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20 changed files with 13 additions and 560 deletions

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@ -77,7 +77,7 @@ RAYLIB_SRC_PATH ?= ../src
# Locations of raylib.h and libraylib.a/libraylib.so
# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD
DESTDIR ?= /usr/local
DESTDIR ?= /usr/local
RAYLIB_INCLUDE_PATH ?= $(DESTDIR)/include
RAYLIB_LIB_PATH ?= $(DESTDIR)/lib
@ -703,7 +703,6 @@ SHADERS = \
shaders/shaders_vertex_displacement
AUDIO = \
audio/audio_fft_spectrum_visualizer \
audio/audio_mixed_processor \
audio/audio_module_playing \
audio/audio_music_stream \

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@ -1,279 +0,0 @@
/*******************************************************************************************
*
* raylib [audio] example - fft spectrum visualizer
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 6.0
*
* Inspired by Inigo Quilez's https://www.shadertoy.com/
* Resources/specification: https://gist.github.com/soulthreads/2efe50da4be1fb5f7ab60ff14ca434b8
*
* Example created by created by IANN (@meisei4) reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 IANN (@meisei4)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include <math.h>
#include <stdlib.h>
#include <string.h>
#define MONO 1
#define SAMPLE_RATE 44100
#define SAMPLE_RATE_F 44100.0f
#define FFT_WINDOW_SIZE 1024
#define BUFFER_SIZE 512
#define PER_SAMPLE_BIT_DEPTH 16
#define AUDIO_STREAM_RING_BUFFER_SIZE (FFT_WINDOW_SIZE*2)
#define EFFECTIVE_SAMPLE_RATE (SAMPLE_RATE_F*0.5f)
#define WINDOW_TIME ((double)FFT_WINDOW_SIZE/(double)EFFECTIVE_SAMPLE_RATE)
#define FFT_HISTORICAL_SMOOTHING_DUR 2.0f
#define MIN_DECIBELS (-100.0f) // https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/minDecibels
#define MAX_DECIBELS (-30.0f) // https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/maxDecibels
#define INVERSE_DECIBEL_RANGE (1.0f/(MAX_DECIBELS - MIN_DECIBELS))
#define DB_TO_LINEAR_SCALE (20.0f/2.302585092994046f)
#define SMOOTHING_TIME_CONSTANT 0.8f // https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/smoothingTimeConstant
#define TEXTURE_HEIGHT 1
#define FFT_ROW 0
#define UNUSED_CHANNEL 0.0f
typedef struct FFTComplex { float real, imaginary; } FFTComplex;
typedef struct FFTData {
FFTComplex *spectrum;
FFTComplex *workBuffer;
float *prevMagnitudes;
float (*fftHistory)[BUFFER_SIZE];
int fftHistoryLen;
int historyPos;
double lastFftTime;
float tapbackPos;
} FFTData;
static void CaptureFrame(FFTData *fftData, const float *audioSamples);
static void RenderFrame(const FFTData *fftData, Image *fftImage);
static void CooleyTukeyFFTSlow(FFTComplex *spectrum, int n);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//----------------------------------------------------------------------------------- ---
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - fft spectrum visualizer");
Image fftImage = GenImageColor(BUFFER_SIZE, TEXTURE_HEIGHT, WHITE);
Texture2D fftTexture = LoadTextureFromImage(fftImage);
RenderTexture2D bufferA = LoadRenderTexture(screenWidth, screenHeight);
Vector2 iResolution = { (float)screenWidth, (float)screenHeight };
Shader shader = LoadShader(NULL, "resources/fft.glsl");
