mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2025-06-16 11:41:47 -07:00
Day 14 complete
This commit is contained in:
@ -3,43 +3,46 @@
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NS_ENGINE_BEGIN
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struct EngineState
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{
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s32 WavePeriod;
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s32 WaveToneHz;
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s32 ToneVolume;
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s32 XOffset;
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s32 YOffset;
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};
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using GetSoundSampleValueFn = s16( SoundBuffer* sound_buffer );
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global s32 SoundTest_ToneVolume = 3000;
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global s32 SoundTest_WavePeriod = 0;
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global s32 SoundTest_WaveToneHz = 262;
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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( SoundBuffer* sound_buffer )
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square_wave_sample_value( EngineState* state, SoundBuffer* sound_buffer )
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{
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s16 sample_value = (sound_buffer->RunningSampleIndex / (SoundTest_WavePeriod /2)) % 2 ?
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SoundTest_ToneVolume : - SoundTest_ToneVolume;
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s16 sample_value = (sound_buffer->RunningSampleIndex / (state->WavePeriod / 2) ) % 2 ?
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state->ToneVolume : - state->ToneVolume;
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return sample_value;
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}
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internal s16
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sine_wave_sample_value( SoundBuffer* sound_buffer )
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sine_wave_sample_value( EngineState* state, SoundBuffer* sound_buffer )
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{
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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(u16, sine_value * SoundTest_ToneVolume);
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s16 sample_value = scast(u16, sine_value * state->ToneVolume);
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time += TAU * 1.0f / scast(f32, SoundTest_WavePeriod );
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time += TAU * 1.0f / scast(f32, state->WavePeriod );
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return sample_value;
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}
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internal void
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output_sound( SoundBuffer* sound_buffer, GetSoundSampleValueFn* get_sample_value )
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output_sound( EngineState* state, SoundBuffer* sound_buffer, GetSoundSampleValueFn* get_sample_value )
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{
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s16* sample_out = sound_buffer->Samples;
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for ( u32 sample_index = 0; sample_index < sound_buffer->NumSamples; ++ sample_index )
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{
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s16 sample_value = get_sample_value( sound_buffer );
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s16 sample_value = get_sample_value( state, sound_buffer );
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sound_buffer->RunningSampleIndex++;
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// char ms_timing_debug[256] {};
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@ -106,9 +109,19 @@ b32 input_using_analog()
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return false;
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}
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internal void
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startup()
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{
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}
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internal void
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shutdown()
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{
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}
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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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internal void
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update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer )
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update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer, Memory* memory )
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{
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// Graphics & Input Test
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local_persist u32 x_offset = 0;
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@ -128,11 +141,17 @@ update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer*
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}
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#endif
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#if 1
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EngineState* state = rcast( EngineState*, memory->Persistent );
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do_once_start
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{
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SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
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}
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assert( sizeof(EngineState) <= memory->PersistentSize );
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state->ToneVolume = 3000;
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state->WaveToneHz = 262;
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state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz;
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state->XOffset = 0;
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state->YOffset = 0;
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do_once_end
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ControllerState* controller = & input->Controllers[0];
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@ -151,22 +170,22 @@ update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer*
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if ( pad->Triangle.State )
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{
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SoundTest_ToneVolume += 10;
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state->ToneVolume += 10;
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}
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if ( pad->Circle.State )
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{
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SoundTest_ToneVolume -= 10;
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state->ToneVolume -= 10;
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}
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if ( pad->Square.State )
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{
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SoundTest_WaveToneHz += 1;
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SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
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state->WaveToneHz += 1;
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state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz;
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}
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if ( pad->X.State )
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{
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SoundTest_WaveToneHz -= 1;
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SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
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state->WaveToneHz -= 1;
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state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz;
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}
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if ( pad->Options.State )
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@ -193,22 +212,22 @@ update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer*
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if ( pad->Y.State )
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{
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SoundTest_ToneVolume += 10;
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state->ToneVolume += 10;
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}
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if ( pad->B.State )
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{
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SoundTest_ToneVolume -= 10;
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state->ToneVolume -= 10;
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}
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if ( pad->X.State )
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{
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SoundTest_WaveToneHz += 1;
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SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
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state->WaveToneHz += 1;
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state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz;
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}
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if ( pad->A.State )
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{
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SoundTest_WaveToneHz -= 1;
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SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
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state->WaveToneHz -= 1;
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state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz;
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}
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if ( pad->Start.State )
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@ -221,13 +240,12 @@ update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer*
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// TODO(Ed) : Add rumble test
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}
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}
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#endif
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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( sound_buffer, sine_wave_sample_value );
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output_sound( state, sound_buffer, sine_wave_sample_value );
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else
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output_sound( sound_buffer, square_wave_sample_value );
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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 );
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}
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@ -11,6 +11,29 @@
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NS_ENGINE_BEGIN
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struct Clocks
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{
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// TODO(Ed) : Clock values...
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f32 SecondsElapsed;
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};
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struct Memory
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{
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// All memory for the engine is required to be zero initialized.
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// Wiped on shutdown
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void* Persistent;
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u64 PersistentSize;
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// Wiped on a per-frame basis
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// void* Frame;
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// u64 FrameSize;
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// Wiped whenever the engine wants to?
