HandmadeHero/project/engine/engine.cpp
2023-10-01 20:17:14 -04:00

796 lines
22 KiB
C++

//#include "win32.h"
#include "engine.hpp"
#include "engine_to_platform_api.hpp"
#include "handmade.hpp"
NS_ENGINE_BEGIN
#define pressed( btn ) (btn.ended_down && btn.half_transitions > 0)
// Used to determine if analog input is at move threshold
constexpr f32 analog__move_threshold = 0.5f;
struct EngineActions
{
b32 move_up;
b32 move_down;
b32 move_left;
b32 move_right;
b32 loop_mode_engine;
b32 loop_mode_game;
b32 raise_volume;
b32 lower_volume;
b32 raise_tone_hz;
b32 lower_tone_hz;
b32 toggle_wave_tone;
#if Build_Development
b32 pause_renderer;
b32 load_auto_snapshot;
b32 set_snapshot_slot_1;
b32 set_snapshot_slot_2;
b32 set_snapshot_slot_3;
b32 set_snapshot_slot_4;
b32 force_null_access_violation;
#endif
};
struct EngineState
{
f32 auto_snapshot_interval;
f32 auto_snapshot_timer;
s32 wave_tone_hz;
s32 tone_volume;
s32 x_offset;
s32 y_offset;
b32 renderer_paused;
f32 sample_wave_sine_time;
b32 sample_wave_switch;
hh::Memory game_memory;
};
#include "test_samples.cpp"
internal void
render_player( OffscreenBuffer* buffer, s32 pos_x, s32 pos_y )
{
u8* end_of_buffer = rcast(u8*, buffer->memory)
- buffer->bytes_per_pixel * buffer->width
+ buffer->pitch * buffer->height;
s32 top = pos_y;
s32 bottom = pos_y + 10;
u32 color = 0xFFFFFFFF;
for ( s32 coord_x = pos_x; coord_x < (pos_x+ 10); ++ coord_x )
{
u8*
pixel_byte = rcast(u8*, buffer->memory);
pixel_byte += coord_x * buffer->bytes_per_pixel;
pixel_byte += top * buffer->pitch;
for ( s32 coord_y = top; coord_y < bottom; ++ coord_y )
{
if ( pixel_byte < buffer->memory || pixel_byte >= end_of_buffer )
continue;
s32* pixel = rcast(s32*, pixel_byte);
*pixel = color;
pixel_byte += buffer->pitch;
}
}
}
#if Build_Development
using SnapshotFn = void ( Memory* memory, platform::ModuleAPI* platform_api );
internal
void load_engine_snapshot( Memory* memory, platform::ModuleAPI* platform_api )
{
platform_api->memory_copy( memory->persistent, memory->total_size()
, memory->snapshots[ memory->active_snapshot_slot ].memory );
}
internal
void load_game_snapshot( Memory* memory, platform::ModuleAPI* platform_api )
{
s32 slot = memory->active_snapshot_slot;
EngineState* state = rcast( EngineState*, memory->persistent );
void* persistent_slot = memory->snapshots[ slot ].memory;
void* transient_slot = rcast( Byte*, memory->snapshots[ slot ].memory ) + state->game_memory.persistent_size;
platform_api->memory_copy( state->game_memory.persistent, state->game_memory.persistent_size, persistent_slot );
platform_api->memory_copy( state->game_memory.transient, state->game_memory.transient_size, transient_slot );
}
internal
void take_engine_snapshot( Memory* memory, platform::ModuleAPI* platform_api )
{
platform_api->memory_copy( memory->snapshots[ memory->active_snapshot_slot ].memory, memory->total_size(), memory->persistent );
memory->snapshots[ memory->active_snapshot_slot ].age = platform_api->get_wall_clock();
}
internal
void take_game_snapshot( Memory* memory, platform::ModuleAPI* platform_api )
{
s32 slot = memory->active_snapshot_slot;
EngineState* state = rcast( EngineState*, memory->persistent );
void* persistent_slot = memory->snapshots[ slot ].memory;
void* transient_slot = rcast( Byte*, memory->snapshots[ slot ].memory ) + state->game_memory.persistent_size;
platform_api->memory_copy( persistent_slot, state->game_memory.persistent_size, state->game_memory.persistent );
platform_api->memory_copy( transient_slot, state->game_memory.transient_size, state->game_memory.transient );
memory->snapshots[ memory->active_snapshot_slot ].age = platform_api->get_wall_clock();
