Compare commits

..

2 Commits

Author SHA1 Message Date
f70ac0595c update 2024-09-22 21:38:19 +01:00
8f93c13807 update' 2024-09-15 23:09:47 +01:00
4 changed files with 179 additions and 166 deletions

View File

@@ -2,7 +2,7 @@
#define PI32 3.141592653589f
internal void renderPlayer(GameOffscreenBuffer *buffer, int playerX, int playerY) {
internal void renderSmallRect(GameOffscreenBuffer *buffer, int playerX, int playerY) {
uint8 *endOfBuffer = (uint8 *)buffer->memory + buffer->pitch*buffer->height;
uint32 color = 0xFFFFFFFF;
int top = playerY;
@@ -23,17 +23,15 @@ internal void outputSineSound(GameSoundOutputBuffer *soundBuffer, GameState *sta
int16 toneVolume = 3000;
int wavePeriod = soundBuffer->samplesPerSecond/state->toneHz;
#if 0
int16 *sampleOut = soundBuffer->samples;
for (int sampleIndex = 0; sampleIndex < soundBuffer->sampleCount; sampleIndex++) {
state->tSine += 2.0f * PI32 / (real32)wavePeriod;
#if 0
int16 sampleValue = (int16)(sin(state->tSine) * (real32)toneVolume);
#else
int16 sampleValue = 0;
#endif
*sampleOut++ = sampleValue;
*sampleOut++ = sampleValue;
}
#endif
}
internal void renderWeirdGradient(GameOffscreenBuffer *buffer, int xOffset, int yOffset) {
@@ -55,12 +53,12 @@ extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
GameState *state = (GameState*)memory->permanentStorage;
if (!memory->isInitialised) {
DebugReadFileResult bmpMem = memory->debugReadEntireFile(__FILE__);
DebugReadFileResult bmpMem = memory->debugReadEntireFile(ctx, __FILE__);
if (bmpMem.contents) {
if (false) {
memory->debugWriteEntireFile("c:/source/repos/handmade/src/test.cpp", bmpMem.contentsSize, bmpMem.contents);
memory->debugWriteEntireFile(ctx, "c:/source/repos/handmade/src/test.cpp", bmpMem.contentsSize, bmpMem.contents);
}
memory->debugFreeFileMemory(bmpMem.contents);
memory->debugFreeFileMemory(ctx, bmpMem.contents);
}
state->toneHz = 440;
@@ -74,37 +72,33 @@ extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
for (int controllerIndex = 0; controllerIndex < ArrayCount(input->controllers); controllerIndex++) {
GameControllerInput *controllerInput = &input->controllers[controllerIndex];
/*
if (controllerInput->isAnalog) {
state->toneHz = 440 + (int)(128.0f*controllerInput->stickAvgX);
state->greenOffset -= (int)(20.0f*controllerInput->stickAvgX);
state->blueOffset += (int)(20.0f*controllerInput->stickAvgY);
} else {
if (controllerInput->stickRight.endedDown) {
state->toneHz = 440 + 128;
state->greenOffset -= 10;
} else if (controllerInput->stickLeft.endedDown) {
state->toneHz = 440 - 128;
state->greenOffset += 10;
}
if (controllerInput->stickUp.endedDown) {
state->blueOffset += 10;
} else if (controllerInput->stickDown.endedDown) {
state->blueOffset -= 10;
}
}
*/
if (controllerInput->btnDown.endedDown) {
state->playerY -= 30;
}
state->playerX += (int)(4.0f*controllerInput->stickAvgX);
state->playerY -= (int)(4.0f*controllerInput->stickAvgY);
if (controllerInput->stickRight.endedDown) {
state->playerX += 10;
}
if (controllerInput->stickLeft.endedDown) {
state->playerX -= 10;
}
if (controllerInput->stickDown.endedDown) {
state->playerY += 10;
}
