瀏覽代碼

update

master
Ledda 1 月之前
父節點
當前提交
5ddc837101
共有 4 個檔案被更改,包括 110 行新增74 行删除
  1. +1
    -1
      misc/build.bat
  2. +102
    -65
      src/handmade.cpp
  3. +3
    -6
      src/handmade.h
  4. +4
    -2
      src/win32_handmade.cpp

+ 1
- 1
misc/build.bat 查看文件

@@ -9,7 +9,7 @@ set commonCompilerFlags=^
-Oi %= Always use intrinsics =%^
-EHa- %= Disable exception handling =%^
-GR- %= Never use runtime type info from C++ =%^
-WX -W4 -wd4201 -wd4100 -wd4189 %= Compiler warnings, -WX warnings as errors, -W4 warning level 4, -wdXXXX disable warning XXXX =%^
-WX -W4 -wd4201 -wd4100 -wd4189 -wd4505 %= Compiler warnings, -WX warnings as errors, -W4 warning level 4, -wdXXXX disable warning XXXX =%^
-DHANDMADE_INTERNAL=1 -DHANDMADE_SLOW=1 -DHANDMADE_WIN32=1 %= Custom #defines =%^
-FC %= Full path of source code file in diagnostics =%^
-Zi %= Generate debugger info =%


+ 102
- 65
src/handmade.cpp 查看文件

@@ -2,49 +2,59 @@

#define PI32 3.141592653589f

internal void renderSmallRect(GameOffscreenBuffer *buffer, int playerX, int playerY) {
internal int32 roundReal32ToUInt32(real32 realNum) {
return (uint32)(realNum + 0.5f);
}

internal int32 roundReal32ToInt32(real32 realNum) {
return (int32)(realNum + 0.5f);
}

internal void drawRectangle(GameOffscreenBuffer *buffer, real32 realMinX, real32 realMinY, real32 realMaxX, real32 realMaxY, real32 R, real32 G, real32 B) {
int32 minX = roundReal32ToInt32(realMinX);
int32 minY = roundReal32ToInt32(realMinY);
int32 maxX = roundReal32ToInt32(realMaxX);
int32 maxY = roundReal32ToInt32(realMaxY);

uint32 color = (roundReal32ToUInt32(R*255.0f) << 16) |
(roundReal32ToUInt32(G*255.0f) << 8) |
(roundReal32ToUInt32(B*255.0f) << 0);

if (minX < 0) {
minX = 0;
}

if (minY < 0) {
minY = 0;
}

if (maxX > buffer->width) {
maxX = buffer->width;
}

if (maxY > buffer->height) {
maxY = buffer->height;
}

uint8 *endOfBuffer = (uint8 *)buffer->memory + buffer->pitch*buffer->height;
uint32 color = 0xFFFFFFFF;
int top = playerY;
int bottom = playerY + 10;
for (int x = playerX; x < playerX + 10; x++) {
uint8 *pixel = ((uint8 *)buffer->memory + x * buffer->bytesPerPixel + top*buffer->pitch);
for (int y = top; y < bottom; y++) {
if ((pixel >= buffer->memory) && (pixel + 4 < endOfBuffer)) {
*(uint32 *)pixel = color;
}
pixel += buffer->pitch;
uint8 *row = ((uint8 *)buffer->memory + minX*buffer->bytesPerPixel + minY*buffer->pitch);
for (int y = minY; y < maxY; y++) {
uint32 *pixel = (uint32 *)row;
for (int x = minX; x < maxX; x++) {
*pixel++ = color;
}
row += buffer->pitch;
}

}

internal void outputSineSound(GameSoundOutputBuffer *soundBuffer, GameState *state) {
internal void outputSound(GameSoundOutputBuffer *soundBuffer, GameState *state) {
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;
int16 sampleValue = (int16)(sin(state->tSine) * (real32)toneVolume);
int16 sampleValue = 0;
*sampleOut++ = sampleValue;
*sampleOut++ = sampleValue;
}
#endif
}

internal void renderWeirdGradient(GameOffscreenBuffer *buffer, int xOffset, int yOffset) {
uint8 *row = (uint8 *)buffer->memory;
for (int y = 0; y < buffer->height; y++) {
uint32 *pixel = (uint32*)row;
for (int x = 0; x < buffer->width; x++) {
uint8 blue = (uint8)(x + xOffset);
uint8 green = (uint8)(y + yOffset);
*pixel++ = (green << 8) | blue;
}
row += buffer->pitch;
}
}

extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
@@ -53,54 +63,81 @@ extern "C" GAME_UPDATE_AND_RENDER(gameUpdateAndRender) {
GameState *state = (GameState*)memory->permanentStorage;

if (!memory->isInitialised) {
DebugReadFileResult bmpMem = memory->debugReadEntireFile(ctx, __FILE__);
if (bmpMem.contents) {
if (false) {
memory->debugWriteEntireFile(ctx, "c:/source/repos/handmade/src/test.cpp", bmpMem.contentsSize, bmpMem.contents);
}
memory->debugFreeFileMemory(ctx, bmpMem.contents);
}

