//#include "win32.h" #include "engine.hpp" #include "platform/platform_engine_api.hpp" #include "handmade.hpp" NS_ENGINE_BEGIN struct EngineState { s32 WaveToneHz; s32 ToneVolume; s32 XOffset; s32 YOffset; b32 RendererPaused; f32 SampleWaveSineTime; b32 SampleWaveSwitch; }; using GetSoundSampleValueFn = s16( EngineState* state, AudioBuffer* sound_buffer ); internal s16 square_wave_sample_value( EngineState* state, AudioBuffer* sound_buffer ) { s32 wave_period = sound_buffer->SamplesPerSecond / state->WaveToneHz; s32 sample_value = (sound_buffer->RunningSampleIndex / (wave_period / 2) ) % 2 ? state->ToneVolume : - state->ToneVolume; return scast(s16, sample_value); } internal s16 sine_wave_sample_value( EngineState* state, AudioBuffer* sound_buffer ) { f32& time = state->SampleWaveSineTime; s32 wave_period = sound_buffer->SamplesPerSecond / state->WaveToneHz; // time = TAU * (f32)sound_buffer->RunningSampleIndex / (f32)SoundTest_WavePeriod; f32 sine_value = sinf( time ); s16 sample_value = scast(s16, sine_value * scast(f32, state->ToneVolume)); time += TAU * 1.0f / scast(f32, wave_period ); if ( time > TAU ) { time -= TAU; } return sample_value; } internal void output_sound( EngineState* state, AudioBuffer* sound_buffer, GetSoundSampleValueFn* get_sample_value ) { s16* sample_out = sound_buffer->Samples; for ( s32 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++ = u32(red << 16) | u32(green << 8) | blue; } wildcard += 0.5375f; row += buffer->Pitch; } } Engine_API void on_module_reload( Memory* memory, platform::ModuleAPI* platfom_api ) { } Engine_API void startup( Memory* memory, platform::ModuleAPI* platform_api ) { EngineState* state = rcast( EngineState*, memory->Persistent ); assert( sizeof(EngineState) <= memory->PersistentSize ); state->ToneVolume = 1000; state->XOffset = 0; state->YOffset = 0; state->SampleWaveSwitch = false; state->WaveToneHz = 120; state->SampleWaveSineTime = 0.f; state->RendererPaused = false; #if Build_Debug && 0 { using namespace platform; char const* file_path = __FILE__; Debug_FileContent file_content = platform_api->debug_file_read_content( file_path ); if ( file_content.Size ) { platform_api->debug_file_write_content( "test.out", file_content.Size, file_content.Data ); platform_api->debug_file_free_content( & file_content ); } } #endif } Engine_API void shutdown( Memory* memory, platform::ModuleAPI* platform_api ) { } Engine_API // TODO : I rather expose the back_buffer and sound_buffer using getters for access in any function. void update_and_render( InputState* input, OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI* platform_api ) { EngineState* state = rcast( EngineState*, memory->Persistent ); assert( sizeof(EngineState) <= memory->PersistentSize ); ControllerState* controller = & input->Controllers[0]; // Abstracting the actionables as booleans and processing within this scope // for now until proper callbacks for input bindings are setup. b32 move_up = false; b32 move_down = false; b32 move_left = false; b32 move_right = false; b32 action_up = false; b32 action_down = false; b32 action_left = false; b32 action_right = false; b32 raise_volume = false; b32 lower_volume = false; b32 raise_tone_hz = false; b32 lower_tone_hz = false; b32 toggle_wave_tone = false; b32 pause_renderer = false; f32 analog_threshold = 0.5f; #define pressed( btn ) (btn.EndedDown && btn.HalfTransitions < 1) if ( controller->DSPad ) { DualsensePadState* pad = controller->DSPad; move_right |= pad->DPad.Right.EndedDown || pad->Stick.Left.X.End > analog_threshold; move_left |= pad->DPad.Left.EndedDown || pad->Stick.Left.X.End < -analog_threshold; move_up |= pad->DPad.Up.EndedDown || pad->Stick.Left.Y.End > analog_threshold; move_down |= pad->DPad.Down.EndedDown || pad->Stick.Left.Y.End < -analog_threshold; raise_volume |= pad->Triangle.EndedDown; lower_volume |= pad->Circle.EndedDown; raise_tone_hz |= pad->Square.EndedDown; lower_tone_hz |= pad->X.EndedDown; toggle_wave_tone |= pressed( pad->Options ); } if ( controller->XPad ) { XInputPadState* pad = controller->XPad; move_right |= pad->DPad.Right.EndedDown || pad->Stick.Left.X.End > analog_threshold; move_left |= pad->DPad.Left.EndedDown || pad->Stick.Left.X.End < -analog_threshold; move_up |= pad->DPad.Up.EndedDown || pad->Stick.Left.Y.End > analog_threshold; move_down |= pad->DPad.Down.EndedDown || pad->Stick.Left.Y.End < -analog_threshold; raise_volume |= pad->Y.EndedDown; lower_volume |= pad->B.EndedDown; raise_tone_hz |= pad->X.EndedDown; lower_tone_hz |= pad->A.EndedDown; toggle_wave_tone |= pressed( pad->Start ); } if ( controller->Keyboard ) { KeyboardState* keyboard = controller->Keyboard; move_right |= keyboard->D.EndedDown; move_left |= keyboard->A.EndedDown; move_up |= keyboard->W.EndedDown; move_down |= keyboard->S.EndedDown; raise_volume |= keyboard->Up.EndedDown; lower_volume |= keyboard->Down.EndedDown; raise_tone_hz |= keyboard->Right.EndedDown; lower_tone_hz |= keyboard->Left.EndedDown; pause_renderer |= pressed( keyboard->Pause ); toggle_wave_tone |= pressed( keyboard->Space ); } state->XOffset += 3 * move_right; state->XOffset -= 3 * move_left; state->YOffset += 3 * move_down; state->YOffset -= 3 * move_up; if ( raise_volume ) { state->ToneVolume += 10; } if ( lower_volume ) { state->ToneVolume -= 10; if ( state->ToneVolume <= 0 ) state->ToneVolume = 0; } if ( raise_tone_hz ) { state->WaveToneHz += 1; } if ( lower_tone_hz ) { state->WaveToneHz -= 1; if ( state->WaveToneHz <= 0 ) state->WaveToneHz = 1; } if ( toggle_wave_tone ) { state->SampleWaveSwitch ^= true; } render_weird_graident( back_buffer, state->XOffset, state->YOffset ); if ( pause_renderer ) { if ( state->RendererPaused ) { platform_api->debug_set_pause_rendering(false); state->RendererPaused = false; } else { platform_api->debug_set_pause_rendering(true); state->RendererPaused = true; } } } Engine_API void update_audio( AudioBuffer* audio_buffer, Memory* memory, platform::ModuleAPI* platform_api ) { EngineState* state = rcast( EngineState*, memory->Persistent ); do_once_start do_once_end // TODO(Ed) : Allow sample offsets here for more robust platform options if ( ! state->SampleWaveSwitch ) output_sound( state, audio_buffer, sine_wave_sample_value ); else output_sound( state, audio_buffer, square_wave_sample_value ); } NS_ENGINE_END