Pixel engine stuff
This commit is contained in:
31
C++/Pixel-Engine/Particle-Physics/Particle-Physics.sln
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31
C++/Pixel-Engine/Particle-Physics/Particle-Physics.sln
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79
C++/Pixel-Engine/Particle-Physics/Particle-Physics/main.cpp
Normal file
79
C++/Pixel-Engine/Particle-Physics/Particle-Physics/main.cpp
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@@ -0,0 +1,79 @@
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#define OLC_PGE_APPLICATION
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#include "olcPixelGameEngine.h"
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#include <synchapi.h> // For Sleep(int ms)
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#include <vector> // for std::vector
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#include <thread> // for std::thread
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#include <mutex> // for std::mutex
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#include <atomic> // for std::atomic
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#define WINDOW_WIDTH 600
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#define WINDOW_HEIGHT 400
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#define CONSTANT_GRAVITY 9.8
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static unsigned long PHYSICS_UPDATE_RATE = 16; // Ms per update
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std::atomic<bool> isPhysicsRunning = false;
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class Particle {
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public:
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Particle() {};
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void Render() {};
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};
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std::mutex PhysicsMutex;
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std::vector<Particle> Particles;
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void RunPhysics() {
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while (isPhysicsRunning) {
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std::cout << 1 << std::endl;
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Sleep(PHYSICS_UPDATE_RATE);
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}
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}
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class ParticlePhysics : public olc::PixelGameEngine {
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public:
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ParticlePhysics() {
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sAppName = "Particle Physics Thing";
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}
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bool OnUserCreate() override {
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for (int x = 0; x < ScreenWidth(); x++)
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for (int y = 0; y < ScreenHeight(); y++)
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Draw(x, y, olc::Pixel(25, 25, 25));
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isPhysicsRunning = true;
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m_physicsThread = new std::thread(&RunPhysics);
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return true;
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}
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bool OnUserUpdate(float fElapsedTime) override {
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PhysicsMutex.lock();
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for (unsigned int i = 0; i < Particles.size(); i++) {
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Particles[i].Render();
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}
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PhysicsMutex.unlock();
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return true;
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}
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void DestroyPhysics() {
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isPhysicsRunning = false;
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m_physicsThread->join();
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}
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private:
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std::thread* m_physicsThread;
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};
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int main(int argc, char** argv) {
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ParticlePhysics demo;
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if (demo.Construct(WINDOW_WIDTH, WINDOW_HEIGHT, 2, 2))
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demo.Start();
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return 0;
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}
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@@ -0,0 +1,288 @@
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/*
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olcPGEX_Graphics2D.h
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+-------------------------------------------------------------+
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| OneLoneCoder Pixel Game Engine Extension |
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| Advanced 2D Rendering - v0.3 |
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+-------------------------------------------------------------+
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What is this?
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~~~~~~~~~~~~~
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This is an extension to the olcPixelGameEngine, which provides
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advanced olc::Sprite manipulation and drawing routines. To use
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it, simply include this header file.
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License (OLC-3)
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~~~~~~~~~~~~~~~
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||||
|
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Copyright 2018 OneLoneCoder.com
|
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|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
|
||||
1. Redistributions or derivations of source code must retain the above
|
||||
copyright notice, this list of conditions and the following disclaimer.
