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projectm/src/projectM-emscripten/projectM_SDL_emscripten.cpp

181 lines
5.1 KiB
C++
Executable File

/**
* Emscripten port of projectm-SDLvis
* Mischa Spiegelmock, 2014
*
*/
#include <math.h>
#include <projectM.hpp>
#ifdef __APPLE__
#include <OpenGL/gl.h>
#include <SDL2/SDL.h>
#elif EMSCRIPTEN
#include <emscripten.h>
#include <GL/gl.h>
#include <SDL.h>
#endif
const float FPS = 60;
static projectM *globalPM = NULL;
static SDL_Surface *screen;
static SDL_Window *win;
static SDL_Renderer *rend;
bool done = false;
// settings, yo
projectM::Settings settings;
void renderFrame() {
int i;
short pcm_data[2][512];
SDL_Event evt;
SDL_PollEvent(&evt);
switch (evt.type) {
case SDL_KEYDOWN:
// ...
break;
case SDL_QUIT:
done = true;
break;
}
// projectMEvent evt;
// projectMKeycode key;
// projectMModifier mod;
//
// /** Process SDL events */
// SDL_Event event;
// while ( SDL_PollEvent( &event ) ) {
// /** Translate into projectM codes and process */
// evt = sdl2pmEvent( event );
// key = sdl2pmKeycode( event.key.keysym.sym );
// mod = sdl2pmModifier( (SDLMod)event.key.keysym.mod );
// if ( evt == PROJECTM_KEYDOWN ) {
// pm->key_handler( evt, key, mod );
// }
// }
/** Produce some fake PCM data to stuff into projectM */
for ( i = 0 ; i < 512 ; i++ ) {
if ( i % 2 == 0 ) {
pcm_data[0][i] = (float)( rand() / ( (float)RAND_MAX ) * (pow(2,14) ) );
pcm_data[1][i] = (float)( rand() / ( (float)RAND_MAX ) * (pow(2,14) ) );
} else {
pcm_data[0][i] = (float)( rand() / ( (float)RAND_MAX ) * (pow(2,14) ) );
pcm_data[1][i] = (float)( rand() / ( (float)RAND_MAX ) * (pow(2,14) ) );
}
if ( i % 2 == 1 ) {
pcm_data[0][i] = -pcm_data[0][i];
pcm_data[1][i] = -pcm_data[1][i];
}
}
/** Add the waveform data */
globalPM->pcm()->addPCM16(pcm_data);
glClearColor( 0.0, 0.5, 0.0, 0.0 );
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
globalPM->renderFrame();
glFlush();
#if SDL_MAJOR_VERSION==2
SDL_RenderPresent(rend);
#elif SDL_MAJOR_VERSION==1
SDL_Flip(screen);
#endif
}
int main( int argc, char *argv[] ) {
int width = 784,
height = 784;
SDL_Init(SDL_INIT_VIDEO);
// SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
// SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
// SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
// SDL_GL_SetAttribute( SDL_GL_ACCUM_RED_SIZE, 8 );
// SDL_GL_SetAttribute( SDL_GL_ACCUM_GREEN_SIZE, 8 );
// SDL_GL_SetAttribute( SDL_GL_ACCUM_BLUE_SIZE, 8 );
// SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
// SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
// SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
#if SDL_MAJOR_VERSION==2
win = SDL_CreateWindow("SDL Fun Party Time", 50, 50, width, height, 0);
rend = SDL_CreateRenderer(win, 0, SDL_RENDERER_ACCELERATED);
if (! rend) {
fprintf(stderr, "Failed to create renderer: %s\n", SDL_GetError());
return PROJECTM_ERROR;
}
SDL_SetWindowTitle(win, "SDL Fun Party Time");
printf("SDL init version 2\n");
#elif SDL_MAJOR_VERSION==1
screen = SDL_SetVideoMode(width, height, 32, SDL_OPENGL | SDL_DOUBLEBUF);
printf("SDL init version 1\n");
if (! screen) {
fprintf(stderr, "Failed to create renderer with SDL_SetVideoMode(): %s\n", SDL_GetError());
return PROJECTM_ERROR;
}
#endif
#ifdef PANTS
if ( fsaa ) {
SDL_GL_GetAttribute( SDL_GL_MULTISAMPLEBUFFERS, &value );
printf( "SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value );
SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &value );
printf( "SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, value );
}
#endif
settings.meshX = 2;
settings.meshY = 2;
settings.fps = FPS;
settings.textureSize = 2048; // idk?
settings.windowWidth = width;
settings.windowHeight = height;
settings.presetURL = "./presets";
settings.smoothPresetDuration = 5; // seconds
settings.presetDuration = 15; // seconds
settings.beatSensitivity = 0.8;
settings.aspectCorrection = 1;
settings.easterEgg = 0; // ???
settings.shuffleEnabled = 1;
settings.softCutRatingsEnabled = 1; // ???
// init projectM
printf("initting\n");
globalPM = new projectM(settings);
printf("init projectM\n");
globalPM->selectRandom(true);
printf("select random\n");
globalPM->projectM_resetGL(width, height);
printf("resetGL\n");
// mainloop. non-emscripten version here for comparison/testing
#ifdef EMSCRIPTEN
emscripten_set_main_loop(renderFrame, 30, 0);
#else
// standard main loop
const Uint32 frame_delay = 1000/FPS;
Uint32 last_time = SDL_GetTicks();
while (! done) {
renderFrame();
Uint32 elapsed = SDL_GetTicks() - last_time;
if (elapsed < frame_delay)
SDL_Delay(frame_delay - elapsed);
last_time = SDL_GetTicks();
}
#endif
return PROJECTM_SUCCESS;
}