if (controllerInput->stickUp.endedDown) {
state->playerY -= 10;
}
}
renderWeirdGradient(videoBuf, state->greenOffset, state->blueOffset);
renderPlayer(videoBuf, state->playerX, state->playerY);
renderSmallRect(videoBuf, state->playerX, state->playerY);
renderSmallRect(videoBuf, input->mouseX, input->mouseY);
for (int i = 0; i < ArrayCount(input->mouseButtons); i++) {
if (input->mouseButtons[i].endedDown) {
renderSmallRect(videoBuf, 10 + i * 20, 10);
}
}
}
extern "C" GAME_GET_SOUND_SAMPLES(gameGetSoundSamples) {

View File

@@ -2,7 +2,6 @@
#include <stdint.h>
#include <stdio.h>
#include <math.h>
#include <windows.h>
#pragma once
@@ -64,6 +63,10 @@ inline uint32 safeTruncateUInt64(uint64 val) {
return (uint32)val;
}
struct ThreadContext {
int placeholder;
};
// === Platform to game services ===
#if HANDMADE_INTERNAL
@@ -72,13 +75,13 @@ struct DebugReadFileResult {
void *contents;
};
#define DEBUG_PLATFORM_READ_ENTIRE_FILE(name) DebugReadFileResult name(char *filename)
#define DEBUG_PLATFORM_READ_ENTIRE_FILE(name) DebugReadFileResult name(ThreadContext *ctx, char *filename)
typedef DEBUG_PLATFORM_READ_ENTIRE_FILE(DebugPlatformReadEntireFileFn);
#define DEBUG_PLATFORM_FREE_FILE_MEMORY(name) void name(void *fileMemory)
#define DEBUG_PLATFORM_FREE_FILE_MEMORY(name) void name(ThreadContext *ctx, void *fileMemory)
typedef DEBUG_PLATFORM_FREE_FILE_MEMORY(DebugPlatformFreeFileMemoryFn);
#define DEBUG_PLATFORM_WRITE_ENTIRE_FILE(name) bool32 name(char *filename, uint32 memorySize, void *memory)
#define DEBUG_PLATFORM_WRITE_ENTIRE_FILE(name) bool32 name(ThreadContext *ctx, char *filename, uint32 memorySize, void *memory)
typedef DEBUG_PLATFORM_WRITE_ENTIRE_FILE(DebugPlatformWriteEntireFileFn);
#define DEBUG_PLATFORM_PRINTF(name) void name(wchar_t* format, ...)
@@ -130,18 +133,19 @@ struct GameControllerInput {
};
struct GameInput {
GameButtonState mouseButtons[5];
int32 mouseX;
int32 mouseY;
int32 mouseZ;
GameControllerInput controllers[5];
};
struct GameMemory {
bool32 isInitialised;
uint64 permanentStorageSize;
void *permanentStorage; // required to be initialised to zero at startup
uint64 transientStorageSize;
void *transientStorage; // required to be initialised to zero at startup
DebugPlatformReadEntireFileFn *debugReadEntireFile;
DebugPlatformFreeFileMemoryFn *debugFreeFileMemory;
DebugPlatformWriteEntireFileFn *debugWriteEntireFile;
@@ -159,10 +163,10 @@ struct GameState {
// === Game to platform services ===
#define GAME_UPDATE_AND_RENDER(name) void name(GameMemory *memory, GameOffscreenBuffer *videoBuf, GameInput *input)
#define GAME_UPDATE_AND_RENDER(name) void name(ThreadContext *ctx, GameMemory *memory, GameOffscreenBuffer *videoBuf, GameInput *input)
typedef GAME_UPDATE_AND_RENDER(GameUpdateAndRenderFn);
GAME_UPDATE_AND_RENDER(gameUpdateAndRenderStub) {}
#define GAME_GET_SOUND_SAMPLES(name) void name(GameMemory *memory, GameSoundOutputBuffer *soundBuf)
#define GAME_GET_SOUND_SAMPLES(name) void name(ThreadContext *ctx, GameMemory *memory, GameSoundOutputBuffer *soundBuf)
typedef GAME_GET_SOUND_SAMPLES(GameGetSoundSamplesFn);
GAME_GET_SOUND_SAMPLES(gameGetSoundSamplesStub) {}

