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main_demo.lua
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main_demo.lua
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-- main_demo.lua
local helpMsg = [[
A minimal example demo.
Creates a window, graphics and audio context, and plays the demo.
Plays standalone for release or may connect to a running editor via socket.
Options:
help : displays this message and exits
sync : attempts to connect to editor
compo : runs standalone in fullscreen
]]
-- SimpleBeat.wav - length 3.2s, 8 beats
-- 8 / 3.2 == 2.5 beats.second *60 == 150 bpm
local MUSIC_FILENAME = "data/Humoresque.wav"
local MUSIC_SAMPLERATE = 44100
local MUSIC_BPM = 100
local windowTitle = "Your Demo Here"
local bit = require("bit")
local ffi = require("ffi")
local rk = require("rocket")
if (ffi.os == "Windows") then
package.cpath = package.cpath .. ';bin/windows/socket/core.dll'
package.loadlib("socket/core.dll", "luaopen_socket_core")
socket = require 'socket.core'
elseif (ffi.os == "Linux") then
package.cpath = package.cpath .. ';bin/linux/'..jit.arch..'/socket/?.so'
socket = require 'socket.core'
end
local fpstimer = require("util.fpstimer")
package.path = package.path .. ';lib/?.lua'
package.cpath = package.cpath .. ';bin/osx/*.dylib'
-- http://stackoverflow.com/questions/17877224/how-to-prevent-a-lua-script-from-failing-when-a-require-fails-to-find-the-scri
local function prequire(m)
local ok, err = pcall(require, m)
if not ok then return nil, err end
return err
end
local bass, err = prequire("bass")
if bass == nil then
print("main_demo.lua: Could not load Bass library: "..err)
end
local glfw = require("glfw")
local openGL = require("opengl")
openGL.loader = glfw.glfw.GetProcAddress
openGL:import()
local mm = require("util.matrixmath")
local gfx = require("scene.graphics")
local win_w = 800
local win_h = 600
local g_ft = fpstimer.create()
local g_lastFrameTime = 0
local bpm = MUSIC_BPM
local rpb = 8 -- rows per beat
local rps = (bpm / 60) * rpb
local curtime_ms = 0.0
local function row_to_ms_round(row, rps)
local newtime = row / rps
return math.floor(newtime * 1000 + .5)
end
local function ms_to_row_f(time_ms, rps)
local row = rps * time_ms/1000
return row
end
local function ms_to_row_round(time_ms, rps)
local r = ms_to_row_f(time_ms, rps)
return math.floor(r + .5)
end
function bass_get_time()
if not stream then return 0 end
local pos = bass.BASS_ChannelGetPosition(stream, bass.BASS_POS_BYTE)
local time_s = bass.BASS_ChannelBytes2Seconds(stream, pos)
return time_s * 1000
end
function bass_get_row()
if not stream then return 0 end
return bass_get_time() * rps
end
function cb_pause(flag)
if not stream then return false end
if flag == 1 then
bass.BASS_ChannelPause(stream)
else
bass.BASS_ChannelPlay(stream, false)
end
end
function cb_setrow(row)
local newtime_ms = row_to_ms_round(row, rps)
curtime_ms = newtime_ms
local pos = bass.BASS_ChannelSeconds2Bytes(stream, curtime_ms/1000)
local ret = bass.BASS_ChannelSetPosition(stream, pos, bass.BASS_POS_BYTE)
if ret == 0 then
print("BASS_ChannelSetPosition returned ",bass.BASS_ErrorGetCode())
end
end
function cb_isplaying()
if not stream then return false end
return (bass.BASS_ChannelIsActive(stream) == bass.BASS_ACTIVE_PLAYING)
end
local callbacks = {
["pause"] = cb_pause,
["setrow"] = cb_setrow,
["isplaying"] = cb_isplaying,
}
function get_current_param_value_by_name(pname)
if not rk then return end
return rk.get_value(pname, ms_to_row_f(curtime_ms, rps))
end
function onkey(window,k,code,action,mods)
if action == glfw.GLFW.PRESS or action == glfw.GLFW.REPEAT then
if k == glfw.GLFW.KEY_ESCAPE then glfw.glfw.SetWindowShouldClose(window, true)
print("Escape key pressed, quitting.")
