Day 21 complete.
This commit is contained in:
+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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@@ -118,6 +118,8 @@ typedef struct game_state {
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S32 ToneHz;
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S32 GreenOffset;
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S32 BlueOffset;
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F32 tSine;
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} game_state;
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#endif // HANDMADE_H
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+33
-13
@@ -325,7 +325,7 @@ static F32 SDLGetSecondsElapsed(U64 Start, U64 End)
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}
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typedef struct sdl_game_code {
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void *GameCode;
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void *GameCodeDLL;
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void (*UpdateAndRender)(game_memory *, game_input *, game_offscreen_buffer *, game_sound_output_buffer *);
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B32 IsValid;
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@@ -335,25 +335,35 @@ static sdl_game_code SDLLoadGameCode()
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{
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sdl_game_code Result = {0};
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Result.GameCode = dlopen("./libhandmade.so", RTLD_NOW);
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if(Result.GameCode) {
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Result.UpdateAndRender = (void(*)(game_memory *, game_input *, game_offscreen_buffer *, game_sound_output_buffer *))dlsym(Result.GameCode, "UpdateAndRender");
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Result.GameCodeDLL = dlopen("./libhandmade.so", RTLD_NOW);
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if(Result.GameCodeDLL) {
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Result.UpdateAndRender = (void(*)(game_memory *, game_input *, game_offscreen_buffer *, game_sound_output_buffer *))dlsym(Result.GameCodeDLL, "UpdateAndRender");
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if(!Result.UpdateAndRender) {
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// TODO: Diagnostic.
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fprintf(stderr, "%s\n", dlerror());
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// TODO: Diagnostic. dlerror()
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}
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Result.IsValid = Result.UpdateAndRender ? TRUE : FALSE;
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} else {
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// TODO: Diagnostic.
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fprintf(stderr, "%s\n", dlerror());
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// TODO: Diagnostic. dlerror()
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}
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if(!Result.IsValid) {
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Result.UpdateAndRender = NULL;
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}
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return Result;
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}
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static void SDLUnloadGameCode(sdl_game_code *GameCode)
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{
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if(GameCode->GameCodeDLL)
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dlclose(GameCode->GameCodeDLL); // NOTE: Might fail.
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GameCode->IsValid = FALSE;
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GameCode->UpdateAndRender = NULL;
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}
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S32 main(S32 argc, char *argv[])
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{
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sdl_game_code Game = SDLLoadGameCode();
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO)) {
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/* TODO: This didn't work . . . */
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}
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@@ -404,9 +414,9 @@ S32 main(S32 argc, char *argv[])
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GameMemory.PermanentStorage = mmap(BaseAddress, TotalStorageSize, PROT_READ | PROT_WRITE, MAP_ANON | MAP_PRIVATE, -1, 0);
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GameMemory.TransientStorage = (U8 *)(GameMemory.PermanentStorage) + GameMemory.PermanentStorageSize;
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GameMemory.DEBUGPlatformReadEntireFile = DEBUGPlatformReadEntireFile;
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GameMemory.DEBUGPlatformWriteEntireFile = DEBUGPlatformWriteEntireFile;
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GameMemory.DEBUGPlatformFreeFileMemory = DEBUGPlatformFreeFileMemory;
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GameMemory.DEBUGPlatformReadEntireFile = &DEBUGPlatformReadEntireFile;
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GameMemory.DEBUGPlatformWriteEntireFile = &DEBUGPlatformWriteEntireFile;
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GameMemory.DEBUGPlatformFreeFileMemory = &DEBUGPlatformFreeFileMemory;
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if(SoundOutput.Samples && GameMemory.PermanentStorage && GameMemory.TransientStorage) {
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game_input Input[2];
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@@ -421,6 +431,9 @@ S32 main(S32 argc, char *argv[])
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U64 LastCycleCount;
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#endif
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sdl_game_code Game = SDLLoadGameCode();
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U32 LoadCounter = 0;
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while(GlobalRunning) {
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LastCounter = SDLGetWallClock();
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@@ -432,6 +445,13 @@ S32 main(S32 argc, char *argv[])
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S32 GameUpdateHz = MonitorRefreshHz / 2;
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F32 TargetSecondsPerFrame = 1.0f / (F32)GameUpdateHz;
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if(LoadCounter > (U32)(GameUpdateHz * 2)) {
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SDLUnloadGameCode(&Game);
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Game = SDLLoadGameCode();
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LoadCounter = 0;
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}
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LoadCounter++;
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game_controller_input *OldKeyboardController = GetController(OldInput, 0);
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game_controller_input *NewKeyboardController = GetController(NewInput, 0);
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game_controller_input ZeroController = {0};
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