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Author SHA1 Message Date
Caleb Cornett a62d8a5383 Combine all dependencies into the main csproj 2022-08-13 21:20:24 -04:00
178 changed files with 5713 additions and 10997 deletions

6
.gitmodules vendored
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@ -10,6 +10,6 @@
[submodule "lib/WellspringCS"]
path = lib/WellspringCS
url = https://gitea.moonside.games/MoonsideGames/WellspringCS.git
[submodule "lib/dav1dfile"]
path = lib/dav1dfile
url = https://github.com/MoonsideGames/dav1dfile.git
[submodule "lib/Theorafile"]
path = lib/Theorafile
url = https://github.com/FNA-XNA/Theorafile.git

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@ -1,9 +1,9 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<TargetFramework>net6.0</TargetFramework>
<Platforms>x64</Platforms>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>11</LangVersion>
</PropertyGroup>
<PropertyGroup>
@ -14,29 +14,22 @@
<Compile Include="lib\FAudio\csharp\FAudio.cs" />
<Compile Include="lib\RefreshCS\src\Refresh.cs" />
<Compile Include="lib\SDL2-CS\src\SDL2.cs" />
<Compile Include="lib\Theorafile\csharp\Theorafile.cs" />
<Compile Include="lib\WellspringCS\WellspringCS.cs" />
<Compile Include="lib\dav1dfile\csharp\dav1dfile.cs" />
</ItemGroup>
<ItemGroup>
<None Include="MoonWorks.dll.config">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
<CopyToPublishDirectory>Never</CopyToPublishDirectory>
</None>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="src\Graphics\StockShaders\Binary\video_fullscreen.vert.refresh">
<LogicalName>MoonWorks.Graphics.StockShaders.VideoFullscreen.vert.refresh</LogicalName>
<EmbeddedResource Include="src\Video\Shaders\Compiled\FullscreenVert.spv">
<LogicalName>MoonWorks.Shaders.FullscreenVert.spv</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="src\Graphics\StockShaders\Binary\video_yuv2rgba.frag.refresh">
<LogicalName>MoonWorks.Graphics.StockShaders.VideoYUV2RGBA.frag.refresh</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="src\Graphics\StockShaders\Binary\text_transform.vert.refresh">
<LogicalName>MoonWorks.Graphics.StockShaders.TextTransform.vert.refresh</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="src\Graphics\StockShaders\Binary\text_msdf.frag.refresh">
<LogicalName>MoonWorks.Graphics.StockShaders.TextMSDF.frag.refresh</LogicalName>
<EmbeddedResource Include="src\Video\Shaders\Compiled\YUV2RGBAFrag.spv">
<LogicalName>MoonWorks.Shaders.YUV2RGBAFrag.spv</LogicalName>
</EmbeddedResource>
</ItemGroup>
</Project>

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@ -5,18 +5,18 @@
<dllmap dll="SDL2" os="linux,freebsd,netbsd" target="libSDL2-2.0.so.0"/>
<dllmap dll="Refresh" os="windows" target="Refresh.dll"/>
<dllmap dll="Refresh" os="osx" target="libRefresh.1.dylib"/>
<dllmap dll="Refresh" os="linux,freebsd,netbsd" target="libRefresh.so.1"/>
<dllmap dll="Refresh" os="osx" target="libRefresh.0.dylib"/>
<dllmap dll="Refresh" os="linux,freebsd,netbsd" target="libRefresh.so.0"/>
<dllmap dll="FAudio" os="windows" target="FAudio.dll"/>
<dllmap dll="FAudio" os="osx" target="libFAudio.0.dylib"/>
<dllmap dll="FAudio" os="linux,freebsd,netbsd" target="libFAudio.so.0"/>
<dllmap dll="Wellspring" os="windows" target="Wellspring.dll"/>
<dllmap dll="Wellspring" os="osx" target="libWellspring.1.dylib"/>
<dllmap dll="Wellspring" os="linux,freebsd,netbsd" target="libWellspring.so.1"/>
<dllmap dll="Wellspring" os="osx" target="libWellspring.0.dylib"/>
<dllmap dll="Wellspring" os="linux,freebsd,netbsd" target="libWellspring.so.0"/>
<dllmap dll="dav1dfile" os="windows" target="dav1dfile.dll"/>
<dllmap dll="dav1dfile" os="osx" target="libdav1dfile.1.dylib"/>
<dllmap dll="dav1dfile" os="linux,freebsd,netbsd,openbsd" target="libdav1dfile.so.1"/>
<dllmap dll="Theorafile" os="windows" target="libtheorafile.dll"/>
<dllmap dll="Theorafile" os="osx" target="libtheorafile.dylib"/>
<dllmap dll="Theorafile" os="linux,freebsd,netbsd" target="libtheorafile.so"/>
</configuration>

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@ -12,13 +12,9 @@ MoonWorks uses strictly Free Open Source Software. It will never have any kind o
## Documentation
API Reference: https://moonside.games/docs/moonworksapi/
High-level documentation is provided here: http://moonside.games/docs/moonworks/
High-level documentation is provided here: https://moonside.games/docs/moonworks/
The source is documented in doc comments that your preferred IDE can read.
Join our Discord! https://discord.gg/ujhwdkHmhN
For an actual API reference, the source is documented in doc comments that your preferred IDE can read.
## Dependencies
@ -26,9 +22,9 @@ Join our Discord! https://discord.gg/ujhwdkHmhN
* [Refresh](https://gitea.moonside.games/MoonsideGames/Refresh) - Graphics
* [FAudio](https://github.com/FNA-XNA/FAudio) - Audio
* [Wellspring](https://gitea.moonside.games/MoonsideGames/Wellspring) - Font Rendering
* [dav1dfile](https://github.com/MoonsideGames/dav1dfile) - Compressed Video
* [Theorafile](https://github.com/FNA-XNA/Theorafile) - Compressed Video
Prebuilt dependencies can be obtained here: https://moonside.games/files/moonlibs.tar.bz2
Prebuilt dependencies can be obtained here: http://moonside.games/files/moonlibs.tar.bz2
## License

@ -1 +1 @@
Subproject commit 60480416bda930bf7544e6abe31b937f0daa0256
Subproject commit 0b6d5dabbf428633482fe3a956fbdb53228fcf35

@ -1 +1 @@
Subproject commit b5325e6d0329eeb35b074091a569a5f679852d28
Subproject commit 98c590ae77c3b6a64a370bac439f20728959a8b6

@ -1 +1 @@
Subproject commit e4afbb848586fca530b6538320f799f81a18b941
Subproject commit b35aaa494e44d08242788ff0ba2cb7a508f4d8f0

1
lib/Theorafile Submodule

@ -0,0 +1 @@
Subproject commit dd8c7fa69e678b6182cdaa71458ad08dd31c65da

@ -1 +1 @@
Subproject commit 074f2afc833b221906bb2468735041ce78f2cb89
Subproject commit f8872bae59e394b0f8a35224bb39ab8fd041af97

@ -1 +0,0 @@
Subproject commit 5065e2cd4662dbe023b77a45ef967f975170dfff

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@ -1,79 +0,0 @@
using System;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
/// <summary>
/// Contains raw audio data in a specified Format. <br/>
/// Submit this to a SourceVoice to play audio.
/// </summary>
public class AudioBuffer : AudioResource
{
IntPtr BufferDataPtr;
uint BufferDataLength;
private bool OwnsBufferData;
public Format Format { get; }
/// <summary>
/// Create a new AudioBuffer.
/// </summary>
/// <param name="ownsBufferData">If true, the buffer data will be destroyed when this AudioBuffer is destroyed.</param>
public AudioBuffer(
AudioDevice device,
Format format,
IntPtr bufferPtr,
uint bufferLengthInBytes,
bool ownsBufferData) : base(device)
{
Format = format;
BufferDataPtr = bufferPtr;
BufferDataLength = bufferLengthInBytes;
OwnsBufferData = ownsBufferData;
}
/// <summary>
/// Create another AudioBuffer from this audio buffer.
/// It will not own the buffer data.
/// </summary>
/// <param name="offset">Offset in bytes from the top of the original buffer.</param>
/// <param name="length">Length in bytes of the new buffer.</param>
/// <returns></returns>
public AudioBuffer Slice(int offset, uint length)
{
return new AudioBuffer(Device, Format, BufferDataPtr + offset, length, false);
}
/// <summary>
/// Create an FAudioBuffer struct from this AudioBuffer.
/// </summary>
/// <param name="loop">Whether we should set the FAudioBuffer to loop.</param>
public FAudio.FAudioBuffer ToFAudioBuffer(bool loop = false)
{
return new FAudio.FAudioBuffer
{
Flags = FAudio.FAUDIO_END_OF_STREAM,
pContext = IntPtr.Zero,
pAudioData = BufferDataPtr,
AudioBytes = BufferDataLength,
PlayBegin = 0,
PlayLength = 0,
LoopBegin = 0,
LoopLength = 0,
LoopCount = loop ? FAudio.FAUDIO_LOOP_INFINITE : 0
};
}
protected override unsafe void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (OwnsBufferData)
{
NativeMemory.Free((void*) BufferDataPtr);
}
}
base.Dispose(disposing);
}
}
}

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@ -1,147 +0,0 @@
using System;
using System.IO;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
/// <summary>
/// Streamable audio in Ogg format.
/// </summary>
public class AudioDataOgg : AudioDataStreamable
{
private IntPtr FileDataPtr = IntPtr.Zero;
private IntPtr VorbisHandle = IntPtr.Zero;
private string FilePath;
public override bool Loaded => VorbisHandle != IntPtr.Zero;
public override uint DecodeBufferSize => 32768;
public AudioDataOgg(AudioDevice device, string filePath) : base(device)
{
FilePath = filePath;
var handle = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
if (error != 0)
{
throw new InvalidOperationException("Error loading file!");
}
var info = FAudio.stb_vorbis_get_info(handle);
Format = new Format
{
Tag = FormatTag.IEEE_FLOAT,
BitsPerSample = 32,
Channels = (ushort) info.channels,
SampleRate = info.sample_rate
};
FAudio.stb_vorbis_close(handle);
}
public override unsafe void Decode(void* buffer, int bufferLengthInBytes, out int filledLengthInBytes, out bool reachedEnd)
{
var lengthInFloats = bufferLengthInBytes / sizeof(float);
/* NOTE: this function returns samples per channel, not total samples */
var samples = FAudio.stb_vorbis_get_samples_float_interleaved(
VorbisHandle,
Format.Channels,
(IntPtr) buffer,
lengthInFloats
);
var sampleCount = samples * Format.Channels;
reachedEnd = sampleCount < lengthInFloats;
filledLengthInBytes = sampleCount * sizeof(float);
}
/// <summary>
/// Prepares the Ogg data for streaming.
/// </summary>
public override unsafe void Load()
{
if (!Loaded)
{
var fileStream = new FileStream(FilePath, FileMode.Open, FileAccess.Read);
FileDataPtr = (nint) NativeMemory.Alloc((nuint) fileStream.Length);
var fileDataSpan = new Span<byte>((void*) FileDataPtr, (int) fileStream.Length);
fileStream.ReadExactly(fileDataSpan);
fileStream.Close();
VorbisHandle = FAudio.stb_vorbis_open_memory(FileDataPtr, fileDataSpan.Length, out int error, IntPtr.Zero);
if (error != 0)
{
NativeMemory.Free((void*) FileDataPtr);
Logger.LogError("Error opening OGG file!");
Logger.LogError("Error: " + error);
throw new InvalidOperationException("Error opening OGG file!");
}
}
}
public override void Seek(uint sampleFrame)
{
FAudio.stb_vorbis_seek(VorbisHandle, sampleFrame);
}
/// <summary>
/// Unloads the Ogg data, freeing resources.
/// </summary>
public override unsafe void Unload()
{
if (Loaded)
{
FAudio.stb_vorbis_close(VorbisHandle);
NativeMemory.Free((void*) FileDataPtr);
VorbisHandle = IntPtr.Zero;
FileDataPtr = IntPtr.Zero;
}
}
/// <summary>
/// Loads an entire ogg file into an AudioBuffer. Useful for static audio.
/// </summary>
public static unsafe AudioBuffer CreateBuffer(AudioDevice device, string filePath)
{
var filePointer = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
if (error != 0)
{
throw new InvalidOperationException("Error loading file!");
}
var info = FAudio.stb_vorbis_get_info(filePointer);
var lengthInFloats =
FAudio.stb_vorbis_stream_length_in_samples(filePointer) * info.channels;
var lengthInBytes = lengthInFloats * Marshal.SizeOf<float>();
var buffer = NativeMemory.Alloc((nuint) lengthInBytes);
FAudio.stb_vorbis_get_samples_float_interleaved(
filePointer,
info.channels,
(nint) buffer,
(int) lengthInFloats
);
FAudio.stb_vorbis_close(filePointer);
var format = new Format
{
Tag = FormatTag.IEEE_FLOAT,
BitsPerSample = 32,
Channels = (ushort) info.channels,
SampleRate = info.sample_rate
};
return new AudioBuffer(
device,
format,
(nint) buffer,
(uint) lengthInBytes,
true);
}
}
}

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@ -1,164 +0,0 @@
using System;
using System.IO;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
/// <summary>
/// Streamable audio in QOA format.
/// </summary>
public class AudioDataQoa : AudioDataStreamable
{
private IntPtr QoaHandle = IntPtr.Zero;
private IntPtr FileDataPtr = IntPtr.Zero;
private string FilePath;
private const uint QOA_MAGIC = 0x716f6166; /* 'qoaf' */
public override bool Loaded => QoaHandle != IntPtr.Zero;
private uint decodeBufferSize;
public override uint DecodeBufferSize => decodeBufferSize;
public AudioDataQoa(AudioDevice device, string filePath) : base(device)
{
FilePath = filePath;
using var stream = new FileStream(FilePath, FileMode.Open, FileAccess.Read);
using var reader = new BinaryReader(stream);
UInt64 fileHeader = ReverseEndianness(reader.ReadUInt64());
if ((fileHeader >> 32) != QOA_MAGIC)
{
throw new InvalidOperationException("Specified file is not a QOA file.");
}
uint totalSamplesPerChannel = (uint) (fileHeader & (0xFFFFFFFF));
if (totalSamplesPerChannel == 0)
{
throw new InvalidOperationException("Specified file is not a valid QOA file.");
}
UInt64 frameHeader = ReverseEndianness(reader.ReadUInt64());
uint channels = (uint) ((frameHeader >> 56) & 0x0000FF);
uint samplerate = (uint) ((frameHeader >> 32) & 0xFFFFFF);
uint samplesPerChannelPerFrame = (uint) ((frameHeader >> 16) & 0x00FFFF);
Format = new Format
{
Tag = FormatTag.PCM,
BitsPerSample = 16,
Channels = (ushort) channels,
SampleRate = samplerate
};
decodeBufferSize = channels * samplesPerChannelPerFrame * sizeof(short);
}
public override unsafe void Decode(void* buffer, int bufferLengthInBytes, out int filledLengthInBytes, out bool reachedEnd)
{
var lengthInShorts = bufferLengthInBytes / sizeof(short);
// NOTE: this function returns samples per channel!
var samples = FAudio.qoa_decode_next_frame(QoaHandle, (short*) buffer);
var sampleCount = samples * Format.Channels;
reachedEnd = sampleCount < lengthInShorts;
filledLengthInBytes = (int) (sampleCount * sizeof(short));
}
/// <summary>
/// Prepares qoa data for streaming.
/// </summary>
public override unsafe void Load()
{
if (!Loaded)
{
var fileStream = new FileStream(FilePath, FileMode.Open, FileAccess.Read);
FileDataPtr = (nint) NativeMemory.Alloc((nuint) fileStream.Length);
var fileDataSpan = new Span<byte>((void*) FileDataPtr, (int) fileStream.Length);
fileStream.ReadExactly(fileDataSpan);
fileStream.Close();
QoaHandle = FAudio.qoa_open_from_memory((char*) FileDataPtr, (uint) fileDataSpan.Length, 0);
if (QoaHandle == IntPtr.Zero)
{
NativeMemory.Free((void*) FileDataPtr);
Logger.LogError("Error opening QOA file!");
throw new InvalidOperationException("Error opening QOA file!");
}
}
}
public override void Seek(uint sampleFrame)
{
FAudio.qoa_seek_frame(QoaHandle, (int) sampleFrame);
}
/// <summary>
/// Unloads the qoa data, freeing resources.
/// </summary>
public override unsafe void Unload()
{
if (Loaded)
{
FAudio.qoa_close(QoaHandle);
NativeMemory.Free((void*) FileDataPtr);
QoaHandle = IntPtr.Zero;
FileDataPtr = IntPtr.Zero;
}
}
/// <summary>
/// Loads the entire qoa file into an AudioBuffer. Useful for static audio.
/// </summary>
public unsafe static AudioBuffer CreateBuffer(AudioDevice device, string filePath)
{
using var fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
var fileDataPtr = NativeMemory.Alloc((nuint) fileStream.Length);
var fileDataSpan = new Span<byte>(fileDataPtr, (int) fileStream.Length);
fileStream.ReadExactly(fileDataSpan);
fileStream.Close();
var qoaHandle = FAudio.qoa_open_from_memory((char*) fileDataPtr, (uint) fileDataSpan.Length, 0);
if (qoaHandle == 0)
{
NativeMemory.Free(fileDataPtr);
Logger.LogError("Error opening QOA file!");
throw new InvalidOperationException("Error opening QOA file!");
}
FAudio.qoa_attributes(qoaHandle, out var channels, out var samplerate, out var samples_per_channel_per_frame, out var total_samples_per_channel);
var bufferLengthInBytes = total_samples_per_channel * channels * sizeof(short);
var buffer = NativeMemory.Alloc(bufferLengthInBytes);
FAudio.qoa_decode_entire(qoaHandle, (short*) buffer);
FAudio.qoa_close(qoaHandle);
NativeMemory.Free(fileDataPtr);
var format = new Format
{
Tag = FormatTag.PCM,
BitsPerSample = 16,
Channels = (ushort) channels,
SampleRate = samplerate
};
return new AudioBuffer(device, format, (nint) buffer, bufferLengthInBytes, true);
}
private static unsafe UInt64 ReverseEndianness(UInt64 value)
{
byte* bytes = (byte*) &value;
return
((UInt64)(bytes[0]) << 56) | ((UInt64)(bytes[1]) << 48) |
((UInt64)(bytes[2]) << 40) | ((UInt64)(bytes[3]) << 32) |
((UInt64)(bytes[4]) << 24) | ((UInt64)(bytes[5]) << 16) |
((UInt64)(bytes[6]) << 8) | ((UInt64)(bytes[7]) << 0);
}
}
}

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@ -1,49 +0,0 @@
namespace MoonWorks.Audio
{
/// <summary>
/// Use this in conjunction with a StreamingVoice to play back streaming audio data.
/// </summary>
public abstract class AudioDataStreamable : AudioResource
{
public Format Format { get; protected set; }
public abstract bool Loaded { get; }
public abstract uint DecodeBufferSize { get; }
protected AudioDataStreamable(AudioDevice device) : base(device)
{
}
/// <summary>
/// Loads the raw audio data into memory to prepare it for stream decoding.
/// </summary>
public abstract void Load();
/// <summary>
/// Unloads the raw audio data from memory.
/// </summary>
public abstract void Unload();
/// <summary>
/// Seeks to the given sample frame.
/// </summary>
public abstract void Seek(uint sampleFrame);
/// <summary>
/// Attempts to decodes data of length bufferLengthInBytes into the provided buffer.
/// </summary>
/// <param name="buffer">The buffer that decoded bytes will be placed into.</param>
/// <param name="bufferLengthInBytes">Requested length of decoded audio data.</param>
/// <param name="filledLengthInBytes">How much data was actually filled in by the decode.</param>
/// <param name="reachedEnd">Whether the end of the data was reached on this decode.</param>
public abstract unsafe void Decode(void* buffer, int bufferLengthInBytes, out int filledLengthInBytes, out bool reachedEnd);
protected override void Dispose(bool disposing)
{
if (!IsDisposed)
{
Unload();
}
base.Dispose(disposing);
}
}
}

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@ -1,100 +0,0 @@
using System;
using System.IO;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
public static class AudioDataWav
{
/// <summary>
/// Create an AudioBuffer containing all the WAV audio data in a file.
/// </summary>
/// <returns></returns>
public unsafe static AudioBuffer CreateBuffer(AudioDevice device, string filePath)
{
// mostly borrowed from https://github.com/FNA-XNA/FNA/blob/b71b4a35ae59970ff0070dea6f8620856d8d4fec/src/Audio/SoundEffect.cs#L385
// WaveFormatEx data
ushort wFormatTag;
ushort nChannels;
uint nSamplesPerSec;
uint nAvgBytesPerSec;
ushort nBlockAlign;
ushort wBitsPerSample;
using var stream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
using var reader = new BinaryReader(stream);
// RIFF Signature
string signature = new string(reader.ReadChars(4));
if (signature != "RIFF")
{
throw new NotSupportedException("Specified stream is not a wave file.");
}
reader.ReadUInt32(); // Riff Chunk Size
string wformat = new string(reader.ReadChars(4));
if (wformat != "WAVE")
{
throw new NotSupportedException("Specified stream is not a wave file.");
}
// WAVE Header
string format_signature = new string(reader.ReadChars(4));
while (format_signature != "fmt ")
{
reader.ReadBytes(reader.ReadInt32());
format_signature = new string(reader.ReadChars(4));
}
int format_chunk_size = reader.ReadInt32();
wFormatTag = reader.ReadUInt16();
nChannels = reader.ReadUInt16();
nSamplesPerSec = reader.ReadUInt32();
nAvgBytesPerSec = reader.ReadUInt32();
nBlockAlign = reader.ReadUInt16();
wBitsPerSample = reader.ReadUInt16();
// Reads residual bytes
if (format_chunk_size > 16)
{
reader.ReadBytes(format_chunk_size - 16);
}
// data Signature
string data_signature = new string(reader.ReadChars(4));
while (data_signature.ToLowerInvariant() != "data")
{
reader.ReadBytes(reader.ReadInt32());
data_signature = new string(reader.ReadChars(4));
}
if (data_signature != "data")
{
throw new NotSupportedException("Specified wave file is not supported.");
}
int waveDataLength = reader.ReadInt32();
var waveDataBuffer = NativeMemory.Alloc((nuint) waveDataLength);
var waveDataSpan = new Span<byte>(waveDataBuffer, waveDataLength);
stream.ReadExactly(waveDataSpan);
var format = new Format
{
Tag = (FormatTag) wFormatTag,
BitsPerSample = wBitsPerSample,
Channels = nChannels,
SampleRate = nSamplesPerSec
};
return new AudioBuffer(
device,
format,
(nint) waveDataBuffer,
(uint) waveDataLength,
true
);
}
}
}

