HandmadeHero/project/engine/engine.cpp
Ed_ a52f6efbff Adjusted build staging so that engine post-build codgen wont occur when process is running
+ some refactoring as what I was doing didn't correlate to platform so I associate it with the engine module proper now.
2023-09-28 21:21:05 -04:00

557 lines
14 KiB
C++

//#include "win32.h"
#include "engine.hpp"
#include "engine_to_platform_api.hpp"
#include "handmade.hpp"
NS_ENGINE_BEGIN
#define pressed( btn ) (btn.EndedDown && btn.HalfTransitions == 1)
// Used to determine if analog input is at move threshold
constexpr f32 analog__move_threshold = 0.5f;
struct EngineActions
{
b32 move_up = false;
b32 move_down = false;
b32 move_left = false;
b32 move_right = false;
b32 loop_mode = false;
b32 raise_volume = false;
b32 lower_volume = false;
b32 raise_tone_hz = false;
b32 lower_tone_hz = false;
b32 toggle_wave_tone = false;
#if Build_Development
b32 pause_renderer = false;
#endif
};
struct PlayerActions
{
s32 player_x_move_digital = 0;
s32 player_y_move_digital = 0;
f32 player_x_move_analog = 0;
f32 player_y_move_analog = 0;
b32 jump = false;
};
struct EngineState
{
s32 WaveToneHz;
s32 ToneVolume;
s32 XOffset;
s32 YOffset;
b32 RendererPaused;
f32 SampleWaveSineTime;
b32 SampleWaveSwitch;
s32 InputRecordingIndex;
s32 InputPlayingIndex;
platform::File ActiveInputRecordingFile;
platform::File ActivePlaybackFile;
hh::Memory game_memory;
};
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/2 << 16) | blue/2 << 0;
}
wildcard += 0.5375f;
row += buffer->Pitch;
}
}
internal void
render_player( OffscreenBuffer* buffer, s32 pos_x, s32 pos_y )
{
u8* end_of_buffer = rcast(u8*, buffer->Memory)
- buffer->BytesPerPixel * 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->BytesPerPixel;
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;
}
}
}
internal
void begin_recording_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
state->ActiveInputRecordingFile.Path = str_ascii("test_input.hmi");
state->InputRecordingIndex = 1;
// TODO(Ed) : If game persist memory is larger than 4 gb, this will need to be done in chunks...
platform_api->file_write_content( & state->ActiveInputRecordingFile, scast(u32, state->game_memory.PersistentSize), state->game_memory.Persistent );
}
internal
void end_recording_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
platform_api->file_close( & state->ActiveInputRecordingFile );
state->InputRecordingIndex = 0;
}
internal
void begin_playback_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
Str file_name = str_ascii("test_input.hmi");
if ( platform_api->file_check_exists( file_name ) )
{
state->ActivePlaybackFile.Path = str_ascii("test_input.hmi");
state->InputPlayingIndex = 1;
}
if ( state->ActiveInputRecordingFile.OpaqueHandle == nullptr )
{
platform_api->file_read_stream( & state->ActivePlaybackFile, scast(u32, state->game_memory.PersistentSize), state->game_memory.Persistent );
}
}
internal
void end_playback_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
platform_api->file_rewind( & state->ActivePlaybackFile );
platform_api->file_read_stream( & state->ActivePlaybackFile, scast(u32, state->game_memory.PersistentSize), state->game_memory.Persistent );
platform_api->file_close( & state->ActivePlaybackFile );
state->InputPlayingIndex = 0;
}
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->DSPad )
snapshot.Controllers[idx].DSPad = *controller->DSPad;
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( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
InputStateSnapshot snapshot = input_state_snapshot( input );
if ( platform_api->file_write_stream( & state->ActiveInputRecordingFile, sizeof(snapshot), &snapshot ) == 0 )
{
// TODO(Ed) : Logging
}
}
internal
void play_input( EngineState* state, InputState* input, platform::ModuleAPI* platform_api )
{
InputStateSnapshot new_input;
if ( platform_api->file_read_stream( & state->ActivePlaybackFile, sizeof(InputStateSnapshot), & new_input ) == 0 )
{
end_playback_input( state, input, platform_api );
begin_playback_input( state, input, platform_api );
return;
}
for ( s32 idx = 0; idx < array_count( new_input.Controllers ); ++ idx )
{
