HandmadeHero/project/engine.cpp
2023-09-17 23:41:19 -04:00

236 lines
5.2 KiB
C++

#include "engine.h"
#include "win32.h"
NS_ENGINE_BEGIN
using GetSoundSampleValueFn = s16( SoundBuffer* sound_buffer );
global s32 SoundTest_ToneVolume = 3000;
global s32 SoundTest_WavePeriod = 0;
global s32 SoundTest_WaveToneHz = 262;
internal s16
square_wave_sample_value( SoundBuffer* sound_buffer )
{
s16 sample_value = (sound_buffer->RunningSampleIndex / (SoundTest_WavePeriod /2)) % 2 ?
SoundTest_ToneVolume : - SoundTest_ToneVolume;
return sample_value;
}
internal s16
sine_wave_sample_value( 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 * SoundTest_ToneVolume);
time += TAU * 1.0f / scast(f32, SoundTest_WavePeriod );
return sample_value;
}
internal void
output_sound( 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( 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;
}
// 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 )
{
// 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
#if 1
do_once_start
{
SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
}
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 )
{
SoundTest_ToneVolume += 10;
}
if ( pad->Circle.State )
{
SoundTest_ToneVolume -= 10;
}
if ( pad->Square.State )
{
SoundTest_WaveToneHz += 1;
SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
}
if ( pad->X.State )
{
SoundTest_WaveToneHz -= 1;
SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_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 )
{
SoundTest_ToneVolume += 10;
}
if ( pad->B.State )
{
SoundTest_ToneVolume -= 10;
}
if ( pad->X.State )
{
SoundTest_WaveToneHz += 1;
SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
}
if ( pad->A.State )
{
SoundTest_WaveToneHz -= 1;
SoundTest_WavePeriod = sound_buffer->SamplesPerSecond / SoundTest_WaveToneHz;
}
if ( pad->Start.State )
{
wave_switch ^= true;
}
if ( pad->Back.State )
{
// TODO(Ed) : Add rumble test
}
}
#endif
// TODO(Ed) : Allow sample offsets here for more robust platform options
if ( ! wave_switch )
output_sound( sound_buffer, sine_wave_sample_value );
else
output_sound( sound_buffer, square_wave_sample_value );
render_weird_graident( back_buffer, x_offset, y_offset );
}
NS_ENGINE_END