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| /******************************************************************************************* | |||
| * | |||
| * raylib [audio] example - Module playing (streaming) | |||
| * | |||
| * NOTE: This example requires OpenAL Soft library installed | |||
| * | |||
| * This example has been created using raylib 1.5 (www.raylib.com) | |||
| * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||
| * | |||
| * Copyright (c) 2016 Ramon Santamaria (@raysan5) | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #define MAX_CIRCLES 64 | |||
| typedef struct { | |||
| Vector2 position; | |||
| float radius; | |||
| float alpha; | |||
| float speed; | |||
| Color color; | |||
| } CircleWave; | |||
| int main() | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| int screenWidth = 800; | |||
| int screenHeight = 450; | |||
| InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)"); | |||
| InitAudioDevice(); // Initialize audio device | |||
| Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, | |||
| YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE }; | |||
| // Creates ome circles for visual effect | |||
| CircleWave circles[MAX_CIRCLES]; | |||
| for (int i = MAX_CIRCLES - 1; i >= 0; i--) | |||
| { | |||
| circles[i].alpha = 0.0f; | |||
| circles[i].radius = GetRandomValue(10, 40); | |||
| circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius); | |||
| circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius); | |||
| circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f; | |||
| circles[i].color = colors[GetRandomValue(0, 13)]; | |||
| } | |||
| // Load postprocessing bloom shader | |||
| Shader shader = LoadShader("resources/shaders/glsl330/base.vs", | |||
| "resources/shaders/glsl330/bloom.fs"); | |||
| // Create a RenderTexture2D to be used for render to texture | |||
| RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); | |||
| PlayMusicStream(0, "resources/audio/2t2m_spa.xm"); // Play module stream | |||
| float timePlayed = 0.0f; | |||
| SetTargetFPS(60); // Set our game to run at 60 frames-per-second | |||
| //-------------------------------------------------------------------------------------- | |||
| // Main game loop | |||
| while (!WindowShouldClose()) // Detect window close button or ESC key | |||
| { | |||
| // Update | |||
| //---------------------------------------------------------------------------------- | |||
| for (int i = MAX_CIRCLES - 1; i >= 0; i--) | |||
| { | |||
| circles[i].alpha += circles[i].speed; | |||
| circles[i].radius += circles[i].speed*10.0f; | |||
| if (circles[i].alpha > 1.0f) circles[i].speed *= -1; | |||
| if (circles[i].alpha <= 0.0f) | |||
| { | |||
| circles[i].alpha = 0.0f; | |||
| circles[i].radius = GetRandomValue(10, 40); | |||
| circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius); | |||
| circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius); | |||
| circles[i].color = colors[GetRandomValue(0, 13)]; | |||
| 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 | |||
| //---------------------------------------------------------------------------------- | |||
| BeginDrawing(); | |||
| ClearBackground(BLACK); | |||
| BeginTextureMode(target); // Enable drawing to texture | |||
| for (int i = MAX_CIRCLES - 1; i >= 0; i--) | |||
| { | |||
| 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 | |||
| DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY); | |||
| DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON); | |||
| DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE); | |||
| EndDrawing(); | |||
| //---------------------------------------------------------------------------------- | |||
| } | |||
| // De-Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| UnloadShader(shader); // Unload shader | |||
| UnloadRenderTexture(target); // Unload render texture | |||
| CloseAudioDevice(); // Close audio device (music streaming is automatically stopped) | |||
| CloseWindow(); // Close window and OpenGL context | |||
| //-------------------------------------------------------------------------------------- | |||
| return 0; | |||
| } | |||