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@ -1,54 +1,31 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Threading;
namespace MoonWorks.Audio
{
/// <summary>
/// AudioDevice manages all audio-related concerns.
/// </summary>
public class AudioDevice : IDisposable
{
public IntPtr Handle { get; }
public byte[] Handle3D { get; }
public IntPtr MasteringVoice { get; }
public FAudio.FAudioDeviceDetails DeviceDetails { get; }
private IntPtr trueMasteringVoice;
// this is a fun little trick where we use a submix voice as a "faux" mastering voice
// this lets us maintain API consistency for effects like panning and reverb
private SubmixVoice fauxMasteringVoice;
public SubmixVoice MasteringVoice => fauxMasteringVoice;
public IntPtr ReverbVoice { get; }
public float CurveDistanceScalar = 1f;
public float DopplerScale = 1f;
public float SpeedOfSound = 343.5f;
private readonly HashSet<GCHandle> resourceHandles = new HashSet<GCHandle>();
private readonly HashSet<UpdatingSourceVoice> updatingSourceVoices = new HashSet<UpdatingSourceVoice>();
internal FAudio.FAudioVoiceSends ReverbSends;
private AudioTweenManager AudioTweenManager;
private readonly List<WeakReference<AudioResource>> resources = new List<WeakReference<AudioResource>>();
private readonly List<WeakReference<StreamingSound>> streamingSounds = new List<WeakReference<StreamingSound>>();
private SourceVoicePool VoicePool;
private List<SourceVoice> VoicesToReturn = new List<SourceVoice>();
private bool IsDisposed;
private const int Step = 200;
private TimeSpan UpdateInterval;
private System.Diagnostics.Stopwatch TickStopwatch = new System.Diagnostics.Stopwatch();
private long previousTickTime;
private Thread Thread;
private AutoResetEvent WakeSignal;
internal readonly object StateLock = new object();
private bool Running;
public bool IsDisposed { get; private set; }
internal unsafe AudioDevice()
public unsafe AudioDevice()
{
UpdateInterval = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / Step);
FAudio.FAudioCreate(out var handle, 0, FAudio.FAUDIO_DEFAULT_PROCESSOR);
FAudio.FAudioCreate(out var handle, 0, 0);
Handle = handle;
/* Find a suitable device */
@ -58,8 +35,8 @@ namespace MoonWorks.Audio
if (devices == 0)
{
Logger.LogError("No audio devices found!");
FAudio.FAudio_Release(Handle);
Handle = IntPtr.Zero;
FAudio.FAudio_Release(Handle);
return;
}
@ -92,24 +69,25 @@ namespace MoonWorks.Audio
}
/* Init Mastering Voice */
var result = FAudio.FAudio_CreateMasteringVoice(
IntPtr masteringVoice;
if (FAudio.FAudio_CreateMasteringVoice(
Handle,
out trueMasteringVoice,
out masteringVoice,
FAudio.FAUDIO_DEFAULT_CHANNELS,
FAudio.FAUDIO_DEFAULT_SAMPLERATE,
0,
i,
IntPtr.Zero
);
if (result != 0)
) != 0)
{
Logger.LogError("Failed to create a mastering voice!");
Logger.LogError("Audio device creation failed!");
Logger.LogError("No mastering voice found!");
Handle = IntPtr.Zero;
FAudio.FAudio_Release(Handle);
return;
}
fauxMasteringVoice = SubmixVoice.CreateFauxMasteringVoice(this);
MasteringVoice = masteringVoice;
/* Init 3D Audio */
@ -120,169 +98,144 @@ namespace MoonWorks.Audio
Handle3D
);
AudioTweenManager = new AudioTweenManager();
VoicePool = new SourceVoicePool(this);
/* Init reverb */
WakeSignal = new AutoResetEvent(true);
IntPtr reverbVoice;
Thread = new Thread(ThreadMain);
Thread.IsBackground = true;
Thread.Start();
IntPtr reverb;
FAudio.FAudioCreateReverb(out reverb, 0);
Running = true;
IntPtr chainPtr;
chainPtr = Marshal.AllocHGlobal(
sizeof(FAudio.FAudioEffectChain)
);
TickStopwatch.Start();
previousTickTime = 0;
FAudio.FAudioEffectChain* reverbChain = (FAudio.FAudioEffectChain*) chainPtr;
reverbChain->EffectCount = 1;
reverbChain->pEffectDescriptors = Marshal.AllocHGlobal(
sizeof(FAudio.FAudioEffectDescriptor)
);
FAudio.FAudioEffectDescriptor* reverbDescriptor =
(FAudio.FAudioEffectDescriptor*) reverbChain->pEffectDescriptors;
reverbDescriptor->InitialState = 1;
reverbDescriptor->OutputChannels = (uint) (
(DeviceDetails.OutputFormat.Format.nChannels == 6) ? 6 : 1
);
reverbDescriptor->pEffect = reverb;
FAudio.FAudio_CreateSubmixVoice(
Handle,
out reverbVoice,
1, /* omnidirectional reverb */
DeviceDetails.OutputFormat.Format.nSamplesPerSec,
0,
0,
IntPtr.Zero,
chainPtr
);
FAudio.FAPOBase_Release(reverb);
Marshal.FreeHGlobal(reverbChain->pEffectDescriptors);
Marshal.FreeHGlobal(chainPtr);
ReverbVoice = reverbVoice;
/* Init reverb params */
// Defaults based on FAUDIOFX_I3DL2_PRESET_GENERIC
IntPtr reverbParamsPtr = Marshal.AllocHGlobal(
sizeof(FAudio.FAudioFXReverbParameters)
);
FAudio.FAudioFXReverbParameters* reverbParams = (FAudio.FAudioFXReverbParameters*) reverbParamsPtr;
reverbParams->WetDryMix = 100.0f;
reverbParams->ReflectionsDelay = 7;
reverbParams->ReverbDelay = 11;
reverbParams->RearDelay = FAudio.FAUDIOFX_REVERB_DEFAULT_REAR_DELAY;
reverbParams->PositionLeft = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams->PositionRight = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION;
reverbParams->PositionMatrixLeft = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams->PositionMatrixRight = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX;
reverbParams->EarlyDiffusion = 15;
reverbParams->LateDiffusion = 15;
reverbParams->LowEQGain = 8;
reverbParams->LowEQCutoff = 4;
reverbParams->HighEQGain = 8;
reverbParams->HighEQCutoff = 6;
reverbParams->RoomFilterFreq = 5000f;
reverbParams->RoomFilterMain = -10f;
reverbParams->RoomFilterHF = -1f;
reverbParams->ReflectionsGain = -26.0200005f;
reverbParams->ReverbGain = 10.0f;
reverbParams->DecayTime = 1.49000001f;
reverbParams->Density = 100.0f;
reverbParams->RoomSize = FAudio.FAUDIOFX_REVERB_DEFAULT_ROOM_SIZE;
FAudio.FAudioVoice_SetEffectParameters(
ReverbVoice,
0,
reverbParamsPtr,
(uint) sizeof(FAudio.FAudioFXReverbParameters),
0
);
Marshal.FreeHGlobal(reverbParamsPtr);
/* Init reverb sends */
ReverbSends = new FAudio.FAudioVoiceSends
{
SendCount = 2,
pSends = Marshal.AllocHGlobal(
2 * sizeof(FAudio.FAudioSendDescriptor)
)
};
FAudio.FAudioSendDescriptor* sendDesc = (FAudio.FAudioSendDescriptor*) ReverbSends.pSends;
sendDesc[0].Flags = 0;
sendDesc[0].pOutputVoice = MasteringVoice;
sendDesc[1].Flags = 0;
sendDesc[1].pOutputVoice = ReverbVoice;
}
private void ThreadMain()
public void SetMasteringVolume(float volume)
{
while (Running)
FAudio.FAudioVoice_SetVolume(MasteringVoice, volume, 0);
}
internal void Update()
{
for (var i = streamingSounds.Count - 1; i >= 0; i--)
{
lock (StateLock)
var weakReference = streamingSounds[i];
if (weakReference.TryGetTarget(out var streamingSound))
{
try
{
ThreadMainTick();
}
catch (Exception e)
{
Logger.LogError(e.ToString());
}
streamingSound.Update();
}
WakeSignal.WaitOne(UpdateInterval);
}
}
private void ThreadMainTick()
{
long tickDelta = TickStopwatch.Elapsed.Ticks - previousTickTime;
previousTickTime = TickStopwatch.Elapsed.Ticks;
float elapsedSeconds = (float) tickDelta / System.TimeSpan.TicksPerSecond;
AudioTweenManager.Update(elapsedSeconds);
foreach (var voice in updatingSourceVoices)
{
voice.Update();
}
foreach (var voice in VoicesToReturn)
{
if (voice is UpdatingSourceVoice updatingSourceVoice)
else
{
updatingSourceVoices.Remove(updatingSourceVoice);
}
voice.Reset();
VoicePool.Return(voice);
}
VoicesToReturn.Clear();
}
/// <summary>
/// Triggers all pending operations with the given syncGroup value.
/// </summary>
public void TriggerSyncGroup(uint syncGroup)
{
FAudio.FAudio_CommitChanges(Handle, syncGroup);
}
/// <summary>
/// Obtains an appropriate source voice from the voice pool.
/// </summary>
/// <param name="format">The format that the voice must match.</param>
/// <returns>A source voice with the given format.</returns>
public T Obtain<T>(Format format) where T : SourceVoice, IPoolable<T>
{
lock (StateLock)
{
var voice = VoicePool.Obtain<T>(format);
if (voice is UpdatingSourceVoice updatingSourceVoice)
{
updatingSourceVoices.Add(updatingSourceVoice);
}
return voice;
}
}
/// <summary>
/// Returns the source voice to the voice pool.
/// </summary>
/// <param name="voice"></param>
internal void Return(SourceVoice voice)
{
lock (StateLock)
{
VoicesToReturn.Add(voice);
}
}
internal void CreateTween(
Voice voice,
AudioTweenProperty property,
System.Func<float, float> easingFunction,
float start,
float end,
float duration,
float delayTime
) {
lock (StateLock)
{
AudioTweenManager.CreateTween(
voice,
property,
easingFunction,
start,
end,
duration,
delayTime
);
}
}
internal void ClearTweens(
Voice voice,
AudioTweenProperty property
) {
lock (StateLock)
{
AudioTweenManager.ClearTweens(voice, property);
}
}
internal void WakeThread()
{
WakeSignal.Set();
}
internal void AddResourceReference(GCHandle resourceReference)
{
lock (StateLock)
{
resourceHandles.Add(resourceReference);
if (resourceReference.Target is UpdatingSourceVoice updatableVoice)
{
updatingSourceVoices.Add(updatableVoice);
streamingSounds.RemoveAt(i);
}
}
}
internal void RemoveResourceReference(GCHandle resourceReference)
internal void AddDynamicSoundInstance(StreamingSound instance)
{
lock (StateLock)
{
resourceHandles.Remove(resourceReference);
streamingSounds.Add(new WeakReference<StreamingSound>(instance));
}
if (resourceReference.Target is UpdatingSourceVoice updatableVoice)
{
updatingSourceVoices.Remove(updatableVoice);
}
internal void AddResourceReference(WeakReference<AudioResource> resourceReference)
{
lock (resources)
{
resources.Add(resourceReference);
}
}
internal void RemoveResourceReference(WeakReference<AudioResource> resourceReference)
{
lock (resources)
{
resources.Remove(resourceReference);
}
}
@ -290,54 +243,29 @@ namespace MoonWorks.Audio
{
if (!IsDisposed)
{
Running = false;
if (disposing)
{
Thread.Join();
// dispose all source voices first
foreach (var handle in resourceHandles)
for (var i = resources.Count - 1; i >= 0; i--)
{
if (handle.Target is SourceVoice voice)
{
voice.Dispose();
}
}
var weakReference = resources[i];
// dispose all submix voices except the faux mastering voice
foreach (var handle in resourceHandles)
{
if (handle.Target is SubmixVoice voice && voice != fauxMasteringVoice)
{
voice.Dispose();
}
}
// dispose the faux mastering voice
fauxMasteringVoice.Dispose();
// dispose the true mastering voice
FAudio.FAudioVoice_DestroyVoice(trueMasteringVoice);
// destroy all other audio resources
foreach (var handle in resourceHandles)
{
if (handle.Target is AudioResource resource)
if (weakReference.TryGetTarget(out var resource))
{
resource.Dispose();
}
}
resourceHandles.Clear();
resources.Clear();
}
FAudio.FAudioVoice_DestroyVoice(ReverbVoice);
FAudio.FAudioVoice_DestroyVoice(MasteringVoice);
FAudio.FAudio_Release(Handle);
IsDisposed = true;
}
}
// TODO: override finalizer only if 'Dispose(bool disposing)' has code to free unmanaged resources
~AudioDevice()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method

View File

@ -4,9 +4,6 @@ using MoonWorks.Math.Float;
namespace MoonWorks.Audio
{
/// <summary>
/// An emitter for 3D spatial audio.
/// </summary>
public class AudioEmitter : AudioResource
{
internal FAudio.F3DAUDIO_EMITTER emitterData;
@ -132,5 +129,7 @@ namespace MoonWorks.Audio
emitterData.pReverbCurve = IntPtr.Zero;
emitterData.CurveDistanceScaler = 1.0f;
}
protected override void Destroy() { }
}
}

View File

@ -3,9 +3,6 @@ using MoonWorks.Math.Float;
namespace MoonWorks.Audio
{
/// <summary>
/// A listener for 3D spatial audio. Usually attached to a camera.
/// </summary>
public class AudioListener : AudioResource
{
internal FAudio.F3DAUDIO_LISTENER listenerData;
@ -94,5 +91,7 @@ namespace MoonWorks.Audio
/* Unexposed variables, defaults based on XNA behavior */
listenerData.pCone = IntPtr.Zero;
}
protected override void Destroy() { }
}
}

View File

@ -1,5 +1,4 @@
using System;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
@ -9,24 +8,28 @@ namespace MoonWorks.Audio
public bool IsDisposed { get; private set; }
private GCHandle SelfReference;
private WeakReference<AudioResource> selfReference;
protected AudioResource(AudioDevice device)
public AudioResource(AudioDevice device)
{
Device = device;
SelfReference = GCHandle.Alloc(this, GCHandleType.Weak);
Device.AddResourceReference(SelfReference);
selfReference = new WeakReference<AudioResource>(this);
Device.AddResourceReference(selfReference);
}
protected abstract void Destroy();
protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
Destroy();
if (selfReference != null)
{
Device.RemoveResourceReference(SelfReference);
SelfReference.Free();
Device.RemoveResourceReference(selfReference);
selfReference = null;
}
IsDisposed = true;
@ -35,12 +38,8 @@ namespace MoonWorks.Audio
~AudioResource()
{
#if DEBUG
// If you see this log message, you leaked an audio resource without disposing it!
// We can't clean it up for you because this can cause catastrophic issues.
// You should really fix this when it happens.
Logger.LogWarn($"A resource of type {GetType().Name} was not Disposed.");
#endif
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: false);
}
public void Dispose()

View File

@ -1,58 +0,0 @@
using System.Collections.Generic;
using EasingFunction = System.Func<float, float>;
namespace MoonWorks.Audio
{
internal enum AudioTweenProperty
{
Pan,
Pitch,
Volume,
FilterFrequency,
Reverb
}
internal class AudioTween
{
public Voice Voice;
public AudioTweenProperty Property;
public EasingFunction EasingFunction;
public float Time;
public float StartValue;
public float EndValue;
public float DelayTime;
public float Duration;
}
internal class AudioTweenPool
{
private Queue<AudioTween> Tweens = new Queue<AudioTween>(16);
public AudioTweenPool()
{
for (int i = 0; i < 16; i += 1)
{
Tweens.Enqueue(new AudioTween());
}
}
public AudioTween Obtain()
{
if (Tweens.Count > 0)
{
var tween = Tweens.Dequeue();
return tween;
}
else
{
return new AudioTween();
}
}
public void Free(AudioTween tween)
{
tween.Voice = null;
Tweens.Enqueue(tween);
}
}
}

View File

@ -1,159 +0,0 @@
using System;
using System.Collections.Generic;
namespace MoonWorks.Audio
{
internal class AudioTweenManager
{
private AudioTweenPool AudioTweenPool = new AudioTweenPool();
private readonly Dictionary<(Voice, AudioTweenProperty), AudioTween> AudioTweens = new Dictionary<(Voice, AudioTweenProperty), AudioTween>();
private readonly List<AudioTween> DelayedAudioTweens = new List<AudioTween>();
public void Update(float elapsedSeconds)
{
for (var i = DelayedAudioTweens.Count - 1; i >= 0; i--)
{
var audioTween = DelayedAudioTweens[i];
var voice = audioTween.Voice;
audioTween.Time += elapsedSeconds;
if (audioTween.Time >= audioTween.DelayTime)
{
// set the tween start value to the current value of the property
switch (audioTween.Property)
{
case AudioTweenProperty.Pan:
audioTween.StartValue = voice.Pan;
break;
case AudioTweenProperty.Pitch:
audioTween.StartValue = voice.Pitch;
break;
case AudioTweenProperty.Volume:
audioTween.StartValue = voice.Volume;
break;
case AudioTweenProperty.FilterFrequency:
audioTween.StartValue = voice.FilterFrequency;
break;
case AudioTweenProperty.Reverb:
audioTween.StartValue = voice.Reverb;
break;
}
audioTween.Time = 0;
DelayedAudioTweens.RemoveAt(i);
AddTween(audioTween);
}
}
foreach (var (key, audioTween) in AudioTweens)
{
bool finished = UpdateAudioTween(audioTween, elapsedSeconds);
if (finished)
{
AudioTweenPool.Free(audioTween);
AudioTweens.Remove(key);
}
}
}
public void CreateTween(
Voice voice,
AudioTweenProperty property,
System.Func<float, float> easingFunction,
float start,
float end,
float duration,
float delayTime
) {
var tween = AudioTweenPool.Obtain();
tween.Voice = voice;
tween.Property = property;
tween.EasingFunction = easingFunction;
tween.StartValue = start;
tween.EndValue = end;
tween.Duration = duration;
tween.Time = 0;
tween.DelayTime = delayTime;
if (delayTime == 0)
{
AddTween(tween);
}
else
{
DelayedAudioTweens.Add(tween);
}
}
public void ClearTweens(Voice voice, AudioTweenProperty property)
{
AudioTweens.Remove((voice, property));
}
private void AddTween(
AudioTween audioTween
) {
// if a tween with the same sound and property already exists, get rid of it
if (AudioTweens.TryGetValue((audioTween.Voice, audioTween.Property), out var currentTween))
{
AudioTweenPool.Free(currentTween);
}
AudioTweens[(audioTween.Voice, audioTween.Property)] = audioTween;
}
private static bool UpdateAudioTween(AudioTween audioTween, float delta)
{
float value;
audioTween.Time += delta;
var finished = audioTween.Time >= audioTween.Duration;
if (finished)
{
value = audioTween.EndValue;
}
else
{
value = MoonWorks.Math.Easing.Interp(
audioTween.StartValue,
audioTween.EndValue,
audioTween.Time,
audioTween.Duration,
audioTween.EasingFunction
);
}
switch (audioTween.Property)
{
case AudioTweenProperty.Pan:
audioTween.Voice.Pan = value;
break;
case AudioTweenProperty.Pitch:
audioTween.Voice.Pitch = value;
break;
case AudioTweenProperty.Volume:
audioTween.Voice.Volume = value;
break;
case AudioTweenProperty.FilterFrequency:
audioTween.Voice.FilterFrequency = value;
break;
case AudioTweenProperty.Reverb:
audioTween.Voice.Reverb = value;
break;
}
return finished;
}
}
}

View File

@ -1,10 +0,0 @@
namespace MoonWorks.Audio
{
public enum FilterType
{
None,
LowPass,
BandPass,
HighPass
}
}

View File

@ -1,36 +0,0 @@
namespace MoonWorks.Audio
{
public enum FormatTag : ushort
{
Unknown = 0,
PCM = 1,
MSADPCM = 2,
IEEE_FLOAT = 3
}
/// <summary>
/// Describes the format of audio data. Usually specified in an audio file's header information.
/// </summary>
public record struct Format
{
public FormatTag Tag;
public ushort Channels;
public uint SampleRate;
public ushort BitsPerSample;
internal FAudio.FAudioWaveFormatEx ToFAudioFormat()
{
var blockAlign = (ushort) ((BitsPerSample / 8) * Channels);
return new FAudio.FAudioWaveFormatEx
{
wFormatTag = (ushort) Tag,
nChannels = Channels,
nSamplesPerSec = SampleRate,
wBitsPerSample = BitsPerSample,
nBlockAlign = blockAlign,
nAvgBytesPerSec = blockAlign * SampleRate
};
}
}
}

View File

@ -1,7 +0,0 @@
namespace MoonWorks.Audio
{
public interface IPoolable<T>
{
static abstract T Create(AudioDevice device, Format format);
}
}

View File

@ -1,28 +0,0 @@
namespace MoonWorks.Audio
{
/// <summary>
/// PersistentVoice should be used when you need to maintain a long-term reference to a source voice.
/// </summary>
public class PersistentVoice : SourceVoice, IPoolable<PersistentVoice>
{
public PersistentVoice(AudioDevice device, Format format) : base(device, format)
{
}
public static PersistentVoice Create(AudioDevice device, Format format)
{
return new PersistentVoice(device, format);
}
/// <summary>
/// Adds an AudioBuffer to the voice queue.
/// The voice processes and plays back the buffers in its queue in the order that they were submitted.
/// </summary>
/// <param name="buffer">The buffer to submit to the voice.</param>
/// <param name="loop">Whether the voice should loop this buffer.</param>
public void Submit(AudioBuffer buffer, bool loop = false)
{
Submit(buffer.ToFAudioBuffer(loop));
}
}
}

View File

@ -1,83 +0,0 @@
using System;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
/// <summary>
/// Use this in conjunction with SourceVoice.SetReverbEffectChain to add reverb to a voice.
/// </summary>
public unsafe class ReverbEffect : SubmixVoice
{
// Defaults based on FAUDIOFX_I3DL2_PRESET_GENERIC
public static FAudio.FAudioFXReverbParameters DefaultParams = new FAudio.FAudioFXReverbParameters
{
WetDryMix = 100.0f,
ReflectionsDelay = 7,
ReverbDelay = 11,
RearDelay = FAudio.FAUDIOFX_REVERB_DEFAULT_REAR_DELAY,
PositionLeft = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION,
PositionRight = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION,
PositionMatrixLeft = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX,
PositionMatrixRight = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX,
EarlyDiffusion = 15,
LateDiffusion = 15,
LowEQGain = 8,
LowEQCutoff = 4,
HighEQGain = 8,
HighEQCutoff = 6,
RoomFilterFreq = 5000f,
RoomFilterMain = -10f,
RoomFilterHF = -1f,
ReflectionsGain = -26.0200005f,
ReverbGain = 10.0f,
DecayTime = 1.49000001f,
Density = 100.0f,
RoomSize = FAudio.FAUDIOFX_REVERB_DEFAULT_ROOM_SIZE
};
public FAudio.FAudioFXReverbParameters Params { get; private set; }
public ReverbEffect(AudioDevice audioDevice, uint processingStage) : base(audioDevice, 1, audioDevice.DeviceDetails.OutputFormat.Format.nSamplesPerSec, processingStage)
{
/* Init reverb */
IntPtr reverb;
FAudio.FAudioCreateReverb(out reverb, 0);
var chain = new FAudio.FAudioEffectChain();
var descriptor = new FAudio.FAudioEffectDescriptor
{
InitialState = 1,
OutputChannels = 1,
pEffect = reverb
};
chain.EffectCount = 1;
chain.pEffectDescriptors = (nint) (&descriptor);
FAudio.FAudioVoice_SetEffectChain(
Handle,
ref chain
);
FAudio.FAPOBase_Release(reverb);
SetParams(DefaultParams);
}
public void SetParams(in FAudio.FAudioFXReverbParameters reverbParams)
{
Params = reverbParams;
fixed (FAudio.FAudioFXReverbParameters* reverbParamsPtr = &reverbParams)
{
FAudio.FAudioVoice_SetEffectParameters(
Handle,
0,
(nint) reverbParamsPtr,
(uint) Marshal.SizeOf<FAudio.FAudioFXReverbParameters>(),
0
);
}
}
}
}

350
src/Audio/SoundInstance.cs Normal file
View File

@ -0,0 +1,350 @@
using System;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
public abstract class SoundInstance : AudioResource
{
internal IntPtr Handle;
internal FAudio.FAudioWaveFormatEx Format;
protected FAudio.F3DAUDIO_DSP_SETTINGS dspSettings;
public bool Is3D { get; protected set; }
public virtual SoundState State { get; protected set; }
private float _pan = 0;
public float Pan
{
get => _pan;
set
{
_pan = value;
if (_pan < -1f)
{
_pan = -1f;
}
if (_pan > 1f)
{
_pan = 1f;
}
if (Is3D) { return; }
SetPanMatrixCoefficients();
FAudio.FAudioVoice_SetOutputMatrix(
Handle,
Device.MasteringVoice,
dspSettings.SrcChannelCount,
dspSettings.DstChannelCount,
dspSettings.pMatrixCoefficients,
0
);
}
}
private float _pitch = 1;
public float Pitch
{
get => _pitch;
set
{
_pitch = Math.MathHelper.Clamp(value, -1f, 1f);
UpdatePitch();
}
}
private float _volume = 1;
public float Volume
{
get => _volume;
set
{
_volume = value;
FAudio.FAudioVoice_SetVolume(Handle, _volume, 0);
}
}
private float _reverb;
public unsafe float Reverb
{
get => _reverb;
set
{
_reverb = value;
float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
outputMatrix[0] = _reverb;
if (dspSettings.SrcChannelCount == 2)
{
outputMatrix[1] = _reverb;
}
FAudio.FAudioVoice_SetOutputMatrix(
Handle,
Device.ReverbVoice,
dspSettings.SrcChannelCount,
1,
dspSettings.pMatrixCoefficients,
0
);
}
}
private float _lowPassFilter;
public float LowPassFilter
{
get => _lowPassFilter;
set
{
_lowPassFilter = value;
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
{
Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
Frequency = _lowPassFilter,
OneOverQ = 1f
};
FAudio.FAudioVoice_SetFilterParameters(
Handle,
ref p,
0
);
}
}
private float _highPassFilter;
public float HighPassFilter
{
get => _highPassFilter;
set
{
_highPassFilter = value;
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
{
Type = FAudio.FAudioFilterType.FAudioHighPassFilter,
Frequency = _highPassFilter,
OneOverQ = 1f
};
FAudio.FAudioVoice_SetFilterParameters(
Handle,
ref p,
0
);
}
}
private float _bandPassFilter;
public float BandPassFilter
{
get => _bandPassFilter;
set
{
_bandPassFilter = value;
FAudio.FAudioFilterParameters p = new FAudio.FAudioFilterParameters
{
Type = FAudio.FAudioFilterType.FAudioBandPassFilter,
Frequency = _bandPassFilter,
OneOverQ = 1f
};
FAudio.FAudioVoice_SetFilterParameters(
Handle,
ref p,
0
);
}
}
public SoundInstance(
AudioDevice device,
ushort formatTag,
ushort bitsPerSample,
ushort blockAlign,
ushort channels,
uint samplesPerSecond
) : base(device)
{
var format = new FAudio.FAudioWaveFormatEx
{
wFormatTag = formatTag,
wBitsPerSample = bitsPerSample,
nChannels = channels,
nBlockAlign = blockAlign,
nSamplesPerSec = samplesPerSecond,
nAvgBytesPerSec = blockAlign * samplesPerSecond
};
Format = format;
FAudio.FAudio_CreateSourceVoice(
Device.Handle,
out Handle,
ref Format,
FAudio.FAUDIO_VOICE_USEFILTER,
FAudio.FAUDIO_DEFAULT_FREQ_RATIO,
IntPtr.Zero,
IntPtr.Zero,
IntPtr.Zero
);
if (Handle == IntPtr.Zero)
{
Logger.LogError("SoundInstance failed to initialize!");
return;
}
InitDSPSettings(Format.nChannels);
// FIXME: not everything should be running through reverb...
/*
FAudio.FAudioVoice_SetOutputVoices(
Handle,
ref Device.ReverbSends
);
*/
State = SoundState.Stopped;
}
public void Apply3D(AudioListener listener, AudioEmitter emitter)
{
Is3D = true;
emitter.emitterData.CurveDistanceScaler = Device.CurveDistanceScalar;
emitter.emitterData.ChannelCount = dspSettings.SrcChannelCount;
FAudio.F3DAudioCalculate(
Device.Handle3D,
ref listener.listenerData,
ref emitter.emitterData,
FAudio.F3DAUDIO_CALCULATE_MATRIX | FAudio.F3DAUDIO_CALCULATE_DOPPLER,
ref dspSettings
);
UpdatePitch();
FAudio.FAudioVoice_SetOutputMatrix(
Handle,
Device.MasteringVoice,
dspSettings.SrcChannelCount,
dspSettings.DstChannelCount,
dspSettings.pMatrixCoefficients,
0
);
}
public abstract void Play();
public abstract void Pause();
public abstract void Stop();
public abstract void StopImmediate();
private void InitDSPSettings(uint srcChannels)
{
dspSettings = new FAudio.F3DAUDIO_DSP_SETTINGS();
dspSettings.DopplerFactor = 1f;
dspSettings.SrcChannelCount = srcChannels;
dspSettings.DstChannelCount = Device.DeviceDetails.OutputFormat.Format.nChannels;
int memsize = (
4 *
(int) dspSettings.SrcChannelCount *
(int) dspSettings.DstChannelCount
);
dspSettings.pMatrixCoefficients = Marshal.AllocHGlobal(memsize);
unsafe
{
byte* memPtr = (byte*) dspSettings.pMatrixCoefficients;
for (int i = 0; i < memsize; i += 1)
{
memPtr[i] = 0;
}
}
SetPanMatrixCoefficients();
}
private void UpdatePitch()
{
float doppler;
float dopplerScale = Device.DopplerScale;
if (!Is3D || dopplerScale == 0.0f)
{
doppler = 1.0f;
}
else
{
doppler = dspSettings.DopplerFactor * dopplerScale;
}
FAudio.FAudioSourceVoice_SetFrequencyRatio(
Handle,
(float) System.Math.Pow(2.0, _pitch) * doppler,
0
);
}
// Taken from https://github.com/FNA-XNA/FNA/blob/master/src/Audio/SoundEffectInstance.cs
private unsafe void SetPanMatrixCoefficients()
{
/* Two major things to notice:
* 1. The spec assumes any speaker count >= 2 has Front Left/Right.
* 2. Stereo panning is WAY more complicated than you think.
* The main thing is that hard panning does NOT eliminate an
* entire channel; the two channels are blended on each side.
* -flibit
*/
float* outputMatrix = (float*) dspSettings.pMatrixCoefficients;
if (dspSettings.SrcChannelCount == 1)
{
if (dspSettings.DstChannelCount == 1)
{
outputMatrix[0] = 1.0f;
}
else
{
outputMatrix[0] = (_pan > 0.0f) ? (1.0f - _pan) : 1.0f;
outputMatrix[1] = (_pan < 0.0f) ? (1.0f + _pan) : 1.0f;
}
}
else
{
if (dspSettings.DstChannelCount == 1)
{
outputMatrix[0] = 1.0f;
outputMatrix[1] = 1.0f;
}
else
{
if (_pan <= 0.0f)
{
// Left speaker blends left/right channels
outputMatrix[0] = 0.5f * _pan + 1.0f;
outputMatrix[1] = 0.5f * -_pan;
// Right speaker gets less of the right channel
outputMatrix[2] = 0.0f;
outputMatrix[3] = _pan + 1.0f;
}
else
{
// Left speaker gets less of the left channel
outputMatrix[0] = -_pan + 1.0f;
outputMatrix[1] = 0.0f;
// Right speaker blends right/left channels
outputMatrix[2] = 0.5f * _pan;
outputMatrix[3] = 0.5f * -_pan + 1.0f;
}
}
}
}
protected override void Destroy()
{
StopImmediate();
FAudio.FAudioVoice_DestroyVoice(Handle);
Marshal.FreeHGlobal(dspSettings.pMatrixCoefficients);
}
}
}