View File

@@ -60,7 +60,7 @@ DEBUG_PLATFORM_READ_ENTIRE_FILE(debugReadEntireFile) {
if (ReadFile(fileHandle, result.contents, (DWORD)fileSize.QuadPart, &bytesRead, NULL) && (fileSize32 == (uint32)bytesRead)) {
result.contentsSize = fileSize32;
} else {
debugFreeFileMemory(result.contents);
debugFreeFileMemory(ctx, result.contents);
result.contents = NULL;
// logging
}
@@ -139,14 +139,6 @@ internal void win32DrawBufferInWindow(Win32OffscreenBuffer *buffer, HWND window)
);
}
struct Win32GameCode {
HMODULE gameCodeLib;
GameUpdateAndRenderFn *updateAndRender;
GameGetSoundSamplesFn *getSoundSamples;
bool isValid;
FILETIME lastWriteTime;
};
inline FILETIME win32GetLastWriteTime(char *filename) {
FILETIME lastWriteTime = {};
WIN32_FIND_DATA findData;
@@ -202,9 +194,11 @@ internal void win32LoadXInput() {
}
internal void win32ProcessKeyboardKeypress(GameButtonState *newState, bool32 isDown) {
if (newState->endedDown != isDown) {
newState->endedDown = isDown;
newState->halfTransitionCount++;
}
}
internal void win32ProcessXInputDigitalButton(DWORD xInputButtonState, GameButtonState *oldState, GameButtonState *newState, DWORD buttonBit) {
newState->endedDown = (xInputButtonState & buttonBit) == buttonBit;
@@ -258,12 +252,7 @@ internal void win32InitSound(HWND window, int32 samplesPerSec, int bufferSize) {
}
}
LRESULT mainWindowCallback(
HWND window,
UINT message,
WPARAM wParam,
LPARAM lParam
) {
LRESULT mainWindowCallback(HWND window, UINT message, WPARAM wParam, LPARAM lParam) {
LRESULT result = 0;
switch (message) {
case WM_SIZE: {
@@ -360,18 +349,24 @@ internal void win32FillSoundBuffer(Win32SoundOutput *soundOutput, DWORD byteToLo
}
}
internal void win32BeginRecordingInput(Win32State *win32State, int inputRecordingIndex) {
win32State->inputRecordingIndex = inputRecordingIndex;
char *filename = "replay.ipt";
win32State->recordingHandle = CreateFileA(filename, GENERIC_WRITE, FILE_SHARE_READ, NULL, CREATE_ALWAYS, NULL, NULL);
DWORD bytesToWrite = (DWORD)win32State->gameMemoryTotalSize;
Assert(bytesToWrite < 0xFFFFFFFF);
DWORD bytesWritten;
WriteFile(win32State->recordingHandle, win32State->gameMemoryBlock, bytesToWrite, &bytesWritten, NULL);
internal Win32ReplayBuffer* win32GetReplayBuffer(Win32State *state, int unsigned index) {
Win32ReplayBuffer *result = &state->replayBuffers[index - 1];
return result;
}
internal void win32BeginRecordingInput(Win32State *state, int inputRecordingIndex) {
Win32ReplayBuffer *replayBuffer = win32GetReplayBuffer(state, inputRecordingIndex);
if (replayBuffer->memoryBlock) {
state->inputRecordingIndex = inputRecordingIndex;
state->recordingHandle = replayBuffer->fileHandle;
LARGE_INTEGER filePosition;
filePosition.QuadPart = state->gameMemoryTotalSize;
SetFilePointerEx(state->recordingHandle, filePosition, NULL, FILE_BEGIN);
CopyMemory(replayBuffer->memoryBlock, state->gameMemoryBlock, state->gameMemoryTotalSize);
}
}
internal void win32EndRecordingInput(Win32State *win32State) {
CloseHandle(win32State->recordingHandle);
win32State->inputRecordingIndex = 0;
}
@@ -380,18 +375,19 @@ internal void win32RecordInput(Win32State *win32State, GameInput *newInput) {
