Day 27 complete.
This commit is contained in:
+66
@@ -37,6 +37,64 @@ static void GameOutputSound(game_state *GameState,
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*/
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}
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static void ClearBackground(game_offscreen_buffer *Buffer)
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{
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S32 Width, Height, X;
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Width = Buffer->Width;
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Height = Buffer->Height;
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for(X = 0; X < Width * Height; X++) {
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U32 *Pixel = &((U32 *)Buffer->Memory)[X];
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*Pixel = 0xFFFFFF;
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}
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}
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static S32 RoundF32toS32(F32 Real32)
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{
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S32 Result = (S32)(Real32 + 0.5f);
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return Result;
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}
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static void DrawRectangle(game_offscreen_buffer *Buffer,
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F32 RealMinX, F32 RealMinY,
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F32 RealMaxX, F32 RealMaxY,
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U32 Color)
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/*F32 R, F32 G, F32 B)*/
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{
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S32 MinX = RoundF32toS32(RealMinX);
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S32 MinY = RoundF32toS32(RealMinY);
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S32 MaxX = RoundF32toS32(RealMaxX);
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S32 MaxY = RoundF32toS32(RealMaxY);
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S32 Width = Buffer->Width;
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S32 Height = Buffer->Height;
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U8 *Row;
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S32 Y, X;
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if(MinX < 0)
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MinX = 0;
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if(MinY < 0)
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MinY = 0;
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if(MaxX > Width)
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MaxX = Width;
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if(MaxY > Height)
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MaxY = Height;
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Row = ((U8 *)Buffer->Memory + MinX*Buffer->BytesPerPixel +
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MinY*Buffer->Pitch);
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for(Y = MinY; Y < MaxY; Y++) {
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U32 *Pixel = (U32 *)Row;
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for(X = MinX; X < MaxX; X++) {
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*(U32 *)Pixel = Color;
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Pixel++;
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}
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Row += Buffer->Pitch;
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}
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}
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static void RenderRectangle(game_offscreen_buffer *Buffer, S32 MouseX,
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S32 MouseY)
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{
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@@ -87,6 +145,14 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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}
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}
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DrawRectangle(Buffer, 0.0f, 0.0f, (F32)(Buffer->Width),
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(F32)(Buffer->Height), 0x000000);
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DrawRectangle(Buffer, 10.0f, 10.0f, 20.0f, 20.0f, 0xFFFFFF);
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DrawRectangle(Buffer,
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(F32)(Input->MouseX), (F32)(Input->MouseY),
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(F32)(Input->MouseX) + 10.0f, (F32)(Input->MouseY) + 10.0f,
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0xFF0000);
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GameOutputSound(GameState, SoundBuffer, 400);
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}
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@@ -35,6 +35,7 @@ typedef struct game_offscreen_buffer {
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void *Memory;
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S32 Width;
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S32 Height;
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S32 BytesPerPixel;
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S32 Pitch;
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} game_offscreen_buffer;
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+17
-8
@@ -25,6 +25,9 @@
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#include <x86intrin.h>
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#endif
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#define RESOLUTION_WIDTH 960
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#define RESOLUTION_HEIGHT 540
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static B32 GlobalRunning;
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static U64 GlobalPerfCountFrequency;
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@@ -140,7 +143,6 @@ void DEBUGPlatformFreeFileMemory(thread_context *Thread, void *Memory)
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free(Memory);
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}
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static sdl_window_dimension SDLGetWindowDimension(SDL_Window *Window)
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{
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sdl_window_dimension Dimension;
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@@ -186,8 +188,8 @@ static void SDLDisplayBufferInWindow(offscreen_buffer Buffer,
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/* SDL_RenderCopy(Renderer, Buffer.Texture, 0, 0); */
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dest_rect.x = 0;
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dest_rect.y = 0;
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dest_rect.w = 500;
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dest_rect.h = 500;
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dest_rect.w = RESOLUTION_WIDTH;
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dest_rect.h = RESOLUTION_HEIGHT;
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SDL_RenderCopy(Renderer, Buffer.Texture, 0, (const SDL_Rect *)(&dest_rect));
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SDL_RenderPresent(Renderer);
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}
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@@ -705,15 +707,20 @@ S32 main(S32 argc, char *argv[])
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* protocol. However, SDL_WINDOW_ALWAYS_ON_TOP does work on KDE
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* under Wayland. I have not tested GNOME. */
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Window = SDL_CreateWindow("Handmade Hero", SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED, 500, 500,
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SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALWAYS_ON_TOP);
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SDL_WINDOWPOS_UNDEFINED,
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RESOLUTION_WIDTH, RESOLUTION_HEIGHT,
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SDL_WINDOW_RESIZABLE |
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SDL_WINDOW_ALWAYS_ON_TOP);
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if(Window) {
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SDL_Renderer *Renderer;
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SDL_DisplayMode display_mode;
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SDL_GetCurrentDisplayMode(0, &display_mode);
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Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_PRESENTVSYNC);
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SDL_SetWindowPosition(Window, 900, 300); /* TODO: Check that this
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works on Linux. */
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SDL_SetWindowPosition(Window, (display_mode.w - RESOLUTION_WIDTH),
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(display_mode.h - RESOLUTION_HEIGHT));
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/* "Wayland needs an event loop and rendering or it won't function."
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* https://github.com/libsdl-org/SDL/issues/7699#issuecomment-1545684792 */
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/* NOTE: This means that we need to readraw to even resize the
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@@ -816,7 +823,8 @@ S32 main(S32 argc, char *argv[])
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#endif
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MonitorRefreshHz = SDLGetWindowRefreshRate(Window);
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GameUpdateHz = MonitorRefreshHz;
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/*GameUpdateHz = MonitorRefreshHz;*/
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GameUpdateHz = 30; /* NOTE: Temporarily target 30 FPS. */
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TargetSecondsPerFrame = 1.0f / (F32)GameUpdateHz;
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NewInput = &Input[0];
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@@ -1070,6 +1078,7 @@ S32 main(S32 argc, char *argv[])
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Buffer.Memory = GlobalBackbuffer.Memory;
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Buffer.Width = GlobalBackbuffer.Width;
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Buffer.Height = GlobalBackbuffer.Height;
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Buffer.BytesPerPixel = 4;
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Buffer.Pitch = GlobalBackbuffer.Pitch;
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if(SDLState.InputRecordingIndex) {
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