end
end
end
function timestep(absTime, dt)
gfx.sync_params(get_current_param_value_by_name)
local standalone = not SYNC_PLAYER
if standalone or cb_isplaying() then
curtime_ms = curtime_ms + dt
gfx.timestep(absTime, dt)
end
end
function initGL()
gfx.initGL()
end
function display()
gfx.display()
end
function resize(window, w, h)
win_w = w
win_h = h
gl.glViewport(0,0, win_w, win_h)
gfx.resize(w, h)
end
function print_glfw_version()
local a = ffi.new("int[1]")
local b = ffi.new("int[1]")
local c = ffi.new("int[1]")
glfw.glfw.GetVersion(a,b,c)
print("glfw version "..a[0]..'.'..b[0]..'.'..c[0])
end
function main()
if arg[1] and (arg[1] == "help" or string.match(arg[1], "?")) then
print(helpMsg)
os.exit()
end
if arg[1] and arg[1] == "sync" then
SYNC_PLAYER = 1
end
if arg[1] and arg[1] == "compo" then
fullscreen = true
swapinterval = 1
showfps = false
else
-- Load config file
function dofile(filename)
local f = assert(loadfile(filename))
return f()
end
dofile('appconfig.lua')
win_w, win_h = window_w, window_h
end
if SYNC_PLAYER then
local success = rk.connect_demo()
if success ~= 0 then
print("Failed to connect.")
os.exit(0)
end
-- Sort keys before inserting
alphakeys = {}
for _,n in pairs(gfx.trackNames) do table.insert(alphakeys, n) end
table.sort(alphakeys)
for _,k in ipairs(alphakeys) do
print("Create track: ",k)
rk.get_track(k)
rk.send_track_name(rk.obj, k)
end
else
--print("Load tracks from file")
local tracks_module = 'data.tracks'
local status, module = pcall(require, tracks_module)
if not status then
print('Tracks file ['..tracks_module ..'.lua] not found.')
print('Re-launch with argument sync to connect to editor.')
print('')
print('Press any key to exit...')
io.read()
os.exit(1)
end
if rk then rk.sync_tracks = module end
end
print_glfw_version()
glfw.glfw.Init()
local monitor = nil
if fullscreen == true then monitor = glfw.glfw.GetPrimaryMonitor() end
if monitor then
mode = glfw.glfw.GetVideoMode(monitor)
win_w = mode.width
win_h = mode.height
print("Monitor mode:",mode.width, mode.height)
end
if jit.arch ~= "arm" then -- Guessing we're on the pi
glfw.glfw.WindowHint(glfw.GLFW.CONTEXT_VERSION_MAJOR, 3)
glfw.glfw.WindowHint(glfw.GLFW.CONTEXT_VERSION_MINOR, 3)
glfw.glfw.WindowHint(glfw.GLFW.OPENGL_FORWARD_COMPAT, 1)
glfw.glfw.WindowHint(glfw.GLFW.OPENGL_PROFILE, glfw.GLFW.OPENGL_CORE_PROFILE)
end
window = glfw.glfw.CreateWindow(win_w,win_h,windowTitle,monitor,nil)
glfw.glfw.MakeContextCurrent(window)
glfw.glfw.SetKeyCallback(window, onkey)
glfw.glfw.SetWindowSizeCallback(window, resize)
if fullscreen then
glfw.glfw.SetInputMode(window, glfw.GLFW.CURSOR, glfw.GLFW.CURSOR_HIDDEN)
end
initGL()
resize(window, win_w, win_h)
local init_ret = bass.BASS_Init(-1, MUSIC_SAMPLERATE, 0, 0, nil)
stream = bass.BASS_StreamCreateFile(false, MUSIC_FILENAME, 0, 0, bass.BASS_STREAM_PRESCAN)
local streamlen_bytes = bass.BASS_ChannelGetLength(stream, bass.BASS_POS_BYTE)
local streamlen_sec = bass.BASS_ChannelBytes2Seconds(stream, streamlen_bytes)
gfx.setbpm(bpm)
gfx.prerender()
glfw.glfw.SwapInterval(swapinterval)
glfw.glfw.SwapBuffers(window)
bass.BASS_Start()
bass.BASS_ChannelPlay(stream, false)
g_lastFrameTime = 0
while glfw.glfw.WindowShouldClose(window) == 0 do
if SYNC_PLAYER then
local uret = rk.sync_update(rocket.obj, ms_to_row_round(curtime_ms, rps), callbacks)
if uret and uret ~= 0 then
print("sync_update returned: "..uret)
--rk.connect_demo()
end
end
glfw.glfw.PollEvents()
g_ft:onFrame()
display()
local now = bass_get_time()
timestep(now, now - g_lastFrameTime)
g_lastFrameTime = now
if not SYNC_PLAYER then
if curtime_ms/1000 >= streamlen_sec then
print("Song done after "..streamlen_sec.."s. Quitting...")
glfw.glfw.SetWindowShouldClose(window, true)
end
end
if showfps then
if (ffi.os == "Windows") then
glfw.glfw.SetWindowTitle(window, windowTitle.." "..math.floor(g_ft:getFPS()).." fps")
end
--print(g_ft:getFPS())
end
glfw.glfw.SwapBuffers(window)
bass.BASS_Update(0) -- decrease the chance of missing vsync
end
bass.BASS_StreamFree(stream)
bass.BASS_Free()
end
main()