeof(EngineState) <= memory->PersistentSize );
state->ToneVolume = 3000;
state->WaveToneHz = 262;
state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz;
state->XOffset = 0;
state->YOffset = 0;
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#if Build_Debug
{
using namespace platform;
char* file_path = __FILE__;
Debug_FileContent file_content = debug_file_read_content( file_path );
if ( file_content.Size )
{
debug_file_write_content( "test.out", file_content.Size, file_content.Data );
debug_file_free_content( & file_content );
}
}
#endif
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do_once_end
ControllerState* controller = & input->Controllers[0];
if ( controller->DSPad )
{
DualsensePadState* pad = controller->DSPad;
x_offset += pad->DPad.Right.State;
x_offset -= pad->DPad.Left.State;
y_offset += pad->DPad.Down.State;
y_offset -= pad->DPad.Up.State;
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x_offset += scast(u32, pad->Stick.Left.X.End);
y_offset += scast(u32, pad->Stick.Left.Y.End);
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if ( pad->Triangle.State )
{
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state->ToneVolume += 10;
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}
if ( pad->Circle.State )
{
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state->ToneVolume -= 10;
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}
if ( pad->Square.State )
{
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state->WaveToneHz += 1;
state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz;
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}
if ( pad->X.State )
{
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state->WaveToneHz -= 1;
state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz;
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}
if ( pad->Options.State )
{
wave_switch ^= true;
}
if ( pad->Share.State )
{
// TODO(Ed) : Add rumble test
}
}
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if ( controller->XPad )
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{
XInputPadState* pad = controller->XPad;
x_offset += pad->DPad.Right.State;
x_offset -= pad->DPad.Left.State;
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y_offset -= pad->DPad.Down.State;
y_offset += pad->DPad.Up.State;
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x_offset += scast(u32, pad->Stick.Left.X.End);
y_offset += scast(u32, pad->Stick.Left.Y.End);
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if ( pad->Y.State )
{
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state->ToneVolume += 10;
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}
if ( pad->B.State )
{
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state->ToneVolume -= 10;
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}
if ( pad->X.State )
{
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state->WaveToneHz += 1;
state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz;
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}
if ( pad->A.State )
{
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state->WaveToneHz -= 1;
state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz;
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}
if ( pad->Start.State )
{
wave_switch ^= true;
}
if ( pad->Back.State )
{
// TODO(Ed) : Add rumble test
}
}
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if ( controller->Keyboard )
{
KeyboardState* keyboard = controller->Keyboard;
x_offset += keyboard->D.State;
x_offset -= keyboard->A.State;
y_offset += keyboard->W.State;
y_offset -= keyboard->S.State;
if ( keyboard->Esc.State )
{
// TODO : Add exit game
}
if ( keyboard->Space.State )
{
wave_switch ^= true;
}
if ( keyboard->Up.State )
{
state->ToneVolume += 10;
}
if ( keyboard->Down.State )
{
state->ToneVolume -= 10;
}
if ( keyboard->Left.State )
{
state->WaveToneHz -= 1;
state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz;
}
if ( keyboard->Right.State )
{
state->WaveToneHz += 1;
state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz;
}
}
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// TODO(Ed) : Allow sample offsets here for more robust platform options
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if ( ! wave_switch )
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output_sound( state, sound_buffer, sine_wave_sample_value );
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else
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output_sound( state, sound_buffer, square_wave_sample_value );
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render_weird_graident( back_buffer, x_offset, y_offset );
}
NS_ENGINE_END