int iResolutionLocation = GetShaderLocation(shader, "iResolution");
int iChannel0Location = GetShaderLocation(shader, "iChannel0");
SetShaderValue(shader, iResolutionLocation, &iResolution, SHADER_UNIFORM_VEC2);
SetShaderValueTexture(shader, iChannel0Location, fftTexture);
InitAudioDevice();
SetAudioStreamBufferSizeDefault(AUDIO_STREAM_RING_BUFFER_SIZE);
Wave wav = LoadWave("resources/country.mp3");
WaveFormat(&wav, SAMPLE_RATE, PER_SAMPLE_BIT_DEPTH, MONO);
AudioStream audioStream = LoadAudioStream(SAMPLE_RATE, PER_SAMPLE_BIT_DEPTH, MONO);
PlayAudioStream(audioStream);
int fftHistoryLen = (int)ceilf(FFT_HISTORICAL_SMOOTHING_DUR/WINDOW_TIME) + 1;
FFTData fft = {
.spectrum = malloc(sizeof(FFTComplex)*FFT_WINDOW_SIZE),
.workBuffer = malloc(sizeof(FFTComplex)*FFT_WINDOW_SIZE),
.prevMagnitudes = calloc(BUFFER_SIZE, sizeof(float)),
.fftHistory = calloc(fftHistoryLen, sizeof(float[BUFFER_SIZE])),
.fftHistoryLen = fftHistoryLen,
.historyPos = 0,
.lastFftTime = 0.0,
.tapbackPos = 0.01f
};
size_t wavCursor = 0;
const short *wavPCM16 = wav.data;
short chunkSamples[AUDIO_STREAM_RING_BUFFER_SIZE] = { 0 };
float audioSamples[FFT_WINDOW_SIZE] = { 0 };
SetTargetFPS(60);
//----------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
while (IsAudioStreamProcessed(audioStream))
{
for (int i = 0; i < AUDIO_STREAM_RING_BUFFER_SIZE; i++)
{
int left = (wav.channels == 2)? wavPCM16[wavCursor*2 + 0] : wavPCM16[wavCursor];
int right = (wav.channels == 2)? wavPCM16[wavCursor*2 + 1] : left;
chunkSamples[i] = (short)((left + right)/2);
if (++wavCursor >= wav.frameCount)
wavCursor = 0;
}
UpdateAudioStream(audioStream, chunkSamples, AUDIO_STREAM_RING_BUFFER_SIZE);
for (int i = 0; i < FFT_WINDOW_SIZE; i++)
audioSamples[i] = (chunkSamples[i*2] + chunkSamples[i*2 + 1])*0.5f/32767.0f;
}
CaptureFrame(&fft, audioSamples);
RenderFrame(&fft, &fftImage);
UpdateTexture(fftTexture, fftImage.data);
//------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
BeginShaderMode(shader);
SetShaderValueTexture(shader, iChannel0Location, fftTexture);
DrawTextureRec(bufferA.texture,
(Rectangle){ 0, 0, (float)screenWidth, (float)-screenHeight },
(Vector2){ 0, 0 },
WHITE);
EndShaderMode();
EndDrawing();
//------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadRenderTexture(bufferA);
UnloadTexture(fftTexture);
UnloadImage(fftImage);
UnloadAudioStream(audioStream);
UnloadWave(wav);
CloseAudioDevice();
free(fft.spectrum);
free(fft.workBuffer);
free(fft.prevMagnitudes);
free(fft.fftHistory);
CloseWindow(); // Close window and OpenGL context
//----------------------------------------------------------------------------------
return 0;
}
// CooleyTukey FFT https://en.wikipedia.org/wiki/Cooley%E2%80%93Tukey_FFT_algorithm#Data_reordering,_bit_reversal,_and_in-place_algorithms
static void CooleyTukeyFFTSlow(FFTComplex *spectrum, int n)
{
int j = 0;
for (int i = 1; i < n - 1; i++)
{
int bit = n >> 1;
while (j >= bit)
{
j -= bit;
bit >>= 1;
}
j += bit;
if (i < j)
{
FFTComplex temp = spectrum[i];
spectrum[i] = spectrum[j];
spectrum[j] = temp;
}
}
for (int len = 2; len <= n; len <<= 1)
{
float angle = -2.0f*PI/len;
FFTComplex twiddleUnit = { cosf(angle), sinf(angle) };