|
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce
|
||||
the above copyright notice. This list of conditions and the following
|
||||
disclaimer must be reproduced in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
3. Neither the name of the copyright holder nor the names of its
|
||||
contributors may be used to endorse or promote products derived
|
||||
from this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
Links
|
||||
~~~~~
|
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
|
||||
Author
|
||||
~~~~~~
|
||||
David Barr, aka javidx9, ©OneLoneCoder 2018
|
||||
*/
|
||||
|
||||
/*
|
||||
Matrices stored as [Column][Row] (i.e. x, y)
|
||||
|
||||
|C0R0 C1R0 C2R0| | x | | x'|
|
||||
|C0R1 C1R1 C2R1| * | y | = | y'|
|
||||
|C0R2 C1R2 C2R2| |1.0| | - |
|
||||
*/
|
||||
|
||||
|
||||
|
||||
#ifndef OLC_PGEX_GFX2D
|
||||
#define OLC_PGEX_GFX2D
|
||||
|
||||
#include <algorithm>
|
||||
#undef min
|
||||
#undef max
|
||||
|
||||
namespace olc
|
||||
{
|
||||
// Container class for Advanced 2D Drawing functions
|
||||
class GFX2D : public olc::PGEX
|
||||
{
|
||||
// A representation of an affine transform, used to rotate, scale, offset & shear space
|
||||
public:
|
||||
class Transform2D
|
||||
{
|
||||
public:
|
||||
inline Transform2D();
|
||||
|
||||
public:
|
||||
// Set this transformation to unity
|
||||
inline void Reset();
|
||||
// Append a rotation of fTheta radians to this transform
|
||||
inline void Rotate(float fTheta);
|
||||
// Append a translation (ox, oy) to this transform
|
||||
inline void Translate(float ox, float oy);
|
||||
// Append a scaling operation (sx, sy) to this transform
|
||||
inline void Scale(float sx, float sy);
|
||||
// Append a shear operation (sx, sy) to this transform
|
||||
inline void Shear(float sx, float sy);
|
||||
// Calculate the Forward Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
inline void Forward(float in_x, float in_y, float &out_x, float &out_y);
|
||||
// Calculate the Inverse Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
|
||||
inline void Backward(float in_x, float in_y, float &out_x, float &out_y);
|
||||
// Regenerate the Inverse Transformation
|
||||
inline void Invert();
|
||||
|
||||
private:
|
||||
inline void Multiply();
|
||||
float matrix[4][3][3];
|
||||
int nTargetMatrix;
|
||||
int nSourceMatrix;
|
||||
bool bDirty;
|
||||
};
|
||||
|
||||
public:
|
||||
// Draws a sprite with the transform applied
|
||||
inline static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform);
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
namespace olc
|
||||
{
|
||||
void GFX2D::DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform)
|
||||
{
|
||||
if (sprite == nullptr)
|
||||
return;
|
||||
|
||||
// Work out bounding rectangle of sprite
|
||||
float ex, ey;
|
||||
float sx, sy;
|
||||
float px, py;
|
||||
|
||||
transform.Forward(0.0f, 0.0f, sx, sy);
|
||||
px = sx; py = sy;
|
||||
sx = std::min(sx, px); sy = std::min(sy, py);
|
||||
ex = std::max(ex, px); ey = std::max(ey, py);
|
||||
|
||||
transform.Forward((float)sprite->width, (float)sprite->height, px, py);
|
||||
sx = std::min(sx, px); sy = std::min(sy, py);
|
||||
ex = std::max(ex, px); ey = std::max(ey, py);
|
||||
|
||||
transform.Forward(0.0f, (float)sprite->height, px, py);
|
||||
sx = std::min(sx, px); sy = std::min(sy, py);
|
||||
ex = std::max(ex, px); ey = std::max(ey, py);
|
||||
|
||||
transform.Forward((float)sprite->width, 0.0f, px, py);
|
||||
sx = std::min(sx, px); sy = std::min(sy, py);
|
||||
ex = std::max(ex, px); ey = std::max(ey, py);
|
||||
|
||||
// Perform inversion of transform if required
|
||||
transform.Invert();
|
||||
|
||||
if (ex < sx)
|
||||
std::swap(ex, sx);
|
||||
if (ey < sy)
|
||||
std::swap(ey, sy);
|
||||
|
||||
// Iterate through render space, and sample Sprite from suitable texel location
|
||||
for (float i = sx; i < ex; i++)
|
||||
{
|
||||
for (float j = sy; j < ey; j++)
|
||||
{
|
||||
float ox, oy;
|
||||
transform.Backward(i, j, ox, oy);
|
||||
pge->Draw((int32_t)i, (int32_t)j, sprite->GetPixel((int32_t)(ox+0.5f), (int32_t)(oy+0.5f)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
olc::GFX2D::Transform2D::Transform2D()
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Reset()
|
||||
{
|
||||
nTargetMatrix = 0;
|
||||
nSourceMatrix = 1;
|
||||
bDirty = true;
|
||||
|
||||
// Columns Then Rows
|
||||
|
||||
// Matrices 0 & 1 are used as swaps in Transform accumulation
|
||||
matrix[0][0][0] = 1.0f; matrix[0][1][0] = 0.0f; matrix[0][2][0] = 0.0f;
|
||||
matrix[0][0][1] = 0.0f; matrix[0][1][1] = 1.0f; matrix[0][2][1] = 0.0f;
|
||||
matrix[0][0][2] = 0.0f; matrix[0][1][2] = 0.0f; matrix[0][2][2] = 1.0f;
|
||||
|
||||