}
internal
void begin_recording_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
{
Str file_name = str_ascii("test_input_");
StrPath file_path = {};
file_path.concat( platform_api->path_scratch, file_name );
snprintf( file_path.ptr, file_path.len, "%s%d.hm_replay", file_name.ptr, memory->active_snapshot_slot );
memory->active_input_replay_file.path = file_path;
platform_api->file_delete( memory->active_input_replay_file.path );
memory->replay_mode = ReplayMode_Record;
}
internal
void end_recording_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
{
memory->replay_mode = ReplayMode_Off;
platform_api->file_close( & memory->active_input_replay_file );
}
internal
void begin_playback_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
{
Str file_name = str_ascii("test_input_");
StrPath file_path = {};
file_path.concat( platform_api->path_scratch, file_name );
snprintf( file_path.ptr, file_path.len, "%s%d.hm_replay", file_name.ptr, memory->active_snapshot_slot );
// TODO(Ed - From Casey): Recording system still seems to take too long
// on record start - find out what Windows is doing and if
// we can speed up / defer some of that processing.
if ( platform_api->file_check_exists( file_path ) )
{
memory->active_input_replay_file.path = file_path;
memory->replay_mode = ReplayMode_Playback;
}
else
{
// TODO(Ed) : Logging
}
}
internal
void end_playback_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
{
memory->replay_mode = ReplayMode_Off;
platform_api->file_close( & memory->active_input_replay_file );
}
InputStateSnapshot input_state_snapshot( InputState* input )
{
InputStateSnapshot snapshot = {};
for ( s32 idx = 0; idx < array_count( snapshot.controllers ); ++ idx )
{
ControllerState* controller = & input->controllers[idx];
if ( controller == nullptr )
continue;
if ( controller->ds_pad )
snapshot.controllers[idx].ds_pad = *controller->ds_pad;
if ( controller->xpad )
snapshot.controllers[idx].xpad = *controller->xpad;
if ( controller->keyboard )
{
snapshot.controllers[idx].keyboard = *controller->keyboard;
}
if ( controller->mouse )
snapshot.controllers[idx].mouse = *controller->mouse;
}
return snapshot;
}
internal
void record_input( Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
{
InputStateSnapshot snapshot = input_state_snapshot( input );
if ( platform_api->file_write_stream( & memory->active_input_replay_file, sizeof(snapshot), &snapshot ) == 0 )
{
// TODO(Ed) : Logging
}
}
internal
void play_input( SnapshotFn* load_snapshot, Memory* memory, InputState* input, platform::ModuleAPI* platform_api )
{
InputStateSnapshot new_input;
if ( platform_api->file_read_stream( & memory->active_input_replay_file, sizeof(InputStateSnapshot), & new_input ) == 0 )
{
load_snapshot( memory, platform_api );
platform_api->file_rewind( & memory->active_input_replay_file );
return;
}
for ( s32 idx = 0; idx < array_count( new_input.controllers ); ++ idx )
{
ControllerState* controller = & input->controllers[idx];
if ( controller == nullptr )
continue;
if ( controller->ds_pad )
*controller->ds_pad = new_input.controllers[idx].ds_pad;
if ( controller->xpad )
*controller->xpad = new_input.controllers[idx].xpad;
if ( controller->keyboard )
{
*controller->keyboard = new_input.controllers[idx].keyboard;
}
if ( controller->mouse )
*controller->mouse = new_input.controllers[idx].mouse;
}
}
void process_loop_mode( SnapshotFn* take_snapshot, SnapshotFn* load_snapshot
, Memory* memory, EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
if ( memory->replay_mode == ReplayMode_Off )
{
take_snapshot( memory, platform_api );
