Files
handmadehero/handmade.c
T
2026-04-02 16:06:00 -07:00

265 lines
7.4 KiB
C

#include "core.h"
#include "handmade.h"
#include "sdl_handmade.h"
#include <math.h>
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;
}
}
*/