ControllerState* controller = & input->Controllers[idx];
if ( controller == nullptr )
continue;
if ( controller->DSPad )
*controller->DSPad = new_input.Controllers[idx].DSPad;
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;
}
}
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.EndedDown;
actions->lower_volume |= keyboard->Down.EndedDown;
actions->raise_tone_hz |= keyboard->Right.EndedDown;
actions->lower_tone_hz |= keyboard->Left.EndedDown;
#if Build_Development
actions->pause_renderer |= pressed( keyboard->Pause );
#endif
actions->toggle_wave_tone |= pressed( keyboard->Q );
actions->loop_mode |= pressed( keyboard->L );
}
internal
void input_poll_player_actions( InputState* input, PlayerActions* actions )
{
ControllerState* controller = & input->Controllers[0];
if ( controller->DSPad )
{
DualsensePadState* pad = controller->DSPad;
actions->jump |= pressed( pad->X );
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.EndedDown - keyboard->A.EndedDown;
actions->player_y_move_digital += keyboard->W.EndedDown - keyboard->S.EndedDown;
}
}
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 = 60;
state->SampleWaveSineTime = 0.f;
state->RendererPaused = false;
state->InputRecordingIndex = 0;
state->InputPlayingIndex = 0;
state->ActiveInputRecordingFile = {};
state->ActivePlaybackFile = {};
state->game_memory.PersistentSize = memory->PersistentSize / 2;
state->game_memory.Persistent = rcast(Byte*, memory->Persistent) + state->game_memory.PersistentSize;
state->game_memory.TransientSize = memory->TransientSize / 2;
state->game_memory.Transient = rcast(Byte*, memory->Transient) + state->game_memory.TransientSize;
hh::PlayerState* player = rcast( hh::PlayerState*, state->game_memory.Persistent );
assert( sizeof(hh::PlayerState) <= state->game_memory.PersistentSize );
player->Pos_X = 100;
player->Pos_Y = 100;
player->MidJump = false;
}
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];
EngineActions engine_actions {};
PlayerActions player_actions {};
input_poll_engine_actions( input, & engine_actions );
{
state->XOffset += 3 * engine_actions.move_right;
state->XOffset -= 3 * engine_actions.move_left;
state->YOffset += 3 * engine_actions.move_down;
state->YOffset -= 3 * engine_actions.move_up;
if ( engine_actions.raise_volume )
{
state->ToneVolume += 10;
}
if ( engine_actions.lower_volume )
{
state->ToneVolume -= 10;
if ( state->ToneVolume <= 0 )
state->ToneVolume = 0;
}
if ( engine_actions.raise_tone_hz )
{
state->WaveToneHz += 1;
}
if ( engine_actions.lower_tone_hz )
{
state->WaveToneHz -= 1;
if ( state->WaveToneHz <= 0 )
state->WaveToneHz = 1;
}
if ( engine_actions.toggle_wave_tone )
{
state->SampleWaveSwitch ^= true;
}
if ( engine_actions.loop_mode )
{
if ( state->InputRecordingIndex == 0 && state->InputPlayingIndex == 0 )
{
begin_recording_input( state, input, platform_api );
}
else if ( state->InputPlayingIndex )
{
end_playback_input( state, input, platform_api );
}
else if ( state->InputRecordingIndex )
{
end_recording_input( state, input, platform_api );
begin_playback_input( state, input, platform_api );
}
}
#if Build_Development
if ( engine_actions.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;
}
}
#endif
}
if ( state->InputRecordingIndex )
{
record_input( state, input, platform_api );
}
if ( state->InputPlayingIndex )
{
play_input( state, input, platform_api );
}
hh::PlayerState* player = rcast( hh::PlayerState*, state->game_memory.Persistent );
assert( sizeof(hh::PlayerState) <= state->game_memory.PersistentSize );
input_poll_player_actions( input, & player_actions );
{
player->Pos_X += player_actions.player_x_move_digital * 5;
player->Pos_Y -= player_actions.player_y_move_digital * 5;
player->Pos_X += scast(u32, player_actions.player_x_move_analog * 5);
player->Pos_Y -= scast(u32, player_actions.player_y_move_analog * 5) - scast(u32, sinf( player->JumpTime * TAU ) * 10);
if ( player->JumpTime > 0.f )
{
player->JumpTime -= 0.025f;
}
else
{
player->JumpTime = 0.f;
player->MidJump = false;
}
if ( ! player->MidJump && player_actions.jump )
{
player->JumpTime = 1.f;
player->MidJump = true;
}
}
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