begin_recording_input( memory, input, platform_api );
}
else if ( memory->replay_mode == ReplayMode_Playback )
{
end_playback_input( memory, input, platform_api );
load_snapshot( memory, platform_api );
}
else if ( memory->replay_mode == ReplayMode_Record )
{
end_recording_input( memory, input, platform_api );
load_snapshot( memory, platform_api );
begin_playback_input( memory, input, platform_api );
}
}
// Build_Development
#endif
internal
void input_poll_engine_actions( InputState* input, EngineActions* actions )
{
ControllerState* controller = & input->controllers[0];
KeyboardState* keyboard = controller->keyboard;
// actions->move_right |= keyboard->D.EndedDown;
// actions->move_left |= keyboard->A.EndedDown;
// actions->move_up |= keyboard->W.EndedDown;
// actions->move_down |= keyboard->S.EndedDown;
actions->raise_volume |= keyboard->up.ended_down;
actions->lower_volume |= keyboard->down.ended_down;
actions->raise_tone_hz |= keyboard->right.ended_down;
actions->lower_tone_hz |= keyboard->left.ended_down;
#if Build_Development
actions->pause_renderer |= pressed( keyboard->pause );
actions->set_snapshot_slot_1 |= pressed( keyboard->_1 ) && keyboard->right_alt.ended_down;
actions->set_snapshot_slot_2 |= pressed( keyboard->_2 ) && keyboard->right_alt.ended_down;
actions->set_snapshot_slot_3 |= pressed( keyboard->_3 ) && keyboard->right_alt.ended_down;
actions->set_snapshot_slot_4 |= pressed( keyboard->_4 ) && keyboard->right_alt.ended_down;
#endif
actions->toggle_wave_tone |= pressed( keyboard->Q );
actions->loop_mode_game |= pressed( keyboard->L ) && ! keyboard->right_shift.ended_down && ! keyboard->right_alt.ended_down;
actions->loop_mode_engine |= pressed( keyboard->L ) && keyboard->right_shift.ended_down;
MousesState* mouse = controller->mouse;
actions->move_right = (mouse->horizontal_wheel.end > 0.f) * 20;
actions->move_left = (mouse->horizontal_wheel.end < 0.f) * 20;
actions->move_up = (mouse->vertical_wheel.end > 0.f) * 10;
actions->move_down = (mouse->vertical_wheel.end < 0.f) * 10;
actions->load_auto_snapshot |= pressed( keyboard->L ) && keyboard->right_alt.ended_down;
}
internal
void input_poll_player_actions( InputState* input, hh::PlayerActions* actions )
{
ControllerState* controller = & input->controllers[0];
if ( controller->ds_pad )
{
DualsensePadState* pad = controller->ds_pad;
actions->jump |= pressed( pad->cross );
actions->player_x_move_analog += pad->stick.left.X.end;
actions->player_y_move_analog += pad->stick.left.Y.end;
}
if ( controller->xpad )
{
XInputPadState* pad = controller->xpad;
actions->jump |= pressed( pad->A );
actions->player_x_move_analog += pad->stick.left.X.end;
actions->player_y_move_analog += pad->stick.left.Y.end;
}
if ( controller->keyboard )
{
KeyboardState* keyboard = controller->keyboard;
actions->jump |= pressed( keyboard->space );
actions->player_x_move_digital += keyboard->D.ended_down - keyboard->A.ended_down;
actions->player_y_move_digital += keyboard->W.ended_down - keyboard->S.ended_down;
}
if ( controller->mouse )
{
MousesState* mouse = controller->mouse;
}
}
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->num_samples; ++ sample_index )
{
s16 sample_value = get_sample_value( state, sound_buffer );
sound_buffer->running_sample_index++;
// char ms_timing_debug[256] {};
// wsprintfA( ms_timing_debug, "sample_value: %d\n", sample_value );
// d ms_timing_debug );
*sample_out = sample_value;
++ sample_out;
*sample_out = sample_value;
++ sample_out;
}
}
s32 round_f32_to_s32( f32 value )
{
// TODO(Ed) : Casey wants to use an intrinsic
return scast(s32, value + 0.5f);
}
internal
void draw_rectangle( OffscreenBuffer* buffer
