port from perforce
This commit is contained in:
228
uc16-4k/main_rel.cpp
Normal file
228
uc16-4k/main_rel.cpp
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#define WIN32_LEAN_AND_MEAN
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#define WIN32_EXTRA_LEAN
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#include "synth.h"
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#include <GL/gl.h>
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#include "glext.h"
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#ifdef _DEBUG
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#include <io.h>
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#include <process.h>
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#include "Shaders.h"
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HANDLE gh_ShaderCompileEvent;
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static char** gs_LastShader_;
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static __time64_t gi_ShaderChangedDate;
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static unsigned int gi_ShaderProgram;
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static unsigned int gi_LastShaderProgram;
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static const char* gs_ShaderFile = "mark.fs";
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DWORD WINAPI filemon(void* args)
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{
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while (true)
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{
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_finddata_t fdata;
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long hfile = _findfirst(gs_ShaderFile, &fdata);
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if (hfile != -1)
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{
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if (fdata.time_write != gi_ShaderChangedDate)
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{
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gi_ShaderChangedDate = fdata.time_write;
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::SetEvent(gh_ShaderCompileEvent);
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std::cout << "Shader loaded." << std::endl;
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}
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_findclose(hfile);
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}
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::Sleep(100);
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}
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return 0;
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}
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#else
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#pragma data_seg(".Shader0")
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#include "mark_small.h"
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#endif
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#ifndef SCREENWIDTH
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#define SCREENWIDTH 1280
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#endif
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#ifndef SCREENHEIGHT
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#define SCREENHEIGHT 720
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#endif
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#ifndef ASPECTOFFSET
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#define ASPECTOFFSET ((float(SCREENWIDTH) / float(SCREENHEIGHT) - 1.0f) * 0.5f)
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#endif
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#define WINDOWED
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struct FAKEPFD
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{
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WORD nSize;
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WORD nVersion;
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DWORD dwFlags;
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// Snip
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};
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struct FAKEDEVMODE
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{
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BYTE dmDeviceName[CCHDEVICENAME];
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WORD dmSpecVersion;
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WORD dmDriverVersion;
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WORD dmSize;
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WORD dmDriverExtra;
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DWORD dmFields;
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union {
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/* printer only fields */
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struct {
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short dmOrientation;
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short dmPaperSize;
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short dmPaperLength;
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short dmPaperWidth;
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short dmScale;
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short dmCopies;
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short dmDefaultSource;
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short dmPrintQuality;
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};
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FAKEPFD pfd;
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};
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short dmColor;
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short dmDuplex;
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short dmYResolution;
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short dmTTOption;
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short dmCollate;
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BYTE dmFormName[CCHFORMNAME];
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WORD dmLogPixels;
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DWORD dmBitsPerPel;
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DWORD dmPelsWidth;
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DWORD dmPelsHeight;
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union {
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DWORD dmDisplayFlags;
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DWORD dmNup;
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};
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DWORD dmDisplayFrequency;
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};
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#pragma bss_seg(".mainbss")
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static PFNGLCREATESHADERPROGRAMEXTPROC glCreateShaderProgramEXT;
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static PFNGLUSEPROGRAMPROC glUseProgram;
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static PFNGLUNIFORM4FPROC glUniform4f;
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#pragma data_seg(".devmode")
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static FAKEDEVMODE devmode = {
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"", 0, 0, sizeof(devmode), 0, DM_PELSWIDTH | DM_PELSHEIGHT, 0, 0, PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, "", 0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0