matrix[1][0][0] = 1.0f; matrix[1][1][0] = 0.0f; matrix[1][2][0] = 0.0f;
|
||||
matrix[1][0][1] = 0.0f; matrix[1][1][1] = 1.0f; matrix[1][2][1] = 0.0f;
|
||||
matrix[1][0][2] = 0.0f; matrix[1][1][2] = 0.0f; matrix[1][2][2] = 1.0f;
|
||||
|
||||
// Matrix 2 is a cache matrix to hold the immediate transform operation
|
||||
// Matrix 3 is a cache matrix to hold the inverted transform
|
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Multiply()
|
||||
{
|
||||
for (int c = 0; c < 3; c++)
|
||||
{
|
||||
for (int r = 0; r < 3; r++)
|
||||
{
|
||||
matrix[nTargetMatrix][c][r] = matrix[2][0][r] * matrix[nSourceMatrix][c][0] +
|
||||
matrix[2][1][r] * matrix[nSourceMatrix][c][1] +
|
||||
matrix[2][2][r] * matrix[nSourceMatrix][c][2];
|
||||
}
|
||||
}
|
||||
|
||||
std::swap(nTargetMatrix, nSourceMatrix);
|
||||
bDirty = true; // Any transform multiply dirties the inversion
|
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Rotate(float fTheta)
|
||||
{
|
||||
// Construct Rotation Matrix
|
||||
matrix[2][0][0] = cosf(fTheta); matrix[2][1][0] = sinf(fTheta); matrix[2][2][0] = 0.0f;
|
||||
matrix[2][0][1] = -sinf(fTheta); matrix[2][1][1] = cosf(fTheta); matrix[2][2][1] = 0.0f;
|
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f;
|
||||
Multiply();
|
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Scale(float sx, float sy)
|
||||
{
|
||||
// Construct Scale Matrix
|
||||
matrix[2][0][0] = sx; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f;
|
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = sy; matrix[2][2][1] = 0.0f;
|
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f;
|
||||
Multiply();
|
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Shear(float sx, float sy)
|
||||
{
|
||||
// Construct Shear Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = sx; matrix[2][2][0] = 0.0f;
|
||||
matrix[2][0][1] = sy; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f;
|
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f;
|
||||
Multiply();
|
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Translate(float ox, float oy)
|
||||
{
|
||||
// Construct Translate Matrix
|
||||
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = ox;
|
||||
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = oy;
|
||||
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f;
|
||||
Multiply();
|
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Forward(float in_x, float in_y, float &out_x, float &out_y)
|
||||
{
|
||||
out_x = in_x * matrix[nSourceMatrix][0][0] + in_y * matrix[nSourceMatrix][1][0] + matrix[nSourceMatrix][2][0];
|
||||
out_y = in_x * matrix[nSourceMatrix][0][1] + in_y * matrix[nSourceMatrix][1][1] + matrix[nSourceMatrix][2][1];
|
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Backward(float in_x, float in_y, float &out_x, float &out_y)
|
||||
{
|
||||
out_x = in_x * matrix[3][0][0] + in_y * matrix[3][1][0] + matrix[3][2][0];
|
||||
out_y = in_x * matrix[3][0][1] + in_y * matrix[3][1][1] + matrix[3][2][1];
|
||||
}
|
||||
|
||||
void olc::GFX2D::Transform2D::Invert()
|
||||
{
|
||||
if (bDirty) // Obviously costly so only do if needed
|
||||
{
|
||||
float det = matrix[nSourceMatrix][0][0] * (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) -
|
||||
matrix[nSourceMatrix][1][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2]) +
|
||||
matrix[nSourceMatrix][2][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][0][2]);
|
||||
|
||||
float idet = 1.0f / det;
|
||||
matrix[3][0][0] = (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) * idet;
|
||||
matrix[3][1][0] = (matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][2]) * idet;
|
||||
matrix[3][2][0] = (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][1]) * idet;
|
||||
matrix[3][0][1] = (matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2]) * idet;
|
||||
matrix[3][1][1] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][0][2]) * idet;
|
||||
matrix[3][2][1] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][1]) * idet;
|
||||
matrix[3][0][2] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][1]) * idet;
|
||||
matrix[3][1][2] = (matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][2]) * idet;
|
||||
matrix[3][2][2] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][1] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][0]) * idet;
|
||||
bDirty = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,513 @@
|
||||
/*
|
||||
olcPGEX_Sound.h
|
||||
|
||||
+-------------------------------------------------------------+
|
||||
| OneLoneCoder Pixel Game Engine Extension |
|
||||
| Sound - v0.2 |
|
||||
+-------------------------------------------------------------+
|
||||
|
||||
What is this?