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void* Transient;
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u64 TransientSize;
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};
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struct OffscreenBuffer
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{
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void* Memory; // Lets use directly mess with the "pixel's memory buffer"
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@ -157,6 +180,6 @@ b32 input_using_analog();
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// Needs a contextual reference to four things:
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// Timing, Input, Bitmap Buffer, Sound Buffer
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void update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer );
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void update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer, Memory* memory );
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NS_ENGINE_END
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@ -97,7 +97,6 @@ struct SoundOutput
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s32 LatencySampleCount;
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};
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HRESULT WINAPI DirectSoundCreate(LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
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using DirectSoundCreateFn = HRESULT WINAPI (LPGUID lpGuid, LPDIRECTSOUND* ppDS, LPUNKNOWN pUnkOuter );
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@ -511,6 +510,48 @@ WinMain(
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{
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using namespace win32;
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// Memory
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engine::Memory engine_memory {};
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{
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engine_memory.PersistentSize = megabytes( 64 );
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// engine_memory.FrameSize = megabytes( 64 );
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engine_memory.TransientSize = gigabytes( 2 );
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u64 total_size = engine_memory.PersistentSize
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// + engine_memory.FrameSize
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+ engine_memory.TransientSize;
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#if Build_Debug
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void* Base_Address = (void*) terabytes( 1 );
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// void* Frame_Address = (void*) terabytes( 2 );
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// void* Transient_Address = (void*) terabytes( 2 );
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#else
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void* Base_Address = 0;
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// void* Frame_Address = 0;
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// void* Transient_Address = 0;
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#endif
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engine_memory.Persistent = VirtualAlloc( Base_Address, total_size
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, MEM_Commit_Zeroed | MEM_Reserve, Page_Read_Write );
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engine_memory.Transient = rcast( u8*, engine_memory.Persistent ) + engine_memory.PersistentSize;
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#if 0
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engine_memory.Frame = VirtualAlloc( 0, engine_memory.FrameSize
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, MEM_Commit_Zeroed | MEM_Reserve, Page_Read_Write );
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engine_memory.Transient = VirtualAlloc( 0, engine_memory.TransientSize
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, MEM_Commit_Zeroed | MEM_Reserve, Page_Read_Write );
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#endif
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if ( engine_memory.Persistent == nullptr
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// || ! engine_memory.Frame
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|| engine_memory.Transient == nullptr )
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{
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// TODO : Diagnostic Logging
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return -1;
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}
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}
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// MessageBox( 0, L"First message!", L"Handmade Hero", MB_Ok_Btn | MB_Icon_Information );
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WNDCLASSW window_class {};
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@ -567,6 +608,8 @@ WinMain(
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SoundBufferSamples = rcast( s16*, VirtualAlloc( 0, 48000 * 2 * sizeof(s16)
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, MEM_Commit_Zeroed | MEM_Reserve, Page_Read_Write ));
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assert( SoundBufferSamples );
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sound_output.RunningSampleIndex = 0;
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sound_output.LatencySampleCount = DS_SecondaryBuffer_SamplesPerSecond / 15;
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// ds_clear_sound_buffer( & sound_output );
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@ -599,8 +642,8 @@ WinMain(
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using JSL_DeviceHandle = int;
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u32 jsl_num_devices
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// = JslConnectDevices();
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= 0;
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= JslConnectDevices();
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// = 0;
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JSL_DeviceHandle jsl_device_handles[4] {};
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{
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xinput_load_library_bindings();
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@ -809,7 +852,7 @@ WinMain(
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sound_buffer.SamplesPerSecond = DS_SecondaryBuffer_SamplesPerSecond;
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sound_buffer.Samples = SoundBufferSamples;
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engine::update_and_render( & input, rcast(engine::OffscreenBuffer*, & BackBuffer.Memory), & sound_buffer );
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engine::update_and_render( & input, rcast(engine::OffscreenBuffer*, & BackBuffer.Memory), & sound_buffer, & engine_memory );
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// Rendering
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{
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#define do_once() \
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do \
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{ \
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static \
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local_persist \
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bool Done = false; \
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if ( Done ) \
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return; \
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@ -29,7 +29,7 @@
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#define do_once_start \
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do \
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{ \
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static \
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local_persist \
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bool Done = false; \
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if ( Done ) \
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break; \
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@ -41,3 +41,29 @@
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#define array_count( array ) ( sizeof( array ) / sizeof( ( array )[0] ) )
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// TODO(Ed) : Move to memory header eventually
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#define kilobytes( x ) ( ( x ) * ( s64 )( 1024 ) )
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#define megabytes( x ) ( kilobytes( x ) * ( s64 )( 1024 ) )
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#define gigabytes( x ) ( megabytes( x ) * ( s64 )( 1024 ) )
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#define terabytes( x ) ( gigabytes( x ) * ( s64 )( 1024 ) )
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// TODO(Ed) : Move to debug header eventually
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#if Build_Development
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# define assert( expression ) \
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if ( !( expression ) ) \
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{ \
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*( int* )0 = 0; \
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}
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// platform::assertion_failure( __FILE__, __LINE__, #expression );
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#else
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# define assert( expression )
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#endif
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// TODO(Ed) : Add this sauce later
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#if 0
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#define congrats( message )
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#define ensure( condition, expression )
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#define fatal( message )
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#endif
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0
project/platform/memory.h
Normal file
0
project/platform/memory.h
Normal file
@ -9,4 +9,3 @@
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#include "generics.h"
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#include "math_constants.h"
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#include "types.h"
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@ -15,7 +15,7 @@
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// #include "windows/file.h"
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// #include "windows/io.h"
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// #ifdef Build_Debug
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// #if Build_Debug
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// # include "windows/dbghelp.h"
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// #endif
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