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namespace MoonWorks.Audio
{
/// <summary>
/// Plays back a series of AudioBuffers in sequence. Set the OnSoundNeeded callback to add AudioBuffers dynamically.
/// </summary>
public class SoundSequence : UpdatingSourceVoice, IPoolable<SoundSequence>
{
public int NeedSoundThreshold = 0;
public delegate void OnSoundNeededFunc();
public OnSoundNeededFunc OnSoundNeeded;
public SoundSequence(AudioDevice device, Format format) : base(device, format)
{
}
public SoundSequence(AudioDevice device, AudioBuffer templateSound) : base(device, templateSound.Format)
{
}
public static SoundSequence Create(AudioDevice device, Format format)
{
return new SoundSequence(device, format);
}
public override void Update()
{
lock (StateLock)
{
if (State != SoundState.Playing) { return; }
if (NeedSoundThreshold > 0)
{
var buffersNeeded = NeedSoundThreshold - (int) BuffersQueued;
for (int i = 0; i < buffersNeeded; i += 1)
{
if (OnSoundNeeded != null)
{
OnSoundNeeded();
}
}
}
}
}
public void EnqueueSound(AudioBuffer buffer)
{
#if DEBUG
if (!(buffer.Format == Format))
{
Logger.LogWarn("Sound sequence audio format mismatch!");
return;
}
#endif
lock (StateLock)
{
Submit(buffer.ToFAudioBuffer());
}
}
}
}

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using System;
namespace MoonWorks.Audio
{
/// <summary>
/// Emits audio from submitted audio buffers.
/// </summary>
public abstract class SourceVoice : Voice
{
private Format format;
public Format Format => format;
protected bool PlaybackInitiated;
/// <summary>
/// The number of buffers queued in the voice.
/// This includes the currently playing voice!
/// </summary>
public uint BuffersQueued
{
get
{
FAudio.FAudioSourceVoice_GetState(
Handle,
out var state,
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
);
return state.BuffersQueued;
}
}
private SoundState state = SoundState.Stopped;
public SoundState State
{
get
{
if (BuffersQueued == 0)
{
Stop();
}
return state;
}
internal set
{
state = value;
}
}
protected object StateLock = new object();
public SourceVoice(
AudioDevice device,
Format format
) : base(device, format.Channels, device.DeviceDetails.OutputFormat.Format.nChannels)
{
this.format = format;
var fAudioFormat = format.ToFAudioFormat();
FAudio.FAudio_CreateSourceVoice(
device.Handle,
out handle,
ref fAudioFormat,
FAudio.FAUDIO_VOICE_USEFILTER,
FAudio.FAUDIO_DEFAULT_FREQ_RATIO,
IntPtr.Zero,
IntPtr.Zero, // default sends to mastering voice!
IntPtr.Zero
);
SetOutputVoice(device.MasteringVoice);
}
/// <summary>
/// Starts consumption and processing of audio by the voice.
/// Delivers the result to any connected submix or mastering voice.
/// </summary>
/// <param name="syncGroup">Optional. Denotes that the operation will be pending until AudioDevice.TriggerSyncGroup is called.</param>
public void Play(uint syncGroup = FAudio.FAUDIO_COMMIT_NOW)
{
lock (StateLock)
{
FAudio.FAudioSourceVoice_Start(Handle, 0, syncGroup);
State = SoundState.Playing;
}
}
/// <summary>
/// Pauses playback.
/// All source buffers that are queued on the voice and the current cursor position are preserved.
/// </summary>
/// <param name="syncGroup">Optional. Denotes that the operation will be pending until AudioDevice.TriggerSyncGroup is called.</param>
public void Pause(uint syncGroup = FAudio.FAUDIO_COMMIT_NOW)
{
lock (StateLock)
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, syncGroup);
State = SoundState.Paused;
}
}
/// <summary>
/// Stops looping the voice when it reaches the end of the current loop region.
/// If the cursor for the voice is not in a loop region, ExitLoop does nothing.
/// </summary>
/// <param name="syncGroup">Optional. Denotes that the operation will be pending until AudioDevice.TriggerSyncGroup is called.</param>
public void ExitLoop(uint syncGroup = FAudio.FAUDIO_COMMIT_NOW)
{
lock (StateLock)
{
FAudio.FAudioSourceVoice_ExitLoop(Handle, syncGroup);
}
}
/// <summary>
/// Stops playback and removes all pending audio buffers from the voice queue.
/// </summary>
/// <param name="syncGroup">Optional. Denotes that the operation will be pending until AudioDevice.TriggerSyncGroup is called.</param>
public void Stop(uint syncGroup = FAudio.FAUDIO_COMMIT_NOW)
{
lock (StateLock)
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, syncGroup);
FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
State = SoundState.Stopped;
}
}
/// <summary>
/// Adds an AudioBuffer to the voice queue.
/// The voice processes and plays back the buffers in its queue in the order that they were submitted.
/// </summary>
/// <param name="buffer">The buffer to submit to the voice.</param>
public void Submit(AudioBuffer buffer)
{
Submit(buffer.ToFAudioBuffer());
}
/// <summary>
/// Calculates positional sound. This must be called continuously to update positional sound.
/// </summary>
/// <param name="listener"></param>
/// <param name="emitter"></param>
public unsafe void Apply3D(AudioListener listener, AudioEmitter emitter)
{
Is3D = true;
emitter.emitterData.CurveDistanceScaler = Device.CurveDistanceScalar;
emitter.emitterData.ChannelCount = SourceChannelCount;
var dspSettings = new FAudio.F3DAUDIO_DSP_SETTINGS
{
DopplerFactor = DopplerFactor,
SrcChannelCount = SourceChannelCount,
DstChannelCount = DestinationChannelCount,
pMatrixCoefficients = (nint) pMatrixCoefficients
};
FAudio.F3DAudioCalculate(
Device.Handle3D,
ref listener.listenerData,
ref emitter.emitterData,
FAudio.F3DAUDIO_CALCULATE_MATRIX | FAudio.F3DAUDIO_CALCULATE_DOPPLER,
ref dspSettings
);
UpdatePitch();
FAudio.FAudioVoice_SetOutputMatrix(
Handle,
OutputVoice.Handle,
SourceChannelCount,
DestinationChannelCount,
(nint) pMatrixCoefficients,
0
);
}
/// <summary>
/// Specifies that this source voice can be returned to the voice pool.
/// Holding on to the reference after calling this will cause problems!
/// </summary>
public void Return()
{
Stop();
Device.Return(this);
}
/// <summary>
/// Adds an FAudio buffer to the voice queue.
/// The voice processes and plays back the buffers in its queue in the order that they were submitted.
/// </summary>
/// <param name="buffer">The buffer to submit to the voice.</param>
protected void Submit(FAudio.FAudioBuffer buffer)
{
lock (StateLock)
{
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
Handle,
ref buffer,
IntPtr.Zero
);
}
}
public override void Reset()
{
Stop();
PlaybackInitiated = false;
base.Reset();
}
}
}

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@ -1,39 +0,0 @@
using System.Collections.Generic;
namespace MoonWorks.Audio
{
internal class SourceVoicePool
{
private AudioDevice Device;
Dictionary<(System.Type, Format), Queue<SourceVoice>> VoiceLists = new Dictionary<(System.Type, Format), Queue<SourceVoice>>();
public SourceVoicePool(AudioDevice device)
{
Device = device;
}
public T Obtain<T>(Format format) where T : SourceVoice, IPoolable<T>
{
if (!VoiceLists.ContainsKey((typeof(T), format)))
{
VoiceLists.Add((typeof(T), format), new Queue<SourceVoice>());
}
var list = VoiceLists[(typeof(T), format)];
if (list.Count == 0)
{
list.Enqueue(T.Create(Device, format));
}
return (T) list.Dequeue();
}
public void Return(SourceVoice voice)
{
var list = VoiceLists[(voice.GetType(), voice.Format)];
list.Enqueue(voice);
}
}
}

294
src/Audio/StaticSound.cs Normal file
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using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
public class StaticSound : AudioResource
{
internal FAudio.FAudioBuffer Handle;
public ushort FormatTag { get; }
public ushort BitsPerSample { get; }
public ushort Channels { get; }
public uint SamplesPerSecond { get; }
public ushort BlockAlign { get; }
public uint LoopStart { get; set; } = 0;
public uint LoopLength { get; set; } = 0;
private Stack<StaticSoundInstance> Instances = new Stack<StaticSoundInstance>();
public static StaticSound LoadOgg(AudioDevice device, string filePath)
{
var filePointer = FAudio.stb_vorbis_open_filename(filePath, out var error, IntPtr.Zero);
if (error != 0)
{
throw new AudioLoadException("Error loading file!");
}
var info = FAudio.stb_vorbis_get_info(filePointer);
var bufferSize = FAudio.stb_vorbis_stream_length_in_samples(filePointer) * info.channels;
var buffer = new float[bufferSize];
FAudio.stb_vorbis_get_samples_float_interleaved(
filePointer,
info.channels,
buffer,
(int) bufferSize
);
FAudio.stb_vorbis_close(filePointer);
return new StaticSound(
device,
(ushort) info.channels,
info.sample_rate,
buffer,
0,
(uint) buffer.Length
);
}
// mostly borrowed from https://github.com/FNA-XNA/FNA/blob/b71b4a35ae59970ff0070dea6f8620856d8d4fec/src/Audio/SoundEffect.cs#L385
public static StaticSound LoadWav(AudioDevice device, string filePath)
{
// Sample data
byte[] data;
// WaveFormatEx data
ushort wFormatTag;
ushort nChannels;
uint nSamplesPerSec;
uint nAvgBytesPerSec;
ushort nBlockAlign;
ushort wBitsPerSample;
int samplerLoopStart = 0;
int samplerLoopEnd = 0;
using (BinaryReader reader = new BinaryReader(File.OpenRead(filePath)))
{
// RIFF Signature
string signature = new string(reader.ReadChars(4));
if (signature != "RIFF")
{
throw new NotSupportedException("Specified stream is not a wave file.");
}
reader.ReadUInt32(); // Riff Chunk Size
string wformat = new string(reader.ReadChars(4));
if (wformat != "WAVE")
{
throw new NotSupportedException("Specified stream is not a wave file.");
}
// WAVE Header
string format_signature = new string(reader.ReadChars(4));
while (format_signature != "fmt ")
{
reader.ReadBytes(reader.ReadInt32());
format_signature = new string(reader.ReadChars(4));
}
int format_chunk_size = reader.ReadInt32();
wFormatTag = reader.ReadUInt16();
nChannels = reader.ReadUInt16();
nSamplesPerSec = reader.ReadUInt32();
nAvgBytesPerSec = reader.ReadUInt32();
nBlockAlign = reader.ReadUInt16();
wBitsPerSample = reader.ReadUInt16();
// Reads residual bytes
if (format_chunk_size > 16)
{
reader.ReadBytes(format_chunk_size - 16);
}
// data Signature
string data_signature = new string(reader.ReadChars(4));
while (data_signature.ToLowerInvariant() != "data")
{
reader.ReadBytes(reader.ReadInt32());
data_signature = new string(reader.ReadChars(4));
}
if (data_signature != "data")
{
throw new NotSupportedException("Specified wave file is not supported.");
}
int waveDataLength = reader.ReadInt32();
data = reader.ReadBytes(waveDataLength);
// Scan for other chunks
while (reader.PeekChar() != -1)
{
char[] chunkIDChars = reader.ReadChars(4);
if (chunkIDChars.Length < 4)
{
break; // EOL!
}
byte[] chunkSizeBytes = reader.ReadBytes(4);
if (chunkSizeBytes.Length < 4)
{
break; // EOL!
}
string chunk_signature = new string(chunkIDChars);
int chunkDataSize = BitConverter.ToInt32(chunkSizeBytes, 0);
if (chunk_signature == "smpl") // "smpl", Sampler Chunk Found
{
reader.ReadUInt32(); // Manufacturer
reader.ReadUInt32(); // Product
reader.ReadUInt32(); // Sample Period
reader.ReadUInt32(); // MIDI Unity Note
reader.ReadUInt32(); // MIDI Pitch Fraction
reader.ReadUInt32(); // SMPTE Format
reader.ReadUInt32(); // SMPTE Offset
uint numSampleLoops = reader.ReadUInt32();
int samplerData = reader.ReadInt32();
for (int i = 0; i < numSampleLoops; i += 1)
{
reader.ReadUInt32(); // Cue Point ID
reader.ReadUInt32(); // Type
int start = reader.ReadInt32();
int end = reader.ReadInt32();
reader.ReadUInt32(); // Fraction
reader.ReadUInt32(); // Play Count
if (i == 0) // Grab loopStart and loopEnd from first sample loop
{
samplerLoopStart = start;
samplerLoopEnd = end;
}
}
if (samplerData != 0) // Read Sampler Data if it exists
{
reader.ReadBytes(samplerData);
}
}
else // Read unwanted chunk data and try again
{
reader.ReadBytes(chunkDataSize);
}
}
// End scan
}
return new StaticSound(
device,
wFormatTag,
wBitsPerSample,
nBlockAlign,
nChannels,
nSamplesPerSec,
data,
0,
(uint) data.Length
);
}
public StaticSound(
AudioDevice device,
ushort formatTag,
ushort bitsPerSample,
ushort blockAlign,
ushort channels,
uint samplesPerSecond,
byte[] buffer,
uint bufferOffset, /* number of bytes */
uint bufferLength /* number of bytes */
) : base(device)
{
FormatTag = formatTag;
BitsPerSample = bitsPerSample;
BlockAlign = blockAlign;
Channels = channels;
SamplesPerSecond = samplesPerSecond;
Handle = new FAudio.FAudioBuffer();
Handle.Flags = FAudio.FAUDIO_END_OF_STREAM;
Handle.pContext = IntPtr.Zero;
Handle.AudioBytes = bufferLength;
Handle.pAudioData = Marshal.AllocHGlobal((int) bufferLength);
Marshal.Copy(buffer, (int) bufferOffset, Handle.pAudioData, (int) bufferLength);
Handle.PlayBegin = 0;
Handle.PlayLength = 0;
if (formatTag == 1)
{
Handle.PlayLength = (uint) (
bufferLength /
channels /
(bitsPerSample / 8)
);
}
else if (formatTag == 2)
{
Handle.PlayLength = (uint) (
bufferLength /
blockAlign *
(((blockAlign / channels) - 6) * 2)
);
}
LoopStart = 0;
LoopLength = 0;
}
public StaticSound(
AudioDevice device,
ushort channels,
uint samplesPerSecond,
float[] buffer,
uint bufferOffset, /* in floats */
uint bufferLength /* in floats */
) : base(device)
{
FormatTag = 3;
BitsPerSample = 32;
BlockAlign = (ushort) (4 * channels);
Channels = channels;
SamplesPerSecond = samplesPerSecond;
var bufferLengthInBytes = (int) (bufferLength * sizeof(float));
Handle = new FAudio.FAudioBuffer();
Handle.Flags = FAudio.FAUDIO_END_OF_STREAM;
Handle.pContext = IntPtr.Zero;
Handle.AudioBytes = (uint) bufferLengthInBytes;
Handle.pAudioData = Marshal.AllocHGlobal(bufferLengthInBytes);
Marshal.Copy(buffer, (int) bufferOffset, Handle.pAudioData, (int) bufferLength);
Handle.PlayBegin = 0;
Handle.PlayLength = 0;
LoopStart = 0;
LoopLength = 0;
}
/// <summary>
/// Gets a sound instance from the pool.
/// NOTE: If you lose track of instances, you will create garbage collection pressure!
/// </summary>
public StaticSoundInstance GetInstance()
{
if (Instances.Count == 0)
{
Instances.Push(new StaticSoundInstance(Device, this));
}
return Instances.Pop();
}
internal void FreeInstance(StaticSoundInstance instance)
{
Instances.Push(instance);
}
protected override void Destroy()
{
Marshal.FreeHGlobal(Handle.pAudioData);
}
}
}

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using System;
namespace MoonWorks.Audio
{
public class StaticSoundInstance : SoundInstance
{
public StaticSound Parent { get; }
public bool Loop { get; set; }
private SoundState _state = SoundState.Stopped;
public override SoundState State
{
get
{
FAudio.FAudioSourceVoice_GetState(
Handle,
out var state,
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
);
if (state.BuffersQueued == 0)
{
StopImmediate();
}
return _state;
}
protected set
{
_state = value;
}
}
internal StaticSoundInstance(
AudioDevice device,
StaticSound parent
) : base(device, parent.FormatTag, parent.BitsPerSample, parent.BlockAlign, parent.Channels, parent.SamplesPerSecond)
{
Parent = parent;
}
public override void Play()
{
if (State == SoundState.Playing)
{
return;
}
if (Loop)
{
Parent.Handle.LoopCount = 255;
Parent.Handle.LoopBegin = Parent.LoopStart;
Parent.Handle.LoopLength = Parent.LoopLength;
}
else
{
Parent.Handle.LoopCount = 0;
Parent.Handle.LoopBegin = 0;
Parent.Handle.LoopLength = 0;
}
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
Handle,
ref Parent.Handle,
IntPtr.Zero
);
FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
State = SoundState.Playing;
}
public override void Pause()
{
if (State == SoundState.Paused)
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
State = SoundState.Paused;
}
}
public override void Stop()
{
FAudio.FAudioSourceVoice_ExitLoop(Handle, 0);
State = SoundState.Stopped;
}
public override void StopImmediate()
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
State = SoundState.Stopped;
}
public void Seek(uint sampleFrame)
{
if (State == SoundState.Playing)
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
}
Parent.Handle.PlayBegin = sampleFrame;
}
public void Free()
{
Parent.FreeInstance(this);
}
}
}

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using System;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
/// <summary>
/// For streaming long playback.
/// Must be extended with a decoder routine called by FillBuffer.
/// See StreamingSoundOgg for an example.
/// </summary>
public abstract class StreamingSound : SoundInstance
{
private const int BUFFER_COUNT = 3;
private readonly IntPtr[] buffers;
private int nextBufferIndex = 0;
private uint queuedBufferCount = 0;
protected abstract int BUFFER_SIZE { get; }
public unsafe StreamingSound(
AudioDevice device,
ushort formatTag,
ushort bitsPerSample,
ushort blockAlign,
ushort channels,
uint samplesPerSecond
) : base(device, formatTag, bitsPerSample, blockAlign, channels, samplesPerSecond)
{
device.AddDynamicSoundInstance(this);
buffers = new IntPtr[BUFFER_COUNT];
for (int i = 0; i < BUFFER_COUNT; i += 1)
{
buffers[i] = (IntPtr) NativeMemory.Alloc((nuint) BUFFER_SIZE);
}
}
public override void Play()
{
if (State == SoundState.Playing)
{
return;
}
State = SoundState.Playing;
Update();
FAudio.FAudioSourceVoice_Start(Handle, 0, 0);
}
public override void Pause()
{
if (State == SoundState.Playing)
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
State = SoundState.Paused;
}
}
public override void Stop()
{
State = SoundState.Stopped;
}
public override void StopImmediate()
{
FAudio.FAudioSourceVoice_Stop(Handle, 0, 0);
FAudio.FAudioSourceVoice_FlushSourceBuffers(Handle);
ClearBuffers();
State = SoundState.Stopped;
}
internal unsafe void Update()
{
if (State != SoundState.Playing)
{
return;
}
FAudio.FAudioSourceVoice_GetState(
Handle,
out var state,
FAudio.FAUDIO_VOICE_NOSAMPLESPLAYED
);
queuedBufferCount = state.BuffersQueued;
QueueBuffers();
}
protected void QueueBuffers()
{
for (int i = 0; i < BUFFER_COUNT - queuedBufferCount; i += 1)
{
AddBuffer();
}
}
protected unsafe void ClearBuffers()
{
nextBufferIndex = 0;
queuedBufferCount = 0;
}
protected unsafe void AddBuffer()
{
var buffer = buffers[nextBufferIndex];
nextBufferIndex = (nextBufferIndex + 1) % BUFFER_COUNT;
FillBuffer(
(void*) buffer,
BUFFER_SIZE,
out int filledLengthInBytes,
out bool reachedEnd
);
FAudio.FAudioBuffer buf = new FAudio.FAudioBuffer
{
AudioBytes = (uint) filledLengthInBytes,
pAudioData = (IntPtr) buffer,
PlayLength = (
(uint) (filledLengthInBytes /
Format.nChannels /
(uint) (Format.wBitsPerSample / 8))
)
};
FAudio.FAudioSourceVoice_SubmitSourceBuffer(
Handle,
ref buf,
IntPtr.Zero
);
queuedBufferCount += 1;
/* We have reached the end of the file, what do we do? */
if (reachedEnd)
{
OnReachedEnd();
}
}
protected virtual void OnReachedEnd()
{
Stop();
}
protected unsafe abstract void FillBuffer(
void* buffer,
int bufferLengthInBytes, /* in bytes */
out int filledLengthInBytes, /* in bytes */
out bool reachedEnd
);
protected unsafe override void Destroy()
{
StopImmediate();
for (int i = 0; i < BUFFER_COUNT; i += 1)
{
NativeMemory.Free((void*) buffers[i]);
}
}
}
}

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using System;
using System.IO;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
public class StreamingSoundOgg : StreamingSoundSeekable
{
private IntPtr VorbisHandle;
private IntPtr FileDataPtr;
private FAudio.stb_vorbis_info Info;
protected override int BUFFER_SIZE => 32768;
public unsafe static StreamingSoundOgg Load(AudioDevice device, string filePath)
{
var fileData = File.ReadAllBytes(filePath);
var fileDataPtr = NativeMemory.Alloc((nuint) fileData.Length);
Marshal.Copy(fileData, 0, (IntPtr) fileDataPtr, fileData.Length);
var vorbisHandle = FAudio.stb_vorbis_open_memory((IntPtr) fileDataPtr, fileData.Length, out int error, IntPtr.Zero);
if (error != 0)
{
NativeMemory.Free(fileDataPtr);
Logger.LogError("Error opening OGG file!");
Logger.LogError("Error: " + error);
throw new AudioLoadException("Error opening OGG file!");
}
var info = FAudio.stb_vorbis_get_info(vorbisHandle);
return new StreamingSoundOgg(
device,
(IntPtr) fileDataPtr,
vorbisHandle,
info
);
}
internal StreamingSoundOgg(
AudioDevice device,
IntPtr fileDataPtr, // MUST BE A NATIVE MEMORY HANDLE!!
IntPtr vorbisHandle,
FAudio.stb_vorbis_info info
) : base(
device,
3, /* float type */
32, /* size of float */
(ushort) (4 * info.channels),
(ushort) info.channels,
info.sample_rate
)
{
FileDataPtr = fileDataPtr;
VorbisHandle = vorbisHandle;
Info = info;
}
public override void Seek(uint sampleFrame)
{
FAudio.stb_vorbis_seek(VorbisHandle, sampleFrame);
}
protected unsafe override void FillBuffer(
void* buffer,
int bufferLengthInBytes,
out int filledLengthInBytes,
out bool reachedEnd
)
{
var lengthInFloats = bufferLengthInBytes / sizeof(float);
/* NOTE: this function returns samples per channel, not total samples */
var samples = FAudio.stb_vorbis_get_samples_float_interleaved(
VorbisHandle,
Info.channels,
(IntPtr) buffer,
lengthInFloats
);
var sampleCount = samples * Info.channels;
reachedEnd = sampleCount < lengthInFloats;
filledLengthInBytes = sampleCount * sizeof(float);
}
protected unsafe override void Destroy()
{
FAudio.stb_vorbis_close(VorbisHandle);
NativeMemory.Free((void*) FileDataPtr);
}
}
}