, f32 min_x, f32 min_y
, f32 max_x, f32 max_y
, f32 red, f32 green, f32 blue )
{
s32 min_x_32 = round_f32_to_s32( min_x );
s32 min_y_32 = round_f32_to_s32( min_y );
s32 max_x_32 = round_f32_to_s32( max_x );
s32 max_y_32 = round_f32_to_s32( max_y );
s32 buffer_width = buffer->width;
s32 buffer_height = buffer->height;
if ( min_x_32 < 0 )
min_x_32 = 0;
if ( min_y_32 < 0 )
min_y_32 = 0;
if ( max_x_32 > buffer_width )
max_x_32 = buffer_width;
if ( max_y_32 > buffer_height )
max_y_32 = buffer_height;
s32 red_32 = round_f32_to_s32( 255.f * red );
s32 green_32 = round_f32_to_s32( 255.f * green );
s32 blue_32 = round_f32_to_s32( 255.f * blue );
s32 color =
(scast(s32, red_32) << 16)
| (scast(s32, green_32) << 8)
| (scast(s32, blue_32) << 0);
// Start with the pixel on the top left corner of the rectangle
u8* row = rcast(u8*, buffer->memory )
+ min_x_32 * buffer->bytes_per_pixel
+ min_y_32 * buffer->pitch;
for ( s32 y = min_y_32; y < max_y_32; ++ y )
{
s32* pixel_32 = rcast(s32*, row);
for ( s32 x = min_x_32; x < max_x_32; ++ x )
{
*pixel_32 = color;
pixel_32++;
}
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 )
{
#if Build_Development
memory->active_snapshot_slot = 1;
memory->replay_mode = ReplayMode_Off;
memory->active_input_replay_file = {};
memory->engine_loop_active = false;
memory->game_loop_active = false;
#endif
#if 0
for ( s32 slot = 0; slot < memory->Num_Snapshot_Slots; ++ slot )
{
// TODO(Ed) : Specify default file paths for saving slots ?
}
#endif
EngineState* state = rcast( EngineState*, memory->persistent );
assert( sizeof(EngineState) <= memory->persistent_size );
state->auto_snapshot_interval = 10.f;
state->tone_volume = 1000;
state->x_offset = 0;
state->y_offset = 0;
state->sample_wave_switch = false;
state->wave_tone_hz = 60;
state->sample_wave_sine_time = 0.f;
state->renderer_paused = false;
state->game_memory.persistent_size = memory->persistent_size / 2;
state->game_memory.persistent = rcast(Byte*, memory->persistent) + state->game_memory.persistent_size;
state->game_memory.transient_size = memory->transient_size / 2;
state->game_memory.transient = rcast(Byte*, memory->transient) + state->game_memory.transient_size;
hh::PlayerState* player = rcast( hh::PlayerState*, state->game_memory.persistent );
assert( sizeof(hh::PlayerState) <= state->game_memory.persistent_size );
player->pos_x = 920;
player->pos_y = 466;
player->mid_jump = false;
player->jump_time = 0.f;
}
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( f32 delta_time, InputState* input, OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread )
{
EngineState* state = rcast( EngineState*, memory->persistent );
assert( sizeof(EngineState) <= memory->persistent_size );
// Engine auto_snapshot
{
state->auto_snapshot_timer += delta_time;
if ( state->auto_snapshot_timer >= state->auto_snapshot_interval )
{
state->auto_snapshot_timer = 0.f;
s32 current_slot = memory->active_snapshot_slot;
memory->active_snapshot_slot = 0;
take_engine_snapshot( memory, platform_api );
memory->active_snapshot_slot = current_slot;
state->auto_snapshot_timer = 0.f;
}
}
ControllerState* controller = & input->controllers[0];
EngineActions engine_actions {};
hh::PlayerActions player_actions {};
input_poll_engine_actions( input, & engine_actions );
if ( engine_actions.load_auto_snapshot )
{
s32 current_slot = memory->active_snapshot_slot;
memory->active_snapshot_slot = 0;
load_engine_snapshot( memory, platform_api );
memory->active_snapshot_slot = current_slot;
}
#if Build_Development
// Ease of use: Allow user to press L key without shift if engine loop recording is active.