WriteFile(win32State->recordingHandle, newInput, sizeof(*newInput), &bytesWritten, NULL);
}
internal void win32BeginInputPlayback(Win32State *win32State, int inputPlayingIndex) {
win32State->inputPlayingIndex = inputPlayingIndex;
char *filename = "replay.ipt";
win32State->playbackHandle = CreateFileA(filename, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, NULL, NULL);
DWORD bytesToRead = (DWORD)win32State->gameMemoryTotalSize;
Assert(bytesToRead < 0xFFFFFFFF);
DWORD bytesRead;
ReadFile(win32State->playbackHandle, win32State->gameMemoryBlock, bytesToRead, &bytesRead, NULL);
internal void win32BeginInputPlayback(Win32State *state, int inputPlayingIndex) {
Win32ReplayBuffer *replayBuffer = win32GetReplayBuffer(state, inputPlayingIndex);
if (replayBuffer->memoryBlock) {
state->inputPlayingIndex = inputPlayingIndex;
state->playbackHandle = replayBuffer->fileHandle;
LARGE_INTEGER filePosition;
filePosition.QuadPart = state->gameMemoryTotalSize;
SetFilePointerEx(state->playbackHandle, filePosition, NULL, FILE_BEGIN);
CopyMemory(state->gameMemoryBlock, replayBuffer->memoryBlock, state->gameMemoryTotalSize);
}
}
internal void win32EndInputPlayback(Win32State *win32State) {
CloseHandle(win32State->playbackHandle);
win32State->inputPlayingIndex = 0;
}
@@ -449,11 +445,13 @@ internal void win32ProcessPendingMessages(Win32State *win32State, GameController
} else if (VKCode == VK_SPACE) {
} else if (VKCode == 'L') {
if (isDown) {
if (win32State->inputRecordingIndex == 0) {
if (win32State->inputRecordingIndex == 0 && win32State->inputPlayingIndex == 0) {
win32BeginRecordingInput(win32State, 1);
} else {
} else if (win32State->inputRecordingIndex != 0 && win32State->inputPlayingIndex == 0) {
win32EndRecordingInput(win32State);
win32BeginInputPlayback(win32State, 1);
} else if (win32State->inputRecordingIndex == 0 && win32State->inputPlayingIndex != 0) {
win32EndInputPlayback(win32State);
}
}
}
@@ -483,12 +481,6 @@ inline real32 win32GetSecondsElapsed(LARGE_INTEGER start, LARGE_INTEGER end) {
return (real32)(end.QuadPart - start.QuadPart) / (real32)globalPerfCountFrequency;
}
// int monitorRefreshHz = 60;
// int gameUpdateHz = monitorRefreshHz / 2;
#define monitorRefreshHz 60
#define gameUpdateHz (monitorRefreshHz / 2)
internal void win32DebugDrawVertical(Win32OffscreenBuffer *buffer, int x, int top, int bottom, int32 color) {
uint8 *pixel = (uint8 *)buffer->memory + top * buffer->pitch + x*buffer->bytesPerPixel;
for (int y = top; y < bottom; y++) {
@@ -503,29 +495,6 @@ inline void win32DrawSoundBufferMarker(Win32OffscreenBuffer *buffer, Win32SoundO
win32DebugDrawVertical(buffer, x, top, bottom, color);
}
internal void win32DebugSyncDisplay(Win32OffscreenBuffer *buffer, int markerCount, Win32DebugTimeMarker *markers, Win32SoundOutput *soundOutput, real32 targetSecondsPerFrame) {
int padX = 16;
int padY = 16;
int top = padY;
int bottom = buffer->height - padY;
int renderWidth = buffer->width - 2 *padX;
real32 pxPerSoundBufferEntry = (real32)renderWidth / (real32)soundOutput->secondaryBufferSize;
#if 0
for (int markerIndex = 0; markerIndex < markerCount; markerIndex++) {
