Compare commits
1 Commits
| Author | SHA1 | Date |
|---|---|---|
|
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a62d8a5383 |
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@ -10,6 +10,6 @@
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|||
[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"]
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||||
path = lib/Theorafile
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||||
url = https://github.com/FNA-XNA/Theorafile.git
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||||
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|||
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@ -1,9 +1,9 @@
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|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<Platforms>x64</Platforms>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
<LangVersion>11</LangVersion>
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||||
</PropertyGroup>
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||||
|
||||
<PropertyGroup>
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||||
|
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@ -14,29 +14,22 @@
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<Compile Include="lib\FAudio\csharp\FAudio.cs" />
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<Compile Include="lib\RefreshCS\src\Refresh.cs" />
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<Compile Include="lib\SDL2-CS\src\SDL2.cs" />
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<Compile Include="lib\Theorafile\csharp\Theorafile.cs" />
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<Compile Include="lib\WellspringCS\WellspringCS.cs" />
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<Compile Include="lib\dav1dfile\csharp\dav1dfile.cs" />
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||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Include="MoonWorks.dll.config">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<CopyToPublishDirectory>Never</CopyToPublishDirectory>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
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||||
<EmbeddedResource Include="src\Graphics\StockShaders\Binary\video_fullscreen.vert.refresh">
|
||||
<LogicalName>MoonWorks.Graphics.StockShaders.VideoFullscreen.vert.refresh</LogicalName>
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||||
<EmbeddedResource Include="src\Video\Shaders\Compiled\FullscreenVert.spv">
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||||
<LogicalName>MoonWorks.Shaders.FullscreenVert.spv</LogicalName>
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||||
</EmbeddedResource>
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||||
<EmbeddedResource Include="src\Graphics\StockShaders\Binary\video_yuv2rgba.frag.refresh">
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||||
<LogicalName>MoonWorks.Graphics.StockShaders.VideoYUV2RGBA.frag.refresh</LogicalName>
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||||
</EmbeddedResource>
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||||
<EmbeddedResource Include="src\Graphics\StockShaders\Binary\text_transform.vert.refresh">
|
||||
<LogicalName>MoonWorks.Graphics.StockShaders.TextTransform.vert.refresh</LogicalName>
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||||
</EmbeddedResource>
|
||||
<EmbeddedResource Include="src\Graphics\StockShaders\Binary\text_msdf.frag.refresh">
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||||
<LogicalName>MoonWorks.Graphics.StockShaders.TextMSDF.frag.refresh</LogicalName>
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||||
<EmbeddedResource Include="src\Video\Shaders\Compiled\YUV2RGBAFrag.spv">
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||||
<LogicalName>MoonWorks.Shaders.YUV2RGBAFrag.spv</LogicalName>
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||||
</EmbeddedResource>
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||||
</ItemGroup>
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||||
</Project>
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|
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@ -5,18 +5,18 @@
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<dllmap dll="SDL2" os="linux,freebsd,netbsd" target="libSDL2-2.0.so.0"/>
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||||
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||||
<dllmap dll="Refresh" os="windows" target="Refresh.dll"/>
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||||
<dllmap dll="Refresh" os="osx" target="libRefresh.1.dylib"/>
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||||
<dllmap dll="Refresh" os="linux,freebsd,netbsd" target="libRefresh.so.1"/>
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||||
<dllmap dll="Refresh" os="osx" target="libRefresh.0.dylib"/>
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||||
<dllmap dll="Refresh" os="linux,freebsd,netbsd" target="libRefresh.so.0"/>
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||||
<dllmap dll="FAudio" os="windows" target="FAudio.dll"/>
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||||
<dllmap dll="FAudio" os="osx" target="libFAudio.0.dylib"/>
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||||
<dllmap dll="FAudio" os="linux,freebsd,netbsd" target="libFAudio.so.0"/>
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||||
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||||
<dllmap dll="Wellspring" os="windows" target="Wellspring.dll"/>
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||||
<dllmap dll="Wellspring" os="osx" target="libWellspring.1.dylib"/>
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||||
<dllmap dll="Wellspring" os="linux,freebsd,netbsd" target="libWellspring.so.1"/>
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||||
<dllmap dll="Wellspring" os="osx" target="libWellspring.0.dylib"/>
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||||
<dllmap dll="Wellspring" os="linux,freebsd,netbsd" target="libWellspring.so.0"/>
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||||
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||||
<dllmap dll="dav1dfile" os="windows" target="dav1dfile.dll"/>
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||||
<dllmap dll="dav1dfile" os="osx" target="libdav1dfile.1.dylib"/>
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||||
<dllmap dll="dav1dfile" os="linux,freebsd,netbsd,openbsd" target="libdav1dfile.so.1"/>
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||||
<dllmap dll="Theorafile" os="windows" target="libtheorafile.dll"/>
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||||