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namespace MoonWorks.Audio
{
public abstract class StreamingSoundSeekable : StreamingSound
{
public bool Loop { get; set; }
protected StreamingSoundSeekable(AudioDevice device, ushort formatTag, ushort bitsPerSample, ushort blockAlign, ushort channels, uint samplesPerSecond) : base(device, formatTag, bitsPerSample, blockAlign, channels, samplesPerSecond)
{
}
public abstract void Seek(uint sampleFrame);
protected override void OnReachedEnd()
{
if (Loop)
{
Seek(0);
}
else
{
Stop();
}
}
}
}

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@ -1,169 +0,0 @@
using System;
using System.Runtime.InteropServices;
namespace MoonWorks.Audio
{
/// <summary>
/// Use in conjunction with an AudioDataStreamable object to play back streaming audio data.
/// </summary>
public class StreamingVoice : UpdatingSourceVoice, IPoolable<StreamingVoice>
{
private const int BUFFER_COUNT = 3;
private readonly IntPtr[] buffers;
private int nextBufferIndex = 0;
private uint BufferSize;
public bool Loop { get; set; }
public AudioDataStreamable AudioData { get; protected set; }
public unsafe StreamingVoice(AudioDevice device, Format format) : base(device, format)
{
buffers = new IntPtr[BUFFER_COUNT];
}
public static StreamingVoice Create(AudioDevice device, Format format)
{
return new StreamingVoice(device, format);
}
/// <summary>
/// Loads and prepares an AudioDataStreamable for streaming playback.
/// This automatically calls Load on the given AudioDataStreamable.
/// </summary>
public void Load(AudioDataStreamable data)
{
lock (StateLock)
{
if (AudioData != null)
{
AudioData.Unload();
}
data.Load();
AudioData = data;
InitializeBuffers();
QueueBuffers();
}
}
/// <summary>
/// Unloads AudioDataStreamable from this voice.
/// This automatically calls Unload on the given AudioDataStreamable.
/// </summary>
public void Unload()
{
lock (StateLock)
{
if (AudioData != null)
{
Stop();
AudioData.Unload();
AudioData = null;
}
}
}
public override void Reset()
{
Unload();
base.Reset();
}
public override void Update()
{
lock (StateLock)
{
if (AudioData == null || State != SoundState.Playing)
{
return;
}
QueueBuffers();
}
}
private void QueueBuffers()
{
int buffersNeeded = BUFFER_COUNT - (int) BuffersQueued; // don't get got by uint underflow!
for (int i = 0; i < buffersNeeded; i += 1)
{
AddBuffer();
}
}
private unsafe void AddBuffer()
{
var buffer = buffers[nextBufferIndex];
nextBufferIndex = (nextBufferIndex + 1) % BUFFER_COUNT;
AudioData.Decode(
(void*) buffer,
(int) BufferSize,
out int filledLengthInBytes,
out bool reachedEnd
);
if (filledLengthInBytes > 0)
{
var buf = new FAudio.FAudioBuffer
{
AudioBytes = (uint) filledLengthInBytes,
pAudioData = buffer,
PlayLength = (
(uint) (filledLengthInBytes /
Format.Channels /
(uint) (Format.BitsPerSample / 8))
)
};
Submit(buf);
}
if (reachedEnd)
{
/* We have reached the end of the data, what do we do? */
if (Loop)
{
AudioData.Seek(0);
}
}
}
private unsafe void InitializeBuffers()
{
BufferSize = AudioData.DecodeBufferSize;
for (int i = 0; i < BUFFER_COUNT; i += 1)
{
if (buffers[i] != IntPtr.Zero)
{
NativeMemory.Free((void*) buffers[i]);
}
buffers[i] = (IntPtr) NativeMemory.Alloc(BufferSize);
}
}
protected override unsafe void Dispose(bool disposing)
{
if (!IsDisposed)
{
lock (StateLock)
{
Stop();
for (int i = 0; i < BUFFER_COUNT; i += 1)
{
if (buffers[i] != IntPtr.Zero)
{
NativeMemory.Free((void*) buffers[i]);
}
}
}
}
base.Dispose(disposing);
}
}
}

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@ -1,56 +0,0 @@
using System;
namespace MoonWorks.Audio
{
/// <summary>
/// SourceVoices can send audio to a SubmixVoice for convenient effects processing.
/// Submixes process in order of processingStage, from lowest to highest.
/// Therefore submixes early in a chain should have a low processingStage, and later in the chain they should have a higher one.
/// </summary>
public class SubmixVoice : Voice
{
public SubmixVoice(
AudioDevice device,
uint sourceChannelCount,
uint sampleRate,
uint processingStage
) : base(device, sourceChannelCount, device.DeviceDetails.OutputFormat.Format.nChannels)
{
FAudio.FAudio_CreateSubmixVoice(
device.Handle,
out handle,
sourceChannelCount,
sampleRate,
FAudio.FAUDIO_VOICE_USEFILTER,
processingStage,
IntPtr.Zero,
IntPtr.Zero
);
SetOutputVoice(device.MasteringVoice);
}
private SubmixVoice(
AudioDevice device
) : base(device, device.DeviceDetails.OutputFormat.Format.nChannels, device.DeviceDetails.OutputFormat.Format.nChannels)
{
FAudio.FAudio_CreateSubmixVoice(
device.Handle,
out handle,
device.DeviceDetails.OutputFormat.Format.nChannels,
device.DeviceDetails.OutputFormat.Format.nSamplesPerSec,
FAudio.FAUDIO_VOICE_USEFILTER,
int.MaxValue,
IntPtr.Zero, // default sends to mastering voice
IntPtr.Zero
);
OutputVoice = null;
}
internal static SubmixVoice CreateFauxMasteringVoice(AudioDevice device)
{
return new SubmixVoice(device);
}
}
}

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@ -1,29 +0,0 @@
namespace MoonWorks.Audio
{
/// <summary>
/// TransientVoice is intended for playing one-off sound effects that don't have a long term reference. <br/>
/// It will be automatically returned to the AudioDevice SourceVoice pool once it is done playing back.
/// </summary>
public class TransientVoice : UpdatingSourceVoice, IPoolable<TransientVoice>
{
static TransientVoice IPoolable<TransientVoice>.Create(AudioDevice device, Format format)
{
return new TransientVoice(device, format);
}
public TransientVoice(AudioDevice device, Format format) : base(device, format)
{
}
public override void Update()
{
lock (StateLock)
{
if (PlaybackInitiated && BuffersQueued == 0)
{
Return();
}
}
}
}
}

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@ -1,11 +0,0 @@
namespace MoonWorks.Audio
{
public abstract class UpdatingSourceVoice : SourceVoice
{
protected UpdatingSourceVoice(AudioDevice device, Format format) : base(device, format)
{
}
public abstract void Update();
}
}

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@ -1,578 +0,0 @@
using System;
using System.Runtime.InteropServices;
using EasingFunction = System.Func<float, float>;
namespace MoonWorks.Audio
{
/// <summary>
/// Handles audio playback from audio buffer data. Can be configured with a variety of parameters.
/// </summary>
public abstract unsafe class Voice : AudioResource
{
protected IntPtr handle;
public IntPtr Handle => handle;
public uint SourceChannelCount { get; }
public uint DestinationChannelCount { get; }
protected SubmixVoice OutputVoice;
private ReverbEffect ReverbEffect;
protected byte* pMatrixCoefficients;
public bool Is3D { get; protected set; }
private float dopplerFactor;
/// <summary>
/// The strength of the doppler effect on this voice.
/// </summary>
public float DopplerFactor
{
get => dopplerFactor;
set
{
if (dopplerFactor != value)
{
dopplerFactor = value;
UpdatePitch();
}
}
}
private float volume = 1;
/// <summary>
/// The overall volume level for the voice.
/// </summary>
public float Volume
{
get => volume;
internal set
{
value = Math.MathHelper.Max(0, value);
if (volume != value)
{
volume = value;
FAudio.FAudioVoice_SetVolume(Handle, volume, 0);
}
}
}
private float pitch = 0;
/// <summary>
/// The pitch of the voice.
/// </summary>
public float Pitch
{
get => pitch;
internal set
{
value = Math.MathHelper.Clamp(value, -1f, 1f);
if (pitch != value)
{
pitch = value;
UpdatePitch();
}
}
}
private const float MAX_FILTER_FREQUENCY = 1f;
private const float MAX_FILTER_ONEOVERQ = 1.5f;
private FAudio.FAudioFilterParameters filterParameters = new FAudio.FAudioFilterParameters
{
Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
Frequency = 1f,
OneOverQ = 1f
};
/// <summary>
/// The frequency cutoff on the voice filter.
/// </summary>
public float FilterFrequency
{
get => filterParameters.Frequency;
internal set
{
value = System.Math.Clamp(value, 0.01f, MAX_FILTER_FREQUENCY);
if (filterParameters.Frequency != value)
{
filterParameters.Frequency = value;
FAudio.FAudioVoice_SetFilterParameters(
Handle,
ref filterParameters,
0
);
}
}
}
/// <summary>
/// Reciprocal of Q factor.
/// Controls how quickly frequencies beyond the filter frequency are dampened.
/// </summary>
public float FilterOneOverQ
{
get => filterParameters.OneOverQ;
internal set
{
value = System.Math.Clamp(value, 0.01f, MAX_FILTER_ONEOVERQ);
if (filterParameters.OneOverQ != value)
{
filterParameters.OneOverQ = value;
FAudio.FAudioVoice_SetFilterParameters(
Handle,
ref filterParameters,
0
);
}
}
}
private FilterType filterType;
/// <summary>
/// The frequency filter that is applied to the voice.
/// </summary>
public FilterType FilterType
{
get => filterType;
set
{
if (filterType != value)
{
filterType = value;
switch (filterType)
{
case FilterType.None:
filterParameters = new FAudio.FAudioFilterParameters
{
Type = FAudio.FAudioFilterType.FAudioLowPassFilter,
Frequency = 1f,
OneOverQ = 1f
};
break;
case FilterType.LowPass:
filterParameters.Type = FAudio.FAudioFilterType.FAudioLowPassFilter;
filterParameters.Frequency = 1f;
break;
case FilterType.BandPass:
filterParameters.Type = FAudio.FAudioFilterType.FAudioBandPassFilter;
break;
case FilterType.HighPass:
filterParameters.Type = FAudio.FAudioFilterType.FAudioHighPassFilter;
filterParameters.Frequency = 0f;
break;
}
FAudio.FAudioVoice_SetFilterParameters(
Handle,
ref filterParameters,
0
);
}
}
}
protected float pan = 0;
/// <summary>
/// Left-right panning. -1 is hard left pan, 1 is hard right pan.
/// </summary>
public float Pan
{
get => pan;
internal set
{
value = Math.MathHelper.Clamp(value, -1f, 1f);
if (pan != value)
{
pan = value;
if (pan < -1f)
{
pan = -1f;
}
if (pan > 1f)
{
pan = 1f;
}
if (Is3D) { return; }
SetPanMatrixCoefficients();
FAudio.FAudioVoice_SetOutputMatrix(
Handle,
OutputVoice.Handle,
SourceChannelCount,
DestinationChannelCount,
(nint) pMatrixCoefficients,
0
);
}
}
}
private float reverb;
/// <summary>
/// The wet-dry mix of the reverb effect.
/// Has no effect if SetReverbEffectChain has not been called.
/// </summary>
public unsafe float Reverb
{
get => reverb;
internal set
{
if (ReverbEffect != null)
{
value = MathF.Max(0, value);
if (reverb != value)
{
reverb = value;
float* outputMatrix = (float*) pMatrixCoefficients;
outputMatrix[0] = reverb;
if (SourceChannelCount == 2)
{
outputMatrix[1] = reverb;
}
FAudio.FAudioVoice_SetOutputMatrix(
Handle,
ReverbEffect.Handle,
SourceChannelCount,
1,
(nint) pMatrixCoefficients,
0
);
}
}
#if DEBUG
if (ReverbEffect == null)
{
Logger.LogWarn("Tried to set reverb value before applying a reverb effect");
}
#endif
}
}
public Voice(AudioDevice device, uint sourceChannelCount, uint destinationChannelCount) : base(device)
{
SourceChannelCount = sourceChannelCount;
DestinationChannelCount = destinationChannelCount;
nuint memsize = 4 * sourceChannelCount * destinationChannelCount;
pMatrixCoefficients = (byte*) NativeMemory.AllocZeroed(memsize);
SetPanMatrixCoefficients();
}
/// <summary>
/// Sets the pitch of the voice. Valid input range is -1f to 1f.
/// </summary>
public void SetPitch(float targetValue)
{
Pitch = targetValue;
Device.ClearTweens(this, AudioTweenProperty.Pitch);
}
/// <summary>
/// Sets the pitch of the voice over a time duration in seconds.
/// </summary>
/// <param name="easingFunction">An easing function. See MoonWorks.Math.Easing.Function.Float</param>
public void SetPitch(float targetValue, float duration, EasingFunction easingFunction)
{
Device.CreateTween(this, AudioTweenProperty.Pitch, easingFunction, Pitch, targetValue, duration, 0);
}
/// <summary>
/// Sets the pitch of the voice over a time duration in seconds after a delay in seconds.
/// </summary>
/// <param name="easingFunction">An easing function. See MoonWorks.Math.Easing.Function.Float</param>
public void SetPitch(float targetValue, float delayTime, float duration, EasingFunction easingFunction)
{
Device.CreateTween(this, AudioTweenProperty.Pitch, easingFunction, Pitch, targetValue, duration, delayTime);
}
/// <summary>
/// Sets the volume of the voice. Minimum value is 0f.
/// </summary>
public void SetVolume(float targetValue)
{
Volume = targetValue;
Device.ClearTweens(this, AudioTweenProperty.Volume);
}
/// <summary>
/// Sets the volume of the voice over a time duration in seconds.
/// </summary>
/// <param name="easingFunction">An easing function. See MoonWorks.Math.Easing.Function.Float</param>
public void SetVolume(float targetValue, float duration, EasingFunction easingFunction)
{
Device.CreateTween(this, AudioTweenProperty.Volume, easingFunction, Volume, targetValue, duration, 0);
}
/// <summary>
/// Sets the volume of the voice over a time duration in seconds after a delay in seconds.
/// </summary>
/// <param name="easingFunction">An easing function. See MoonWorks.Math.Easing.Function.Float</param>
public void SetVolume(float targetValue, float delayTime, float duration, EasingFunction easingFunction)
{
Device.CreateTween(this, AudioTweenProperty.Volume, easingFunction, Volume, targetValue, duration, delayTime);
}
/// <summary>
/// Sets the frequency cutoff on the voice filter. Valid range is 0.01f to 1f.
/// </summary>
public void SetFilterFrequency(float targetValue)
{
FilterFrequency = targetValue;
Device.ClearTweens(this, AudioTweenProperty.FilterFrequency);
}
/// <summary>
/// Sets the frequency cutoff on the voice filter over a time duration in seconds.
/// </summary>
/// <param name="easingFunction">An easing function. See MoonWorks.Math.Easing.Function.Float</param>
public void SetFilterFrequency(float targetValue, float duration, EasingFunction easingFunction)
{
Device.CreateTween(this, AudioTweenProperty.FilterFrequency, easingFunction, FilterFrequency, targetValue, duration, 0);
}
/// <summary>
/// Sets the frequency cutoff on the voice filter over a time duration in seconds after a delay in seconds.
/// </summary>
/// <param name="easingFunction">An easing function. See MoonWorks.Math.Easing.Function.Float</param>
public void SetFilterFrequency(float targetValue, float delayTime, float duration, EasingFunction easingFunction)
{
Device.CreateTween(this, AudioTweenProperty.FilterFrequency, easingFunction, FilterFrequency, targetValue, duration, delayTime);
}
/// <summary>
/// Sets reciprocal of Q factor on the frequency filter.
/// Controls how quickly frequencies beyond the filter frequency are dampened.
/// </summary>
public void SetFilterOneOverQ(float targetValue)
{
FilterOneOverQ = targetValue;
}
/// <summary>
/// Sets a left-right panning value. -1f is hard left pan, 1f is hard right pan.
/// </summary>
public virtual void SetPan(float targetValue)
{
Pan = targetValue;
Device.ClearTweens(this, AudioTweenProperty.Pan);
}
/// <summary>
/// Sets a left-right panning value over a time duration in seconds.
/// </summary>
/// <param name="easingFunction">An easing function. See MoonWorks.Math.Easing.Function.Float</param>
public virtual void SetPan(float targetValue, float duration, EasingFunction easingFunction)
{
Device.CreateTween(this, AudioTweenProperty.Pan, easingFunction, Pan, targetValue, duration, 0);
}
/// <summary>
/// Sets a left-right panning value over a time duration in seconds after a delay in seconds.
/// </summary>
/// <param name="easingFunction">An easing function. See MoonWorks.Math.Easing.Function.Float</param>
public virtual void SetPan(float targetValue, float delayTime, float duration, EasingFunction easingFunction)
{
Device.CreateTween(this, AudioTweenProperty.Pan, easingFunction, Pan, targetValue, duration, delayTime);
}
/// <summary>
/// Sets the wet-dry mix value of the reverb effect. Minimum value is 0f.
/// </summary>
public virtual void SetReverb(float targetValue)
{
Reverb = targetValue;
Device.ClearTweens(this, AudioTweenProperty.Reverb);
}
/// <summary>
/// Sets the wet-dry mix value of the reverb effect over a time duration in seconds.
/// </summary>
/// <param name="easingFunction">An easing function. See MoonWorks.Math.Easing.Function.Float</param>
public virtual void SetReverb(float targetValue, float duration, EasingFunction easingFunction)
{
Device.CreateTween(this, AudioTweenProperty.Reverb, easingFunction, Volume, targetValue, duration, 0);
}
/// <summary>
/// Sets the wet-dry mix value of the reverb effect over a time duration in seconds after a delay in seconds.
/// </summary>
/// <param name="easingFunction">An easing function. See MoonWorks.Math.Easing.Function.Float</param>
public virtual void SetReverb(float targetValue, float delayTime, float duration, EasingFunction easingFunction)
{
Device.CreateTween(this, AudioTweenProperty.Reverb, easingFunction, Volume, targetValue, duration, delayTime);
}
/// <summary>
/// Sets the output voice for this voice.
/// </summary>
/// <param name="send">Where the output should be sent.</param>
public unsafe void SetOutputVoice(SubmixVoice send)
{
OutputVoice = send;
if (ReverbEffect != null)
{
SetReverbEffectChain(ReverbEffect);
}
else
{
FAudio.FAudioSendDescriptor* sendDesc = stackalloc FAudio.FAudioSendDescriptor[1];
sendDesc[0].Flags = 0;
sendDesc[0].pOutputVoice = send.Handle;
var sends = new FAudio.FAudioVoiceSends();
sends.SendCount = 1;
sends.pSends = (nint) sendDesc;
FAudio.FAudioVoice_SetOutputVoices(
Handle,
ref sends
);
}
}
/// <summary>
/// Applies a reverb effect chain to this voice.
/// </summary>
public unsafe void SetReverbEffectChain(ReverbEffect reverbEffect)
{
var sendDesc = stackalloc FAudio.FAudioSendDescriptor[2];
sendDesc[0].Flags = 0;
sendDesc[0].pOutputVoice = OutputVoice.Handle;
sendDesc[1].Flags = 0;
sendDesc[1].pOutputVoice = reverbEffect.Handle;
var sends = new FAudio.FAudioVoiceSends();
sends.SendCount = 2;
sends.pSends = (nint) sendDesc;
FAudio.FAudioVoice_SetOutputVoices(
Handle,
ref sends
);
ReverbEffect = reverbEffect;
}
/// <summary>
/// Removes the reverb effect chain from this voice.
/// </summary>
public void RemoveReverbEffectChain()
{
if (ReverbEffect != null)
{
ReverbEffect = null;
reverb = 0;
SetOutputVoice(OutputVoice);
}
}
/// <summary>
/// Resets all voice parameters to defaults.
/// </summary>
public virtual void Reset()
{
RemoveReverbEffectChain();
Volume = 1;
Pan = 0;
Pitch = 0;
FilterType = FilterType.None;
SetOutputVoice(Device.MasteringVoice);
}
// Taken from https://github.com/FNA-XNA/FNA/blob/master/src/Audio/SoundEffectInstance.cs
private unsafe void SetPanMatrixCoefficients()
{
/* Two major things to notice:
* 1. The spec assumes any speaker count >= 2 has Front Left/Right.
* 2. Stereo panning is WAY more complicated than you think.
* The main thing is that hard panning does NOT eliminate an
* entire channel; the two channels are blended on each side.
* -flibit
*/
float* outputMatrix = (float*) pMatrixCoefficients;
if (SourceChannelCount == 1)
{
if (DestinationChannelCount == 1)
{
outputMatrix[0] = 1.0f;
}
else
{
outputMatrix[0] = (pan > 0.0f) ? (1.0f - pan) : 1.0f;
outputMatrix[1] = (pan < 0.0f) ? (1.0f + pan) : 1.0f;
}
}
else
{
if (DestinationChannelCount == 1)
{
outputMatrix[0] = 1.0f;
outputMatrix[1] = 1.0f;
}
else
{
if (pan <= 0.0f)
{
// Left speaker blends left/right channels
outputMatrix[0] = 0.5f * pan + 1.0f;
outputMatrix[1] = 0.5f * -pan;
// Right speaker gets less of the right channel
outputMatrix[2] = 0.0f;
outputMatrix[3] = pan + 1.0f;
}
else
{
// Left speaker gets less of the left channel
outputMatrix[0] = -pan + 1.0f;
outputMatrix[1] = 0.0f;
// Right speaker blends right/left channels
outputMatrix[2] = 0.5f * pan;
outputMatrix[3] = 0.5f * -pan + 1.0f;
}
}
}
}
protected void UpdatePitch()
{
float doppler;
float dopplerScale = Device.DopplerScale;
if (!Is3D || dopplerScale == 0.0f)
{
doppler = 1.0f;
}
else
{
doppler = DopplerFactor * dopplerScale;
}
FAudio.FAudioSourceVoice_SetFrequencyRatio(
Handle,
(float) System.Math.Pow(2.0, pitch) * doppler,
0
);
}
protected override unsafe void Dispose(bool disposing)
{
if (!IsDisposed)
{
NativeMemory.Free(pMatrixCoefficients);
FAudio.FAudioVoice_DestroyVoice(Handle);
}
base.Dispose(disposing);
}
}
}

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using System.Collections.Generic;
using MoonWorks.Math.Fixed;
namespace MoonWorks.Collision.Fixed
{
/// <summary>
/// Axis-aligned bounding box.
/// </summary>
public struct AABB2D : System.IEquatable<AABB2D>
{
/// <summary>
/// The top-left position of the AABB.
/// </summary>
/// <value></value>
public Vector2 Min { get; private set; }
/// <summary>
/// The bottom-right position of the AABB.
/// </summary>
/// <value></value>
public Vector2 Max { get; private set; }
public Fix64 Width { get { return Max.X - Min.X; } }
public Fix64 Height { get { return Max.Y - Min.Y; } }
public Fix64 Right { get { return Max.X; } }
public Fix64 Left { get { return Min.X; } }
/// <summary>
/// The top of the AABB. Assumes a downward-aligned Y axis, so this value will be smaller than Bottom.
/// </summary>
/// <value></value>
public Fix64 Top { get { return Min.Y; } }
/// <summary>
/// The bottom of the AABB. Assumes a downward-aligned Y axis, so this value will be larger than Top.
/// </summary>
/// <value></value>
public Fix64 Bottom { get { return Max.Y; } }
public AABB2D(Fix64 minX, Fix64 minY, Fix64 maxX, Fix64 maxY)
{
Min = new Vector2(minX, minY);
Max = new Vector2(maxX, maxY);
}
public AABB2D(int minX, int minY, int maxX, int maxY)
{
Min = new Vector2(minX, minY);
Max = new Vector2(maxX, maxY);
}
public AABB2D(Vector2 min, Vector2 max)
{
Min = min;
Max = max;
}
private static Matrix3x2 AbsoluteMatrix(Matrix3x2 matrix)
{
return new Matrix3x2
(
Fix64.Abs(matrix.M11), Fix64.Abs(matrix.M12),
Fix64.Abs(matrix.M21), Fix64.Abs(matrix.M22),
Fix64.Abs(matrix.M31), Fix64.Abs(matrix.M32)
);
}
/// <summary>
/// Efficiently transforms the AABB by a Transform2D.
/// </summary>
/// <param name="aabb"></param>
/// <param name="transform"></param>
/// <returns></returns>
public static AABB2D Transformed(AABB2D aabb, Transform2D transform)
{
var two = new Fix64(2);
var center = (aabb.Min + aabb.Max) / two;
var extent = (aabb.Max - aabb.Min) / two;
var newCenter = Vector2.Transform(center, transform.TransformMatrix);
var newExtent = Vector2.TransformNormal(extent, AbsoluteMatrix(transform.TransformMatrix));
return new AABB2D(newCenter - newExtent, newCenter + newExtent);
}
public AABB2D Compose(AABB2D aabb)
{
Fix64 left = Left;
Fix64 top = Top;
Fix64 right = Right;
Fix64 bottom = Bottom;
if (aabb.Left < left)
{
left = aabb.Left;
}
if (aabb.Right > right)
{
right = aabb.Right;
}
if (aabb.Top < top)
{
top = aabb.Top;
}
if (aabb.Bottom > bottom)
{
bottom = aabb.Bottom;
}
return new AABB2D(left, top, right, bottom);
}
/// <summary>
/// Creates an AABB for an arbitrary collection of positions.
/// This is less efficient than defining a custom AABB method for most shapes, so avoid using this if possible.
/// </summary>
/// <param name="vertices"></param>
/// <returns></returns>
public static AABB2D FromVertices(IEnumerable<Vector2> vertices)
{
var minX = Fix64.MaxValue;
var minY = Fix64.MaxValue;
var maxX = Fix64.MinValue;
var maxY = Fix64.MinValue;
foreach (var vertex in vertices)
{
if (vertex.X < minX)
{
minX = vertex.X;
}
if (vertex.Y < minY)
{
minY = vertex.Y;
}
if (vertex.X > maxX)
{
maxX = vertex.X;
}
if (vertex.Y > maxY)
{
maxY = vertex.Y;
}
}
return new AABB2D(minX, minY, maxX, maxY);
}
public static bool TestOverlap(AABB2D a, AABB2D b)
{
return a.Left < b.Right && a.Right > b.Left && a.Top < b.Bottom && a.Bottom > b.Top;
}
public override bool Equals(object obj)
{
return obj is AABB2D aabb && Equals(aabb);
}
public bool Equals(AABB2D other)
{
return Min == other.Min &&
Max == other.Max;
}
public override int GetHashCode()
{
return System.HashCode.Combine(Min, Max);
}
public static bool operator ==(AABB2D left, AABB2D right)
{
return left.Equals(right);
}
public static bool operator !=(AABB2D left, AABB2D right)
{
return !(left == right);
}
}
}

