#include "core.h" #include "handmade.h" #include "sdl_handmade.h" #include static void GameOutputSound(game_state *GameState, game_sound_output_buffer *SoundBuffer, S32 ToneHz) { /* S16 ToneVolume, *SampleOut; S32 WavePeriod, SampleIndex; ToneVolume = 0; WavePeriod = SoundBuffer->SamplesPerSecond / ToneHz; SampleOut = SoundBuffer->Samples; for(SampleIndex = 0; SampleIndex < SoundBuffer->SampleCount; SampleIndex++) { F32 SineValue; S16 SampleValue; SineValue = sinf(GameState->tSine); SampleValue = (S16)(SineValue * ToneVolume); *SampleOut++ = SampleValue; *SampleOut++ = SampleValue; GameState->tSine += 2.0f * (F32)PI * 1.0f / (F32)WavePeriod; if(GameState->tSine > 2.0f*(F32)PI) { GameState->tSine -= 2.0f*(F32)PI; } } */ } static void ClearBackground(game_offscreen_buffer *Buffer) { S32 Width, Height, X; Width = Buffer->Width; Height = Buffer->Height; for(X = 0; X < Width * Height; X++) { U32 *Pixel = &((U32 *)Buffer->Memory)[X]; *Pixel = 0xFFFFFF; } } static S32 RoundF32toS32(F32 Real32) { S32 Result = (S32)(Real32 + 0.5f); return Result; } static void DrawRectangle(game_offscreen_buffer *Buffer, F32 RealMinX, F32 RealMinY, F32 RealMaxX, F32 RealMaxY, F32 R, F32 G, F32 B) { S32 MinX = RoundF32toS32(RealMinX); S32 MinY = RoundF32toS32(RealMinY); S32 MaxX = RoundF32toS32(RealMaxX); S32 MaxY = RoundF32toS32(RealMaxY); S32 Width = Buffer->Width; S32 Height = Buffer->Height; U8 *Row; S32 Y, X; U32 Color; if(MinX < 0) MinX = 0; if(MinY < 0) MinY = 0; if(MaxX > Width) MaxX = Width; if(MaxY > Height) MaxY = Height; Color = (U32)((RoundF32toS32(R * 255.0f) << 16) | (RoundF32toS32(G * 255.0f) << 8) | (RoundF32toS32(B * 255.0f) << 0)); Row = ((U8 *)Buffer->Memory + MinX*Buffer->BytesPerPixel + MinY*Buffer->Pitch); for(Y = MinY; Y < MaxY; Y++) { U32 *Pixel = (U32 *)Row; for(X = MinX; X < MaxX; X++) { *(U32 *)Pixel = Color; Pixel++; } Row += Buffer->Pitch; } } static void RenderRectangle(game_offscreen_buffer *Buffer, S32 MouseX, S32 MouseY) { U8 *Row; U32 *Pixel; S32 X, Y; for(Y = MouseY; Y < MouseY+10; Y++) { if(Y >= Buffer->Height) break; Row = (U8 *)Buffer->Memory + (Buffer->Pitch * Y); for(X = MouseX; X < MouseX+10; X++) { if(X >= Buffer->Width) break; Pixel = (U32 *)Row + X; *Pixel = 0xFFFFFF; } } } void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer) { game_state *GameState; U32 ControllerIndex; S32 Row, Column; U32 TileMap[9][17] = { {1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1}, {1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1}, {1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0}, {1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1}, {1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1}, {1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1}, }; F32 UpperLeftX, UpperLeftY, TileWidth, TileHeight; F32 PlayerR, PlayerG, PlayerB, PlayerWidth, PlayerHeight, PlayerLeft, PlayerTop; ASSERT((&Input->Controllers[0].u.buttons.Terminator - &Input->Controllers[0].u.Buttons[0]) == ARRAY_SIZE(Input->Controllers[0].u.Buttons)); ASSERT(sizeof(game_state) <= Memory->PermanentStorageSize); GameState = (game_state *)Memory->PermanentStorage; if(!Memory->IsInitialized) { Memory->IsInitialized = TRUE; } for(ControllerIndex = 0; ControllerIndex < ARRAY_SIZE(Input->Controllers); ControllerIndex++) { game_controller_input *Controller = GetController(Input, ControllerIndex); if(Controller->IsAnalog) { } else { F32 dPlayerX = 0.0f; F32 dPlayerY = 0.0f; if(Controller->u.buttons.MoveUp.EndedDown) { dPlayerY = -1.0f; } if(Controller->u.buttons.MoveDown.EndedDown) { dPlayerY = 1.0f; } if(Controller->u.buttons.MoveLeft.EndedDown) { dPlayerX = -1.0f; } if(Controller->u.buttons.MoveRight.EndedDown) { dPlayerX = 1.0f; } dPlayerX *= 64.0f; dPlayerY *= 64.0f; GameState->PlayerX += Input->dtForFrame * dPlayerX; GameState->PlayerY += Input->dtForFrame * dPlayerY; GameState->PlayerX = RoundF32toS32(GameState->PlayerX); GameState->PlayerY = RoundF32toS32(GameState->PlayerY); } } DrawRectangle(Buffer, 0.0f, 0.0f, (F32)(Buffer->Width), (F32)(Buffer->Height), 0.0f, 1.0f, 0.0f); UpperLeftX = 0.0f; UpperLeftY = 0.0f; TileWidth = 57.0f; TileHeight = 57.0f; for(Row = 0; Row < 9; Row++) { for(Column = 0; Column < 17; Column++) { F32 MinX, MinY, MaxX, MaxY; U32 TileID = TileMap[Row][Column]; F32 Gray = 0.5f; if(TileID) { Gray = 1.0f; } MinX = UpperLeftX + (F32)(Column) * TileWidth; MinY = UpperLeftY + (F32)(Row) * TileHeight; MaxX = MinX + TileWidth; MaxY = MinY + TileHeight; DrawRectangle(Buffer, MinX, MinY, MaxX, MaxY, Gray, Gray, Gray); } } PlayerR = 1.0f; PlayerG = 0.0f; PlayerB = 0.0f; PlayerWidth = 0.75f * TileWidth; PlayerHeight = TileHeight; PlayerLeft = GameState->PlayerX - 0.5f*PlayerWidth; PlayerTop = GameState->PlayerY - PlayerHeight; DrawRectangle(Buffer, PlayerLeft, PlayerTop, PlayerLeft + PlayerWidth, PlayerTop + PlayerHeight, PlayerR, PlayerG, PlayerB); DrawRectangle(Buffer, (F32)(Input->MouseX), (F32)(Input->MouseY), (F32)(Input->MouseX) + 10.0f, (F32)(Input->MouseY) + 10.0f, 1.0f, 0.5f, 0.0f); GameOutputSound(GameState, SoundBuffer, 400); } /* static void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S32 YOffset) { S32 Width, Height, Y; U8 *Row; Width = Buffer->Width; Height = Buffer->Height; Row = (U8 *)Buffer->Memory; for(Y = 0; Y < Height; Y++) { U32 *Pixel = (U32 *)Row; S32 X; Pixel = (U32 *)Row; for(X = 0; X < Width; X++) { U8 Blue, Green; Blue = (U8)(X + XOffset); Green = (U8)(Y + YOffset); *Pixel = (Green << 8) | Blue; Pixel++; } Row += Buffer->Pitch; } } */