<dllmap dll="Theorafile" os="osx" target="libtheorafile.dylib"/>
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||||
<dllmap dll="Theorafile" os="linux,freebsd,netbsd" target="libtheorafile.so"/>
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||||
</configuration>
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||||
|
|
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12
README.md
12
README.md
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|
@ -12,13 +12,9 @@ MoonWorks uses strictly Free Open Source Software. It will never have any kind o
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|||
|
||||
## Documentation
|
||||
|
||||
API Reference: https://moonside.games/docs/moonworksapi/
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||||
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
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|||
* [Refresh](https://gitea.moonside.games/MoonsideGames/Refresh) - Graphics
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||||
* [FAudio](https://github.com/FNA-XNA/FAudio) - Audio
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||||
* [Wellspring](https://gitea.moonside.games/MoonsideGames/Wellspring) - Font Rendering
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||||
* [dav1dfile](https://github.com/MoonsideGames/dav1dfile) - Compressed Video
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||||
* [Theorafile](https://github.com/FNA-XNA/Theorafile) - Compressed Video
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||||
|
||||
Prebuilt dependencies can be obtained here: https://moonside.games/files/moonlibs.tar.bz2
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||||
Prebuilt dependencies can be obtained here: http://moonside.games/files/moonlibs.tar.bz2
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||||
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||||
## License
|
||||
|
||||
|
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@ -1 +1 @@
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Subproject commit 60480416bda930bf7544e6abe31b937f0daa0256
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Subproject commit 0b6d5dabbf428633482fe3a956fbdb53228fcf35
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@ -1 +1 @@
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Subproject commit b5325e6d0329eeb35b074091a569a5f679852d28
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Subproject commit 98c590ae77c3b6a64a370bac439f20728959a8b6
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|
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@ -1 +1 @@
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|||
Subproject commit e4afbb848586fca530b6538320f799f81a18b941
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Subproject commit b35aaa494e44d08242788ff0ba2cb7a508f4d8f0
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|
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@ -0,0 +1 @@
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|||
Subproject commit dd8c7fa69e678b6182cdaa71458ad08dd31c65da
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|
|
@ -1 +1 @@
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|||
Subproject commit 074f2afc833b221906bb2468735041ce78f2cb89
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||||
Subproject commit f8872bae59e394b0f8a35224bb39ab8fd041af97
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||||
|
|
@ -1 +0,0 @@
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|||
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;
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||||
BufferDataPtr = bufferPtr;
|
||||
BufferDataLength = bufferLengthInBytes;
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||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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() { }
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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() { }
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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()
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,10 +0,0 @@
|
|||
namespace MoonWorks.Audio
|
||||
{
|
||||
public enum FilterType
|
||||
{
|
||||
None,
|
||||
LowPass,
|
||||
BandPass,
|
||||
HighPass
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,7 +0,0 @@
|
|||
namespace MoonWorks.Audio
|
||||
{
|
||||
public interface IPoolable<T>
|
||||
{
|
||||
static abstract T Create(AudioDevice device, Format format);
|
||||
}
|
||||
}
|
||||
|
|
@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,64 +0,0 @@
|
|||
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());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,218 +0,0 @@
|
|||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,294 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,111 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,165 @@
|
|||
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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,90 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,25 @@
|
|||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,181 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,57 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,333 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,73 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,83 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,61 @@
|
|||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,130 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,136 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,252 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,174 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,57 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,331 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,67 @@
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
using System;
|
||||
|
||||
namespace MoonWorks
|
||||
{
|
||||
public class AudioLoadException : Exception
|
||||
{
|
||||
public AudioLoadException(string message) : base(message)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
namespace MoonWorks
|
||||
{
|
||||
public enum FramerateMode
|
||||
{
|
||||
Uncapped,
|
||||
Capped
|
||||
}
|
||||
|
||||
public struct FramerateSettings
|
||||
{
|
||||
public FramerateMode Mode;
|
||||
public int Cap;
|
||||
}
|
||||
}
|
||||
159
src/Game.cs
159
src/Game.cs
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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?
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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>
|
||||