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using System.Collections.Generic;
using MoonWorks.Math.Fixed;
namespace MoonWorks.Collision.Fixed
{
public interface ICollidable
{
IEnumerable<IShape2D> Shapes { get; }
AABB2D AABB { get; }
AABB2D TransformedAABB(Transform2D transform);
}
}

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using MoonWorks.Math.Fixed;
namespace MoonWorks.Collision.Fixed
{
public interface IShape2D : ICollidable, System.IEquatable<IShape2D>
{
/// <summary>
/// A Minkowski support function. Gives the farthest point on the edge of a shape along the given direction.
/// </summary>
/// <param name="direction">A normalized Vector2.</param>
/// <param name="transform">A Transform for transforming the shape vertices.</param>
/// <returns>The farthest point on the edge of the shape along the given direction.</returns>
Vector2 Support(Vector2 direction, Transform2D transform);
}
}

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using MoonWorks.Math.Fixed;
namespace MoonWorks.Collision.Fixed
{
/// <summary>
/// A Minkowski difference between two shapes.
/// </summary>
public struct MinkowskiDifference : System.IEquatable<MinkowskiDifference>
{
private IShape2D ShapeA { get; }
private Transform2D TransformA { get; }
private IShape2D ShapeB { get; }
private Transform2D TransformB { get; }
public MinkowskiDifference(IShape2D shapeA, Transform2D transformA, IShape2D shapeB, Transform2D transformB)
{
ShapeA = shapeA;
TransformA = transformA;
ShapeB = shapeB;
TransformB = transformB;
}
public Vector2 Support(Vector2 direction)
{
return ShapeA.Support(direction, TransformA) - ShapeB.Support(-direction, TransformB);
}
public override bool Equals(object other)
{
return other is MinkowskiDifference minkowskiDifference && Equals(minkowskiDifference);
}
public bool Equals(MinkowskiDifference other)
{
return
ShapeA == other.ShapeA &&
TransformA == other.TransformA &&
ShapeB == other.ShapeB &&
TransformB == other.TransformB;
}
public override int GetHashCode()
{
return System.HashCode.Combine(ShapeA, TransformA, ShapeB, TransformB);
}
public static bool operator ==(MinkowskiDifference a, MinkowskiDifference b)
{
return a.Equals(b);
}
public static bool operator !=(MinkowskiDifference a, MinkowskiDifference b)
{
return !(a == b);
}
}
}

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using MoonWorks.Math.Fixed;
namespace MoonWorks.Collision.Fixed
{
public static class NarrowPhase
{
private struct Edge
{
public Fix64 Distance;
public Vector2 Normal;
public int Index;
}
public static bool TestCollision(ICollidable collidableA, Transform2D transformA, ICollidable collidableB, Transform2D transformB)
{
foreach (var shapeA in collidableA.Shapes)
{
foreach (var shapeB in collidableB.Shapes)
{
if (TestCollision(shapeA, transformA, shapeB, transformB))
{
return true;
}
}
}
return false;
}
public static bool TestCollision(IShape2D shapeA, Transform2D transformA, IShape2D shapeB, Transform2D transformB)
{
// If we can use a fast path check, let's do that!
if (shapeA is Rectangle rectangleA && shapeB is Rectangle rectangleB && transformA.IsAxisAligned && transformB.IsAxisAligned)
{
return TestRectangleOverlap(rectangleA, transformA, rectangleB, transformB);
}
else if (shapeA is Point && shapeB is Rectangle && transformB.IsAxisAligned)
{
return TestPointRectangleOverlap((Point) shapeA, transformA, (Rectangle) shapeB, transformB);
}
else if (shapeA is Rectangle && shapeB is Point && transformA.IsAxisAligned)
{
return TestPointRectangleOverlap((Point) shapeB, transformB, (Rectangle) shapeA, transformA);
}
else if (shapeA is Rectangle && shapeB is Circle && transformA.IsAxisAligned && transformB.IsUniformScale)
{
return TestCircleRectangleOverlap((Circle) shapeB, transformB, (Rectangle) shapeA, transformA);
}
else if (shapeA is Circle && shapeB is Rectangle && transformA.IsUniformScale && transformB.IsAxisAligned)
{
return TestCircleRectangleOverlap((Circle) shapeA, transformA, (Rectangle) shapeB, transformB);
}
else if (shapeA is Circle && shapeB is Point && transformA.IsUniformScale)
{
return TestCirclePointOverlap((Circle) shapeA, transformA, (Point) shapeB, transformB);
}
else if (shapeA is Point && shapeB is Circle && transformB.IsUniformScale)
{
return TestCirclePointOverlap((Circle) shapeB, transformB, (Point) shapeA, transformA);
}
else if (shapeA is Circle circleA && shapeB is Circle circleB && transformA.IsUniformScale && transformB.IsUniformScale)
{
return TestCircleOverlap(circleA, transformA, circleB, transformB);
}
// Sad, we can't do a fast path optimization. Time for a simplex reduction.
return FindCollisionSimplex(shapeA, transformA, shapeB, transformB).Item1;
}
public static bool TestRectangleOverlap(Rectangle rectangleA, Transform2D transformA, Rectangle rectangleB, Transform2D transformB)
{
var firstAABB = rectangleA.TransformedAABB(transformA);
var secondAABB = rectangleB.TransformedAABB(transformB);
return firstAABB.Left < secondAABB.Right && firstAABB.Right > secondAABB.Left && firstAABB.Top < secondAABB.Bottom && firstAABB.Bottom > secondAABB.Top;
}
public static bool TestPointRectangleOverlap(Point point, Transform2D pointTransform, Rectangle rectangle, Transform2D rectangleTransform)
{
var transformedPoint = pointTransform.Position;
var AABB = rectangle.TransformedAABB(rectangleTransform);
return transformedPoint.X > AABB.Left && transformedPoint.X < AABB.Right && transformedPoint.Y < AABB.Bottom && transformedPoint.Y > AABB.Top;
}
public static bool TestCirclePointOverlap(Circle circle, Transform2D circleTransform, Point point, Transform2D pointTransform)
{
var circleCenter = circleTransform.Position;
var circleRadius = circle.Radius * circleTransform.Scale.X;
var distanceX = circleCenter.X - pointTransform.Position.X;
var distanceY = circleCenter.Y - pointTransform.Position.Y;
return (distanceX * distanceX) + (distanceY * distanceY) < (circleRadius * circleRadius);
}
/// <summary>
/// NOTE: The rectangle must be axis aligned, and the scaling of the circle must be uniform.
/// </summary>
public static bool TestCircleRectangleOverlap(Circle circle, Transform2D circleTransform, Rectangle rectangle, Transform2D rectangleTransform)
{
var circleCenter = circleTransform.Position;
var circleRadius = circle.Radius * circleTransform.Scale.X;
var AABB = rectangle.TransformedAABB(rectangleTransform);
var closestX = Fix64.Clamp(circleCenter.X, AABB.Left, AABB.Right);
var closestY = Fix64.Clamp(circleCenter.Y, AABB.Top, AABB.Bottom);
var distanceX = circleCenter.X - closestX;
var distanceY = circleCenter.Y - closestY;
var distanceSquared = (distanceX * distanceX) + (distanceY * distanceY);
return distanceSquared < (circleRadius * circleRadius);
}
public static bool TestCircleOverlap(Circle circleA, Transform2D transformA, Circle circleB, Transform2D transformB)
{
var radiusA = circleA.Radius * transformA.Scale.X;
var radiusB = circleB.Radius * transformB.Scale.Y;
var centerA = transformA.Position;
var centerB = transformB.Position;
var distanceSquared = (centerA - centerB).LengthSquared();
var radiusSumSquared = (radiusA + radiusB) * (radiusA + radiusB);
return distanceSquared < radiusSumSquared;
}
public static (bool, Simplex2D) FindCollisionSimplex(IShape2D shapeA, Transform2D transformA, IShape2D shapeB, Transform2D transformB)
{
var minkowskiDifference = new MinkowskiDifference(shapeA, transformA, shapeB, transformB);
var c = minkowskiDifference.Support(Vector2.UnitX);
var b = minkowskiDifference.Support(-Vector2.UnitX);
return Check(minkowskiDifference, c, b);
}
public unsafe static Vector2 Intersect(IShape2D shapeA, Transform2D Transform2DA, IShape2D shapeB, Transform2D Transform2DB, Simplex2D simplex)
{
if (shapeA == null) { throw new System.ArgumentNullException(nameof(shapeA)); }
if (shapeB == null) { throw new System.ArgumentNullException(nameof(shapeB)); }
if (!simplex.TwoSimplex) { throw new System.ArgumentException("Simplex must be a 2-Simplex.", nameof(simplex)); }
var epsilon = Fix64.FromFraction(1, 10000);
var a = simplex.A;
var b = simplex.B.Value;
var c = simplex.C.Value;
Vector2 intersection = default;
for (var i = 0; i < 32; i++)
{
var edge = FindClosestEdge(simplex);
var support = CalculateSupport(shapeA, Transform2DA, shapeB, Transform2DB, edge.Normal);
var distance = Vector2.Dot(support, edge.Normal);
intersection = edge.Normal;
intersection *= distance;
if (Fix64.Abs(distance - edge.Distance) <= epsilon)
{
return intersection;
}
else
{
simplex.Insert(support, edge.Index);
}
}
return intersection; // close enough
}
private static unsafe Edge FindClosestEdge(Simplex2D simplex)
{
var closestDistance = Fix64.MaxValue;
var closestNormal = Vector2.Zero;
var closestIndex = 0;
for (var i = 0; i < 4; i += 1)
{
var j = (i + 1 == 3) ? 0 : i + 1;
var a = simplex[i];
var b = simplex[j];
var e = b - a;
var oa = a;
var n = Vector2.Normalize(TripleProduct(e, oa, e));
var d = Vector2.Dot(n, a);
if (d < closestDistance)
{
closestDistance = d;
closestNormal = n;
closestIndex = j;
}
}
return new Edge
{
Distance = closestDistance,
Normal = closestNormal,
Index = closestIndex
};
}
private static Vector2 CalculateSupport(IShape2D shapeA, Transform2D Transform2DA, IShape2D shapeB, Transform2D Transform2DB, Vector2 direction)
{
return shapeA.Support(direction, Transform2DA) - shapeB.Support(-direction, Transform2DB);
}
private static (bool, Simplex2D) Check(MinkowskiDifference minkowskiDifference, Vector2 c, Vector2 b)
{
var cb = c - b;
var c0 = -c;
var d = Direction(cb, c0);
return DoSimplex(minkowskiDifference, new Simplex2D(b, c), d);
}
private static (bool, Simplex2D) DoSimplex(MinkowskiDifference minkowskiDifference, Simplex2D simplex, Vector2 direction)
{
var a = minkowskiDifference.Support(direction);
var notPastOrigin = Vector2.Dot(a, direction) < Fix64.Zero;
var (intersects, newSimplex, newDirection) = EnclosesOrigin(a, simplex);
if (notPastOrigin)
{
return (false, default(Simplex2D));
}
else if (intersects)
{
return (true, new Simplex2D(simplex.A, simplex.B.Value, a));
}
else
{
return DoSimplex(minkowskiDifference, newSimplex, newDirection);
}
}
private static (bool, Simplex2D, Vector2) EnclosesOrigin(Vector2 a, Simplex2D simplex)
{
if (simplex.ZeroSimplex)
{
return HandleZeroSimplex(a, simplex.A);
}
else if (simplex.OneSimplex)
{
return HandleOneSimplex(a, simplex.A, simplex.B.Value);
}
else
{
return (false, simplex, Vector2.Zero);
}
}
private static (bool, Simplex2D, Vector2) HandleZeroSimplex(Vector2 a, Vector2 b)
{
var ab = b - a;
var a0 = -a;
var (newSimplex, newDirection) = SameDirection(ab, a0) ? (new Simplex2D(a, b), Perpendicular(ab, a0)) : (new Simplex2D(a), a0);
return (false, newSimplex, newDirection);
}
private static (bool, Simplex2D, Vector2) HandleOneSimplex(Vector2 a, Vector2 b, Vector2 c)
{
var a0 = -a;
var ab = b - a;
var ac = c - a;
var abp = Perpendicular(ab, -ac);
var acp = Perpendicular(ac, -ab);
if (SameDirection(abp, a0))
{
if (SameDirection(ab, a0))
{
return (false, new Simplex2D(a, b), abp);
}
else
{
return (false, new Simplex2D(a), a0);
}
}
else if (SameDirection(acp, a0))
{
if (SameDirection(ac, a0))
{
return (false, new Simplex2D(a, c), acp);
}
else
{
return (false, new Simplex2D(a), a0);
}
}
else
{
return (true, new Simplex2D(b, c), a0);
}
}
private static Vector2 TripleProduct(Vector2 a, Vector2 b, Vector2 c)
{
var A = new Vector3(a.X, a.Y, Fix64.Zero);
var B = new Vector3(b.X, b.Y, Fix64.Zero);
var C = new Vector3(c.X, c.Y, Fix64.Zero);
var first = Vector3.Cross(A, B);
var second = Vector3.Cross(first, C);
return new Vector2(second.X, second.Y);
}
private static Vector2 Direction(Vector2 a, Vector2 b)
{
var d = TripleProduct(a, b, a);
var collinear = d == Vector2.Zero;
return collinear ? new Vector2(a.Y, -a.X) : d;
}
private static bool SameDirection(Vector2 a, Vector2 b)
{
return Vector2.Dot(a, b) > Fix64.Zero;
}
private static Vector2 Perpendicular(Vector2 a, Vector2 b)
{
return TripleProduct(a, b, a);
}
}
}

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using System.Collections.Generic;
using MoonWorks.Math.Fixed;
namespace MoonWorks.Collision.Fixed
{
/// <summary>
/// A Circle is a shape defined by a radius.
/// </summary>
public struct Circle : IShape2D, System.IEquatable<Circle>
{
public Fix64 Radius { get; }
public AABB2D AABB { get; }
public IEnumerable<IShape2D> Shapes
{
get
{
yield return this;
}
}
public Circle(Fix64 radius)
{
Radius = radius;
AABB = new AABB2D(-Radius, -Radius, Radius, Radius);
}
public Circle(int radius)
{
Radius = (Fix64) radius;
AABB = new AABB2D(-Radius, -Radius, Radius, Radius);
}
public Vector2 Support(Vector2 direction, Transform2D transform)
{
return Vector2.Transform(Vector2.Normalize(direction) * Radius, transform.TransformMatrix);
}
public AABB2D TransformedAABB(Transform2D transform2D)
{
return AABB2D.Transformed(AABB, transform2D);
}
public override bool Equals(object obj)
{
return obj is IShape2D other && Equals(other);
}
public bool Equals(IShape2D other)
{
return other is Circle circle && Equals(circle);
}
public bool Equals(Circle other)
{
return Radius == other.Radius;
}
public override int GetHashCode()
{
return System.HashCode.Combine(Radius);
}
public static bool operator ==(Circle a, Circle b)
{
return a.Equals(b);
}
public static bool operator !=(Circle a, Circle b)
{
return !(a == b);
}
}
}

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using System.Collections.Generic;
using MoonWorks.Math.Fixed;
namespace MoonWorks.Collision.Fixed
{
/// <summary>
/// A line is a shape defined by exactly two points in space.
/// </summary>
public struct Line : IShape2D, System.IEquatable<Line>
{
public Vector2 Start { get; }
public Vector2 End { get; }
public AABB2D AABB { get; }
public IEnumerable<IShape2D> Shapes
{
get
{
yield return this;
}
}
public Line(Vector2 start, Vector2 end)
{
Start = start;
End = end;
AABB = new AABB2D(
Fix64.Min(Start.X, End.X),
Fix64.Min(Start.Y, End.Y),
Fix64.Max(Start.X, End.X),
Fix64.Max(Start.Y, End.Y)
);
}
public Vector2 Support(Vector2 direction, Transform2D transform)
{
var transformedStart = Vector2.Transform(Start, transform.TransformMatrix);
var transformedEnd = Vector2.Transform(End, transform.TransformMatrix);
return Vector2.Dot(transformedStart, direction) > Vector2.Dot(transformedEnd, direction) ?
transformedStart :
transformedEnd;
}
public AABB2D TransformedAABB(Transform2D transform)
{
return AABB2D.Transformed(AABB, transform);
}
public override bool Equals(object obj)
{
return obj is IShape2D other && Equals(other);
}
public bool Equals(IShape2D other)
{
return other is Line otherLine && Equals(otherLine);
}
public bool Equals(Line other)
{
return
(Start == other.Start && End == other.End) ||
(End == other.Start && Start == other.End);
}
public override int GetHashCode()
{
return System.HashCode.Combine(Start, End);
}
public static bool operator ==(Line a, Line b)
{
return a.Equals(b);
}
public static bool operator !=(Line a, Line b)
{
return !(a == b);
}
}
}

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using System.Collections.Generic;
using MoonWorks.Math.Fixed;
namespace MoonWorks.Collision.Fixed
{
/// <summary>
/// A Point is "that which has no part".
/// All points by themselves are identical.
/// </summary>
public struct Point : IShape2D, System.IEquatable<Point>
{
public AABB2D AABB { get; }
public IEnumerable<IShape2D> Shapes
{
get
{
yield return this;
}
}
public AABB2D TransformedAABB(Transform2D transform)
{
return AABB2D.Transformed(AABB, transform);
}
public Vector2 Support(Vector2 direction, Transform2D transform)
{
return Vector2.Transform(Vector2.Zero, transform.TransformMatrix);
}
public override bool Equals(object obj)
{
return obj is IShape2D other && Equals(other);
}
public bool Equals(IShape2D other)
{
return other is Point otherPoint && Equals(otherPoint);
}
public bool Equals(Point other)
{
return true;
}
public override int GetHashCode()
{
return 0;
}
public static bool operator ==(Point a, Point b)
{
return true;
}
public static bool operator !=(Point a, Point b)
{
return false;
}
}
}

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using System.Collections.Generic;
using MoonWorks.Math.Fixed;
namespace MoonWorks.Collision.Fixed
{
/// <summary>
/// A rectangle is a shape defined by a width and height. The origin is the center of the rectangle.
/// </summary>
public struct Rectangle : IShape2D, System.IEquatable<Rectangle>
{
public AABB2D AABB { get; }
public Fix64 Width { get; }
public Fix64 Height { get; }
public Fix64 Right { get; }
public Fix64 Left { get; }
public Fix64 Top { get; }
public Fix64 Bottom { get; }
public Vector2 TopLeft { get; }
public Vector2 BottomRight { get; }
public Vector2 Min { get; }
public Vector2 Max { get; }
public IEnumerable<IShape2D> Shapes
{
get
{
yield return this;
}
}
public Rectangle(Fix64 left, Fix64 top, Fix64 width, Fix64 height)
{
Width = width;
Height = height;
Left = left;
Right = left + width;
Top = top;
Bottom = top + height;
AABB = new AABB2D(left, top, Right, Bottom);
TopLeft = new Vector2(Left, Top);
BottomRight = new Vector2(Right, Bottom);
Min = AABB.Min;
Max = AABB.Max;
}
public Rectangle(int left, int top, int width, int height)
{
Width = (Fix64) width;
Height = (Fix64) height;
Left = (Fix64) left;
Right = (Fix64) (left + width);
Top = (Fix64) top;
Bottom = (Fix64) (top + height);
AABB = new AABB2D(Left, Top, Right, Bottom);
TopLeft = new Vector2(Left, Top);
BottomRight = new Vector2(Right, Bottom);
Min = AABB.Min;
Max = AABB.Max;
}
private Vector2 Support(Vector2 direction)
{
if (direction.X >= Fix64.Zero && direction.Y >= Fix64.Zero)
{
return Max;
}
else if (direction.X >= Fix64.Zero && direction.Y < Fix64.Zero)
{
return new Vector2(Max.X, Min.Y);
}
else if (direction.X < Fix64.Zero && direction.Y >= Fix64.Zero)
{
return new Vector2(Min.X, Max.Y);
}
else if (direction.X < Fix64.Zero && direction.Y < Fix64.Zero)
{
return new Vector2(Min.X, Min.Y);
}
else
{
throw new System.ArgumentException("Support vector direction cannot be zero.");
}
}
public Vector2 Support(Vector2 direction, Transform2D transform)
{
Matrix3x2 inverseTransform;
Matrix3x2.Invert(transform.TransformMatrix, out inverseTransform);
var inverseDirection = Vector2.TransformNormal(direction, inverseTransform);
return Vector2.Transform(Support(inverseDirection), transform.TransformMatrix);
}
public AABB2D TransformedAABB(Transform2D transform)
{
return AABB2D.Transformed(AABB, transform);
}
public override bool Equals(object obj)
{
return obj is IShape2D other && Equals(other);
}
public bool Equals(IShape2D other)
{
return (other is Rectangle rectangle && Equals(rectangle));
}
public bool Equals(Rectangle other)
{
return Min == other.Min && Max == other.Max;
}
public override int GetHashCode()
{
return System.HashCode.Combine(Min, Max);
}
public static bool operator ==(Rectangle a, Rectangle b)
{
return a.Equals(b);
}
public static bool operator !=(Rectangle a, Rectangle b)
{
return !(a == b);
}
}
}

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using System.Collections.Generic;
using MoonWorks.Math.Fixed;
namespace MoonWorks.Collision.Fixed
{
/// <summary>
/// A simplex is a shape with up to n - 2 vertices in the nth dimension.
/// </summary>
public struct Simplex2D : System.IEquatable<Simplex2D>
{
private Vector2 a;
private Vector2? b;
private Vector2? c;
public Vector2 A => a;
public Vector2? B => b;
public Vector2? C => c;
public bool ZeroSimplex { get { return !b.HasValue && !c.HasValue; } }
public bool OneSimplex { get { return b.HasValue && !c.HasValue; } }
public bool TwoSimplex { get { return b.HasValue && c.HasValue; } }
public int Count => TwoSimplex ? 3 : (OneSimplex ? 2 : 1);
public Simplex2D(Vector2 a)
{
this.a = a;
b = null;
c = null;
}
public Simplex2D(Vector2 a, Vector2 b)
{
this.a = a;
this.b = b;
c = null;
}
public Simplex2D(Vector2 a, Vector2 b, Vector2 c)
{
this.a = a;
this.b = b;
this.c = c;
}
public Vector2 this[int index]
{
get
{
if (index == 0) { return a; }
if (index == 1) { return b.Value; }
if (index == 2) { return c.Value; }
throw new System.IndexOutOfRangeException();
}
}
public IEnumerable<Vector2> Vertices
{
get
{
yield return (Vector2) a;
if (b.HasValue) { yield return (Vector2) b; }
if (c.HasValue) { yield return (Vector2) c; }
}
}
public Vector2 Support(Vector2 direction, Transform2D transform)
{
var maxDotProduct = Fix64.MinValue;
var maxVertex = a;
foreach (var vertex in Vertices)
{
var transformed = Vector2.Transform(vertex, transform.TransformMatrix);
var dot = Vector2.Dot(transformed, direction);
if (dot > maxDotProduct)
{
maxVertex = transformed;
maxDotProduct = dot;
}
}
return maxVertex;
}
public void Insert(Vector2 point, int index)
{
if (index == 0)
{
c = b;
b = a;
a = point;
}
else if (index == 1)
{
c = b;
b = point;
}
else
{
c = point;
}
}
public override bool Equals(object obj)
{
return obj is Simplex2D other && Equals(other);
}
public bool Equals(Simplex2D other)
{
if (Count != other.Count) { return false; }
return
(A == other.A && B == other.B && C == other.C) ||
(A == other.A && B == other.C && C == other.B) ||
(A == other.B && B == other.A && C == other.C) ||
(A == other.B && B == other.C && C == other.A) ||
(A == other.C && B == other.A && C == other.B) ||
(A == other.C && B == other.B && C == other.A);
}
public override int GetHashCode()
{
return System.HashCode.Combine(Vertices);
}
public static bool operator ==(Simplex2D a, Simplex2D b)
{
return a.Equals(b);
}
public static bool operator !=(Simplex2D a, Simplex2D b)
{
return !(a == b);
}
}
}

