mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2024-11-10 03:44:53 -08:00
557 lines
14 KiB
C++
557 lines
14 KiB
C++
//#include "win32.h"
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#include "engine.hpp"
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#include "platform/platform_engine_api.hpp"
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#include "handmade.hpp"
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NS_ENGINE_BEGIN
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#define pressed( btn ) (btn.EndedDown && btn.HalfTransitions == 1)
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// Used to determine if analog input is at move threshold
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constexpr f32 analog__move_threshold = 0.5f;
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struct EngineActions
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{
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b32 move_up = false;
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b32 move_down = false;
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b32 move_left = false;
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b32 move_right = false;
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b32 loop_mode = false;
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b32 raise_volume = false;
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b32 lower_volume = false;
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b32 raise_tone_hz = false;
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b32 lower_tone_hz = false;
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b32 toggle_wave_tone = false;
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#if Build_Development
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b32 pause_renderer = false;
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#endif
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};
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struct PlayerActions
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{
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s32 player_x_move_digital = 0;
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s32 player_y_move_digital = 0;
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f32 player_x_move_analog = 0;
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f32 player_y_move_analog = 0;
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b32 jump = false;
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};
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struct EngineState
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{
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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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b32 RendererPaused;
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f32 SampleWaveSineTime;
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b32 SampleWaveSwitch;
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s32 InputRecordingIndex;
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s32 InputPlayingIndex;
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platform::File ActiveInputRecordingFile;
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platform::File ActivePlaybackFile;
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hh::Memory game_memory;
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};
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using GetSoundSampleValueFn = s16( EngineState* state, AudioBuffer* sound_buffer );
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internal s16
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square_wave_sample_value( EngineState* state, AudioBuffer* sound_buffer )
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{
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s32 wave_period = sound_buffer->SamplesPerSecond / state->WaveToneHz;
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s32 sample_value = (sound_buffer->RunningSampleIndex / (wave_period / 2) ) % 2 ?
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state->ToneVolume : - state->ToneVolume;
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return scast(s16, sample_value);
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}
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internal s16
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sine_wave_sample_value( EngineState* state, AudioBuffer* sound_buffer )
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{
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f32& time = state->SampleWaveSineTime;
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s32 wave_period = sound_buffer->SamplesPerSecond / state->WaveToneHz;
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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(s16, sine_value * scast(f32, state->ToneVolume));
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time += TAU * 1.0f / scast(f32, wave_period );
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if ( time > TAU )
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{
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time -= TAU;
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}
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return sample_value;
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}
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internal void
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output_sound( EngineState* state, AudioBuffer* 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 ( s32 sample_index = 0; sample_index < sound_buffer->NumSamples; ++ sample_index )
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{
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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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// wsprintfA( ms_timing_debug, "sample_value: %d\n", sample_value );
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// OutputDebugStringA( ms_timing_debug );
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*sample_out = sample_value;
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++ sample_out;
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*sample_out = sample_value;
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++ sample_out;
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}
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}
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internal void
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render_weird_graident(OffscreenBuffer* buffer, u32 x_offset, u32 y_offset )
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{
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// TODO(Ed): See if with optimizer if buffer should be passed by value.