|
||||
~~~~~~~~~~~~~
|
||||
This is an extension to the olcPixelGameEngine, which provides
|
||||
sound generation and wave playing routines.
|
||||
|
||||
License (OLC-3)
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
Copyright 2018 OneLoneCoder.com
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
|
||||
1. Redistributions or derivations of source code must retain the above
|
||||
copyright notice, this list of conditions and the following disclaimer.
|
||||
|
||||
2. Redistributions or derivative works in binary form must reproduce
|
||||
the above copyright notice. This list of conditions and the following
|
||||
disclaimer must be reproduced in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
3. Neither the name of the copyright holder nor the names of its
|
||||
contributors may be used to endorse or promote products derived
|
||||
from this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
Links
|
||||
~~~~~
|
||||
YouTube: https://www.youtube.com/javidx9
|
||||
Discord: https://discord.gg/WhwHUMV
|
||||
Twitter: https://www.twitter.com/javidx9
|
||||
Twitch: https://www.twitch.tv/javidx9
|
||||
GitHub: https://www.github.com/onelonecoder
|
||||
Homepage: https://www.onelonecoder.com
|
||||
Patreon: https://www.patreon.com/javidx9
|
||||
|
||||
Author
|
||||
~~~~~~
|
||||
David Barr, aka javidx9, ©OneLoneCoder 2018
|
||||
*/
|
||||
|
||||
|
||||
#ifndef OLC_PGEX_SOUND
|
||||
#define OLC_PGEX_SOUND
|
||||
|
||||
#include <istream>
|
||||
|
||||
#include <algorithm>
|
||||
#undef min
|
||||
#undef max
|
||||
|
||||
namespace olc
|
||||
{
|
||||
// Container class for Advanced 2D Drawing functions
|
||||
class SOUND : public olc::PGEX
|
||||
{
|
||||
// A representation of an affine transform, used to rotate, scale, offset & shear space
|
||||
public:
|
||||
class AudioSample
|
||||
{
|
||||
public:
|
||||
AudioSample();
|
||||
AudioSample(std::string sWavFile, olc::ResourcePack *pack = nullptr);
|
||||
olc::rcode LoadFromFile(std::string sWavFile, olc::ResourcePack *pack = nullptr);
|
||||
|
||||
public:
|
||||
WAVEFORMATEX wavHeader;
|
||||
float *fSample = nullptr;
|
||||
long nSamples = 0;
|
||||
int nChannels = 0;
|
||||
bool bSampleValid = false;
|
||||
};
|
||||
|
||||
struct sCurrentlyPlayingSample
|
||||
{
|
||||
int nAudioSampleID = 0;
|
||||
long nSamplePosition = 0;
|
||||
bool bFinished = false;
|
||||
bool bLoop = false;
|
||||
bool bFlagForStop = false;
|
||||
};
|
||||
|
||||
static std::list<sCurrentlyPlayingSample> listActiveSamples;
|
||||
|
||||
public:
|
||||
static bool InitialiseAudio(unsigned int nSampleRate = 44100, unsigned int nChannels = 1, unsigned int nBlocks = 8, unsigned int nBlockSamples = 512);
|
||||
static bool DestroyAudio();
|
||||
static void SetUserSynthFunction(std::function<float(int, float, float)> func);
|
||||
static void SetUserFilterFunction(std::function<float(int, float, float)> func);
|
||||
|
||||
public:
|
||||
static unsigned int LoadAudioSample(std::string sWavFile, olc::ResourcePack *pack = nullptr);
|
||||
static void PlaySample(int id, bool bLoop = false);
|
||||
static void StopSample(int id);
|
||||
static void StopAll();
|
||||
static float GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep);
|
||||
|
||||
#ifdef WIN32
|
||||
private:
|
||||
static void CALLBACK waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2);
|
||||
static void AudioThread();
|
||||
static unsigned int m_nSampleRate;
|
||||