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using System.Collections.Generic;
using MoonWorks.Math.Fixed;
namespace MoonWorks.Collision.Fixed
{
/// <summary>
/// Used to quickly check if two shapes are potentially overlapping.
/// </summary>
/// <typeparam name="T">The type that will be used to uniquely identify shape-transform pairs.</typeparam>
public class SpatialHash2D<T> where T : System.IEquatable<T>
{
private readonly Fix64 cellSize;
private readonly Dictionary<long, HashSet<T>> hashDictionary = new Dictionary<long, HashSet<T>>();
private readonly Dictionary<T, (ICollidable, Transform2D, uint)> IDLookup = new Dictionary<T, (ICollidable, Transform2D, uint)>();
public int MinX { get; private set; } = 0;
public int MaxX { get; private set; } = 0;
public int MinY { get; private set; } = 0;
public int MaxY { get; private set; } = 0;
private Queue<HashSet<T>> hashSetPool = new Queue<HashSet<T>>();
public SpatialHash2D(int cellSize)
{
this.cellSize = new Fix64(cellSize);
}
private (int, int) Hash(Vector2 position)
{
return ((int) (position.X / cellSize), (int) (position.Y / cellSize));
}
/// <summary>
/// Inserts an element into the SpatialHash.
/// </summary>
/// <param name="id">A unique ID for the shape-transform pair.</param>
/// <param name="shape"></param>
/// <param name="transform2D"></param>
/// <param name="collisionGroups">A bitmask value specifying the groups this object belongs to.</param>
public void Insert(T id, ICollidable shape, Transform2D transform2D, uint collisionGroups = uint.MaxValue)
{
var box = shape.TransformedAABB(transform2D);
var minHash = Hash(box.Min);
var maxHash = Hash(box.Max);
foreach (var key in Keys(minHash.Item1, minHash.Item2, maxHash.Item1, maxHash.Item2))
{
if (!hashDictionary.ContainsKey(key))
{
hashDictionary.Add(key, new HashSet<T>());
}
hashDictionary[key].Add(id);
IDLookup[id] = (shape, transform2D, collisionGroups);
}
MinX = System.Math.Min(MinX, minHash.Item1);
MinY = System.Math.Min(MinY, minHash.Item2);
MaxX = System.Math.Max(MaxX, maxHash.Item1);
MaxY = System.Math.Max(MaxY, maxHash.Item2);
}
/// <summary>
/// Retrieves all the potential collisions of a shape-transform pair. Excludes any shape-transforms with the given ID.
/// </summary>
public IEnumerable<(T, ICollidable, Transform2D, uint)> Retrieve(T id, ICollidable shape, Transform2D transform2D, uint collisionMask = uint.MaxValue)
{
var returned = AcquireHashSet();
var box = shape.TransformedAABB(transform2D);
var (minX, minY) = Hash(box.Min);
var (maxX, maxY) = Hash(box.Max);
if (minX < MinX) { minX = MinX; }
if (maxX > MaxX) { maxX = MaxX; }
if (minY < MinY) { minY = MinY; }
if (maxY > MaxY) { maxY = MaxY; }
foreach (var key in Keys(minX, minY, maxX, maxY))
{
if (hashDictionary.ContainsKey(key))
{
foreach (var t in hashDictionary[key])
{
if (!returned.Contains(t))
{
var (otherShape, otherTransform, collisionGroups) = IDLookup[t];
if (!id.Equals(t) && ((collisionGroups & collisionMask) > 0) && AABB2D.TestOverlap(box, otherShape.TransformedAABB(otherTransform)))
{
returned.Add(t);
yield return (t, otherShape, otherTransform, collisionGroups);
}
}
}
}
}
FreeHashSet(returned);
}
/// <summary>
/// Retrieves all the potential collisions of a shape-transform pair.
/// </summary>
public IEnumerable<(T, ICollidable, Transform2D, uint)> Retrieve(ICollidable shape, Transform2D transform2D, uint collisionMask = uint.MaxValue)
{
var returned = AcquireHashSet();
var box = shape.TransformedAABB(transform2D);
var (minX, minY) = Hash(box.Min);
var (maxX, maxY) = Hash(box.Max);
if (minX < MinX) { minX = MinX; }
if (maxX > MaxX) { maxX = MaxX; }
if (minY < MinY) { minY = MinY; }
if (maxY > MaxY) { maxY = MaxY; }
foreach (var key in Keys(minX, minY, maxX, maxY))
{
if (hashDictionary.ContainsKey(key))
{
foreach (var t in hashDictionary[key])
{
if (!returned.Contains(t))
{
var (otherShape, otherTransform, collisionGroups) = IDLookup[t];
if (((collisionGroups & collisionMask) > 0) && AABB2D.TestOverlap(box, otherShape.TransformedAABB(otherTransform)))
{
returned.Add(t);
yield return (t, otherShape, otherTransform, collisionGroups);
}
}
}
}
}
FreeHashSet(returned);
}
/// <summary>
/// Retrieves objects based on a pre-transformed AABB.
/// </summary>
/// <param name="aabb">A transformed AABB.</param>
/// <returns></returns>
public IEnumerable<(T, ICollidable, Transform2D, uint)> Retrieve(AABB2D aabb, uint collisionMask = uint.MaxValue)
{
var returned = AcquireHashSet();
var (minX, minY) = Hash(aabb.Min);
var (maxX, maxY) = Hash(aabb.Max);
if (minX < MinX) { minX = MinX; }
if (maxX > MaxX) { maxX = MaxX; }
if (minY < MinY) { minY = MinY; }
if (maxY > MaxY) { maxY = MaxY; }
foreach (var key in Keys(minX, minY, maxX, maxY))
{
if (hashDictionary.ContainsKey(key))
{
foreach (var t in hashDictionary[key])
{
if (!returned.Contains(t))
{
var (otherShape, otherTransform, collisionGroups) = IDLookup[t];
if (((collisionGroups & collisionMask) > 0) && AABB2D.TestOverlap(aabb, otherShape.TransformedAABB(otherTransform)))
{
yield return (t, otherShape, otherTransform, collisionGroups);
}
}
}
}
}
FreeHashSet(returned);
}
public void Update(T id, ICollidable shape, Transform2D transform2D, uint collisionGroups = uint.MaxValue)
{
Remove(id);
Insert(id, shape, transform2D, collisionGroups);
}
/// <summary>
/// Removes a specific ID from the SpatialHash.
/// </summary>
public void Remove(T id)
{
var (shape, transform, collisionGroups) = IDLookup[id];
var box = shape.TransformedAABB(transform);
var minHash = Hash(box.Min);
var maxHash = Hash(box.Max);
foreach (var key in Keys(minHash.Item1, minHash.Item2, maxHash.Item1, maxHash.Item2))
{
if (hashDictionary.ContainsKey(key))
{
hashDictionary[key].Remove(id);
}
}
IDLookup.Remove(id);
}
/// <summary>
/// Removes everything that has been inserted into the SpatialHash.
/// </summary>
public void Clear()
{
foreach (var hash in hashDictionary.Values)
{
hash.Clear();
}
IDLookup.Clear();
}
private static long MakeLong(int left, int right)
{
return ((long) left << 32) | ((uint) right);
}
private IEnumerable<long> Keys(int minX, int minY, int maxX, int maxY)
{
for (var i = minX; i <= maxX; i++)
{
for (var j = minY; j <= maxY; j++)
{
yield return MakeLong(i, j);
}
}
}
private HashSet<T> AcquireHashSet()
{
if (hashSetPool.Count == 0)
{
hashSetPool.Enqueue(new HashSet<T>());
}
var hashSet = hashSetPool.Dequeue();
hashSet.Clear();
return hashSet;
}
private void FreeHashSet(HashSet<T> hashSet)
{
hashSetPool.Enqueue(hashSet);
}
}
}

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using System.Collections.Generic;
using MoonWorks.Math.Float;
namespace MoonWorks.Collision.Float
{
/// <summary>
/// Axis-aligned bounding box.
/// </summary>
public struct AABB2D : System.IEquatable<AABB2D>
{
/// <summary>
/// The top-left position of the AABB.
/// </summary>
/// <value></value>
public Vector2 Min { get; private set; }
/// <summary>
/// The bottom-right position of the AABB.
/// </summary>
/// <value></value>
public Vector2 Max { get; private set; }
public float Width { get { return Max.X - Min.X; } }
public float Height { get { return Max.Y - Min.Y; } }
public float Right { get { return Max.X; } }
public float Left { get { return Min.X; } }
/// <summary>
/// The top of the AABB. Assumes a downward-aligned Y axis, so this value will be smaller than Bottom.
/// </summary>
/// <value></value>
public float Top { get { return Min.Y; } }
/// <summary>
/// The bottom of the AABB. Assumes a downward-aligned Y axis, so this value will be larger than Top.
/// </summary>
/// <value></value>
public float Bottom { get { return Max.Y; } }
public AABB2D(float minX, float minY, float maxX, float maxY)
{
Min = new Vector2(minX, minY);
Max = new Vector2(maxX, maxY);
}
public AABB2D(Vector2 min, Vector2 max)
{
Min = min;
Max = max;
}
private static Matrix3x2 AbsoluteMatrix(Matrix3x2 matrix)
{
return new Matrix3x2
(
System.Math.Abs(matrix.M11), System.Math.Abs(matrix.M12),
System.Math.Abs(matrix.M21), System.Math.Abs(matrix.M22),
System.Math.Abs(matrix.M31), System.Math.Abs(matrix.M32)
);
}
/// <summary>
/// Efficiently transforms the AABB by a Transform2D.
/// </summary>
/// <param name="aabb"></param>
/// <param name="transform"></param>
/// <returns></returns>
public static AABB2D Transformed(AABB2D aabb, Transform2D transform)
{
var center = (aabb.Min + aabb.Max) / 2f;
var extent = (aabb.Max - aabb.Min) / 2f;
var newCenter = Vector2.Transform(center, transform.TransformMatrix);
var newExtent = Vector2.TransformNormal(extent, AbsoluteMatrix(transform.TransformMatrix));
return new AABB2D(newCenter - newExtent, newCenter + newExtent);
}
public AABB2D Compose(AABB2D aabb)
{
float left = Left;
float top = Top;
float right = Right;
float bottom = Bottom;
if (aabb.Left < left)
{
left = aabb.Left;
}
if (aabb.Right > right)
{
right = aabb.Right;
}
if (aabb.Top < top)
{
top = aabb.Top;
}
if (aabb.Bottom > bottom)
{
bottom = aabb.Bottom;
}
return new AABB2D(left, top, right, bottom);
}
/// <summary>
/// Creates an AABB for an arbitrary collection of positions.
/// This is less efficient than defining a custom AABB method for most shapes, so avoid using this if possible.
/// </summary>
/// <param name="vertices"></param>
/// <returns></returns>
public static AABB2D FromVertices(IEnumerable<Vector2> vertices)
{
var minX = float.MaxValue;
var minY = float.MaxValue;
var maxX = float.MinValue;
var maxY = float.MinValue;
foreach (var vertex in vertices)
{
if (vertex.X < minX)
{
minX = vertex.X;
}
if (vertex.Y < minY)
{
minY = vertex.Y;
}
if (vertex.X > maxX)
{
maxX = vertex.X;
}
if (vertex.Y > maxY)
{
maxY = vertex.Y;
}
}
return new AABB2D(minX, minY, maxX, maxY);
}
public static bool TestOverlap(AABB2D a, AABB2D b)
{
return a.Left < b.Right && a.Right > b.Left && a.Top < b.Bottom && a.Bottom > b.Top;
}
public override bool Equals(object obj)
{
return obj is AABB2D aabb && Equals(aabb);
}
public bool Equals(AABB2D other)
{
return Min == other.Min &&
Max == other.Max;
}
public override int GetHashCode()
{
return System.HashCode.Combine(Min, Max);
}
public static bool operator ==(AABB2D left, AABB2D right)
{
return left.Equals(right);
}
public static bool operator !=(AABB2D left, AABB2D right)
{
return !(left == right);
}
}
}

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using System.Collections.Generic;
using MoonWorks.Math.Float;
namespace MoonWorks.Collision.Float
{
public interface ICollidable
{
IEnumerable<IShape2D> Shapes { get; }
AABB2D AABB { get; }
AABB2D TransformedAABB(Transform2D transform);
}
}

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using MoonWorks.Math.Float;
namespace MoonWorks.Collision.Float
{
public interface IShape2D : ICollidable, System.IEquatable<IShape2D>
{
/// <summary>
/// A Minkowski support function. Gives the farthest point on the edge of a shape along the given direction.
/// </summary>
/// <param name="direction">A normalized Vector2.</param>
/// <param name="transform">A Transform for transforming the shape vertices.</param>
/// <returns>The farthest point on the edge of the shape along the given direction.</returns>
Vector2 Support(Vector2 direction, Transform2D transform);
}
}

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using MoonWorks.Math.Float;
namespace MoonWorks.Collision.Float
{
/// <summary>
/// A Minkowski difference between two shapes.
/// </summary>
public struct MinkowskiDifference : System.IEquatable<MinkowskiDifference>
{
private IShape2D ShapeA { get; }
private Transform2D TransformA { get; }
private IShape2D ShapeB { get; }
private Transform2D TransformB { get; }
public MinkowskiDifference(IShape2D shapeA, Transform2D transformA, IShape2D shapeB, Transform2D transformB)
{
ShapeA = shapeA;
TransformA = transformA;
ShapeB = shapeB;
TransformB = transformB;
}
public Vector2 Support(Vector2 direction)
{
return ShapeA.Support(direction, TransformA) - ShapeB.Support(-direction, TransformB);
}
public override bool Equals(object other)
{
return other is MinkowskiDifference minkowskiDifference && Equals(minkowskiDifference);
}
public bool Equals(MinkowskiDifference other)
{
return
ShapeA == other.ShapeA &&
TransformA == other.TransformA &&
ShapeB == other.ShapeB &&
TransformB == other.TransformB;
}
public override int GetHashCode()
{
return System.HashCode.Combine(ShapeA, TransformA, ShapeB, TransformB);
}
public static bool operator ==(MinkowskiDifference a, MinkowskiDifference b)
{
return a.Equals(b);
}
public static bool operator !=(MinkowskiDifference a, MinkowskiDifference b)
{
return !(a == b);
}
}
}

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using MoonWorks.Math.Float;
namespace MoonWorks.Collision.Float
{
public static class NarrowPhase
{
private struct Edge
{
public float Distance;
public Vector2 Normal;
public int Index;
}
public static bool TestCollision(ICollidable collidableA, Transform2D transformA, ICollidable collidableB, Transform2D transformB)
{
foreach (var shapeA in collidableA.Shapes)
{
foreach (var shapeB in collidableB.Shapes)
{
if (TestCollision(shapeA, transformA, shapeB, transformB))
{
return true;
}
}
}
return false;
}
public static bool TestCollision(IShape2D shapeA, Transform2D transformA, IShape2D shapeB, Transform2D transformB)
{
// If we can use a fast path check, let's do that!
if (shapeA is Rectangle rectangleA && shapeB is Rectangle rectangleB && transformA.IsAxisAligned && transformB.IsAxisAligned)
{
return TestRectangleOverlap(rectangleA, transformA, rectangleB, transformB);
}
else if (shapeA is Point && shapeB is Rectangle && transformB.IsAxisAligned)
{
return TestPointRectangleOverlap((Point) shapeA, transformA, (Rectangle) shapeB, transformB);
}
else if (shapeA is Rectangle && shapeB is Point && transformA.IsAxisAligned)
{
return TestPointRectangleOverlap((Point) shapeB, transformB, (Rectangle) shapeA, transformA);
}
else if (shapeA is Rectangle && shapeB is Circle && transformA.IsAxisAligned && transformB.IsUniformScale)
{
return TestCircleRectangleOverlap((Circle) shapeB, transformB, (Rectangle) shapeA, transformA);
}
else if (shapeA is Circle && shapeB is Rectangle && transformA.IsUniformScale && transformB.IsAxisAligned)
{
return TestCircleRectangleOverlap((Circle) shapeA, transformA, (Rectangle) shapeB, transformB);
}
else if (shapeA is Circle && shapeB is Point && transformA.IsUniformScale)
{
return TestCirclePointOverlap((Circle) shapeA, transformA, (Point) shapeB, transformB);
}
else if (shapeA is Point && shapeB is Circle && transformB.IsUniformScale)
{
return TestCirclePointOverlap((Circle) shapeB, transformB, (Point) shapeA, transformA);
}
else if (shapeA is Circle circleA && shapeB is Circle circleB && transformA.IsUniformScale && transformB.IsUniformScale)
{
return TestCircleOverlap(circleA, transformA, circleB, transformB);
}
// Sad, we can't do a fast path optimization. Time for a simplex reduction.
return FindCollisionSimplex(shapeA, transformA, shapeB, transformB).Item1;
}
public static bool TestRectangleOverlap(Rectangle rectangleA, Transform2D transformA, Rectangle rectangleB, Transform2D transformB)
{
var firstAABB = rectangleA.TransformedAABB(transformA);
var secondAABB = rectangleB.TransformedAABB(transformB);
return firstAABB.Left < secondAABB.Right && firstAABB.Right > secondAABB.Left && firstAABB.Top < secondAABB.Bottom && firstAABB.Bottom > secondAABB.Top;
}
public static bool TestPointRectangleOverlap(Point point, Transform2D pointTransform, Rectangle rectangle, Transform2D rectangleTransform)
{
var transformedPoint = pointTransform.Position;
var AABB = rectangle.TransformedAABB(rectangleTransform);
return transformedPoint.X > AABB.Left && transformedPoint.X < AABB.Right && transformedPoint.Y < AABB.Bottom && transformedPoint.Y > AABB.Top;
}
public static bool TestCirclePointOverlap(Circle circle, Transform2D circleTransform, Point point, Transform2D pointTransform)
{
var circleCenter = circleTransform.Position;
var circleRadius = circle.Radius * circleTransform.Scale.X;
var distanceX = circleCenter.X - pointTransform.Position.X;
var distanceY = circleCenter.Y - pointTransform.Position.Y;
return (distanceX * distanceX) + (distanceY * distanceY) < (circleRadius * circleRadius);
}
/// <summary>
/// NOTE: The rectangle must be axis aligned, and the scaling of the circle must be uniform.
/// </summary>
public static bool TestCircleRectangleOverlap(Circle circle, Transform2D circleTransform, Rectangle rectangle, Transform2D rectangleTransform)
{
var circleCenter = circleTransform.Position;
var circleRadius = circle.Radius * circleTransform.Scale.X;
var AABB = rectangle.TransformedAABB(rectangleTransform);
var closestX = Math.MathHelper.Clamp(circleCenter.X, AABB.Left, AABB.Right);
var closestY = Math.MathHelper.Clamp(circleCenter.Y, AABB.Top, AABB.Bottom);
var distanceX = circleCenter.X - closestX;
var distanceY = circleCenter.Y - closestY;
var distanceSquared = (distanceX * distanceX) + (distanceY * distanceY);
return distanceSquared < (circleRadius * circleRadius);
}
public static bool TestCircleOverlap(Circle circleA, Transform2D transformA, Circle circleB, Transform2D transformB)
{
var radiusA = circleA.Radius * transformA.Scale.X;
var radiusB = circleB.Radius * transformB.Scale.Y;
var centerA = transformA.Position;
var centerB = transformB.Position;
var distanceSquared = (centerA - centerB).LengthSquared();
var radiusSumSquared = (radiusA + radiusB) * (radiusA + radiusB);
return distanceSquared < radiusSumSquared;
}
public static (bool, Simplex2D) FindCollisionSimplex(IShape2D shapeA, Transform2D transformA, IShape2D shapeB, Transform2D transformB)
{
var minkowskiDifference = new MinkowskiDifference(shapeA, transformA, shapeB, transformB);
var c = minkowskiDifference.Support(Vector2.UnitX);
var b = minkowskiDifference.Support(-Vector2.UnitX);
return Check(minkowskiDifference, c, b);
}
public unsafe static Vector2 Intersect(IShape2D shapeA, Transform2D Transform2DA, IShape2D shapeB, Transform2D Transform2DB, Simplex2D simplex)
{
if (shapeA == null) { throw new System.ArgumentNullException(nameof(shapeA)); }
if (shapeB == null) { throw new System.ArgumentNullException(nameof(shapeB)); }
if (!simplex.TwoSimplex) { throw new System.ArgumentException("Simplex must be a 2-Simplex.", nameof(simplex)); }
var a = simplex.A;
var b = simplex.B.Value;
var c = simplex.C.Value;
Vector2 intersection = default;
for (var i = 0; i < 32; i++)
{
var edge = FindClosestEdge(simplex);
var support = CalculateSupport(shapeA, Transform2DA, shapeB, Transform2DB, edge.Normal);
var distance = Vector2.Dot(support, edge.Normal);
intersection = edge.Normal;
intersection *= distance;
if (System.Math.Abs(distance - edge.Distance) <= 0.00001f)
{
return intersection;
}
else
{
simplex.Insert(support, edge.Index);
}
}
return intersection; // close enough
}
private static unsafe Edge FindClosestEdge(Simplex2D simplex)
{
var closestDistance = float.PositiveInfinity;
var closestNormal = Vector2.Zero;
var closestIndex = 0;
for (var i = 0; i < 4; i += 1)
{
var j = (i + 1 == 3) ? 0 : i + 1;
var a = simplex[i];
var b = simplex[j];
var e = b - a;
var oa = a;
var n = Vector2.Normalize(TripleProduct(e, oa, e));
var d = Vector2.Dot(n, a);
if (d < closestDistance)
{
closestDistance = d;
closestNormal = n;
closestIndex = j;
}
}
return new Edge
{
Distance = closestDistance,
Normal = closestNormal,
Index = closestIndex
};
}
private static Vector2 CalculateSupport(IShape2D shapeA, Transform2D Transform2DA, IShape2D shapeB, Transform2D Transform2DB, Vector2 direction)
{
return shapeA.Support(direction, Transform2DA) - shapeB.Support(-direction, Transform2DB);
}
private static (bool, Simplex2D) Check(MinkowskiDifference minkowskiDifference, Vector2 c, Vector2 b)
{
var cb = c - b;
var c0 = -c;
var d = Direction(cb, c0);
return DoSimplex(minkowskiDifference, new Simplex2D(b, c), d);
}
private static (bool, Simplex2D) DoSimplex(MinkowskiDifference minkowskiDifference, Simplex2D simplex, Vector2 direction)
{
var a = minkowskiDifference.Support(direction);
var notPastOrigin = Vector2.Dot(a, direction) < 0;
var (intersects, newSimplex, newDirection) = EnclosesOrigin(a, simplex);
if (notPastOrigin)
{
return (false, default(Simplex2D));
}
else if (intersects)
{
return (true, new Simplex2D(simplex.A, simplex.B.Value, a));
}
else
{
return DoSimplex(minkowskiDifference, newSimplex, newDirection);
}
}
private static (bool, Simplex2D, Vector2) EnclosesOrigin(Vector2 a, Simplex2D simplex)
{
if (simplex.ZeroSimplex)
{
return HandleZeroSimplex(a, simplex.A);
}
else if (simplex.OneSimplex)
{
return HandleOneSimplex(a, simplex.A, simplex.B.Value);
}
else
{
return (false, simplex, Vector2.Zero);
}
}
private static (bool, Simplex2D, Vector2) HandleZeroSimplex(Vector2 a, Vector2 b)
{
var ab = b - a;
var a0 = -a;
var (newSimplex, newDirection) = SameDirection(ab, a0) ? (new Simplex2D(a, b), Perpendicular(ab, a0)) : (new Simplex2D(a), a0);
return (false, newSimplex, newDirection);
}
private static (bool, Simplex2D, Vector2) HandleOneSimplex(Vector2 a, Vector2 b, Vector2 c)
{
var a0 = -a;
var ab = b - a;
var ac = c - a;
var abp = Perpendicular(ab, -ac);
var acp = Perpendicular(ac, -ab);
if (SameDirection(abp, a0))
{
if (SameDirection(ab, a0))
{
return (false, new Simplex2D(a, b), abp);
}
else
{
return (false, new Simplex2D(a), a0);
}
}
else if (SameDirection(acp, a0))
{
if (SameDirection(ac, a0))
{
return (false, new Simplex2D(a, c), acp);
}
else
{
return (false, new Simplex2D(a), a0);
}
}
else
{
return (true, new Simplex2D(b, c), a0);
}
}
private static Vector2 TripleProduct(Vector2 a, Vector2 b, Vector2 c)
{
var A = new Vector3(a.X, a.Y, 0);
var B = new Vector3(b.X, b.Y, 0);
var C = new Vector3(c.X, c.Y, 0);
var first = Vector3.Cross(A, B);
var second = Vector3.Cross(first, C);
return new Vector2(second.X, second.Y);
}
private static Vector2 Direction(Vector2 a, Vector2 b)
{
var d = TripleProduct(a, b, a);
var collinear = d == Vector2.Zero;
return collinear ? new Vector2(a.Y, -a.X) : d;
}
private static bool SameDirection(Vector2 a, Vector2 b)
{
return Vector2.Dot(a, b) > 0;
}
private static Vector2 Perpendicular(Vector2 a, Vector2 b)
{
return TripleProduct(a, b, a);
}
}
}

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using System.Collections.Generic;
using MoonWorks.Math.Float;
namespace MoonWorks.Collision.Float
{
/// <summary>
/// A Circle is a shape defined by a radius.
/// </summary>
public struct Circle : IShape2D, System.IEquatable<Circle>
{
public float Radius { get; }
public AABB2D AABB { get; }
public IEnumerable<IShape2D> Shapes
{
get
{
yield return this;
}
}
public Circle(float radius)
{
Radius = radius;
AABB = new AABB2D(-Radius, -Radius, Radius, Radius);
}
public Vector2 Support(Vector2 direction, Transform2D transform)
{
return Vector2.Transform(Vector2.Normalize(direction) * Radius, transform.TransformMatrix);
}
public AABB2D TransformedAABB(Transform2D transform2D)
{
return AABB2D.Transformed(AABB, transform2D);
}
public override bool Equals(object obj)
{
return obj is IShape2D other && Equals(other);
}
public bool Equals(IShape2D other)
{
return other is Circle circle && Equals(circle);
}
public bool Equals(Circle other)
{
return Radius == other.Radius;
}
public override int GetHashCode()
{
return System.HashCode.Combine(Radius);
}
public static bool operator ==(Circle a, Circle b)
{
return a.Equals(b);
}
public static bool operator !=(Circle a, Circle b)
{
return !(a == b);
}
}
}