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struct Pixel {
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u8 Blue;
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u8 Green;
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u8 Red;
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u8 Alpha;
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};
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u8* row = rcast( u8*, buffer->Memory);
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local_persist float wildcard = 0;
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for ( u32 y = 0; y < buffer->Height; ++ y )
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{
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// u8* pixel = rcast(u8*, row);
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// Pixel* pixel = rcast( Pixel*, row );
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u32* pixel = rcast(u32*, row);
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for ( u32 x = 0; x < buffer->Width; ++ x )
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{
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/* Pixel in memory:
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-----------------------------------------------
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Pixel + 0 Pixel + 1 Pixel + 2 Pixel + 3
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RR GG GG XX
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-----------------------------------------------
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x86-64 : Little Endian Arch
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0x XX BB GG RR
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*/
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#if 0
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u8 blue = scast(u8, x + x_offset * u8(wildcard) % 256);
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u8 green = scast(u8, y + y_offset - u8(wildcard) % 128);
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u8 red = scast(u8, wildcard) % 256 - x * 0.4f;
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#else
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u8 blue = scast(u8, x + x_offset);
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u8 green = scast(u8, y + y_offset);
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u8 red = 0;
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#endif
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*pixel++ = u32(red << 16) | u32(green/2 << 16) | blue/2 << 0;
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}
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wildcard += 0.5375f;
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row += buffer->Pitch;
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}
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}
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internal void
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render_player( OffscreenBuffer* buffer, s32 pos_x, s32 pos_y )
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{
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u8* end_of_buffer = rcast(u8*, buffer->Memory)
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- buffer->BytesPerPixel * buffer->Width
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+ buffer->Pitch * buffer->Height;
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s32 top = pos_y;
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s32 bottom = pos_y + 10;
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u32 color = 0xFFFFFFFF;
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for ( s32 coord_x = pos_x; coord_x < (pos_x+ 10); ++ coord_x )
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{
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u8*
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pixel_byte = rcast(u8*, buffer->Memory);
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pixel_byte += coord_x * buffer->BytesPerPixel;
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pixel_byte += top * buffer->Pitch;
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for ( s32 coord_y = top; coord_y < bottom; ++ coord_y )
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{
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if ( pixel_byte < buffer->Memory || pixel_byte >= end_of_buffer )
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continue;
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s32* pixel = rcast(s32*, pixel_byte);
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*pixel = color;
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pixel_byte += buffer->Pitch;
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}
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}
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}
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internal
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void begin_recording_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
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{
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state->ActiveInputRecordingFile.Path = str_ascii("test_input.hmi");
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state->InputRecordingIndex = 1;
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// TODO(Ed) : If game persist memory is larger than 4 gb, this will need to be done in chunks...
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platform_api->file_write_content( & state->ActiveInputRecordingFile, scast(u32, state->game_memory.PersistentSize), state->game_memory.Persistent );
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}
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internal
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void end_recording_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
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{
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platform_api->file_close( & state->ActiveInputRecordingFile );
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state->InputRecordingIndex = 0;
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}
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internal
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void begin_playback_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
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{
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Str file_name = str_ascii("test_input.hmi");
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if ( platform_api->file_check_exists( file_name ) )
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{
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state->ActivePlaybackFile.Path = str_ascii("test_input.hmi");
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state->InputPlayingIndex = 1;
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}
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if ( state->ActiveInputRecordingFile.OpaqueHandle == nullptr )
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{
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platform_api->file_read_stream( & state->ActivePlaybackFile, scast(u32, state->game_memory.PersistentSize), state->game_memory.Persistent );
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}
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}
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internal
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void end_playback_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
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{
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platform_api->file_rewind( & state->ActivePlaybackFile );
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platform_api->file_read_stream( & state->ActivePlaybackFile, scast(u32, state->game_memory.PersistentSize), state->game_memory.Persistent );
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platform_api->file_close( & state->ActivePlaybackFile );
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state->InputPlayingIndex = 0;
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}
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InputStateSnapshot input_state_snapshot( InputState* input )
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{
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InputStateSnapshot snapshot = {};
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for ( s32 idx = 0; idx < array_count( snapshot.Controllers ); ++ idx )
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{
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ControllerState* controller = & input->Controllers[idx];
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if ( controller == nullptr )
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continue;
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if ( controller->DSPad )
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snapshot.Controllers[idx].DSPad = *controller->DSPad;
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if ( controller->XPad )
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snapshot.Controllers[idx].XPad = *controller->XPad;
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if ( controller->Keyboard )
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{
