Day 21 complete.
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+10
-6
@@ -3,20 +3,22 @@
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#include <math.h>
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static void GameOutputSound(game_sound_output_buffer *SoundBuffer, S32 ToneHz)
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static void GameOutputSound(game_state *GameState, game_sound_output_buffer *SoundBuffer, S32 ToneHz)
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{
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static F32 tSine;
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S16 ToneVolume = 8000;
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S32 WavePeriod = SoundBuffer->SamplesPerSecond / ToneHz;
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S16 *SampleOut = SoundBuffer->Samples;
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for(S32 SampleIndex = 0; SampleIndex < SoundBuffer->SampleCount; SampleIndex++) {
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F32 SineValue = sinf(tSine);
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F32 SineValue = sinf(GameState->tSine);
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S16 SampleValue = S16(SineValue * ToneVolume);
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*SampleOut++ = SampleValue;
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*SampleOut++ = SampleValue;
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tSine += 2.0f * PI * 1.0f / (F32)WavePeriod;
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GameState->tSine += 2.0f * (F32)PI * 1.0f / (F32)WavePeriod;
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if(GameState->tSine > 2.0f*(F32)PI) {
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GameState->tSine -= 2.0f*(F32)PI;
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}
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}
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}
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@@ -31,6 +33,7 @@ static void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S32
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for(S32 X = 0; X < Width; X++) {
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U8 Blue = (U8)(X + XOffset);
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U8 Green = (U8)(Y + YOffset);
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*Pixel = (Green << 8) | Blue;
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Pixel++;
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}
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@@ -45,7 +48,7 @@ void UpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buff
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game_state *GameState = (game_state *)Memory->PermanentStorage;
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if(!Memory->IsInitialized) {
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char FileName[] = "/Users/igor/Developer/handmade_hero_course/handmade/code/sdl_handmade.cpp";
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char FileName[] = "/home/igor/Developer/handmade/sdl_handmade.cpp";
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debug_read_file_result BitmapMemory = Memory->DEBUGPlatformReadEntireFile(FileName);
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if(BitmapMemory.Contents) {
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Memory->DEBUGPlatformWriteEntireFile("test.out", BitmapMemory.ContentsSize, BitmapMemory.Contents);
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@@ -53,6 +56,7 @@ void UpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buff
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}
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GameState->ToneHz = 256;
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GameState->tSine = 0.0f;
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// TODO: Maybe more appropriate to do in the platform layer?
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Memory->IsInitialized = true;
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@@ -83,6 +87,6 @@ void UpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buff
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}
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}
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GameOutputSound(SoundBuffer, GameState->ToneHz);
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GameOutputSound(GameState, SoundBuffer, GameState->ToneHz);
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RenderWeirdGradient(Buffer, GameState->BlueOffset, GameState->GreenOffset);
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}
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