engine_actions.loop_mode_engine |= engine_actions.loop_mode_game && memory->engine_loop_active;
if ( engine_actions.loop_mode_engine && ! memory->game_loop_active )
{
process_loop_mode( & take_engine_snapshot, & load_engine_snapshot, memory, state, input, platform_api );
memory->engine_loop_active = memory->replay_mode > ReplayMode_Off;
}
// Input recording and playback for engine state
if ( memory->engine_loop_active )
{
if ( memory->replay_mode == ReplayMode_Record )
{
record_input( memory, input, platform_api );
}
if ( memory->replay_mode == ReplayMode_Playback )
{
play_input( & load_engine_snapshot, memory, input, platform_api );
}
}
#endif
// Process Engine Actions
{
state->x_offset += 3 * engine_actions.move_right;
state->x_offset -= 3 * engine_actions.move_left;
state->y_offset += 3 * engine_actions.move_down;
state->y_offset -= 3 * engine_actions.move_up;
if ( engine_actions.raise_volume )
{
state->tone_volume += 10;
}
if ( engine_actions.lower_volume )
{
state->tone_volume -= 10;
if ( state->tone_volume <= 0 )
state->tone_volume = 0;
}
if ( engine_actions.raise_tone_hz )
{
state->wave_tone_hz += 1;
}
if ( engine_actions.lower_tone_hz )
{
state->wave_tone_hz -= 1;
if ( state->wave_tone_hz <= 0 )
state->wave_tone_hz = 1;
}
if ( engine_actions.toggle_wave_tone )
{
state->sample_wave_switch ^= true;
}
if ( engine_actions.loop_mode_game && ! memory->engine_loop_active )
{
process_loop_mode( & take_game_snapshot, & load_game_snapshot, memory, state, input, platform_api );
memory->game_loop_active = memory->replay_mode > ReplayMode_Off;
}
#if Build_Development
if ( engine_actions.pause_renderer )
{
if ( state->renderer_paused )
{
platform_api->debug_set_pause_rendering(false);
state->renderer_paused = false;
}
else
{
platform_api->debug_set_pause_rendering(true);
state->renderer_paused = true;
}
}
if ( ! memory->game_loop_active )
{
if ( engine_actions.set_snapshot_slot_1 ) memory->active_snapshot_slot = 1;
if ( engine_actions.set_snapshot_slot_2 ) memory->active_snapshot_slot = 2;
}
#endif
}
#if Build_Development
if ( ! memory->engine_loop_active )
{
// Input recording and playback for game state
if ( memory->replay_mode == ReplayMode_Record )
{
record_input( memory, input, platform_api );
}
if ( memory->replay_mode == ReplayMode_Playback )
{
play_input( & load_game_snapshot, memory, input, platform_api );
}
}
#endif
hh::PlayerState* player = rcast( hh::PlayerState*, state->game_memory.persistent );
assert( sizeof(hh::PlayerState) <= state->game_memory.persistent_size );
input_poll_player_actions( input, & player_actions );
{
f32 move_speed = 200.f;
player->pos_x += scast(f32, player_actions.player_x_move_digital) * delta_time * move_speed;
player->pos_y -= scast(f32, player_actions.player_y_move_digital) * delta_time * move_speed;
player->pos_x += scast(f32, player_actions.player_x_move_analog * delta_time * move_speed);
player->pos_y -= scast(f32, player_actions.player_y_move_analog * delta_time * move_speed);
player->pos_y += sinf( player->jump_time * TAU ) * 200.f * delta_time;