static unsigned int m_nChannels;
|
||||
static unsigned int m_nBlockCount;
|
||||
static unsigned int m_nBlockSamples;
|
||||
static unsigned int m_nBlockCurrent;
|
||||
static short* m_pBlockMemory;
|
||||
static WAVEHDR *m_pWaveHeaders;
|
||||
static HWAVEOUT m_hwDevice;
|
||||
static std::thread m_AudioThread;
|
||||
static std::atomic<bool> m_bAudioThreadActive;
|
||||
static std::atomic<unsigned int> m_nBlockFree;
|
||||
static std::condition_variable m_cvBlockNotZero;
|
||||
static std::mutex m_muxBlockNotZero;
|
||||
static std::atomic<float> m_fGlobalTime;
|
||||
static std::function<float(int, float, float)> funcUserSynth;
|
||||
static std::function<float(int, float, float)> funcUserFilter;
|
||||
#endif
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
#ifdef WIN32
|
||||
#pragma comment(lib, "winmm.lib")
|
||||
namespace olc
|
||||
{
|
||||
SOUND::AudioSample::AudioSample()
|
||||
{
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
SOUND::AudioSample::AudioSample(std::string sWavFile, olc::ResourcePack *pack)
|
||||
{
|
||||
LoadFromFile(sWavFile, pack);
|
||||
}
|
||||
|
||||
olc::rcode SOUND::AudioSample::LoadFromFile(std::string sWavFile, olc::ResourcePack *pack)
|
||||
{
|
||||
auto ReadWave = [&](std::istream &is)
|
||||
{
|
||||
char dump[4];
|
||||
is.read(dump, sizeof(char) * 4); // Read "RIFF"
|
||||
if (strncmp(dump, "RIFF", 4) != 0) return olc::FAIL;
|
||||
is.read(dump, sizeof(char) * 4); // Not Interested
|
||||
is.read(dump, sizeof(char) * 4); // Read "WAVE"
|
||||
if (strncmp(dump, "WAVE", 4) != 0) return olc::FAIL;
|
||||
|
||||
// Read Wave description chunk
|
||||
is.read(dump, sizeof(char) * 4); // Read "fmt "
|
||||
unsigned int nHeaderSize = 0;
|
||||
is.read((char*)&nHeaderSize, sizeof(unsigned int)); // Not Interested
|
||||
is.read((char*)&wavHeader, nHeaderSize);// sizeof(WAVEFORMATEX)); // Read Wave Format Structure chunk
|
||||
// Note the -2, because the structure has 2 bytes to indicate its own size
|
||||
// which are not in the wav file
|
||||
|
||||
// Just check if wave format is compatible with olcPGE
|
||||
if (wavHeader.wBitsPerSample != 16 || wavHeader.nSamplesPerSec != 44100)
|
||||
return olc::FAIL;
|
||||
|
||||
// Search for audio data chunk
|
||||
long nChunksize = 0;
|
||||
is.read(dump, sizeof(char) * 4); // Read chunk header
|
||||
is.read((char*)&nChunksize, sizeof(long)); // Read chunk size
|
||||
while (strncmp(dump, "data", 4) != 0)
|
||||
{
|
||||
// Not audio data, so just skip it
|
||||
//std::fseek(f, nChunksize, SEEK_CUR);
|
||||
is.seekg(nChunksize, std::istream::cur);
|
||||
is.read(dump, sizeof(char) * 4);
|
||||
is.read((char*)&nChunksize, sizeof(long));
|
||||
}
|
||||
|
||||
// Finally got to data, so read it all in and convert to float samples
|
||||
nSamples = nChunksize / (wavHeader.nChannels * (wavHeader.wBitsPerSample >> 3));
|
||||
nChannels = wavHeader.nChannels;
|
||||
|
||||
// Create floating point buffer to hold audio sample
|
||||
fSample = new float[nSamples * nChannels];
|
||||
float *pSample = fSample;
|
||||
|
||||
// Read in audio data and normalise
|
||||
for (long i = 0; i < nSamples; i++)
|
||||
{
|
||||
for (int c = 0; c < nChannels; c++)
|
||||
{
|
||||
short s = 0;
|
||||
if (!is.eof())
|
||||
{
|
||||
is.read((char*)&s, sizeof(short));
|
||||
|
||||
*pSample = (float)s / (float)(MAXSHORT);
|
||||
pSample++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// All done, flag sound as valid
|
||||
