313 lines
5.3 KiB
C++
313 lines
5.3 KiB
C++
#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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#include "mark_small.h"
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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 0.375f
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#endif
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#pragma data_seg(".aspect")
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static float aspect = ASPECTOFFSET;
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#define SHADER_WARMUP
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#define WINDOWED
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#pragma data_seg(".Shader0")
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#include "mark_small.h"
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#pragma data_seg(".pfd")
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static const PIXELFORMATDESCRIPTOR pfd = {
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0, 1, PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 8
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};
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#pragma data_seg(".dmScreenSettings")
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static DEVMODE dmScreenSettings = {
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"", 0, 0, sizeof(dmScreenSettings), 0, DM_PELSWIDTH | DM_PELSHEIGHT,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, "", 0, 0, SCREENWIDTH, SCREENHEIGHT
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};
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#pragma data_seg(".fltused")
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int _fltused = 1;
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#pragma bss_seg(".mainbss")
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static int gCurScene = 0;
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static int gCurSceneStart = 0;
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static float lf_Time = 0.0f;
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#pragma data_seg(".g_SceneLength")
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int g_SceneLength[] =
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{
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16, 16,
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16, 8, 8, 8, 8, 16,
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8, 8, 16, 16,
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16, 16, 16, 16,
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0x80000000
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};
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#pragma data_seg(".g_SceneShader")
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int g_SceneShader[] =
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{
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0, 0,
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0, 0, 0, 0, 0, 0,
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1, 1, 1, 1,
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2, 2, 2, 2
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};
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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 12
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#define ATOM_EDIT 0xC018
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#define ATOM_STATIC 0xC019
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#pragma code_seg(".main")
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void _cdecl main()
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{
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_asm
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{
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xor esi, esi
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#ifndef WINDOWED
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push esi
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push esi
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push esi
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push esi
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push esi
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push esi
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push esi
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push esi
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push WS_POPUP | WS_VISIBLE | WS_MAXIMIZE
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push esi
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push ATOM_STATIC
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push esi
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push CDS_FULLSCREEN
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push offset dmScreenSettings
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call ChangeDisplaySettings
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call CreateWindowExA
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#else
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push esi
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push esi
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push esi
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push esi
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push SCREENHEIGHT
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push SCREENWIDTH
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push esi
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push esi
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push WS_EX_APPWINDOW | WS_VISIBLE | WS_SYSMENU
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push esi
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push ATOM_STATIC
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push esi
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call CreateWindowExA
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#endif
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push eax
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call GetDC
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mov edi, eax
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push edi
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push edi
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push offset pfd
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push offset pfd
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push edi
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call ChoosePixelFormat
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push eax
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push edi
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call SetPixelFormat
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call wglCreateContext
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push eax
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push edi
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call wglMakeCurrent
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call SwapBuffers
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}
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_asm
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{
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push 32 // waveOutOpen/waveOutWrite
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push offset WaveHDR
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push esi
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push esi
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push esi
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push offset WaveFMT
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push - 1
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push offset hWaveOut
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push 1024 // Sleep
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push esi // CreateThread
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push esi
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push offset lpSoundBuffer
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push _4klang_render
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push esi
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push esi
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push FALSE // ShowCursor
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#ifdef SHADER_WARMUP
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push 1 // glRecti
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push 1
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push - 1
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push - 1
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push 3 // glUseProgram
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push sglUseProgram
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#endif
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push offset mark_fs_0 // glCreateShaderProgramEXT
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push GL_FRAGMENT_SHADER
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push sglCreateShaderProgramEXT
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#ifdef SHADER_WARMUP
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push 1 // glRecti
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push 1
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push - 1
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push - 1
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push 2 // glUseProgram
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push sglUseProgram
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#endif
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push offset mark_fs_0 // glCreateShaderProgramEXT
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push GL_FRAGMENT_SHADER
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push sglCreateShaderProgramEXT
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#ifdef SHADER_WARMUP
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push 1 // glRecti
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push 1
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push - 1
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push - 1
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push 1 // glUseProgram
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push sglUseProgram
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#endif
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push offset mark_fs_0 // glCreateShaderProgramEXT
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push GL_FRAGMENT_SHADER
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push sglCreateShaderProgramEXT
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call wglGetProcAddress
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call eax
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#ifdef SHADER_WARMUP
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call wglGetProcAddress
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call eax
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call glRecti
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#endif
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inc byte ptr[mark_fs_0 + 0xC]
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call wglGetProcAddress
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call eax
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#ifdef SHADER_WARMUP
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call wglGetProcAddress
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call eax
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call glRecti
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#endif
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inc byte ptr[mark_fs_0 + 0xC]
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call wglGetProcAddress
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call eax
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#ifdef SHADER_WARMUP
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call wglGetProcAddress
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call eax
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call glRecti
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#endif
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inc byte ptr[mark_fs_0 + 0xC]
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call ShowCursor
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call CreateThread
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call Sleep
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call waveOutOpen
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push hWaveOut
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call waveOutWrite
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}
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_asm
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{
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introloop:
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push 12
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push offset MMTime
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push hWaveOut
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call waveOutGetPosition
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mov ecx, MMTime.u.sample
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sub ecx, gCurSceneStart // ecx = Sample
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mov eax, gCurScene
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imul ebx, [eax * 4 + g_SceneLength], SAMPLES_PER_TICK * 8 // ebx = SceneEnd
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mov eax, [eax * 4 + g_SceneShader]
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inc eax
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push eax
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mov lf_Time, ecx
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fild lf_Time
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mov lf_Time, ebx
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fild lf_Time
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fdiv
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fst lf_Time
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push sglUseProgram
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call wglGetProcAddress
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call eax
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sub esp, 0x10
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fld aspect
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fstp dword ptr[esp + 0xc]
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fild dword ptr[dmScreenSettings.dmPelsHeight]
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fstp dword ptr[esp + 0x8]
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fld lf_Time
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fstp dword ptr[esp + 0x4]
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fild gCurScene
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fstp dword ptr[esp]
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push esi
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push sglUniform4f
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call wglGetProcAddress
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call eax
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push VK_ESCAPE
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push esi
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push esi
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push esi
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push esi
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push esi
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push edi
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push 1
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push 1
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push -1
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push -1
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call glRecti
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call SwapBuffers
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fld1
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fcomp dword ptr[lf_Time]
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fnstsw ax
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test ah, 0x5
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jp peekmessage
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add dword ptr[gCurSceneStart], ebx
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inc dword ptr[gCurScene]
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peekmessage:
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call PeekMessage
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cmp dword ptr[MMTime.u.sample], MAX_SAMPLES
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jae exit
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call GetAsyncKeyState
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test ax, ax
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jz introloop
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exit:
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push esi
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call ExitProcess
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}
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//} while (MMTime.u.sample < MAX_SAMPLES && !GetAsyncKeyState(VK_ESCAPE));
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}
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