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snapshot.Controllers[idx].Keyboard = *controller->Keyboard;
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}
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if ( controller->Mouse )
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snapshot.Controllers[idx].Mouse = *controller->Mouse;
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}
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return snapshot;
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}
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internal
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void record_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
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{
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InputStateSnapshot snapshot = input_state_snapshot( input );
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if ( platform_api->file_write_stream( & state->ActiveInputRecordingFile, sizeof(snapshot), &snapshot ) == 0 )
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{
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// TODO(Ed) : Logging
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}
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}
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internal
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void play_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
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{
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InputStateSnapshot new_input;
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if ( platform_api->file_read_stream( & state->ActivePlaybackFile, sizeof(InputStateSnapshot), & new_input ) == 0 )
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{
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end_playback_input( state, input, platform_api );
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begin_playback_input( state, input, platform_api );
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return;
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}
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for ( s32 idx = 0; idx < array_count( new_input.Controllers ); ++ idx )
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{
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ControllerState* controller = & input->Controllers[idx];
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if ( controller == nullptr )
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continue;
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if ( controller->DSPad )
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*controller->DSPad = new_input.Controllers[idx].DSPad;
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if ( controller->XPad )
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*controller->XPad = new_input.Controllers[idx].XPad;
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if ( controller->Keyboard )
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{
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*controller->Keyboard = new_input.Controllers[idx].Keyboard;
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}
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if ( controller->Mouse )
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*controller->Mouse = new_input.Controllers[idx].Mouse;
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}
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}
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internal
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void input_poll_engine_actions( InputState* input, EngineActions* actions )
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{
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ControllerState* controller = & input->Controllers[0];
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KeyboardState* keyboard = controller->Keyboard;
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actions->move_right |= keyboard->D.EndedDown;
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actions->move_left |= keyboard->A.EndedDown;
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actions->move_up |= keyboard->W.EndedDown;
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actions->move_down |= keyboard->S.EndedDown;
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actions->raise_volume |= keyboard->Up.EndedDown;
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actions->lower_volume |= keyboard->Down.EndedDown;
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actions->raise_tone_hz |= keyboard->Right.EndedDown;
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actions->lower_tone_hz |= keyboard->Left.EndedDown;
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#if Build_Development
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actions->pause_renderer |= pressed( keyboard->Pause );
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#endif
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actions->toggle_wave_tone |= pressed( keyboard->Q );
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actions->loop_mode |= pressed( keyboard->L );
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}
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internal
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void input_poll_player_actions( InputState* input, PlayerActions* actions )
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{
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ControllerState* controller = & input->Controllers[0];
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if ( controller->DSPad )
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{
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DualsensePadState* pad = controller->DSPad;
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actions->jump |= pressed( pad->X );
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actions->player_x_move_analog += pad->Stick.Left.X.End;
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actions->player_y_move_analog += pad->Stick.Left.Y.End;
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}
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if ( controller->XPad )
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{
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XInputPadState* pad = controller->XPad;
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actions->jump |= pressed( pad->A );
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actions->player_x_move_analog += pad->Stick.Left.X.End;
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actions->player_y_move_analog += pad->Stick.Left.Y.End;
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}
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if ( controller->Keyboard )
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{
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KeyboardState* keyboard = controller->Keyboard;
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actions->jump |= pressed( keyboard->Space );
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actions->player_x_move_digital += keyboard->D.EndedDown - keyboard->A.EndedDown;
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actions->player_y_move_digital += keyboard->W.EndedDown - keyboard->S.EndedDown;
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}
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}
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Engine_API
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void on_module_reload( Memory* memory, platform::ModuleAPI* platfom_api )
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{
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}
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Engine_API
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void startup( Memory* memory, platform::ModuleAPI* platform_api )
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{
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EngineState* state = rcast( EngineState*, memory->Persistent );
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assert( sizeof(EngineState) <= memory->PersistentSize );
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state->ToneVolume = 1000;
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state->XOffset = 0;
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state->YOffset = 0;
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state->SampleWaveSwitch = false;
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state->WaveToneHz = 60;
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state->SampleWaveSineTime = 0.f;
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state->RendererPaused = false;
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state->InputRecordingIndex = 0;
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state->InputPlayingIndex = 0;
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state->ActiveInputRecordingFile = {};
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state->ActivePlaybackFile = {};
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state->game_memory.PersistentSize = memory->PersistentSize / 2;
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state->game_memory.Persistent = rcast(Byte*, memory->Persistent) + state->game_memory.PersistentSize;
