tän pitäisi tehdä shapeja
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98
src/main.cpp
98
src/main.cpp
@ -127,6 +127,42 @@ int __cdecl main(int argc, char* argv[])
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static float fft_output[FFT_SIZE / 2]; // Magnitudes
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static float fft_uniform[FFT_SIZE / 4];
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// main note effect
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boolean beenPlaying = false;
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const int SHAPES_SIZE = 15;
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float shapeIncrement = 0.02f;
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/**
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* Definition of shape with 3 parameters in a vec3
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*
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* h position, v position, length
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*
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*/
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float vec3ShapeArray[5][3] = {
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f }
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};
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float test[3] = { 0.0f, 0.1f, 0.0f }; // test float of one shape
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int currentShape = 0; // mark location which shape we are currently building
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boolean isPlaying = false;
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float lastPlayPos = 0;
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float lastNote = 0.0f;
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/*GLfloat shapes[5][3] = {
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f }
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};*/
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do
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{
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direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
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@ -202,6 +238,68 @@ int __cdecl main(int argc, char* argv[])
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syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
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}
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//////////////////////////////////////////////////////
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// Shape builder
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//////////////////////////////////////////////////////
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// if sound is playing, start a shape, if shape is already started - add length
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// if sound has stopped, end shape
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// if shape is finished, move shape forward
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float captureSync = syncs[5];
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if (captureSync >= 0.001f) {
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isPlaying = true;
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}
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if (isPlaying) {
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vec3ShapeArray[currentShape][1] = captureSync;
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vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
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test[0] = captureSync; // y position
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test[1] = test[1] + shapeIncrement; // x position
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test[2] = 0.3f; // length
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}
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// when note changes -- reset
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if (lastNote != captureSync) {
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test[1] = 0.1f;
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test[2] = 0.0f;
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lastNote = captureSync;
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}
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// shape mover, if the shape isnt the current one - move it
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for (int i = 0; i < SHAPES_SIZE; ++i) {
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if (i != currentShape) {
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vec3ShapeArray[i][0] = vec3ShapeArray[i][0] + shapeIncrement;
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}
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}
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beenPlaying = isPlaying;
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// go through the array and start from the first when all shapes have been used
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if (beenPlaying) {
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if (currentShape <= SHAPES_SIZE) {
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++currentShape;
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}
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else {
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currentShape = 0;
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}
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}
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float flatShapes[15] = {
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vec3ShapeArray[0][0], vec3ShapeArray[0][1], vec3ShapeArray[0][2],
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vec3ShapeArray[1][0], vec3ShapeArray[1][1], vec3ShapeArray[1][2],
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vec3ShapeArray[2][0], vec3ShapeArray[2][1], vec3ShapeArray[2][2],
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vec3ShapeArray[3][0], vec3ShapeArray[3][1], vec3ShapeArray[3][2],
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vec3ShapeArray[4][0], vec3ShapeArray[4][1], vec3ShapeArray[4][2]
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};
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PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
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glUniform3fvProc(10, 3, flatShapes); // array of shapes
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glUniform3fvProc(40, 1, test); // test shape
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PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
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glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
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glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
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