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@ -0,0 +1,83 @@
using System.Collections.Generic;
using MoonWorks.Math.Float;
namespace MoonWorks.Collision.Float
{
/// <summary>
/// A line is a shape defined by exactly two points in space.
/// </summary>
public struct Line : IShape2D, System.IEquatable<Line>
{
public Vector2 Start { get; }
public Vector2 End { get; }
public AABB2D AABB { get; }
public IEnumerable<IShape2D> Shapes
{
get
{
yield return this;
}
}
public Line(Vector2 start, Vector2 end)
{
Start = start;
End = end;
AABB = new AABB2D(
System.Math.Min(Start.X, End.X),
System.Math.Min(Start.Y, End.Y),
System.Math.Max(Start.X, End.X),
System.Math.Max(Start.Y, End.Y)
);
}
public Vector2 Support(Vector2 direction, Transform2D transform)
{
var transformedStart = Vector2.Transform(Start, transform.TransformMatrix);
var transformedEnd = Vector2.Transform(End, transform.TransformMatrix);
return Vector2.Dot(transformedStart, direction) > Vector2.Dot(transformedEnd, direction) ?
transformedStart :
transformedEnd;
}
public AABB2D TransformedAABB(Transform2D transform)
{
return AABB2D.Transformed(AABB, transform);
}
public override bool Equals(object obj)
{
return obj is IShape2D other && Equals(other);
}
public bool Equals(IShape2D other)
{
return other is Line otherLine && Equals(otherLine);
}
public bool Equals(Line other)
{
return
(Start == other.Start && End == other.End) ||
(End == other.Start && Start == other.End);
}
public override int GetHashCode()
{
return System.HashCode.Combine(Start, End);
}
public static bool operator ==(Line a, Line b)
{
return a.Equals(b);
}
public static bool operator !=(Line a, Line b)
{
return !(a == b);
}
}
}

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@ -0,0 +1,61 @@
using System.Collections.Generic;
using MoonWorks.Math.Float;
namespace MoonWorks.Collision.Float
{
/// <summary>
/// A Point is "that which has no part".
/// All points by themselves are identical.
/// </summary>
public struct Point : IShape2D, System.IEquatable<Point>
{
public AABB2D AABB { get; }
public IEnumerable<IShape2D> Shapes
{
get
{
yield return this;
}
}
public AABB2D TransformedAABB(Transform2D transform)
{
return AABB2D.Transformed(AABB, transform);
}
public Vector2 Support(Vector2 direction, Transform2D transform)
{
return Vector2.Transform(Vector2.Zero, transform.TransformMatrix);
}
public override bool Equals(object obj)
{
return obj is IShape2D other && Equals(other);
}
public bool Equals(IShape2D other)
{
return other is Point otherPoint && Equals(otherPoint);
}
public bool Equals(Point other)
{
return true;
}
public override int GetHashCode()
{
return 0;
}
public static bool operator ==(Point a, Point b)
{
return true;
}
public static bool operator !=(Point a, Point b)
{
return false;
}
}
}

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@ -0,0 +1,115 @@
using System.Collections.Generic;
using MoonWorks.Math.Float;
namespace MoonWorks.Collision.Float
{
/// <summary>
/// A rectangle is a shape defined by a width and height. The origin is the center of the rectangle.
/// </summary>
public struct Rectangle : IShape2D, System.IEquatable<Rectangle>
{
public AABB2D AABB { get; }
public float Width { get; }
public float Height { get; }
public float Right { get; }
public float Left { get; }
public float Top { get; }
public float Bottom { get; }
public Vector2 TopLeft { get; }
public Vector2 BottomRight { get; }
public Vector2 Min { get; }
public Vector2 Max { get; }
public IEnumerable<IShape2D> Shapes
{
get
{
yield return this;
}
}
public Rectangle(float left, float top, float width, float height)
{
Width = width;
Height = height;
Left = left;
Right = left + width;
Top = top;
Bottom = top + height;
AABB = new AABB2D(left, top, Right, Bottom);
TopLeft = new Vector2(Left, Top);
BottomRight = new Vector2(Right, Bottom);
Min = AABB.Min;
Max = AABB.Max;
}
private Vector2 Support(Vector2 direction)
{
if (direction.X >= 0 && direction.Y >= 0)
{
return Max;
}
else if (direction.X >= 0 && direction.Y < 0)
{
return new Vector2(Max.X, Min.Y);
}
else if (direction.X < 0 && direction.Y >= 0)
{
return new Vector2(Min.X, Max.Y);
}
else if (direction.X < 0 && direction.Y < 0)
{
return new Vector2(Min.X, Min.Y);
}
else
{
throw new System.ArgumentException("Support vector direction cannot be zero.");
}
}
public Vector2 Support(Vector2 direction, Transform2D transform)
{
Matrix3x2 inverseTransform;
Matrix3x2.Invert(transform.TransformMatrix, out inverseTransform);
var inverseDirection = Vector2.TransformNormal(direction, inverseTransform);
return Vector2.Transform(Support(inverseDirection), transform.TransformMatrix);
}
public AABB2D TransformedAABB(Transform2D transform)
{
return AABB2D.Transformed(AABB, transform);
}
public override bool Equals(object obj)
{
return obj is IShape2D other && Equals(other);
}
public bool Equals(IShape2D other)
{
return (other is Rectangle rectangle && Equals(rectangle));
}
public bool Equals(Rectangle other)
{
return Min == other.Min && Max == other.Max;
}
public override int GetHashCode()
{
return System.HashCode.Combine(Min, Max);
}
public static bool operator ==(Rectangle a, Rectangle b)
{
return a.Equals(b);
}
public static bool operator !=(Rectangle a, Rectangle b)
{
return !(a == b);
}
}
}

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@ -0,0 +1,136 @@
using System.Collections.Generic;
using MoonWorks.Math.Float;
namespace MoonWorks.Collision.Float
{
/// <summary>
/// A simplex is a shape with up to n - 2 vertices in the nth dimension.
/// </summary>
public struct Simplex2D : System.IEquatable<Simplex2D>
{
private Vector2 a;
private Vector2? b;
private Vector2? c;
public Vector2 A => a;
public Vector2? B => b;
public Vector2? C => c;
public bool ZeroSimplex { get { return !b.HasValue && !c.HasValue; } }
public bool OneSimplex { get { return b.HasValue && !c.HasValue; } }
public bool TwoSimplex { get { return b.HasValue && c.HasValue; } }
public int Count => TwoSimplex ? 3 : (OneSimplex ? 2 : 1);
public Simplex2D(Vector2 a)
{
this.a = a;
b = null;
c = null;
}
public Simplex2D(Vector2 a, Vector2 b)
{
this.a = a;
this.b = b;
c = null;
}
public Simplex2D(Vector2 a, Vector2 b, Vector2 c)
{
this.a = a;
this.b = b;
this.c = c;
}
public Vector2 this[int index]
{
get
{
if (index == 0) { return a; }
if (index == 1) { return b.Value; }
if (index == 2) { return c.Value; }
throw new System.IndexOutOfRangeException();
}
}
public IEnumerable<Vector2> Vertices
{
get
{
yield return (Vector2) a;
if (b.HasValue) { yield return (Vector2) b; }
if (c.HasValue) { yield return (Vector2) c; }
}
}
public Vector2 Support(Vector2 direction, Transform2D transform)
{
var maxDotProduct = float.NegativeInfinity;
var maxVertex = a;
foreach (var vertex in Vertices)
{
var transformed = Vector2.Transform(vertex, transform.TransformMatrix);
var dot = Vector2.Dot(transformed, direction);
if (dot > maxDotProduct)
{
maxVertex = transformed;
maxDotProduct = dot;
}
}
return maxVertex;
}
public void Insert(Vector2 point, int index)
{
if (index == 0)
{
c = b;
b = a;
a = point;
}
else if (index == 1)
{
c = b;
b = point;
}
else
{
c = point;
}
}
public override bool Equals(object obj)
{
return obj is Simplex2D other && Equals(other);
}
public bool Equals(Simplex2D other)
{
if (Count != other.Count) { return false; }
return
(A == other.A && B == other.B && C == other.C) ||
(A == other.A && B == other.C && C == other.B) ||
(A == other.B && B == other.A && C == other.C) ||
(A == other.B && B == other.C && C == other.A) ||
(A == other.C && B == other.A && C == other.B) ||
(A == other.C && B == other.B && C == other.A);
}
public override int GetHashCode()
{
return System.HashCode.Combine(Vertices);
}
public static bool operator ==(Simplex2D a, Simplex2D b)
{
return a.Equals(b);
}
public static bool operator !=(Simplex2D a, Simplex2D b)
{
return !(a == b);
}
}
}

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@ -0,0 +1,252 @@
using System.Collections.Generic;
using MoonWorks.Math.Float;
namespace MoonWorks.Collision.Float
{
/// <summary>
/// Used to quickly check if two shapes are potentially overlapping.
/// </summary>
/// <typeparam name="T">The type that will be used to uniquely identify shape-transform pairs.</typeparam>
public class SpatialHash2D<T> where T : System.IEquatable<T>
{
private readonly int cellSize;
private readonly Dictionary<long, HashSet<T>> hashDictionary = new Dictionary<long, HashSet<T>>();
private readonly Dictionary<T, (ICollidable, Transform2D, uint)> IDLookup = new Dictionary<T, (ICollidable, Transform2D, uint)>();
public int MinX { get; private set; } = 0;
public int MaxX { get; private set; } = 0;
public int MinY { get; private set; } = 0;
public int MaxY { get; private set; } = 0;
private Queue<HashSet<T>> hashSetPool = new Queue<HashSet<T>>();
public SpatialHash2D(int cellSize)
{
this.cellSize = cellSize;
}
private (int, int) Hash(Vector2 position)
{
return ((int) System.Math.Floor(position.X / cellSize), (int) System.Math.Floor(position.Y / cellSize));
}
/// <summary>
/// Inserts an element into the SpatialHash.
/// </summary>
/// <param name="id">A unique ID for the shape-transform pair.</param>
/// <param name="shape"></param>
/// <param name="transform2D"></param>
/// <param name="collisionGroups">A bitmask value specifying the groups this object belongs to.</param>
public void Insert(T id, ICollidable shape, Transform2D transform2D, uint collisionGroups = uint.MaxValue)
{
var box = shape.TransformedAABB(transform2D);
var minHash = Hash(box.Min);
var maxHash = Hash(box.Max);
foreach (var key in Keys(minHash.Item1, minHash.Item2, maxHash.Item1, maxHash.Item2))
{
if (!hashDictionary.ContainsKey(key))
{
hashDictionary.Add(key, new HashSet<T>());
}
hashDictionary[key].Add(id);
IDLookup[id] = (shape, transform2D, collisionGroups);
}
MinX = System.Math.Min(MinX, minHash.Item1);
MinY = System.Math.Min(MinY, minHash.Item2);
MaxX = System.Math.Max(MaxX, maxHash.Item1);
MaxY = System.Math.Max(MaxY, maxHash.Item2);
}
/// <summary>
/// Retrieves all the potential collisions of a shape-transform pair. Excludes any shape-transforms with the given ID.
/// </summary>
public IEnumerable<(T, ICollidable, Transform2D, uint)> Retrieve(T id, ICollidable shape, Transform2D transform2D, uint collisionMask = uint.MaxValue)
{
var returned = AcquireHashSet();
var box = shape.TransformedAABB(transform2D);
var (minX, minY) = Hash(box.Min);
var (maxX, maxY) = Hash(box.Max);
if (minX < MinX) { minX = MinX; }
if (maxX > MaxX) { maxX = MaxX; }
if (minY < MinY) { minY = MinY; }
if (maxY > MaxY) { maxY = MaxY; }
foreach (var key in Keys(minX, minY, maxX, maxY))
{
if (hashDictionary.ContainsKey(key))
{
foreach (var t in hashDictionary[key])
{
if (!returned.Contains(t))
{
var (otherShape, otherTransform, collisionGroups) = IDLookup[t];
if (!id.Equals(t) && ((collisionGroups & collisionMask) > 0) && AABB2D.TestOverlap(box, otherShape.TransformedAABB(otherTransform)))
{
returned.Add(t);
yield return (t, otherShape, otherTransform, collisionGroups);
}
}
}
}
}
FreeHashSet(returned);
}
/// <summary>
/// Retrieves all the potential collisions of a shape-transform pair.
/// </summary>
public IEnumerable<(T, ICollidable, Transform2D, uint)> Retrieve(ICollidable shape, Transform2D transform2D, uint collisionMask = uint.MaxValue)
{
var returned = AcquireHashSet();
var box = shape.TransformedAABB(transform2D);
var (minX, minY) = Hash(box.Min);
var (maxX, maxY) = Hash(box.Max);
if (minX < MinX) { minX = MinX; }
if (maxX > MaxX) { maxX = MaxX; }
if (minY < MinY) { minY = MinY; }
if (maxY > MaxY) { maxY = MaxY; }
foreach (var key in Keys(minX, minY, maxX, maxY))
{
if (hashDictionary.ContainsKey(key))
{
foreach (var t in hashDictionary[key])
{
if (!returned.Contains(t))
{
var (otherShape, otherTransform, collisionGroups) = IDLookup[t];
if (((collisionGroups & collisionMask) > 0) && AABB2D.TestOverlap(box, otherShape.TransformedAABB(otherTransform)))
{
returned.Add(t);
yield return (t, otherShape, otherTransform, collisionGroups);
}
}
}
}
}
FreeHashSet(returned);
}
/// <summary>
/// Retrieves objects based on a pre-transformed AABB.
/// </summary>
/// <param name="aabb">A transformed AABB.</param>
/// <returns></returns>
public IEnumerable<(T, ICollidable, Transform2D, uint)> Retrieve(AABB2D aabb, uint collisionMask = uint.MaxValue)
{
var returned = AcquireHashSet();
var (minX, minY) = Hash(aabb.Min);
var (maxX, maxY) = Hash(aabb.Max);
if (minX < MinX) { minX = MinX; }
if (maxX > MaxX) { maxX = MaxX; }
if (minY < MinY) { minY = MinY; }
if (maxY > MaxY) { maxY = MaxY; }
foreach (var key in Keys(minX, minY, maxX, maxY))
{
if (hashDictionary.ContainsKey(key))
{
foreach (var t in hashDictionary[key])
{
if (!returned.Contains(t))
{
var (otherShape, otherTransform, collisionGroups) = IDLookup[t];
if (((collisionGroups & collisionMask) > 0) && AABB2D.TestOverlap(aabb, otherShape.TransformedAABB(otherTransform)))
{
yield return (t, otherShape, otherTransform, collisionGroups);
}
}
}
}
}
FreeHashSet(returned);
}
public void Update(T id, ICollidable shape, Transform2D transform2D, uint collisionGroups = uint.MaxValue)
{
Remove(id);
Insert(id, shape, transform2D, collisionGroups);
}
/// <summary>
/// Removes a specific ID from the SpatialHash.
/// </summary>
public void Remove(T id)
{
var (shape, transform, collisionGroups) = IDLookup[id];
var box = shape.TransformedAABB(transform);
var minHash = Hash(box.Min);
var maxHash = Hash(box.Max);
foreach (var key in Keys(minHash.Item1, minHash.Item2, maxHash.Item1, maxHash.Item2))
{
if (hashDictionary.ContainsKey(key))
{
hashDictionary[key].Remove(id);
}
}
IDLookup.Remove(id);
}
/// <summary>
/// Removes everything that has been inserted into the SpatialHash.
/// </summary>
public void Clear()
{
foreach (var hash in hashDictionary.Values)
{
hash.Clear();
}
IDLookup.Clear();
}
private static long MakeLong(int left, int right)
{
return ((long) left << 32) | ((uint) right);
}
private IEnumerable<long> Keys(int minX, int minY, int maxX, int maxY)
{
for (var i = minX; i <= maxX; i++)
{
for (var j = minY; j <= maxY; j++)
{
yield return MakeLong(i, j);
}
}
}
private HashSet<T> AcquireHashSet()
{
if (hashSetPool.Count == 0)
{
hashSetPool.Enqueue(new HashSet<T>());
}
var hashSet = hashSetPool.Dequeue();
hashSet.Clear();
return hashSet;
}
private void FreeHashSet(HashSet<T> hashSet)
{
hashSetPool.Enqueue(hashSet);
}
}
}

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@ -1,45 +0,0 @@
using System.Collections.Generic;
using System.Runtime.InteropServices;
using MoonWorks.Graphics;
using MoonWorks.Graphics.PackedVector;
namespace MoonWorks
{
/// <summary>
/// Conversion utilities for interop.
/// </summary>
public static class Conversions
{
private readonly static Dictionary<VertexElementFormat, uint> Sizes = new Dictionary<VertexElementFormat, uint>
{
{ VertexElementFormat.Byte4, (uint) Marshal.SizeOf<Byte4>() },
{ VertexElementFormat.Color, (uint) Marshal.SizeOf<Color>() },
{ VertexElementFormat.Float, (uint) Marshal.SizeOf<float>() },
{ VertexElementFormat.HalfVector2, (uint) Marshal.SizeOf<HalfVector2>() },
{ VertexElementFormat.HalfVector4, (uint) Marshal.SizeOf<HalfVector4>() },
{ VertexElementFormat.NormalizedShort2, (uint) Marshal.SizeOf<NormalizedShort2>() },
{ VertexElementFormat.NormalizedShort4, (uint) Marshal.SizeOf<NormalizedShort4>() },
{ VertexElementFormat.Short2, (uint) Marshal.SizeOf<Short2>() },
{ VertexElementFormat.Short4, (uint) Marshal.SizeOf<Short4>() },
{ VertexElementFormat.UInt, (uint) Marshal.SizeOf<uint>() },
{ VertexElementFormat.Vector2, (uint) Marshal.SizeOf<Math.Float.Vector2>() },
{ VertexElementFormat.Vector3, (uint) Marshal.SizeOf<Math.Float.Vector3>() },
{ VertexElementFormat.Vector4, (uint) Marshal.SizeOf<Math.Float.Vector4>() }
};
public static byte BoolToByte(bool b)
{
return (byte) (b ? 1 : 0);
}
public static bool ByteToBool(byte b)
{
return b != 0;
}
public static uint VertexElementFormatSize(VertexElementFormat format)
{
return Sizes[format];
}
}
}

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@ -0,0 +1,12 @@
using System;
namespace MoonWorks
{
public class AudioLoadException : Exception
{
public AudioLoadException(string message) : base(message)
{
}
}
}

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@ -1,36 +0,0 @@
namespace MoonWorks
{
public enum FrameLimiterMode
{
/// <summary>
/// The game will render at the maximum possible framerate that the computing resources allow. <br/>
/// Note that this may lead to overheating, resource starvation, etc.
/// </summary>
Uncapped,
/// <summary>
/// The game will render no more than the specified frames per second.
/// </summary>
Capped
}
/// <summary>
/// The Game's frame limiter setting. Specifies uncapped framerate or a maximum rendering frames per second value. <br/>
/// Note that this is separate from the Game's Update timestep and can be a different value.
/// </summary>
public struct FrameLimiterSettings
{
public FrameLimiterMode Mode;
/// <summary>
/// If Mode is set to Capped, this is the maximum frames per second that will be rendered.
/// </summary>
public int Cap;
public FrameLimiterSettings(
FrameLimiterMode mode,
int cap
) {
Mode = mode;
Cap = cap;
}
}
}

14
src/FramerateSettings.cs Normal file
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@ -0,0 +1,14 @@
namespace MoonWorks
{
public enum FramerateMode
{
Uncapped,
Capped
}
public struct FramerateSettings
{
public FramerateMode Mode;
public int Cap;
}
}

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@ -1,4 +1,5 @@
using SDL2;
using System.Collections.Generic;
using SDL2;
using MoonWorks.Audio;
using MoonWorks.Graphics;
using MoonWorks.Input;
@ -8,12 +9,6 @@ using System.Diagnostics;
namespace MoonWorks
{
/// <summary>
/// This class is your entry point into controlling your game. <br/>
/// It manages the main game loop and subsystems. <br/>
/// You should inherit this class and implement Update and Draw methods. <br/>
/// Then instantiate your Game subclass from your Program.Main method and call the Run method.
/// </summary>
public abstract class Game
{
public TimeSpan MAX_DELTA_TIME = TimeSpan.FromMilliseconds(100);
@ -34,155 +29,91 @@ namespace MoonWorks
private bool FramerateCapped = false;
private TimeSpan FramerateCapTimeSpan = TimeSpan.Zero;
public Window Window { get; }
public GraphicsDevice GraphicsDevice { get; }
public AudioDevice AudioDevice { get; }
public Inputs Inputs { get; }
/// <summary>
/// This Window is automatically created when your Game is instantiated.
/// </summary>
public Window MainWindow { get; }
private Dictionary<PresentMode, RefreshCS.Refresh.PresentMode> moonWorksToRefreshPresentMode = new Dictionary<PresentMode, RefreshCS.Refresh.PresentMode>
{
{ PresentMode.Immediate, RefreshCS.Refresh.PresentMode.Immediate },
{ PresentMode.Mailbox, RefreshCS.Refresh.PresentMode.Mailbox },
{ PresentMode.FIFO, RefreshCS.Refresh.PresentMode.FIFO },
{ PresentMode.FIFORelaxed, RefreshCS.Refresh.PresentMode.FIFORelaxed }
};
/// <summary>
/// Instantiates your Game.
/// </summary>
/// <param name="windowCreateInfo">The parameters that will be used to create the MainWindow.</param>
/// <param name="frameLimiterSettings">The frame limiter settings.</param>
/// <param name="targetTimestep">How often Game.Update will run in terms of ticks per second.</param>
/// <param name="debugMode">If true, enables extra debug checks. Should be turned off for release builds.</param>
public Game(
WindowCreateInfo windowCreateInfo,
FrameLimiterSettings frameLimiterSettings,
PresentMode presentMode,
FramerateSettings framerateSettings,
int targetTimestep = 60,
bool debugMode = false
)
{
Logger.LogInfo("Initializing frame limiter...");
Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / targetTimestep);
gameTimer = Stopwatch.StartNew();
SetFrameLimiter(frameLimiterSettings);
FramerateCapped = framerateSettings.Mode == FramerateMode.Capped;
if (FramerateCapped)
{
FramerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / framerateSettings.Cap);
}
for (int i = 0; i < previousSleepTimes.Length; i += 1)
{
previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
}
Logger.LogInfo("Initializing SDL...");
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0)
{
Logger.LogError("Failed to initialize SDL!");
System.Console.WriteLine("Failed to initialize SDL!");
return;
}
Logger.Initialize();
Logger.LogInfo("Initializing input...");
Inputs = new Inputs();
Logger.LogInfo("Initializing graphics device...");
Window = new Window(windowCreateInfo);
GraphicsDevice = new GraphicsDevice(
Backend.Vulkan,
Window.Handle,
moonWorksToRefreshPresentMode[presentMode],
debugMode
);
Logger.LogInfo("Initializing main window...");
MainWindow = new Window(windowCreateInfo, GraphicsDevice.WindowFlags | SDL.SDL_WindowFlags.SDL_WINDOW_HIDDEN);
if (!GraphicsDevice.ClaimWindow(MainWindow, windowCreateInfo.PresentMode))
{
throw new System.SystemException("Could not claim window!");
}
Logger.LogInfo("Initializing audio thread...");
AudioDevice = new AudioDevice();
}
/// <summary>
/// Initiates the main game loop. Call this once from your Program.Main method.
/// </summary>
public void Run()
{
MainWindow.Show();
while (!quit)
{
Tick();
}
Logger.LogInfo("Starting shutdown sequence...");
Logger.LogInfo("Cleaning up game...");
Destroy();
Logger.LogInfo("Unclaiming window...");
GraphicsDevice.UnclaimWindow(MainWindow);
Logger.LogInfo("Disposing window...");
MainWindow.Dispose();
Logger.LogInfo("Disposing graphics device...");
GraphicsDevice.Dispose();
Logger.LogInfo("Closing audio thread...");
AudioDevice.Dispose();
GraphicsDevice.Dispose();
Window.Dispose();
SDL.SDL_Quit();
}
/// <summary>
/// Updates the frame limiter settings.
/// </summary>
public void SetFrameLimiter(FrameLimiterSettings settings)
{
FramerateCapped = settings.Mode == FrameLimiterMode.Capped;
if (FramerateCapped)
{
FramerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / settings.Cap);
}
else
{
FramerateCapTimeSpan = TimeSpan.Zero;
}
}
/// <summary>
/// Starts the game shutdown process.
/// </summary>
public void Quit()
{
quit = true;
}
/// <summary>
/// Will execute at the specified targetTimestep you provided when instantiating your Game class.
/// </summary>
/// <param name="delta"></param>
protected abstract void Update(TimeSpan delta);
/// <summary>
/// If the frame limiter mode is Capped, this will run at most Cap times per second. <br />
/// Otherwise it will run as many times as possible.
/// </summary>
/// <param name="alpha">A value from 0-1 describing how "in-between" update ticks it is called. Useful for interpolation.</param>
protected abstract void Draw(double alpha);
/// <summary>
/// You can optionally override this to perform cleanup tasks before the game quits.
/// </summary>
protected virtual void Destroy() {}
/// <summary>
/// Called when a file is dropped on the game window.
/// </summary>
// Called when a file is dropped on the game window.
protected virtual void DropFile(string filePath) {}
/// <summary>
/// Required to distinguish between multiple files dropped at once
/// vs multiple files dropped one at a time.
/// Called once for every multi-file drop.
/// </summary>
/* Required to distinguish between multiple files dropped at once
* vs multiple files dropped one at a time.
*
* Called once for every multi-file drop.
*/
protected virtual void DropBegin() {}
protected virtual void DropComplete() {}
@ -230,8 +161,9 @@ namespace MoonWorks
while (accumulatedUpdateTime >= Timestep)
{
Inputs.Update();
AudioDevice.Update();
Update(Timestep);
AudioDevice.WakeThread();
accumulatedUpdateTime -= Timestep;
}
@ -258,7 +190,7 @@ namespace MoonWorks
break;
case SDL.SDL_EventType.SDL_MOUSEWHEEL:
Inputs.Mouse.WheelRaw += _event.wheel.y;
Inputs.Mouse.Wheel += _event.wheel.y;
break;
case SDL.SDL_EventType.SDL_DROPBEGIN:
@ -292,14 +224,7 @@ namespace MoonWorks
{
if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED)
{
var window = Window.Lookup(evt.window.windowID);
window.HandleSizeChange((uint) evt.window.data1, (uint) evt.window.data2);
}
else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE)
{
var window = Window.Lookup(evt.window.windowID);
GraphicsDevice.UnclaimWindow(window);
window.Dispose();
Window.SizeChanged((uint) evt.window.data1, (uint) evt.window.data2);
}
}
@ -343,27 +268,17 @@ namespace MoonWorks
var index = evt.cdevice.which;
if (SDL.SDL_IsGameController(index) == SDL.SDL_bool.SDL_TRUE)
{
Logger.LogInfo("New controller detected!");
System.Console.WriteLine($"New controller detected!");
Inputs.AddGamepad(index);
}
}
private void HandleControllerRemoved(SDL.SDL_Event evt)
{
Logger.LogInfo("Controller removal detected!");
System.Console.WriteLine($"Controller removal detected!");
Inputs.RemoveGamepad(evt.cdevice.which);
}
public static void ShowRuntimeError(string title, string message)
{
SDL.SDL_ShowSimpleMessageBox(
SDL.SDL_MessageBoxFlags.SDL_MESSAGEBOX_ERROR,
title ?? "",
message ?? "",
IntPtr.Zero
);
}
private TimeSpan AdvanceElapsedTime()
{
long currentTicks = gameTimer.Elapsed.Ticks;

