HandmadeHero/project/engine.cpp

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#include "engine.h"
NS_ENGINE_BEGIN
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using GetSoundSampleValueFn = s16( SoundBuffer* sound_buffer );
global s32 SoundWavePeriod = 250;
internal s16
square_wave_sample_value( SoundBuffer* sound_buffer )
{
s16 sample_value = (sound_buffer->RunningSampleIndex / (sound_buffer->WavePeriod /2)) % 2 ?
sound_buffer->ToneVolume : - sound_buffer->ToneVolume;
return sample_value;
}
internal s16
sine_wave_sample_value( SoundBuffer* sound_buffer )
{
local_persist f32 time = 0.f;
f32 sine_value = sinf( time );
s16 sample_value = scast(u16, sine_value * sound_buffer->ToneVolume);
time += TAU * 1.0f / scast(f32, sound_buffer->WavePeriod );
return sample_value;
}
internal void
output_sound( SoundBuffer* sound_buffer, GetSoundSampleValueFn* get_sample_value )
{
s16* sample_out = sound_buffer->Samples;
for ( u32 sample_index = 0; sample_index < sound_buffer->NumSamples; ++ sample_index )
{
s16 sample_value = get_sample_value( sound_buffer );
++ sound_buffer->RunningSampleIndex;
*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
*pixel++ = (red << 16) | (green << 8) | blue;
}
wildcard += 0.5375f;
row += buffer->Pitch;
}
}
internal
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void update_and_render( OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer
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// Temp (for feature parity)
, u32 x_offset, u32 y_offset
)
{
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// TODO(Ed) : Allow sample offsets here for more robust platform options
output_sound( sound_buffer, square_wave_sample_value );
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render_weird_graident( back_buffer, x_offset, y_offset );
}
NS_ENGINE_END