summaryrefslogtreecommitdiff
path: root/src/main.cc
blob: f63c803d612895450402009b135000dab4efc445 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
// This file is part of the 64k demo project.
// It serves as the application entry point.
// Orchestrates platform initialization, main loop, and subsystem coordination.

#include "audio/audio.h"
#include "audio/gen.h"
#include "audio/synth.h"
#include "generated/assets.h" // Include generated asset header
#include "gpu/gpu.h"
#include "platform.h"
#include "util/math.h"
#include <GLFW/glfw3.h>
#include <math.h>
#include <stdio.h>
#include <string.h>
#include <vector>

#define DEMO_BPM 128.0f
#define SECONDS_PER_BEAT (60.0f / DEMO_BPM)
#define SPEC_FRAMES 16

struct SpecHeader {
  char magic[4];
  int32_t version;
  int32_t dct_size;
  int32_t num_frames;
};

int register_spec_asset(AssetId id) {
  size_t size;
  const uint8_t *data = GetAsset(id, &size);
  if (!data || size < sizeof(SpecHeader)) return -1;

  const SpecHeader *header = (const SpecHeader *)data;
  const float *spectral_data = (const float *)(data + sizeof(SpecHeader));

  Spectrogram spec;
  spec.spectral_data_a = spectral_data;
  spec.spectral_data_b = spectral_data; // No double-buffer for static assets
  spec.num_frames = header->num_frames;

  return synth_register_spectrogram(&spec);
}

static float *g_spec_buffer_a[SPEC_FRAMES * DCT_SIZE] = {0};
static float *g_spec_buffer_b[SPEC_FRAMES * DCT_SIZE] = {0};

// Global storage for the melody to ensure it persists
std::vector<float> g_melody_data;

int generate_melody() {
  g_melody_data.clear();
  int melody_frames = 0;

  // Simple C Minor pentatonic-ish sequence
  float notes[] = {261.63f, 311.13f, 349.23f, 392.00f, 466.16f, 523.25f};
  int num_notes = 6;

  // 128 beats at 128 BPM = 60 seconds
  // Generate a random sequence
  srand(12345); // Fixed seed for reproducibility

  for (int i = 0; i < 128; ++i) {
    if (i % 4 == 0) continue; // Rest on beat 1 of every bar

    NoteParams params = {};
    params.base_freq = notes[rand() % num_notes];
    if (rand() % 4 == 0) params.base_freq *= 2.0f; // Occasional octave up

    params.duration_sec = (rand() % 2 == 0) ? 0.2f : 0.4f;
    params.amplitude = 0.4f;
    params.attack_sec = 0.05f;
    params.decay_sec = 0.1f;
    params.vibrato_rate = 6.0f;
    params.vibrato_depth = 1.5f;
    params.num_harmonics = 4;
    params.harmonic_decay = 0.6f;
    params.pitch_randomness = 0.5f;
    params.amp_randomness = 0.05f;

    int note_frames = 0;
    std::vector<float> note_data =
        generate_note_spectrogram(params, &note_frames);

    // Apply some post-processing for texture
    apply_spectral_noise(note_data, note_frames, 0.2f); // Add grit
    if (i % 2 == 0) {
      apply_spectral_comb(note_data, note_frames, 10.0f,
                          0.8f); // Phaser-like effect
    }

    // Calculate offset in frames
    // i is the beat index (quarter notes)
    // 1 beat = 60 / 128 seconds = 0.46875 sec
    float beat_time = i * SECONDS_PER_BEAT;
    int frame_offset = (int)(beat_time * 32000.0f / DCT_SIZE);

    paste_spectrogram(g_melody_data, &melody_frames, note_data, note_frames,
                      frame_offset);
  }

  Spectrogram spec;
  spec.spectral_data_a = g_melody_data.data();
  spec.spectral_data_b = g_melody_data.data();
  spec.num_frames = melody_frames;

  return synth_register_spectrogram(&spec);
}

float *generate_tone(float *buffer, float freq) {
  if (buffer == nullptr) {
    buffer = (float *)calloc(SPEC_FRAMES * DCT_SIZE, sizeof(float));
  } else {
    memset(buffer, 0, SPEC_FRAMES * DCT_SIZE * sizeof(float));
  }
  for (int frame = 0; frame < SPEC_FRAMES; ++frame) {
    float *spec_frame = buffer + frame * DCT_SIZE;
    float amplitude = 1000. * powf(1.0f - (float)frame / SPEC_FRAMES, 2.0f);

    int bin = (int)(freq / (32000.0f / 2.0f) * DCT_SIZE);
    if (bin > 0 && bin < DCT_SIZE) { spec_frame[bin] = amplitude; }
  }
  return buffer;
}

int main(int argc, char **argv) {
  bool fullscreen_enabled = false;
  double seek_time = 0.0;