View File

@ -1,8 +1,5 @@
namespace MoonWorks.Graphics
{
/// <summary>
/// A buffer-offset pair to be used when binding vertex buffers.
/// </summary>
public struct BufferBinding
{
public Buffer Buffer;

View File

@ -1,17 +1,22 @@
namespace MoonWorks.Graphics
using System;
namespace MoonWorks.Graphics
{
/// <summary>
/// A texture-sampler pair to be used when binding samplers.
/// </summary>
public struct TextureSamplerBinding
{
public Texture Texture;
public Sampler Sampler;
public IntPtr TextureHandle;
public IntPtr SamplerHandle;
public TextureSamplerBinding(Texture texture, Sampler sampler)
{
Texture = texture;
Sampler = sampler;
TextureHandle = texture.Handle;
SamplerHandle = sampler.Handle;
}
public TextureSamplerBinding(IntPtr textureHandle, IntPtr samplerHandle)
{
TextureHandle = textureHandle;
SamplerHandle = samplerHandle;
}
}
}

View File

@ -20,7 +20,6 @@ using System.Diagnostics;
using System.Text;
using MoonWorks.Math;
using MoonWorks.Math.Float;
using MoonWorks.Graphics.PackedVector;
#endregion
namespace MoonWorks.Graphics
@ -1759,67 +1758,6 @@ namespace MoonWorks.Graphics
);
}
// Modified from one of the responses here:
// https://stackoverflow.com/questions/3018313/algorithm-to-convert-rgb-to-hsv-and-hsv-to-rgb-in-range-0-255-for-both/6930407#6930407
public static Color FromHSV(float r, float g, float b)
{
r = (100 + r) % 1f;
float hueSlice = 6 * r; // [0, 6)
float hueSliceInteger = MathF.Floor(hueSlice);
// In [0,1) for each hue slice
float hueSliceInterpolant = hueSlice - hueSliceInteger;
Vector3 tempRGB = new Vector3(
b * (1f - g),
b * (1f - g * hueSliceInterpolant),
b * (1f - g * (1f - hueSliceInterpolant))
);
// The idea here to avoid conditions is to notice that the conversion code can be rewritten:
// if ( var_i == 0 ) { R = V ; G = TempRGB.z ; B = TempRGB.x }
// else if ( var_i == 2 ) { R = TempRGB.x ; G = V ; B = TempRGB.z }
// else if ( var_i == 4 ) { R = TempRGB.z ; G = TempRGB.x ; B = V }
//
// else if ( var_i == 1 ) { R = TempRGB.y ; G = V ; B = TempRGB.x }
// else if ( var_i == 3 ) { R = TempRGB.x ; G = TempRGB.y ; B = V }
// else if ( var_i == 5 ) { R = V ; G = TempRGB.x ; B = TempRGB.y }
//
// This shows several things:
// . A separation between even and odd slices
// . If slices (0,2,4) and (1,3,5) can be rewritten as basically being slices (0,1,2) then
// the operation simply amounts to performing a "rotate right" on the RGB components
// . The base value to rotate is either (V, B, R) for even slices or (G, V, R) for odd slices
//
float isOddSlice = hueSliceInteger % 2f; // 0 if even (slices 0, 2, 4), 1 if odd (slices 1, 3, 5)
float threeSliceSelector = 0.5f * (hueSliceInteger - isOddSlice); // (0, 1, 2) corresponding to slices (0, 2, 4) and (1, 3, 5)
Vector3 scrollingRGBForEvenSlices = new Vector3(b, tempRGB.Z, tempRGB.X); // (V, Temp Blue, Temp Red) for even slices (0, 2, 4)
Vector3 scrollingRGBForOddSlices = new Vector3(tempRGB.Y, b, tempRGB.X); // (Temp Green, V, Temp Red) for odd slices (1, 3, 5)
Vector3 scrollingRGB = Vector3.Lerp(scrollingRGBForEvenSlices, scrollingRGBForOddSlices, isOddSlice);
float IsNotFirstSlice = MathHelper.Clamp(threeSliceSelector, 0f, 1f); // 1 if NOT the first slice (true for slices 1 and 2)
float IsNotSecondSlice = MathHelper.Clamp(threeSliceSelector - 1f, 0f, 1f); // 1 if NOT the first or second slice (true only for slice 2)
Vector3 color = Vector3.Lerp(
scrollingRGB,
Vector3.Lerp(
new Vector3(scrollingRGB.Z, scrollingRGB.X, scrollingRGB.Y),
new Vector3(scrollingRGB.Y, scrollingRGB.Z, scrollingRGB.X),
IsNotSecondSlice
),
IsNotFirstSlice
);
return new Color(color);
}
public static Color FromHSV(int r, int g, int b)
{
return Color.FromHSV(r / 255f, g / 255f, b / 255f);
}
#endregion
#region Public Static Operators and Override Methods

File diff suppressed because it is too large Load Diff

View File

@ -1,34 +0,0 @@
using System;
using System.Collections.Concurrent;
namespace MoonWorks.Graphics
{
internal class CommandBufferPool
{
private GraphicsDevice GraphicsDevice;
private ConcurrentQueue<CommandBuffer> CommandBuffers = new ConcurrentQueue<CommandBuffer>();
public CommandBufferPool(GraphicsDevice graphicsDevice)
{
GraphicsDevice = graphicsDevice;
}
public CommandBuffer Obtain()
{
if (CommandBuffers.TryDequeue(out var commandBuffer))
{
return commandBuffer;
}
else
{
return new CommandBuffer(GraphicsDevice);
}
}
public void Return(CommandBuffer commandBuffer)
{
commandBuffer.Handle = IntPtr.Zero;
CommandBuffers.Enqueue(commandBuffer);
}
}
}

View File

@ -1,32 +0,0 @@
using System.Collections.Concurrent;
namespace MoonWorks.Graphics
{
internal class FencePool
{
private GraphicsDevice GraphicsDevice;
private ConcurrentQueue<Fence> Fences = new ConcurrentQueue<Fence>();
public FencePool(GraphicsDevice graphicsDevice)
{
GraphicsDevice = graphicsDevice;
}
public Fence Obtain()
{
if (Fences.TryDequeue(out var fence))
{
return fence;
}
else
{
return new Fence(GraphicsDevice);
}
}
public void Return(Fence fence)
{
Fences.Enqueue(fence);
}
}
}

View File

@ -1,121 +1,44 @@
using System;
using System.IO;
using System.Runtime.InteropServices;
using WellspringCS;
namespace MoonWorks.Graphics.Font
{
public unsafe class Font : GraphicsResource
{
public Texture Texture { get; }
public float PixelsPerEm { get; }
public float DistanceRange { get; }
public class Font : IDisposable
{
public IntPtr Handle { get; }
internal IntPtr Handle { get; }
private bool IsDisposed;
private byte* StringBytes;
private int StringBytesLength;
/// <summary>
/// Loads a TTF or OTF font from a path for use in MSDF rendering.
/// Note that there must be an msdf-atlas-gen JSON and image file alongside.
/// </summary>
/// <returns></returns>
public unsafe static Font Load(
GraphicsDevice graphicsDevice,
CommandBuffer commandBuffer,
string fontPath
) {
var fontFileStream = new FileStream(fontPath, FileMode.Open, FileAccess.Read);
var fontFileByteBuffer = NativeMemory.Alloc((nuint) fontFileStream.Length);
var fontFileByteSpan = new Span<byte>(fontFileByteBuffer, (int) fontFileStream.Length);
fontFileStream.ReadExactly(fontFileByteSpan);
fontFileStream.Close();
var atlasFileStream = new FileStream(Path.ChangeExtension(fontPath, ".json"), FileMode.Open, FileAccess.Read);
var atlasFileByteBuffer = NativeMemory.Alloc((nuint) atlasFileStream.Length);
var atlasFileByteSpan = new Span<byte>(atlasFileByteBuffer, (int) atlasFileStream.Length);
atlasFileStream.ReadExactly(atlasFileByteSpan);
atlasFileStream.Close();
var handle = Wellspring.Wellspring_CreateFont(
(IntPtr) fontFileByteBuffer,
(uint) fontFileByteSpan.Length,
(IntPtr) atlasFileByteBuffer,
(uint) atlasFileByteSpan.Length,
out float pixelsPerEm,
out float distanceRange
);
var texture = Texture.FromImageFile(graphicsDevice, commandBuffer, Path.ChangeExtension(fontPath, ".png"));
NativeMemory.Free(fontFileByteBuffer);
NativeMemory.Free(atlasFileByteBuffer);
return new Font(graphicsDevice, handle, texture, pixelsPerEm, distanceRange);
}
private Font(GraphicsDevice device, IntPtr handle, Texture texture, float pixelsPerEm, float distanceRange) : base(device)
{
Handle = handle;
Texture = texture;
PixelsPerEm = pixelsPerEm;
DistanceRange = distanceRange;
StringBytesLength = 32;
StringBytes = (byte*) NativeMemory.Alloc((nuint) StringBytesLength);
}
public unsafe bool TextBounds(
string text,
int pixelSize,
HorizontalAlignment horizontalAlignment,
VerticalAlignment verticalAlignment,
out Wellspring.Rectangle rectangle
) {
var byteCount = System.Text.Encoding.UTF8.GetByteCount(text);
if (StringBytesLength < byteCount)
public unsafe Font(string path)
{
var bytes = File.ReadAllBytes(path);
fixed (byte* pByte = &bytes[0])
{
StringBytes = (byte*) NativeMemory.Realloc(StringBytes, (nuint) byteCount);
Handle = Wellspring.Wellspring_CreateFont((IntPtr) pByte, (uint) bytes.Length);
}
}
fixed (char* chars = text)
{
System.Text.Encoding.UTF8.GetBytes(chars, text.Length, StringBytes, byteCount);
var result = Wellspring.Wellspring_TextBounds(
Handle,
pixelSize,
(Wellspring.HorizontalAlignment) horizontalAlignment,
(Wellspring.VerticalAlignment) verticalAlignment,
(IntPtr) StringBytes,
(uint) byteCount,
out rectangle
);
if (result == 0)
{
Logger.LogWarn("Could not decode string: " + text);
return false;
}
}
return true;
}
protected override void Dispose(bool disposing)
protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
{
Texture.Dispose();
}
Wellspring.Wellspring_DestroyFont(Handle);
IsDisposed = true;
}
base.Dispose(disposing);
}
~Font()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: false);
}
public void Dispose()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}
}

109
src/Graphics/Font/Packer.cs Normal file
View File

@ -0,0 +1,109 @@
using System;
using System.IO;
using System.Runtime.InteropServices;
using WellspringCS;
namespace MoonWorks.Graphics.Font
{
public class Packer : IDisposable
{
public IntPtr Handle { get; }
public Texture Texture { get; }
public Font Font { get; }
private byte[] StringBytes;
private bool IsDisposed;
public unsafe Packer(GraphicsDevice graphicsDevice, Font font, float fontSize, uint textureWidth, uint textureHeight, uint padding = 1)
{
Font = font;
Handle = Wellspring.Wellspring_CreatePacker(Font.Handle, fontSize, textureWidth, textureHeight, 0, padding);
Texture = Texture.CreateTexture2D(graphicsDevice, textureWidth, textureHeight, TextureFormat.R8, TextureUsageFlags.Sampler);
StringBytes = new byte[128];
}
public unsafe bool PackFontRanges(params FontRange[] fontRanges)
{
fixed (FontRange *pFontRanges = &fontRanges[0])
{
var nativeSize = fontRanges.Length * sizeof(Wellspring.FontRange);
void* fontRangeMemory = NativeMemory.Alloc((nuint) fontRanges.Length, (nuint) sizeof(Wellspring.FontRange));
System.Buffer.MemoryCopy(pFontRanges, fontRangeMemory, nativeSize, nativeSize);
var result = Wellspring.Wellspring_PackFontRanges(Handle, (IntPtr) fontRangeMemory, (uint) fontRanges.Length);
NativeMemory.Free(fontRangeMemory);
return result > 0;
}
}
public unsafe void SetTextureData(CommandBuffer commandBuffer)
{
var pixelDataPointer = Wellspring.Wellspring_GetPixelDataPointer(Handle);
commandBuffer.SetTextureData(Texture, pixelDataPointer, Texture.Width * Texture.Height);
}
public unsafe void TextBounds(
string text,
float x,
float y,
HorizontalAlignment horizontalAlignment,
VerticalAlignment verticalAlignment,
out Wellspring.Rectangle rectangle
) {
var byteCount = System.Text.Encoding.UTF8.GetByteCount(text);
if (StringBytes.Length < byteCount)
{
System.Array.Resize(ref StringBytes, byteCount);
}
fixed (char* chars = text)
fixed (byte* bytes = StringBytes)
{
System.Text.Encoding.UTF8.GetBytes(chars, text.Length, bytes, byteCount);
Wellspring.Wellspring_TextBounds(
Handle,
x,
y,
(Wellspring.HorizontalAlignment) horizontalAlignment,
(Wellspring.VerticalAlignment) verticalAlignment,
(IntPtr) bytes,
(uint) byteCount,
out rectangle
);
}
}
protected virtual void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
{
Texture.Dispose();
}
Wellspring.Wellspring_DestroyPacker(Handle);
IsDisposed = true;
}
}
~Packer()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: false);
}
public void Dispose()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}
}

View File

@ -4,17 +4,19 @@ using MoonWorks.Math.Float;
namespace MoonWorks.Graphics.Font
{
[StructLayout(LayoutKind.Sequential)]
public struct Vertex : IVertexType
public struct FontRange
{
public uint FirstCodepoint;
public uint NumChars;
public byte OversampleH;
public byte OversampleV;
}
[StructLayout(LayoutKind.Sequential)]
public struct Vertex
{
public Vector3 Position;
public Vector2 TexCoord;
public Color Color;
public static VertexElementFormat[] Formats { get; } = new VertexElementFormat[]
{
VertexElementFormat.Vector3,
VertexElementFormat.Vector2,
VertexElementFormat.Color
};
}
}

View File

@ -1,87 +1,75 @@
using System;
using System.Runtime.InteropServices;
using WellspringCS;
namespace MoonWorks.Graphics.Font
{
public unsafe class TextBatch : GraphicsResource
public class TextBatch
{
public const int INITIAL_CHAR_COUNT = 64;
public const int INITIAL_VERTEX_COUNT = INITIAL_CHAR_COUNT * 4;
public const int INITIAL_INDEX_COUNT = INITIAL_CHAR_COUNT * 6;
private GraphicsDevice GraphicsDevice { get; }
public IntPtr Handle { get; }
public Buffer VertexBuffer { get; protected set; } = null;
public Buffer IndexBuffer { get; protected set; } = null;
public Texture Texture { get; protected set; }
public uint PrimitiveCount { get; protected set; }
public Font CurrentFont { get; private set; }
private byte[] StringBytes;
private byte* StringBytes;
private int StringBytesLength;
public TextBatch(GraphicsDevice device) : base(device)
public TextBatch(GraphicsDevice graphicsDevice)
{
GraphicsDevice = device;
GraphicsDevice = graphicsDevice;
Handle = Wellspring.Wellspring_CreateTextBatch();
StringBytesLength = 128;
StringBytes = (byte*) NativeMemory.Alloc((nuint) StringBytesLength);
VertexBuffer = Buffer.Create<Vertex>(GraphicsDevice, BufferUsageFlags.Vertex, INITIAL_VERTEX_COUNT);
IndexBuffer = Buffer.Create<uint>(GraphicsDevice, BufferUsageFlags.Index, INITIAL_INDEX_COUNT);
StringBytes = new byte[128];
}
// Call this to initialize or reset the batch.
public void Start(Font font)
public void Start(Packer packer)
{
Wellspring.Wellspring_StartTextBatch(Handle, font.Handle);
CurrentFont = font;
Wellspring.Wellspring_StartTextBatch(Handle, packer.Handle);
Texture = packer.Texture;
PrimitiveCount = 0;
}
// Add text with size and color to the batch
public unsafe bool Add(
public unsafe void Draw(
string text,
int pixelSize,
float x,
float y,
float depth,
Color color,
HorizontalAlignment horizontalAlignment = HorizontalAlignment.Left,
VerticalAlignment verticalAlignment = VerticalAlignment.Baseline
) {
var byteCount = System.Text.Encoding.UTF8.GetByteCount(text);
if (StringBytesLength < byteCount)
if (StringBytes.Length < byteCount)
{
StringBytes = (byte*) NativeMemory.Realloc(StringBytes, (nuint) byteCount);
System.Array.Resize(ref StringBytes, byteCount);
}
fixed (char* chars = text)
fixed (byte* bytes = StringBytes)
{
System.Text.Encoding.UTF8.GetBytes(chars, text.Length, StringBytes, byteCount);
System.Text.Encoding.UTF8.GetBytes(chars, text.Length, bytes, byteCount);
var result = Wellspring.Wellspring_AddToTextBatch(
var result = Wellspring.Wellspring_Draw(
Handle,
pixelSize,
x,
y,
depth,
new Wellspring.Color { R = color.R, G = color.G, B = color.B, A = color.A },
(Wellspring.HorizontalAlignment) horizontalAlignment,
(Wellspring.VerticalAlignment) verticalAlignment,
(IntPtr) StringBytes,
(IntPtr) bytes,
(uint) byteCount
);
if (result == 0)
{
Logger.LogWarn("Could not decode string: " + text);
return false;
throw new System.ArgumentException("Could not decode string!");
}
}
return true;
}
// Call this after you have made all the Add calls you want, but before beginning a render pass.
// Call this after you have made all the Draw calls you want.
public unsafe void UploadBufferData(CommandBuffer commandBuffer)
{
Wellspring.Wellspring_GetBufferData(
@ -93,59 +81,30 @@ namespace MoonWorks.Graphics.Font
out uint indexDataLengthInBytes
);
if (VertexBuffer.Size < vertexDataLengthInBytes)
if (VertexBuffer == null)
{
VertexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Vertex, vertexDataLengthInBytes);
}
else if (VertexBuffer.Size < vertexDataLengthInBytes)
{
VertexBuffer.Dispose();
VertexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Vertex, vertexDataLengthInBytes);
}
if (IndexBuffer.Size < indexDataLengthInBytes)
if (IndexBuffer == null)
{
IndexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Index, indexDataLengthInBytes);
}
else if (IndexBuffer.Size < indexDataLengthInBytes)
{
IndexBuffer.Dispose();
IndexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Index, vertexDataLengthInBytes);
IndexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Index, indexDataLengthInBytes);
}
if (vertexDataLengthInBytes > 0 && indexDataLengthInBytes > 0)
{
commandBuffer.SetBufferData(VertexBuffer, vertexDataPointer, 0, vertexDataLengthInBytes);
commandBuffer.SetBufferData(IndexBuffer, indexDataPointer, 0, indexDataLengthInBytes);
}
commandBuffer.SetBufferData(VertexBuffer, vertexDataPointer, 0, vertexDataLengthInBytes);
commandBuffer.SetBufferData(IndexBuffer, indexDataPointer, 0, indexDataLengthInBytes);
PrimitiveCount = vertexCount / 2;
}
// Call this AFTER binding your text pipeline!
public void Render(CommandBuffer commandBuffer, Math.Float.Matrix4x4 transformMatrix)
{
commandBuffer.BindFragmentSamplers(new TextureSamplerBinding(
CurrentFont.Texture,
GraphicsDevice.LinearSampler
));
commandBuffer.BindVertexBuffers(VertexBuffer);
commandBuffer.BindIndexBuffer(IndexBuffer, IndexElementSize.ThirtyTwo);
commandBuffer.DrawIndexedPrimitives(
0,
0,
PrimitiveCount,
commandBuffer.PushVertexShaderUniforms(transformMatrix),
commandBuffer.PushFragmentShaderUniforms(CurrentFont.DistanceRange)
);
}
protected override void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
{
VertexBuffer.Dispose();
IndexBuffer.Dispose();
}
NativeMemory.Free(StringBytes);
Wellspring.Wellspring_DestroyTextBatch(Handle);
}
base.Dispose(disposing);
PrimitiveCount = vertexCount / 2; // FIXME: is this jank?
}
}
}

View File

@ -1,423 +1,93 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using MoonWorks.Video;
using RefreshCS;
using WellspringCS;
namespace MoonWorks.Graphics
{
/// <summary>
/// GraphicsDevice manages all graphics-related concerns.
/// </summary>
public class GraphicsDevice : IDisposable
{
public IntPtr Handle { get; }
public Backend Backend { get; }
private uint windowFlags;
public SDL2.SDL.SDL_WindowFlags WindowFlags => (SDL2.SDL.SDL_WindowFlags) windowFlags;
// Built-in video pipeline
private ShaderModule VideoVertexShader { get; }
private ShaderModule VideoFragmentShader { get; }
internal GraphicsPipeline VideoPipeline { get; }
// Built-in text shader info
public GraphicsShaderInfo TextVertexShaderInfo { get; }
public GraphicsShaderInfo TextFragmentShaderInfo { get; }
public VertexInputState TextVertexInputState { get; }
// Built-in samplers
public Sampler PointSampler { get; }
public Sampler LinearSampler { get; }
public bool IsDisposed { get; private set; }
private readonly HashSet<GCHandle> resources = new HashSet<GCHandle>();
private FencePool FencePool;
private CommandBufferPool CommandBufferPool;
private readonly List<WeakReference<GraphicsResource>> resources = new List<WeakReference<GraphicsResource>>();
internal GraphicsDevice(
Backend preferredBackend,
public GraphicsDevice(
IntPtr deviceWindowHandle,
Refresh.PresentMode presentMode,
bool debugMode
) {
Backend = (Backend) Refresh.Refresh_SelectBackend((Refresh.Backend) preferredBackend, out windowFlags);
if (Backend == Backend.Invalid)
)
{
var presentationParameters = new Refresh.PresentationParameters
{
throw new System.Exception("Could not set graphics backend!");
}
deviceWindowHandle = deviceWindowHandle,
presentMode = presentMode
};
Handle = Refresh.Refresh_CreateDevice(
presentationParameters,
Conversions.BoolToByte(debugMode)
);
// TODO: check for CreateDevice fail
// Check for replacement stock shaders
string basePath = System.AppContext.BaseDirectory;
string videoVertPath = Path.Combine(basePath, "video_fullscreen.vert.refresh");
string videoFragPath = Path.Combine(basePath, "video_yuv2rgba.frag.refresh");
string textVertPath = Path.Combine(basePath, "text_transform.vert.refresh");
string textFragPath = Path.Combine(basePath, "text_msdf.frag.refresh");
ShaderModule videoVertShader;
ShaderModule videoFragShader;
ShaderModule textVertShader;
ShaderModule textFragShader;
if (File.Exists(videoVertPath) && File.Exists(videoFragPath))
{
videoVertShader = new ShaderModule(this, videoVertPath);
videoFragShader = new ShaderModule(this, videoFragPath);
}
else
{
// use defaults
var assembly = typeof(GraphicsDevice).Assembly;
using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.VideoFullscreen.vert.refresh");
using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.VideoYUV2RGBA.frag.refresh");
videoVertShader = new ShaderModule(this, vertStream);
videoFragShader = new ShaderModule(this, fragStream);
}
if (File.Exists(textVertPath) && File.Exists(textFragPath))
{
textVertShader = new ShaderModule(this, textVertPath);
textFragShader = new ShaderModule(this, textFragPath);
}
else
{
// use defaults
var assembly = typeof(GraphicsDevice).Assembly;
using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextTransform.vert.refresh");
using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextMSDF.frag.refresh");
textVertShader = new ShaderModule(this, vertStream);
textFragShader = new ShaderModule(this, fragStream);
}
VideoVertexShader = new ShaderModule(this, GetEmbeddedResource("MoonWorks.Shaders.FullscreenVert.spv"));
VideoFragmentShader = new ShaderModule(this, GetEmbeddedResource("MoonWorks.Shaders.YUV2RGBAFrag.spv"));
VideoPipeline = new GraphicsPipeline(
this,
new GraphicsPipelineCreateInfo
{
AttachmentInfo = new GraphicsPipelineAttachmentInfo(
new ColorAttachmentDescription(
TextureFormat.R8G8B8A8,
ColorAttachmentBlendState.None
)
new ColorAttachmentDescription(TextureFormat.R8G8B8A8, ColorAttachmentBlendState.None)
),
DepthStencilState = DepthStencilState.Disable,
VertexShaderInfo = GraphicsShaderInfo.Create(
videoVertShader,
"main",
0
),
FragmentShaderInfo = GraphicsShaderInfo.Create(
videoFragShader,
"main",
3
),
VertexShaderInfo = GraphicsShaderInfo.Create(VideoVertexShader, "main", 0),
FragmentShaderInfo = GraphicsShaderInfo.Create(VideoFragmentShader, "main", 3),
VertexInputState = VertexInputState.Empty,
RasterizerState = RasterizerState.CCW_CullNone,
PrimitiveType = PrimitiveType.TriangleList,
MultisampleState = MultisampleState.None
}
);
TextVertexShaderInfo = GraphicsShaderInfo.Create<Math.Float.Matrix4x4>(textVertShader, "main", 0);
TextFragmentShaderInfo = GraphicsShaderInfo.Create<float>(textFragShader, "main", 1);
TextVertexInputState = VertexInputState.CreateSingleBinding<Font.Vertex>();
PointSampler = new Sampler(this, SamplerCreateInfo.PointClamp);
LinearSampler = new Sampler(this, SamplerCreateInfo.LinearClamp);
FencePool = new FencePool(this);
CommandBufferPool = new CommandBufferPool(this);
}
/// <summary>
/// Prepares a window so that frames can be presented to it.
/// </summary>