Working on web examples

This commit is contained in:
Ray 2017-04-07 00:49:49 +02:00
parent c47b04a2c6
commit 795c6b465c
10 changed files with 60370 additions and 37172 deletions

View file

@ -36,16 +36,16 @@ typedef struct {
int screenWidth = 800; int screenWidth = 800;
int screenHeight = 450; int screenHeight = 450;
float timePlayed = 0.0f;
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE }; YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates ome circles for visual effect // Creates ome circles for visual effect
CircleWave circles[MAX_CIRCLES]; CircleWave circles[MAX_CIRCLES];
Shader shader; Music xm;
RenderTexture2D target;
float timePlayed = 0.0f;
static bool pause = false;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Declaration // Module Functions Declaration
@ -73,19 +73,14 @@ int main()
circles[i].color = colors[GetRandomValue(0, 13)]; circles[i].color = colors[GetRandomValue(0, 13)];
} }
// Load postprocessing bloom shader xm = LoadMusicStream("resources/audio/mini1111.xm");
shader = LoadShader("resources/shaders/glsl100/base.vs",
"resources/shaders/glsl100/bloom.fs");
// Create a RenderTexture2D to be used for render to texture PlayMusicStream(xm); // Play module stream
target = LoadRenderTexture(screenWidth, screenHeight);
PlayMusicStream(0, "resources/audio/2t2m_spa.xm"); // Play module stream
#if defined(PLATFORM_WEB) #if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1); emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else #else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -97,12 +92,11 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader UnloadMusicStream(xm); // Unload music stream buffers from RAM
UnloadRenderTexture(target); // Unload render texture
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
@ -115,6 +109,27 @@ void UpdateDrawFrame(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateMusicStream(xm); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{
StopMusicStream(xm);
PlayMusicStream(xm);
}
// Pause/Resume music playing
if (IsKeyPressed(KEY_P))
{
pause = !pause;
if (pause) PauseMusicStream(xm);
else ResumeMusicStream(xm);
}
// Get timePlayed scaled to bar dimensions
timePlayed = GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40);
for (int i = MAX_CIRCLES - 1; i >= 0; i--) for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{ {
circles[i].alpha += circles[i].speed; circles[i].alpha += circles[i].speed;
@ -132,39 +147,23 @@ void UpdateDrawFrame(void)
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f; circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
} }
} }
// Get timePlayed scaled to bar dimensions
timePlayed = (GetMusicTimePlayed(0)/GetMusicTimeLength(0)*(screenWidth - 40))*2;
UpdateMusicStream(0); // Update music buffer with new stream data
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
ClearBackground(BLACK); ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
for (int i = MAX_CIRCLES - 1; i >= 0; i--) DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
{ }
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
}
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
// Draw time bar // Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY); DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON); DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE); DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -13,28 +13,51 @@
#include "raylib.h" #include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
#include <stdlib.h> // Required for: malloc(), free() #include <stdlib.h> // Required for: malloc(), free()
#include <math.h> // Required for: sinf() #include <math.h> // Required for: sinf()
#define MAX_SAMPLES 22050 #define MAX_SAMPLES 22050
#define MAX_SAMPLES_PER_UPDATE 4096 #define MAX_SAMPLES_PER_UPDATE 4096
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
AudioStream stream;
short *data;
int totalSamples = MAX_SAMPLES;
int samplesLeft = MAX_SAMPLES;
Vector2 position = { 0, 0 };
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main() int main()
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming"); InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
InitAudioDevice(); // Initialize audio device InitAudioDevice(); // Initialize audio device
// Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono) // Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
AudioStream stream = InitAudioStream(22050, 16, 1); stream = InitAudioStream(22050, 16, 1);
// Generate samples data from sine wave // Generate samples data from sine wave
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES); data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
// TODO: Review data generation, it seems data is discontinued for loop, // TODO: Review data generation, it seems data is discontinued for loop,
// for that reason, there is a clip everytime audio stream is looped... // for that reason, there is a clip everytime audio stream is looped...
@ -45,59 +68,18 @@ int main()
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently) PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
int totalSamples = MAX_SAMPLES; #if defined(PLATFORM_WEB)
int samplesLeft = totalSamples; emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
Vector2 position = { 0, 0 }; SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update UpdateDrawFrame();
//----------------------------------------------------------------------------------
// Refill audio stream if required
// NOTE: Every update we check if stream data has been already consumed and we update
// buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
// but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
if (IsAudioBufferProcessed(stream))
{
int numSamples = 0;
if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
else numSamples = samplesLeft;
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
samplesLeft -= numSamples;
// Reset samples feeding (loop audio)
if (samplesLeft <= 0) samplesLeft = totalSamples;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
// NOTE: Draw a part of the sine wave (only screen width, proportional values)
for (int i = 0; i < GetScreenWidth(); i++)
{
position.x = i;
position.y = 250 + 50*data[i]/32000;
DrawPixelV(position, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
} }
#endif
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -112,3 +94,51 @@ int main()
return 0; return 0;
} }
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
// Refill audio stream if required
// NOTE: Every update we check if stream data has been already consumed and we update
// buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
// but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
if (IsAudioBufferProcessed(stream))
{
int numSamples = 0;
if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
else numSamples = samplesLeft;
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
samplesLeft -= numSamples;
// Reset samples feeding (loop audio)
if (samplesLeft <= 0) samplesLeft = totalSamples;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
// NOTE: Draw a part of the sine wave (only screen width, proportional values)
for (int i = 0; i < GetScreenWidth(); i++)
{
position.x = i;
position.y = 250 + 50*data[i]/32000;
DrawPixelV(position, RED);
}
EndDrawing();
//----------------------------------------------------------------------------------
}

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@ -498,6 +498,15 @@ audio_sound_loading: audio_sound_loading.c
audio_music_stream: audio_music_stream.c audio_music_stream: audio_music_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) --preload-file resources/audio/guitar_noodling.ogg $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) --preload-file resources/audio/guitar_noodling.ogg
# compile [audio] example - music stream playing (OGG)
audio_module_playing: audio_module_playing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) --preload-file resources/audio/mini1111.xm
# compile [audio] example - music stream playing (OGG)
audio_raw_stream: audio_raw_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) -s ALLOW_MEMORY_GROWTH=1
# fix dylib install path name for each executable (MAC) # fix dylib install path name for each executable (MAC)
fix_dylib: fix_dylib:
ifeq ($(PLATFORM_OS),OSX) ifeq ($(PLATFORM_OS),OSX)

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