Win32DebugTimeMarker *thisMarker = &markers[markerIndex];
real32 alpha = ((real32)(markerIndex + 1) / (real32)markerCount);
int x = padX + (int)(pxPerSoundBufferEntry * (real32)thisMarker->writeCursor);
uint8 *pixel = (uint8 *)buffer->memory + top * buffer->pitch + x*buffer->bytesPerPixel;
uint32 newPixel = (uint32)((real32)alpha * 0xFFFFFFFF + (1.0f - alpha) * (*(uint32 *)pixel));
win32DrawSoundBufferMarker(buffer, soundOutput, pxPerSoundBufferEntry, padX, top, bottom, thisMarker->playCursor, newPixel);
win32DrawSoundBufferMarker(buffer, soundOutput, pxPerSoundBufferEntry, padX, top, bottom, thisMarker->writeCursor, 0x00FF0000);
}
#endif
}
void catStrings(size_t sourceACount, char *sourceA, size_t sourceBCount, char *sourceB, size_t destCount, char *dest) {
for (int i = 0; i < sourceACount; i++) {
*dest++ = *sourceA++;
@@ -536,27 +505,34 @@ void catStrings(size_t sourceACount, char *sourceA, size_t sourceBCount, char *s
*dest++ = 0;
}
int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLine, int commandShow) {
char exeFileName[MAX_PATH];
DWORD sizeOfFilename = GetModuleFileNameA(NULL, exeFileName, sizeof(exeFileName));
char *onePastLastSlash = exeFileName;
for (char *scan = exeFileName; *scan; scan++) {
void win32GetExeFilename(Win32State *win32State) {
DWORD sizeOfFilename = GetModuleFileNameA(NULL, win32State->exeFilename, sizeof(win32State->exeFilename));
win32State->onePastLastExeFilenameSlash = win32State->exeFilename;
for (char *scan = win32State->exeFilename; *scan; scan++) {
if (*scan == '\\') {
onePastLastSlash = scan + 1;
win32State->onePastLastExeFilenameSlash = scan + 1;
}
}
}
char sourceGameCodeDLLFilename[] = "handmade.dll";
void win32GetFullPathToLocalFile(Win32State *state, char *filename, int filenameSize, char *maxPathBuffer) {
catStrings(state->onePastLastExeFilenameSlash - state->exeFilename, state->exeFilename, filenameSize, filename, (size_t)MAX_PATH, maxPathBuffer);
}
#define WINDOW_WIDTH 1280
#define WINDOW_HEIGHT 720
int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLine, int commandShow) {
Win32State win32State = {};
win32GetExeFilename(&win32State);
char *sourceGameCodeDLLFilename = "handmade.dll";
char sourceGameCodeDLLFullPath[MAX_PATH];
catStrings(onePastLastSlash - exeFileName, exeFileName,
sizeof(sourceGameCodeDLLFilename) - 1, sourceGameCodeDLLFilename,
sizeof(sourceGameCodeDLLFullPath) - 1, sourceGameCodeDLLFullPath);
win32GetFullPathToLocalFile(&win32State, sourceGameCodeDLLFilename, sizeof(sourceGameCodeDLLFullPath) - 1, sourceGameCodeDLLFullPath);
char tempGameCodeDLLFilename[] = "handmade_temp.dll";
char tempGameCodeDLLFullPath[MAX_PATH];
catStrings(onePastLastSlash - exeFileName, exeFileName,
sizeof(tempGameCodeDLLFilename) - 1, tempGameCodeDLLFilename,
sizeof(tempGameCodeDLLFullPath) - 1, tempGameCodeDLLFullPath);
win32GetFullPathToLocalFile(&win32State, tempGameCodeDLLFilename, sizeof(tempGameCodeDLLFullPath) - 1, tempGameCodeDLLFullPath);
LARGE_INTEGER performanceFrequencyResult;
QueryPerformanceFrequency(&performanceFrequencyResult);
@@ -570,40 +546,45 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