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state->game_memory.TransientSize = memory->TransientSize / 2;
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state->game_memory.Transient = rcast(Byte*, memory->Transient) + state->game_memory.TransientSize;
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hh::PlayerState* player = rcast( hh::PlayerState*, state->game_memory.Persistent );
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assert( sizeof(hh::PlayerState) <= state->game_memory.PersistentSize );
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player->Pos_X = 100;
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player->Pos_Y = 100;
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player->MidJump = false;
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}
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Engine_API
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void shutdown( Memory* memory, platform::ModuleAPI* platform_api )
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{
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}
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Engine_API
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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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void update_and_render( InputState* input, OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI* platform_api )
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{
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EngineState* state = rcast( EngineState*, memory->Persistent );
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assert( sizeof(EngineState) <= memory->PersistentSize );
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ControllerState* controller = & input->Controllers[0];
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EngineActions engine_actions {};
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PlayerActions player_actions {};
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input_poll_engine_actions( input, & engine_actions );
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{
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state->XOffset += 3 * engine_actions.move_right;
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state->XOffset -= 3 * engine_actions.move_left;
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state->YOffset += 3 * engine_actions.move_down;
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state->YOffset -= 3 * engine_actions.move_up;
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if ( engine_actions.raise_volume )
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{
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state->ToneVolume += 10;
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}
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if ( engine_actions.lower_volume )
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{
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state->ToneVolume -= 10;
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if ( state->ToneVolume <= 0 )
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state->ToneVolume = 0;
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}
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if ( engine_actions.raise_tone_hz )
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{
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state->WaveToneHz += 1;
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}
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if ( engine_actions.lower_tone_hz )
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{
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state->WaveToneHz -= 1;
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if ( state->WaveToneHz <= 0 )
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state->WaveToneHz = 1;
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}
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if ( engine_actions.toggle_wave_tone )
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{
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state->SampleWaveSwitch ^= true;
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}
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if ( engine_actions.loop_mode )
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{
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if ( state->InputRecordingIndex == 0 && state->InputPlayingIndex == 0 )
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{
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begin_recording_input( state, input, platform_api );
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}
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else if ( state->InputPlayingIndex )
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{
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end_playback_input( state, input, platform_api );
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}
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else if ( state->InputRecordingIndex )
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{
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end_recording_input( state, input, platform_api );
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begin_playback_input( state, input, platform_api );
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}
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}
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#if Build_Development
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if ( engine_actions.pause_renderer )
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{
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if ( state->RendererPaused )
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{
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platform_api->debug_set_pause_rendering(false);
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state->RendererPaused = false;
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}
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else
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{
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platform_api->debug_set_pause_rendering(true);
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state->RendererPaused = true;
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}
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}
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#endif
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}
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if ( state->InputRecordingIndex )
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{
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record_input( state, input, platform_api );
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}
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if ( state->InputPlayingIndex )
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{
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play_input( state, input, platform_api );
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}
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hh::PlayerState* player = rcast( hh::PlayerState*, state->game_memory.Persistent );
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assert( sizeof(hh::PlayerState) <= state->game_memory.PersistentSize );
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input_poll_player_actions( input, & player_actions );
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{
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player->Pos_X += player_actions.player_x_move_digital * 5;
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player->Pos_Y -= player_actions.player_y_move_digital * 5;
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player->Pos_X += scast(u32, player_actions.player_x_move_analog * 5);
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player->Pos_Y -= scast(u32, player_actions.player_y_move_analog * 5) - scast(u32, sinf( player->JumpTime * TAU ) * 10);
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if ( player->JumpTime > 0.f )
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{
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player->JumpTime -= 0.025f;
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}
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else
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{
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player->JumpTime = 0.f;
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player->MidJump = false;
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}
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if ( ! player->MidJump && player_actions.jump )
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{
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player->JumpTime = 1.f;
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player->MidJump = true;
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}
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}
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render_weird_graident( back_buffer, 0, 0 );
|
|
render_player( back_buffer, player->Pos_X, player->Pos_Y );
|
|
|
|
if ( state->InputRecordingIndex )
|
|
render_player( back_buffer, player->Pos_X + 20, player->Pos_Y - 20 );
|
|
}
|
|
|
|
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
|
|
|
|
#undef pressed
|