bSampleValid = true;
|
||||
return olc::OK;
|
||||
};
|
||||
|
||||
if (pack != nullptr)
|
||||
{
|
||||
std::istream is(&(pack->GetStreamBuffer(sWavFile)));
|
||||
return ReadWave(is);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Read from file
|
||||
std::ifstream ifs(sWavFile, std::ifstream::binary);
|
||||
if (ifs.is_open())
|
||||
{
|
||||
return ReadWave(ifs);
|
||||
}
|
||||
else
|
||||
return olc::FAIL;
|
||||
}
|
||||
}
|
||||
|
||||
bool SOUND::InitialiseAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples)
|
||||
{
|
||||
// Initialise Sound Engine
|
||||
m_bAudioThreadActive = false;
|
||||
m_nSampleRate = nSampleRate;
|
||||
m_nChannels = nChannels;
|
||||
m_nBlockCount = nBlocks;
|
||||
m_nBlockSamples = nBlockSamples;
|
||||
m_nBlockFree = m_nBlockCount;
|
||||
m_nBlockCurrent = 0;
|
||||
m_pBlockMemory = nullptr;
|
||||
m_pWaveHeaders = nullptr;
|
||||
|
||||
// Device is available
|
||||
WAVEFORMATEX waveFormat;
|
||||
waveFormat.wFormatTag = WAVE_FORMAT_PCM;
|
||||
waveFormat.nSamplesPerSec = m_nSampleRate;
|
||||
waveFormat.wBitsPerSample = sizeof(short) * 8;
|
||||
waveFormat.nChannels = m_nChannels;
|
||||
waveFormat.nBlockAlign = (waveFormat.wBitsPerSample / 8) * waveFormat.nChannels;
|
||||
waveFormat.nAvgBytesPerSec = waveFormat.nSamplesPerSec * waveFormat.nBlockAlign;
|
||||
waveFormat.cbSize = 0;
|
||||
|
||||
listActiveSamples.clear();
|
||||
|
||||
// Open Device if valid
|
||||
if (waveOutOpen(&m_hwDevice, WAVE_MAPPER, &waveFormat, (DWORD_PTR)SOUND::waveOutProc, (DWORD_PTR)0, CALLBACK_FUNCTION) != S_OK)
|
||||
return DestroyAudio();
|
||||
|
||||
// Allocate Wave|Block Memory
|
||||
m_pBlockMemory = new short[m_nBlockCount * m_nBlockSamples];
|
||||
if (m_pBlockMemory == nullptr)
|
||||
return DestroyAudio();
|
||||
ZeroMemory(m_pBlockMemory, sizeof(short) * m_nBlockCount * m_nBlockSamples);
|
||||
|
||||
m_pWaveHeaders = new WAVEHDR[m_nBlockCount];
|
||||
if (m_pWaveHeaders == nullptr)
|
||||
return DestroyAudio();
|
||||
ZeroMemory(m_pWaveHeaders, sizeof(WAVEHDR) * m_nBlockCount);
|
||||
|
||||
// Link headers to block memory
|
||||
for (unsigned int n = 0; n < m_nBlockCount; n++)
|
||||
{
|
||||
m_pWaveHeaders[n].dwBufferLength = m_nBlockSamples * sizeof(short);
|
||||
m_pWaveHeaders[n].lpData = (LPSTR)(m_pBlockMemory + (n * m_nBlockSamples));
|
||||
}
|
||||
|
||||
m_bAudioThreadActive = true;
|
||||
m_AudioThread = std::thread(&SOUND::AudioThread);
|
||||
|
||||
// Start the ball rolling with the sound delivery thread
|
||||
std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
|
||||
m_cvBlockNotZero.notify_one();
|
||||
return true;
|
||||
}
|
||||
|
||||
// Stop and clean up audio system
|
||||
bool SOUND::DestroyAudio()
|
||||
{
|
||||
m_bAudioThreadActive = false;
|
||||
m_AudioThread.join();
|
||||
return false;
|
||||
}
|
||||
|
||||
// Handler for soundcard request for more data
|
||||
void CALLBACK SOUND::waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2)
|
||||
{
|
||||
if (uMsg != WOM_DONE) return;
|
||||
m_nBlockFree++;
|
||||
std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
|
||||
m_cvBlockNotZero.notify_one();
|
||||
}
|
||||
|
||||
// Audio thread. This loop responds to requests from the soundcard to fill 'blocks'
|
||||
// with audio data. If no requests are available it goes dormant until the sound
|
||||
// card is ready for more data. The block is fille by the "user" in some manner
|
||||
// and then issued to the soundcard.