windowClass.lpfnWndProc = &mainWindowCallback;
windowClass.hInstance = instance;
windowClass.lpszClassName = "HandmadeHeroWindowClass";
resizeDIBSection(&globalBackBuffer, 1280, 720);
real32 targetSecondsPerFrame = 1.0f / (real32)gameUpdateHz;
resizeDIBSection(&globalBackBuffer, WINDOW_WIDTH, WINDOW_HEIGHT);
if (RegisterClass(&windowClass)) {
DWORD windowFlags = WS_OVERLAPPEDWINDOW | WS_VISIBLE;
RECT rect = { 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT };
AdjustWindowRectEx(&rect, windowFlags, false, NULL);
HWND window = CreateWindowExA(
NULL,
windowClass.lpszClassName,
"Handmade Hero",
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
CW_USEDEFAULT,
CW_USEDEFAULT,
windowFlags,
CW_USEDEFAULT,
CW_USEDEFAULT,
rect.right - rect.left,
rect.bottom - rect.top,
NULL,
NULL,
instance,
NULL
);
if (window) {
int monitorRefreshHz = 60;
int win32RefreshRate = GetDeviceCaps(GetDC(window), VREFRESH);
if (win32RefreshRate > 1) {
monitorRefreshHz = win32RefreshRate;
}
real32 gameUpdateHz = monitorRefreshHz / 2.0f;
real32 targetSecondsPerFrame = 1.0f / (real32)gameUpdateHz;
HH_CTRLW = GlobalAddAtomA("HH_CTRLW");
RegisterHotKey(window, HH_CTRLW, MOD_CONTROL, 'W');
globalRunning = true;
Win32State win32State = {};
GameInput input[2] = {};
GameInput *oldInput = &input[0];
GameInput *newInput = &input[1];
int debugTimeMarkerIndex = 0;
Win32DebugTimeMarker debugMarkers[gameUpdateHz / 2] = {};
win32LoadXInput();
// sound test
@@ -612,7 +593,7 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
soundOutput.runningSampleIndex = 0;
soundOutput.bytesPerSample = sizeof(int16)*2;
soundOutput.secondaryBufferSize = soundOutput.samplesPerSecond*soundOutput.bytesPerSample;
soundOutput.safetyBytes = (soundOutput.samplesPerSecond * soundOutput.bytesPerSample / gameUpdateHz) / 2;
soundOutput.safetyBytes = (int)((soundOutput.samplesPerSecond * soundOutput.bytesPerSample / gameUpdateHz) / 2.0f);
int16 *samples = (int16*)VirtualAlloc(NULL, soundOutput.secondaryBufferSize, MEM_COMMIT, PAGE_READWRITE);
@@ -623,7 +604,7 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
#endif
GameMemory gameMemory = {};
gameMemory.permanentStorageSize = Megabytes(64);
gameMemory.transientStorageSize = Gigabytes((uint64)4);
gameMemory.transientStorageSize = Gigabytes((uint64)1);
gameMemory.debugFreeFileMemory = debugFreeFileMemory;
gameMemory.debugWriteEntireFile = debugWriteEntireFile;
gameMemory.debugReadEntireFile = debugReadEntireFile;
@@ -634,6 +615,25 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
gameMemory.permanentStorage = win32State.gameMemoryBlock;
gameMemory.transientStorage = ((uint8 *)gameMemory.permanentStorage + gameMemory.permanentStorageSize);
for (int i = 0; i < ArrayCount(win32State.replayBuffers); i++) {
// Filename
char prefix[] = "replay-";
char suffix[] = ".hmr";
const int totalLen = ArrayCount(prefix) + 1 + ArrayCount(suffix);
char replayFilename[totalLen] = {};
char digit[] = {(char)(48 + i)};
catStrings(ArrayCount(prefix) - 1, prefix, 1, digit, ArrayCount(replayFilename) - 1, replayFilename);
