#include "engine.h" #include "win32.h" NS_ENGINE_BEGIN struct EngineState { s32 WavePeriod; s32 WaveToneHz; s32 ToneVolume; s32 XOffset; s32 YOffset; }; using GetSoundSampleValueFn = s16( EngineState* state, SoundBuffer* sound_buffer ); internal s16 square_wave_sample_value( EngineState* state, SoundBuffer* sound_buffer ) { s16 sample_value = (sound_buffer->RunningSampleIndex / (state->WavePeriod / 2) ) % 2 ? state->ToneVolume : - state->ToneVolume; return sample_value; } internal s16 sine_wave_sample_value( EngineState* state, SoundBuffer* sound_buffer ) { local_persist f32 time = 0.f; // time = TAU * (f32)sound_buffer->RunningSampleIndex / (f32)SoundTest_WavePeriod; f32 sine_value = sinf( time ); s16 sample_value = scast(u16, sine_value * state->ToneVolume); time += TAU * 1.0f / scast(f32, state->WavePeriod ); return sample_value; } internal void output_sound( EngineState* state, 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( state, sound_buffer ); sound_buffer->RunningSampleIndex++; // char ms_timing_debug[256] {}; // wsprintfA( ms_timing_debug, "sample_value: %d\n", sample_value ); // OutputDebugStringA( ms_timing_debug ); *sample_out = sample_value; ++ sample_out; *sample_out = sample_value; ++ sample_out; } } 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; } } b32 input_using_analog() { return false; } internal void startup() { } internal void shutdown() { } // TODO : I rather expose the back_buffer and sound_buffer using getters for access in any function. internal void update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer, Memory* memory ) { // 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 EngineState* state = rcast( EngineState*, memory->Persistent ); do_once_start assert( sizeof(EngineState) <= memory->PersistentSize ); state->ToneVolume = 3000; state->WaveToneHz = 262; state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz; state->XOffset = 0; state->YOffset = 0; 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; x_offset += pad->Stick.Left.X.End; y_offset += pad->Stick.Left.Y.End; if ( pad->Triangle.State ) { state->ToneVolume += 10; } if ( pad->Circle.State ) { state->ToneVolume -= 10; } if ( pad->Square.State ) { state->WaveToneHz += 1; state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz; } if ( pad->X.State ) { state->WaveToneHz -= 1; state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz; } if ( pad->Options.State ) { wave_switch ^= true; } if ( pad->Share.State ) { // TODO(Ed) : Add rumble test } } else if ( controller->XPad ) { XInputPadState* pad = controller->XPad; x_offset += pad->DPad.Right.State; x_offset -= pad->DPad.Left.State; y_offset += pad->DPad.Down.State; y_offset -= pad->DPad.Up.State; x_offset += pad->Stick.Left.X.End; y_offset += pad->Stick.Left.Y.End; if ( pad->Y.State ) { state->ToneVolume += 10; } if ( pad->B.State ) { state->ToneVolume -= 10; } if ( pad->X.State ) { state->WaveToneHz += 1; state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz; } if ( pad->A.State ) { state->WaveToneHz -= 1; state->WavePeriod = sound_buffer->SamplesPerSecond / state->WaveToneHz; } if ( pad->Start.State ) { wave_switch ^= true; } if ( pad->Back.State ) { // TODO(Ed) : Add rumble test } } // TODO(Ed) : Allow sample offsets here for more robust platform options if ( ! wave_switch ) output_sound( state, sound_buffer, sine_wave_sample_value ); else output_sound( state, sound_buffer, square_wave_sample_value ); render_weird_graident( back_buffer, x_offset, y_offset ); } NS_ENGINE_END