|
||||
void SOUND::AudioThread()
|
||||
{
|
||||
m_fGlobalTime = 0.0f;
|
||||
static float fTimeStep = 1.0f / (float)m_nSampleRate;
|
||||
|
||||
// Goofy hack to get maximum integer for a type at run-time
|
||||
short nMaxSample = (short)pow(2, (sizeof(short) * 8) - 1) - 1;
|
||||
float fMaxSample = (float)nMaxSample;
|
||||
short nPreviousSample = 0;
|
||||
|
||||
while (m_bAudioThreadActive)
|
||||
{
|
||||
// Wait for block to become available
|
||||
if (m_nBlockFree == 0)
|
||||
{
|
||||
std::unique_lock<std::mutex> lm(m_muxBlockNotZero);
|
||||
while (m_nBlockFree == 0) // sometimes, Windows signals incorrectly
|
||||
m_cvBlockNotZero.wait(lm);
|
||||
}
|
||||
|
||||
// Block is here, so use it
|
||||
m_nBlockFree--;
|
||||
|
||||
// Prepare block for processing
|
||||
if (m_pWaveHeaders[m_nBlockCurrent].dwFlags & WHDR_PREPARED)
|
||||
waveOutUnprepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
|
||||
|
||||
short nNewSample = 0;
|
||||
int nCurrentBlock = m_nBlockCurrent * m_nBlockSamples;
|
||||
|
||||
auto clip = [](float fSample, float fMax)
|
||||
{
|
||||
if (fSample >= 0.0)
|
||||
return fmin(fSample, fMax);
|
||||
else
|
||||
return fmax(fSample, -fMax);
|
||||
};
|
||||
|
||||
for (unsigned int n = 0; n < m_nBlockSamples; n += m_nChannels)
|
||||
{
|
||||
// User Process
|
||||
for (unsigned int c = 0; c < m_nChannels; c++)
|
||||
{
|
||||
nNewSample = (short)(clip(GetMixerOutput(c, m_fGlobalTime, fTimeStep), 1.0) * fMaxSample);
|
||||
m_pBlockMemory[nCurrentBlock + n + c] = nNewSample;
|
||||
nPreviousSample = nNewSample;
|
||||
}
|
||||
|
||||
m_fGlobalTime = m_fGlobalTime + fTimeStep;
|
||||
}
|
||||
|
||||
// Send block to sound device
|
||||
waveOutPrepareHeader(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
|
||||
waveOutWrite(m_hwDevice, &m_pWaveHeaders[m_nBlockCurrent], sizeof(WAVEHDR));
|
||||
m_nBlockCurrent++;
|
||||
m_nBlockCurrent %= m_nBlockCount;
|
||||
}
|
||||
}
|
||||
|
||||
// This vector holds all loaded sound samples in memory
|
||||
std::vector<olc::SOUND::AudioSample> vecAudioSamples;
|
||||
|
||||
// This structure represents a sound that is currently playing. It only
|
||||
// holds the sound ID and where this instance of it is up to for its
|
||||
// current playback
|
||||
|
||||
void SOUND::SetUserSynthFunction(std::function<float(int, float, float)> func)
|
||||
{
|
||||
funcUserSynth = func;
|
||||
}
|
||||
|
||||
void SOUND::SetUserFilterFunction(std::function<float(int, float, float)> func)
|
||||
{
|
||||
funcUserFilter = func;
|
||||
}
|
||||
|
||||
// Load a 16-bit WAVE file @ 44100Hz ONLY into memory. A sample ID
|
||||
// number is returned if successful, otherwise -1
|
||||
unsigned int SOUND::LoadAudioSample(std::string sWavFile, olc::ResourcePack *pack)
|
||||
{
|
||||
|
||||
olc::SOUND::AudioSample a(sWavFile, pack);
|
||||
if (a.bSampleValid)
|
||||
{
|
||||
vecAudioSamples.push_back(a);
|
||||
return vecAudioSamples.size();
|
||||
}
|
||||
else
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Add sample 'id' to the mixers sounds to play list
|
||||
void SOUND::PlaySample(int id, bool bLoop)
|
||||
{
|
||||
olc::SOUND::sCurrentlyPlayingSample a;
|
||||
a.nAudioSampleID = id;
|
||||
a.nSamplePosition = 0;
|
||||
a.bFinished = false;
|
||||
a.bFlagForStop = false;
|
||||
a.bLoop = bLoop;
|
||||
SOUND::listActiveSamples.push_back(a);
|
||||
}
|
||||
|
||||