catStrings(ArrayCount(prefix), replayFilename, ArrayCount(suffix) - 1, suffix, ArrayCount(replayFilename) - 1, replayFilename);
win32GetFullPathToLocalFile(&win32State, replayFilename, sizeof(replayFilename) - 1, win32State.replayBuffers[i].replayFilename);
Win32ReplayBuffer *replayBuffer = &win32State.replayBuffers[i];
replayBuffer->fileHandle = CreateFileA(replayBuffer->replayFilename, GENERIC_WRITE | GENERIC_READ, NULL, NULL, CREATE_ALWAYS, NULL, NULL);
DWORD maxSizeLow = (win32State.gameMemoryTotalSize & 0xFFFFFFFF);
DWORD maxSizeHigh = (win32State.gameMemoryTotalSize >> 32);
replayBuffer->memoryMap = CreateFileMappingA(replayBuffer->fileHandle, NULL, PAGE_READWRITE, maxSizeHigh, maxSizeLow, NULL);
replayBuffer->memoryBlock = MapViewOfFile(replayBuffer->memoryMap, FILE_MAP_ALL_ACCESS, NULL, NULL, win32State.gameMemoryTotalSize);
}
win32InitSound(window, soundOutput.samplesPerSecond, soundOutput.secondaryBufferSize);
win32ClearBuffer(&soundOutput);
globalSecondaryBuffer->Play(0, 0, DSBPLAY_LOOPING);
@@ -641,7 +641,6 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
LARGE_INTEGER lastWorkCounter = win32GetWallClock();
LARGE_INTEGER flipWallClock = win32GetWallClock();
DWORD audioLatencyBytes = 0;
real32 audioLatencySeconds = 0;
bool soundIsValid = false;
@@ -666,6 +665,18 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
win32ProcessPendingMessages(&win32State, newKeyboardController);
POINT mousePos;
GetCursorPos(&mousePos);
ScreenToClient(window, &mousePos);
newInput->mouseX = mousePos.x;
newInput->mouseY = mousePos.y;
newInput->mouseZ = 0; // mouse wheel
win32ProcessKeyboardKeypress(&newInput->mouseButtons[0], GetKeyState(VK_LBUTTON) & (1 << 15));
win32ProcessKeyboardKeypress(&newInput->mouseButtons[1], GetKeyState(VK_MBUTTON) & (1 << 15));
win32ProcessKeyboardKeypress(&newInput->mouseButtons[2], GetKeyState(VK_RBUTTON) & (1 << 15));
win32ProcessKeyboardKeypress(&newInput->mouseButtons[3], GetKeyState(VK_XBUTTON1) & (1 << 15));
win32ProcessKeyboardKeypress(&newInput->mouseButtons[4], GetKeyState(VK_XBUTTON2) & (1 << 15));
XINPUT_STATE controllerState;
int maxControllerCount = XUSER_MAX_COUNT;
if (maxControllerCount > ArrayCount(newInput->controllers) - 1) {
@@ -728,6 +739,8 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
}
}
ThreadContext threadCtx = {};
GameOffscreenBuffer videoBuffer = {};
videoBuffer.memory = globalBackBuffer.memory;
videoBuffer.width = globalBackBuffer.width;
@@ -742,20 +755,25 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
win32PlaybackInput(&win32State, newInput);
}
game.updateAndRender(&gameMemory, &videoBuffer, newInput);
if (game.updateAndRender) {
game.updateAndRender(&threadCtx, &gameMemory, &videoBuffer, newInput);
}
LARGE_INTEGER audioWallClock = win32GetWallClock();
real32 fromBeginToAudioSeconds = win32GetSecondsElapsed(flipWallClock, audioWallClock);
DWORD playCursor = 0;
DWORD writeCursor = 0;
if (SUCCEEDED(globalSecondaryBuffer->GetCurrentPosition(&playCursor, &writeCursor))) {
if (!soundIsValid) {
soundOutput.runningSampleIndex = writeCursor / soundOutput.bytesPerSample;
soundIsValid = true;
}
DWORD byteToLock = (soundOutput.runningSampleIndex*soundOutput.bytesPerSample) % soundOutput.secondaryBufferSize;
