This is a bit more convenient than having to remember to do "remote export" from the editor all the time.
211 lines
4.8 KiB
C++
211 lines
4.8 KiB
C++
/* Copyright (C) 2007-2008 Erik Faye-Lund and Egbert Teeselink
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* For conditions of distribution and use, see copyright notice in COPYING
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*/
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <d3d9.h>
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#include <d3dx9.h>
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#include <memory>
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#include <exception>
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#include <cstdio>
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#include <string>
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#include <stdarg.h>
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#include "../sync/sync.h"
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#include "bass.h"
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const float bpm = 150.0f; /* beats per minute */
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const int rpb = 8; /* rows per beat */
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const double row_rate = (double(bpm) / 60) * rpb;
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double bass_get_row(HSTREAM h)
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{
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QWORD pos = BASS_ChannelGetPosition(h, BASS_POS_BYTE);
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double time = BASS_ChannelBytes2Seconds(h, pos);
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return time * row_rate;
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}
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#ifndef SYNC_PLAYER
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void bass_pause(void *d, int flag)
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{
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if (flag)
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BASS_ChannelPause((HSTREAM)d);
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else
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BASS_ChannelPlay((HSTREAM)d, false);
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}
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void bass_set_row(void *d, int row)
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{
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QWORD pos = BASS_ChannelSeconds2Bytes((HSTREAM)d, row / row_rate);
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BASS_ChannelSetPosition((HSTREAM)d, pos, BASS_POS_BYTE);
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}
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int bass_is_playing(void *d)
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{
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return BASS_ChannelIsActive((HSTREAM)d) == BASS_ACTIVE_PLAYING;
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}
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struct sync_cb bass_cb = {
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bass_pause,
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bass_set_row,
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bass_is_playing
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};
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#endif /* !defined(SYNC_PLAYER) */
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void die(const char *fmt, ...)
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{
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char temp[4096];
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va_list va;
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va_start(va, fmt);
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vsnprintf(temp, sizeof(temp), fmt, va);
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va_end(va);
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#ifdef _CONSOLE
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fprintf(stderr, "*** error: %s\n", temp);
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#else
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MessageBox(NULL, temp, NULL, MB_OK | MB_ICONERROR);
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#endif
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exit(EXIT_FAILURE);
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}
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const unsigned int width = 800;
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const unsigned int height = 600;
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int main(int argc, char *argv[])
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{
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IDirect3D9 *d3d;
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IDirect3DDevice9 *dev;
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HWND hwnd;
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HSTREAM stream;
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static D3DPRESENT_PARAMETERS present_parameters = {
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width, height, D3DFMT_X8R8G8B8, 3,
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D3DMULTISAMPLE_NONE, 0, D3DSWAPEFFECT_DISCARD,
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0, TRUE, 1, D3DFMT_D24S8, 0, 0
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};
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const struct sync_track *clear_r, *clear_g, *clear_b;
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const struct sync_track *cam_rot, *cam_dist;
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/* initialize directx */
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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if (!d3d)
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die("update directx, fool.");
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/* create a window */
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hwnd = CreateWindowEx(0, "static", "GNU Rocket Example",
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WS_POPUP | WS_VISIBLE, 0, 0, width, height, 0, 0,
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GetModuleHandle(0), 0);
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if (!hwnd)
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die("failed to create window");
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/* create the device */
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if (FAILED(d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
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hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters,
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&dev)))
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die("could not create device. you computer SUCKS!");
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/* init BASS */
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if (!BASS_Init(-1, 44100, 0, hwnd, 0))
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die("failed to init bass");
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stream = BASS_StreamCreateFile(false, "tune.ogg", 0, 0, 0);
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if (!stream)
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die("failed to open tune");
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sync_device *rocket = sync_create_device("sync");
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if (!rocket)
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die("out of memory?");
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#ifndef SYNC_PLAYER
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sync_set_callbacks(rocket, &bass_cb, (void *)stream);
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if (sync_connect(rocket, "localhost", SYNC_DEFAULT_PORT))
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die("failed to connect to host");
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#endif
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/* get tracks */
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clear_r = sync_get_track(rocket, "clear.r");
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clear_g = sync_get_track(rocket, "clear.g");
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clear_b = sync_get_track(rocket, "clear.b");
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cam_rot = sync_get_track(rocket, "cam.rot"),
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cam_dist = sync_get_track(rocket, "cam.dist");
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LPD3DXMESH cubeMesh = NULL;
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if (FAILED(D3DXCreateBox(dev, 1.0f, 1.0f, 1.0f,
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&cubeMesh, NULL)))
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return -1;
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/* let's roll! */
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BASS_Start();
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BASS_ChannelPlay(stream, false);
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bool done = false;
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while (!done) {
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double row = bass_get_row(stream);
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#ifndef SYNC_PLAYER
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if (sync_update(rocket, (int)floor(row)))
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sync_connect(rocket, "localhost", SYNC_DEFAULT_PORT);
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#endif
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/* draw */
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D3DXCOLOR clearColor(
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sync_get_val(clear_r, row),
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sync_get_val(clear_g, row),
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sync_get_val(clear_b, row),
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0.0
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);
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dev->BeginScene();
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dev->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, clearColor, 1.0f, 0);
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float rot = sync_get_val(cam_rot, row);
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float dist = sync_get_val(cam_dist, row);
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D3DXVECTOR3 eye(sin(rot) * dist, 0, cos(rot) * dist);
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D3DXVECTOR3 at(0, 0, 0);
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D3DXVECTOR3 up(0, 1, 0);
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D3DXMATRIX view;
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D3DXVECTOR3 dir = eye + at;
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D3DXMatrixLookAtLH(&view, &dir, &at, &up);
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dev->SetTransform(D3DTS_VIEW, &view);
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D3DXMATRIX proj;
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D3DXMatrixPerspectiveFovLH(&proj, D3DXToRadian(60), 4.0f / 3, 0.1f, 1000.f);
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dev->SetTransform(D3DTS_PROJECTION, &proj);
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cubeMesh->DrawSubset(0);
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dev->EndScene();
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dev->Present(0, 0, 0, 0);
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BASS_Update(0); /* decrease the chance of missing vsync */
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MSG msg;
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while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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if (WM_QUIT == msg.message ||
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(WM_KEYDOWN == msg.message &&
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VK_ESCAPE == LOWORD(msg.wParam)))
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done = true;
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}
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}
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#ifndef SYNC_PLAYER
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sync_save_tracks(rocket);
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#endif
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sync_destroy_device(rocket);
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BASS_StreamFree(stream);
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BASS_Free();
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dev->Release();
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d3d->Release();
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DestroyWindow(hwnd);
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return 0;
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}
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