void SOUND::StopSample(int id)
|
||||
{
|
||||
// Find first occurence of sample id
|
||||
auto s = std::find_if(listActiveSamples.begin(), listActiveSamples.end(), [&](const olc::SOUND::sCurrentlyPlayingSample &s) { return s.nAudioSampleID == id; });
|
||||
if(s != listActiveSamples.end())
|
||||
s->bFlagForStop = true;
|
||||
}
|
||||
|
||||
void SOUND::StopAll()
|
||||
{
|
||||
for (auto &s : listActiveSamples)
|
||||
{
|
||||
s.bFlagForStop = true;
|
||||
}
|
||||
}
|
||||
|
||||
float SOUND::GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep)
|
||||
{
|
||||
// Accumulate sample for this channel
|
||||
float fMixerSample = 0.0f;
|
||||
|
||||
for (auto &s : listActiveSamples)
|
||||
{
|
||||
if (m_bAudioThreadActive)
|
||||
{
|
||||
if (s.bFlagForStop)
|
||||
{
|
||||
s.bLoop = false;
|
||||
s.bFinished = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Calculate sample position
|
||||
s.nSamplePosition += (long)((float)vecAudioSamples[s.nAudioSampleID - 1].wavHeader.nSamplesPerSec * fTimeStep);
|
||||
|
||||
// If sample position is valid add to the mix
|
||||
if (s.nSamplePosition < vecAudioSamples[s.nAudioSampleID - 1].nSamples)
|
||||
fMixerSample += vecAudioSamples[s.nAudioSampleID - 1].fSample[(s.nSamplePosition * vecAudioSamples[s.nAudioSampleID - 1].nChannels) + nChannel];
|
||||
else
|
||||
{
|
||||
if (s.bLoop)
|
||||
{
|
||||
s.nSamplePosition = 0;
|
||||
}
|
||||
else
|
||||
s.bFinished = true; // Else sound has completed
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// If sounds have completed then remove them
|
||||
listActiveSamples.remove_if([](const sCurrentlyPlayingSample &s) {return s.bFinished; });
|
||||
|
||||
// The users application might be generating sound, so grab that if it exists
|
||||
if(funcUserSynth != nullptr)
|
||||
fMixerSample += funcUserSynth(nChannel, fGlobalTime, fTimeStep);
|
||||
|
||||
// Return the sample via an optional user override to filter the sound
|
||||
if (funcUserFilter != nullptr)
|
||||
return funcUserFilter(nChannel, fGlobalTime, fMixerSample);
|
||||
else
|
||||
return fMixerSample;
|
||||
}
|
||||
|
||||
|
||||
unsigned int SOUND::m_nSampleRate = 0;
|
||||
unsigned int SOUND::m_nChannels = 0;
|
||||
unsigned int SOUND::m_nBlockCount = 0;
|
||||
unsigned int SOUND::m_nBlockSamples = 0;
|
||||
unsigned int SOUND::m_nBlockCurrent = 0;
|
||||
short* SOUND::m_pBlockMemory = nullptr;
|
||||
WAVEHDR *SOUND::m_pWaveHeaders = nullptr;
|
||||
HWAVEOUT SOUND::m_hwDevice;
|
||||
std::thread SOUND::m_AudioThread;
|
||||
std::atomic<bool> SOUND::m_bAudioThreadActive = false;
|
||||
std::atomic<unsigned int> SOUND::m_nBlockFree = 0;
|
||||
std::condition_variable SOUND::m_cvBlockNotZero;
|
||||
std::mutex SOUND::m_muxBlockNotZero;
|
||||
std::atomic<float> SOUND::m_fGlobalTime = 0.0f;
|
||||
std::list<SOUND::sCurrentlyPlayingSample> SOUND::listActiveSamples;
|
||||
std::function<float(int, float, float)> SOUND::funcUserSynth = nullptr;
|
||||
std::function<float(int, float, float)> SOUND::funcUserFilter = nullptr;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Currently no Linux implementation so just go blank :(
|
||||
|
||||
#endif
|
||||
File diff suppressed because it is too large
Load Diff
1
C++/Pixel-Engine/olcPixelGameEngine
Submodule
1
C++/Pixel-Engine/olcPixelGameEngine
Submodule
Submodule C++/Pixel-Engine/olcPixelGameEngine added at 4e12eb575b
Reference in New Issue
Block a user