DWORD expectedSoundBytesPerFrame = (soundOutput.samplesPerSecond * soundOutput.bytesPerSample) / gameUpdateHz;
DWORD expectedFrameBoundaryByte = playCursor + expectedSoundBytesPerFrame;
DWORD expectedSoundBytesPerFrame = (DWORD)((soundOutput.samplesPerSecond * soundOutput.bytesPerSample) / gameUpdateHz);
real32 secondsLeftUntilFlip = targetSecondsPerFrame - fromBeginToAudioSeconds;
DWORD expectedBytesUntilFlip = (DWORD)((secondsLeftUntilFlip/targetSecondsPerFrame) * (real32)expectedSoundBytesPerFrame);
DWORD expectedFrameBoundaryByte = playCursor + expectedBytesUntilFlip;
DWORD safeWriteCursor = writeCursor;
if (safeWriteCursor < playCursor) {
@@ -785,25 +803,7 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
soundBuffer.samplesPerSecond = soundOutput.samplesPerSecond;
soundBuffer.sampleCount = bytesToWrite / soundOutput.bytesPerSample;
soundBuffer.samples = samples;
game.getSoundSamples(&gameMemory, &soundBuffer);
#if HANDMADE_INTERNAL
Assert(debugTimeMarkerIndex < ArrayCount(debugMarkers));
Win32DebugTimeMarker *marker = &debugMarkers[debugTimeMarkerIndex++];
DWORD unwrappedWriteCursor = writeCursor;
if (unwrappedWriteCursor < targetCursor) {
unwrappedWriteCursor += soundOutput.secondaryBufferSize;
}
audioLatencyBytes = unwrappedWriteCursor - playCursor;
audioLatencySeconds = (((real32)audioLatencyBytes / (real32)soundOutput.bytesPerSample) / (real32)soundOutput.samplesPerSecond);
if (debugTimeMarkerIndex >= ArrayCount(debugMarkers)) {
debugTimeMarkerIndex = 0;
}
globalSecondaryBuffer->GetCurrentPosition(&marker->playCursor, &marker->writeCursor);
#endif
game.getSoundSamples(&threadCtx, &gameMemory, &soundBuffer);
win32FillSoundBuffer(&soundOutput, byteToLock, bytesToWrite, &soundBuffer);
} else {
soundIsValid = false;
@@ -827,10 +827,6 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
lastWorkCounter = win32GetWallClock();
#if HANDMADE_INTERNAL
win32DebugSyncDisplay(&globalBackBuffer, ArrayCount(debugMarkers), debugMarkers, &soundOutput, targetSecondsPerFrame);
#endif
win32DrawBufferInWindow(&globalBackBuffer, window);
flipWallClock = win32GetWallClock();

View File

@@ -1,4 +1,5 @@
#include "handmade.h"
#include <windows.h>
struct Win32OffscreenBuffer {
BITMAPINFO info;
@@ -24,21 +25,39 @@ struct Win32SoundOutput {
int safetyBytes;
};
struct Win32DebugTimeMarker {
DWORD playCursor;
DWORD writeCursor;
};
struct Win32RecordedInput {
int inputCount;
GameInput *inputStream;
};
#define WIN32_STATE_FILE_NAME_LENGTH MAX_PATH
struct Win32ReplayBuffer {
HANDLE memoryMap;
HANDLE fileHandle;
void *memoryBlock;
char replayFilename[WIN32_STATE_FILE_NAME_LENGTH];
};
struct Win32State {
HANDLE recordingHandle;
uint32 inputRecordingIndex;
HANDLE playbackHandle;
uint32 inputPlayingIndex;
uint64 gameMemoryTotalSize;
void *gameMemoryBlock;
Win32ReplayBuffer replayBuffers[4];
char exeFilename[WIN32_STATE_FILE_NAME_LENGTH];
char *onePastLastExeFilenameSlash;
};
struct Win32GameCode {
HMODULE gameCodeLib;
GameUpdateAndRenderFn *updateAndRender;
GameGetSoundSamplesFn *getSoundSamples;
bool isValid;
FILETIME lastWriteTime;
};