if ( player->jump_time > 0.f )
{
player->jump_time -= delta_time;
}
else
{
player->jump_time = 0.f;
player->mid_jump = false;
}
if ( ! player->mid_jump && player_actions.jump )
{
player->jump_time = 1.f;
player->mid_jump = true;
}
}
f32 x_offset_f = scast(f32, state->x_offset);
f32 y_offset_f = scast(f32, state->y_offset);
draw_rectangle( back_buffer
, 0.f, 0.f
, scast(f32, back_buffer->width), scast(f32, back_buffer->height)
, 1.f, 0.24f, 0.24f );
// Draw tilemap
u32 tilemap[9][16] = {
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1 },
{ 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1 },
{ 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
};
f32 upper_left_x = 0;
f32 upper_left_y = 0;
f32 tile_width = 119;
f32 tile_height = 116;
for ( s32 row = 0; row < 9; ++ row )
{
for ( s32 col = 0; col < 16; ++ col )
{
u32 tileID = tilemap[row][col];
f32 grey[3] = { 0.15f, 0.15f, 0.15f };
if ( tileID == 1 )
{
grey[0] = 0.22f;
grey[1] = 0.22f;
grey[2] = 0.22f;
}
f32 min_x = upper_left_x + scast(f32, col) * tile_width;
f32 min_y = upper_left_y + scast(f32, row) * tile_height;
f32 max_x = min_x + tile_width;
f32 max_y = min_y + tile_height;
draw_rectangle( back_buffer
, min_x, min_y
, max_x, max_y
, grey[0], grey[1], grey[2] );
}
}
// Player
f32 player_width = 50.f;
f32 player_height = 100.f;
f32 player_red = 0.3f;
f32 player_green = 0.3f;
f32 player_blue = 0.3f;
draw_rectangle( back_buffer
, player->pos_x, player->pos_y
, player->pos_x + player_width, player->pos_y + player_height
, player_red, player_green, player_blue );
// Auto-Snapshot percent bar
if (1)
{
f32 snapshot_percent_x = ((state->auto_snapshot_timer / state->auto_snapshot_interval)) * (f32)back_buffer->width / 4.f;
draw_rectangle( back_buffer
, 0.f, 0.f
, snapshot_percent_x, 10.f
, 0x00, 0.15f, 0.35f );
}
#if Build_Development
if ( memory->replay_mode == ReplayMode_Record )
{
draw_rectangle( back_buffer
, scast(f32, player->pos_x) + 50.f, scast(f32, player->pos_y) - 50.f
, scast(f32, player->pos_x) + 10.f, scast(f32, player->pos_y) + 40.f
, 1.f, 1.f, 1.f );
}
#endif
// Change above to use draw rectangle
draw_rectangle( back_buffer
, (f32)input->controllers[0].mouse->X.end, (f32)input->controllers[0].mouse->Y.end
, (f32)input->controllers[0].mouse->X.end + 10.f, (f32)input->controllers[0].mouse->Y.end + 10.f
, 1.f, 1.f, 0.f );
// Mouse buttons test
#if 0
{
if ( input->controllers[0].mouse->left.ended_down == true )
render_player( back_buffer, 5, 5 );
if ( input->controllers[0].mouse->middle.ended_down == true )
render_player( back_buffer, 5, 20 );
if ( input->controllers[0].mouse->right.ended_down == true )
render_player( back_buffer, 5, 35 );
}
#endif
}
Engine_API
void update_audio( f32 delta_time, AudioBuffer* audio_buffer, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread )
{
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->sample_wave_switch )
output_sound( state, audio_buffer, sine_wave_sample_value );
else
output_sound( state, audio_buffer, square_wave_sample_value );
}
NS_ENGINE_END
#undef pressed