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};
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#pragma data_seg(".fltused")
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int _fltused = 1;
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#pragma data_seg(".glCreateShaderProgramEXT")
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static const char* sglCreateShaderProgramEXT = "glCreateShaderProgramEXT";
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#pragma data_seg(".glUseProgram")
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static const char* sglUseProgram = "glUseProgram";
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#pragma data_seg(".glUniform4f")
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static const char* sglUniform4f = "glUniform4f";
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#define shaderCountOffset 14
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#define ATOM_EDIT 0xC018
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#define ATOM_STATIC 0xC019
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#define SCENE_LENGTH (SAMPLES_PER_TICK * 128)
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#pragma code_seg(".main")
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void _cdecl main()
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{
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InitSound();
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#ifdef _DEBUG
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HDC hDC = GetDC(CreateWindowExA(0, (LPCSTR)ATOM_EDIT, 0, WS_OVERLAPPEDWINDOW | WS_SYSMENU | WS_VISIBLE, 0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0, 0, 0));
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gh_ShaderCompileEvent = ::CreateEvent(NULL, FALSE, FALSE, TEXT("WriteEvent"));
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SetThreadPriority((HANDLE)CreateThread(0, 0, &filemon, 0, 0, 0), THREAD_PRIORITY_BELOW_NORMAL);
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#else
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#ifndef WINDOWED
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ChangeDisplaySettings((DEVMODEA*)&devmode, CDS_FULLSCREEN);
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HDC hDC = GetDC(CreateWindowExA(0, (LPCSTR)ATOM_STATIC, 0, WS_POPUP | WS_VISIBLE | WS_MAXIMIZE, 0, 0, 0, 0, 0, 0, 0, 0));
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#else
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HDC hDC = GetDC(CreateWindowExA(0, (LPCSTR)ATOM_STATIC, 0, WS_VISIBLE | WS_SYSMENU, 0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0, 0, 0));
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#endif
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#endif
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SetPixelFormat(hDC, ChoosePixelFormat(hDC, (const PIXELFORMATDESCRIPTOR*)&devmode.pfd), 0);
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// if size is a problem, try this:
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//SetPixelFormat(hDC, 8, 0);
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wglMakeCurrent(hDC, wglCreateContext(hDC));
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#ifdef _DEBUG
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initShaders();
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#endif
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glCreateShaderProgramEXT = (PFNGLCREATESHADERPROGRAMEXTPROC)wglGetProcAddress(sglCreateShaderProgramEXT);
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glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress(sglUseProgram);
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glUniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress(sglUniform4f);
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#ifndef _DEBUG
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for (int i = 0; i < 12; ++i)
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{
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glUseProgram(glCreateShaderProgramEXT(GL_FRAGMENT_SHADER, mark_fs_0));
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mark_fs_0[shaderCountOffset]++;
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if (i == 9)
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{
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mark_fs_0[shaderCountOffset] = 'A';
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}
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glUniform4f(0, i, SCREENHEIGHT, ASPECTOFFSET, 0.0f);
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glRecti(-1, -1, 1, 1);
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}
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ShowCursor(FALSE);
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#endif
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PlaySound();
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do
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{
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get_Sample();
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float fTime = (float)MMTime.u.sample / SCENE_LENGTH;
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#ifdef _DEBUG
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if (::WaitForSingleObject(gh_ShaderCompileEvent, 0) == WAIT_OBJECT_0)
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{
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::Sleep(50);
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glUseProgram(createFragmentProgram(gs_ShaderFile));
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PrintErrors();
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}
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#else
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glUseProgram((int)fTime + 1);
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#endif
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int i = ((MMTime.u.sample >> 8) << 5) + 2 * 2;
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glUniform4f(0, fTime, SCREENHEIGHT, ASPECTOFFSET, 0);
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glRecti(-1, -1, 1, 1);
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SwapBuffers(hDC);
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#ifdef _DEBUG
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MSG msg;
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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if (msg.message == WM_QUIT)
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return;
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else
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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}
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#else
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::PeekMessage(0, 0, 0, 0, 0);
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#endif
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} while
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#ifdef _DEBUG
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(true);
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#else
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(MMTime.u.sample < MAX_SAMPLES && !GetAsyncKeyState(VK_ESCAPE));
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#endif
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ExitProcess(0);
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}
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