state->toneHz = 440;
state->tSine = 0;
state->playerY = 100;
state->playerX = 100;
state->blueOffset = 0;
state->greenOffset = 0;
memory->isInitialised = true;
state->playerX = 20.0f;
state->playerY = 20.0f;
}

for (int controllerIndex = 0; controllerIndex < ArrayCount(input->controllers); controllerIndex++) {
GameControllerInput *controllerInput = &input->controllers[controllerIndex];
GameControllerInput *controller = &input->controllers[controllerIndex];

if (controllerInput->btnDown.endedDown) {
state->playerY -= 30;
}
real32 dPlayerX = 0.0f;
real32 dPlayerY = 0.0f;

if (controllerInput->stickRight.endedDown) {
state->playerX += 10;
if (controller->stickUp.endedDown) {
dPlayerY = -128.0f;
}
if (controllerInput->stickLeft.endedDown) {
state->playerX -= 10;
if (controller->stickDown.endedDown) {
dPlayerY = 128.0f;
}
if (controllerInput->stickDown.endedDown) {
state->playerY += 10;
if (controller->stickLeft.endedDown) {
dPlayerX = -128.0f;
}
if (controllerInput->stickUp.endedDown) {
state->playerY -= 10;
if (controller->stickRight.endedDown) {
dPlayerX = 128.0f;
}

state->playerX += dPlayerX * input->dtForFrame;
state->playerY += dPlayerY * input->dtForFrame;
}

renderWeirdGradient(videoBuf, state->greenOffset, state->blueOffset);
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);
const int TILEMAP_WIDTH = 16;
const int TILEMAP_HEIGHT = 9;
real32 upperLeftX = 0;
real32 upperLeftY = 0;
real32 tileWidth = 60;
real32 tileHeight = 60;

uint32 tileMap[TILEMAP_HEIGHT][TILEMAP_WIDTH] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
};

// clearscreen
drawRectangle(videoBuf, 0.0f, 0.0f, (real32)videoBuf->width, (real32)videoBuf->height, 1.0f, 0.0f, 1.0f);

// tilemap
for (int row = 0; row < TILEMAP_HEIGHT; row++) {
for (int col = 0; col < TILEMAP_WIDTH; col++) {
uint32 tileID = tileMap[row][col];
real32 fill = tileID == 1 ? 1.0f : 0.5f;
real32 minX = upperLeftX + ((real32)col)*tileWidth;
real32 minY = upperLeftY + ((real32)row)*tileHeight;
real32 maxX = minX + tileWidth;
real32 maxY = minY + tileHeight;
drawRectangle(videoBuf, minX, minY, maxX, maxY, fill, fill, fill);
}
}

// player
real32 playerR = 1.0f;
real32 playerG = 0.5f;
real32 playerB = 0.0f;
real32 playerWidth = 25.0f;
real32 playerHeight = 40.0f;
real32 playerLeft = state->playerX - 0.5f * playerWidth;
real32 playerTop = state->playerY - 0.5f * playerHeight;

drawRectangle(videoBuf, playerLeft, playerTop, state->playerX + playerWidth, state->playerY + playerHeight, playerR, playerG, playerB);
}

extern "C" GAME_GET_SOUND_SAMPLES(gameGetSoundSamples) {
outputSineSound(soundBuf, (GameState*)memory->permanentStorage);
outputSound(soundBuf, (GameState*)memory->permanentStorage);
}

+ 3
- 6
src/handmade.h 查看文件

@@ -137,6 +137,7 @@ struct GameInput {
int32 mouseX;
int32 mouseY;
int32 mouseZ;
real32 dtForFrame;
GameControllerInput controllers[5];
};

@@ -153,12 +154,8 @@ struct GameMemory {
};

struct GameState {
int toneHz;
int greenOffset;
int blueOffset;
real32 tSine;
int playerY;
int playerX;
real32 playerX;
real32 playerY;
};

// === Game to platform services ===


+ 4
- 2
src/win32_handmade.cpp 查看文件

@@ -519,8 +519,8 @@ void win32GetFullPathToLocalFile(Win32State *state, char *filename, int filename
catStrings(state->onePastLastExeFilenameSlash - state->exeFilename, state->exeFilename, filenameSize, filename, (size_t)MAX_PATH, maxPathBuffer);
}

#define WINDOW_WIDTH 1280
#define WINDOW_HEIGHT 720
#define WINDOW_WIDTH 960
#define WINDOW_HEIGHT 540

int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLine, int commandShow) {
Win32State win32State = {};
@@ -649,6 +649,8 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin

int64 lastCycleCount = __rdtsc();
while (globalRunning) {
newInput->dtForFrame = targetSecondsPerFrame;

FILETIME newWriteTime = win32GetLastWriteTime(sourceGameCodeDLLFullPath);
if (CompareFileTime(&newWriteTime, &game.lastWriteTime) != 0) {
win32UnloadGameCode(&game);


Loading…
取消
儲存