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// 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 "3d/renderer.h"
#include "audio/audio.h"
#include "audio/gen.h"
#include "audio/synth.h"
#include "audio/tracker.h"
#if !defined(STRIP_ALL)
#include "audio/wav_dump_backend.h"
#endif
#include "generated/assets.h" // Include generated asset header
#include "gpu/gpu.h"
#include "platform.h"
#include "util/math.h"
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>

#define SPEC_FRAMES 16

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

// int generate_melody() { ... } // Replaced by tracker

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) {
  PlatformState platform_state;
  bool fullscreen_enabled = false;
  float seek_time = 0.0f;
  int width = 1280;
  int height = 720;
  bool dump_wav = false;
  const char* wav_output_file = "audio_dump.wav";

#if !defined(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 if (strcmp(argv[i], "--resolution") == 0 && i + 1 < argc) {
      const char* res_str = argv[++i];
      int w, h;
      if (sscanf(res_str, "%dx%d", &w, &h) == 2) {
        width = w;
        height = h;
      }
    } else if (strcmp(argv[i], "--debug") == 0) {
      Renderer3D::SetDebugEnabled(true);
    } else if (strcmp(argv[i], "--dump_wav") == 0) {
      dump_wav = true;
      // Optional: allow specifying output filename
      if (i + 1 < argc && argv[i + 1][0] != '-') {
        wav_output_file = argv[++i];
      }
    }
  }
#else
  (void)argc;
  (void)argv;
  fullscreen_enabled = true;
#endif /* STRIP_ALL */

  platform_state = platform_init(fullscreen_enabled, width, height);
  gpu_init(&platform_state);

#if !defined(STRIP_ALL)
  // Set WAV dump backend if requested
  WavDumpBackend wav_backend;
  if (dump_wav) {
    wav_backend.set_output_file(wav_output_file);
    audio_set_backend(&wav_backend);
    printf("WAV dump mode enabled: %s\n", wav_output_file);
  }
#endif

  audio_init();
  synth_init();
  tracker_init();

  // Still keep the dynamic tone for bass (can be integrated into tracker too)
  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 (replaced by tracker)
  // int melody_id = generate_melody();
  // synth_trigger_voice(melody_id, 0.6f, 0.0f);

  // Music time state for variable tempo
  static float g_music_time = 0.0f;
  static float g_tempo_scale = 1.0f;  // 1.0 = normal speed
  static double g_last_physical_time = 0.0;

  double last_beat_time = 0.0;
  int beat_count = 0;

  auto update_game_logic = [&](double t) {
    // Variable tempo test: Accelerate and decelerate based on physical time
    // Phase 1 (0-10s): Steady at 1.0x
    // Phase 2 (10-15s): Accelerate from 1.0x to 2.0x
    // Phase 3 (15-20s): Reset to 1.0x (with denser patterns in track)
    // Phase 4 (20-25s): Decelerate from 1.0x to 0.5x
    // Phase 5 (25s+): Reset to 1.0x (back to normal)
    const float prev_tempo = g_tempo_scale;
    if (t < 10.0) {
      g_tempo_scale = 1.0f;  // Phase 1: Steady
    } else if (t < 15.0) {
      // Phase 2: Linear acceleration
      const float progress = (float)(t - 10.0) / 5.0f;
      g_tempo_scale = 1.0f + progress * 1.0f;  // 1.0 → 2.0
    } else if (t < 20.0) {
      g_tempo_scale = 1.0f;  // Phase 3: Reset to normal
    } else if (t < 25.0) {
      // Phase 4: Linear deceleration
      const float progress = (float)(t - 20.0) / 5.0f;
      g_tempo_scale = 1.0f - progress * 0.5f;  // 1.0 → 0.5
    } else {
      g_tempo_scale = 1.0f;  // Phase 5: Reset to normal
    }

#if !defined(STRIP_ALL)
    // Debug output when tempo changes significantly
    if (fabsf(g_tempo_scale - prev_tempo) > 0.05f) {
      printf("[Tempo] t=%.2fs, tempo=%.3fx, music_time=%.3fs\n", (float)t,
             g_tempo_scale, g_music_time);
    }
#endif

    // Calculate delta time and advance music time at scaled rate
    const float dt = (float)(t - g_last_physical_time);
    g_last_physical_time = t;
    g_music_time += dt * g_tempo_scale;

    if (t - last_beat_time > (60.0f / g_tracker_score.bpm) / 2.0) { // 8th notes
      last_beat_time = t;                                           // Sync to t

      const int step = beat_count % 16;

      /*
            // 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;
    }

    // Pass music_time (not physical time) to tracker
    tracker_update(g_music_time);

    // Fill ring buffer with upcoming audio (look-ahead rendering)
    audio_render_ahead(g_music_time, dt);
  };

#if !defined(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 /* !defined(STRIP_ALL) */

  // Start audio (or render to WAV file)
  audio_start();

#if !defined(STRIP_ALL)
  // In WAV dump mode, audio_start() renders everything and we can exit
  if (dump_wav) {
    audio_shutdown();
    gpu_shutdown();
    platform_shutdown(&platform_state);
    return 0;
  }
#endif

  int last_width = platform_state.width;
  int last_height = platform_state.height;

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

    if (platform_state.width != last_width ||
        platform_state.height != last_height) {
      last_width = platform_state.width;
      last_height = platform_state.height;
      gpu_resize(last_width, last_height);
    }

    double current_time = platform_state.time + seek_time; // Offset logic time

    update_game_logic(current_time);

    float aspect_ratio = platform_state.aspect_ratio;

    // 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); // Use
    // tracker BPM
    float beat = fmodf((float)current_time * g_tracker_score.bpm / 60.0f, 1.0f);
    gpu_draw(visual_peak, aspect_ratio, (float)current_time, beat);
    audio_update();
  }

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