#ifndef STRIP_ALL
  for (int i = 1; i < argc; ++i) {
    if (strcmp(argv[i], "--fullscreen") == 0) {
      fullscreen_enabled = true;
    } else if (strcmp(argv[i], "--seek") == 0 && i + 1 < argc) {
      seek_time = atof(argv[i + 1]);
      i++;
    }
  }
#else
  (void)argc;
  (void)argv;
  fullscreen_enabled = true;
#endif /* STRIP_ALL */

  platform_init_window(fullscreen_enabled);
  int width, height;
  glfwGetFramebufferSize(platform_get_window(), &width, &height);
  gpu_init(platform_get_window(), width, height);
  audio_init();

  // Register drum assets
  int kick_id = register_spec_asset(AssetId::ASSET_KICK_1);
  int snare_id = register_spec_asset(AssetId::ASSET_SNARE_1);
  int hihat_id = register_spec_asset(AssetId::ASSET_HIHAT_1);

  // Still keep the dynamic tone for bass
  const float *g_spec_buffer_a = generate_tone(nullptr, 110.0f); // A2
  const float *g_spec_buffer_b = generate_tone(nullptr, 110.0f);
  const Spectrogram bass_spec = {g_spec_buffer_a, g_spec_buffer_b, SPEC_FRAMES};
  int bass_id = synth_register_spectrogram(&bass_spec);

  // Generate and play melody
  int melody_id = generate_melody();
  synth_trigger_voice(melody_id, 0.6f, 0.0f);

  double last_beat_time = 0.0;
  int beat_count = 0;

  auto update_game_logic = [&](double t) {
    if (t - last_beat_time > SECONDS_PER_BEAT / 2.0) { // 8th notes
      last_beat_time = t;                              // Sync to t

      const int step = beat_count % 16;

      // Kick on 1, 9, 11, 14...
      if (step == 0 || step == 8 || step == 10 || step == 13) {
        synth_trigger_voice(kick_id, 1.0f, 0.0f);
      }

      // Snare on 4, 12
      if (step == 4 || step == 12) {
        synth_trigger_voice(snare_id, 0.8f, step & 8 ? -1.0f : 1.0f);
      }

      // Hihat on every offbeat
      if (step % 2 == 1) { synth_trigger_voice(hihat_id, 0.5f, 0.3f); }

      // Bass pattern
      if (step % 4 == 0) {
        float *back_buffer = synth_begin_update(bass_id);
        if (back_buffer) {
          float bass_freq = (step < 8) ? 110.0f : 164.82f; // A3 then E3
          generate_tone(back_buffer, bass_freq);
          synth_commit_update(bass_id);
        }
        synth_trigger_voice(bass_id, 0.9f, 1.2f);
      }

      ++beat_count;
    }
  };

#ifndef STRIP_ALL
  if (seek_time > 0.0) {
    printf("Seeking to %.2f seconds...\n", seek_time);

    // Simulate audio/game logic
    // We step at ~60hz
    const double step = 1.0 / 60.0;
    for (double t = 0.0; t < seek_time; t += step) {
      update_game_logic(t);
      audio_render_silent((float)step);
    }

    // Simulate Visuals
    gpu_simulate_until((float)seek_time);
  }
#endif

  // Start real audio
  audio_start();

  while (!platform_should_close()) {
    platform_poll();

    double current_time = platform_get_time() + seek_time; // Offset logic time

    update_game_logic(current_time);

    int width, height;
    glfwGetFramebufferSize(platform_get_window(), &width, &height);
    float aspect_ratio = (float)width / (float)height;

    // Adjusted multiplier for visuals (preventing constant 1.0 saturation)
    float raw_peak = synth_get_output_peak();
    float visual_peak = fminf(raw_peak * 8.0f, 1.0f);

    float beat = fmodf((float)current_time * DEMO_BPM / 60.0f, 1.0f);
    gpu_draw(visual_peak, aspect_ratio, (float)current_time, beat);
    audio_update();
  }

  audio_shutdown();
  gpu_shutdown();
  platform_shutdown();
  return 0;
}