for (int i = 0; i < n; i += len)
{
FFTComplex twiddleCurrent = { 1.0f, 0.0f };
for (int j = 0; j < len/2; j++)
{
FFTComplex even = spectrum[i + j];
FFTComplex odd = spectrum[i + j + len/2];
FFTComplex twiddledOdd = {
odd.real*twiddleCurrent.real - odd.imaginary*twiddleCurrent.imaginary,
odd.real*twiddleCurrent.imaginary + odd.imaginary*twiddleCurrent.real
};
spectrum[i + j].real = even.real + twiddledOdd.real;
spectrum[i + j].imaginary = even.imaginary + twiddledOdd.imaginary;
spectrum[i + j + len/2].real = even.real - twiddledOdd.real;
spectrum[i + j + len/2].imaginary = even.imaginary - twiddledOdd.imaginary;
float twiddleRealNext = twiddleCurrent.real*twiddleUnit.real - twiddleCurrent.imaginary*twiddleUnit.imaginary;
twiddleCurrent.imaginary = twiddleCurrent.real*twiddleUnit.imaginary + twiddleCurrent.imaginary*twiddleUnit.real;
twiddleCurrent.real = twiddleRealNext;
}
}
}
}
static void CaptureFrame(FFTData *fftData, const float *audioSamples)
{
for (int i = 0; i < FFT_WINDOW_SIZE; i++)
{
float x = (2.0f*PI*i)/(FFT_WINDOW_SIZE - 1.0f);
float blackmanWeight = 0.42f - 0.5f*cosf(x) + 0.08f*cosf(2.0f*x); // https://en.wikipedia.org/wiki/Window_function#Blackman_window
fftData->workBuffer[i].real = audioSamples[i]*blackmanWeight;
fftData->workBuffer[i].imaginary = 0.0f;
}
CooleyTukeyFFTSlow(fftData->workBuffer, FFT_WINDOW_SIZE);
memcpy(fftData->spectrum, fftData->workBuffer, sizeof(FFTComplex)*FFT_WINDOW_SIZE);
float smoothedSpectrum[BUFFER_SIZE];
for (int bin = 0; bin < BUFFER_SIZE; bin++)
{
float re = fftData->workBuffer[bin].real;
float im = fftData->workBuffer[bin].imaginary;
float linearMagnitude = sqrtf(re*re + im*im)/FFT_WINDOW_SIZE;
float smoothedMagnitude = SMOOTHING_TIME_CONSTANT*fftData->prevMagnitudes[bin] + (1.0f - SMOOTHING_TIME_CONSTANT)*linearMagnitude;
fftData->prevMagnitudes[bin] = smoothedMagnitude;
float db = logf(fmaxf(smoothedMagnitude, 1e-40f))*DB_TO_LINEAR_SCALE;
float normalized = (db - MIN_DECIBELS)*INVERSE_DECIBEL_RANGE;
smoothedSpectrum[bin] = Clamp(normalized, 0.0f, 1.0f);
}
fftData->lastFftTime = GetTime();
memcpy(fftData->fftHistory[fftData->historyPos], smoothedSpectrum, sizeof(smoothedSpectrum));
fftData->historyPos = (fftData->historyPos + 1) % fftData->fftHistoryLen;
}
static void RenderFrame(const FFTData *fftData, Image *fftImage)
{
double framesSinceTapback = floor(fftData->tapbackPos/WINDOW_TIME);
framesSinceTapback = Clamp(framesSinceTapback, 0.0, fftData->fftHistoryLen - 1);
int historyPosition = (fftData->historyPos - 1 - (int)framesSinceTapback) % fftData->fftHistoryLen;
if (historyPosition < 0)
historyPosition += fftData->fftHistoryLen;
const float *amplitude = fftData->fftHistory[historyPosition];
for (int bin = 0; bin < BUFFER_SIZE; bin++) {
ImageDrawPixel(fftImage, bin, FFT_ROW, ColorFromNormalized((Vector4){ amplitude[bin], UNUSED_CHANNEL, UNUSED_CHANNEL, UNUSED_CHANNEL }));
}
}

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@ -1,32 +0,0 @@
#version 330
in vec2 fragTexCoord;
in vec4 fragColor;
out vec4 finalColor;
uniform vec2 iResolution;
uniform sampler2D iChannel0;
const vec4 BLACK = vec4(0.0, 0.0, 0.0, 1.0);
const vec4 WHITE = vec4(1.0, 1.0, 1.0, 1.0);
const float FFT_ROW = 0.0;
const float NUM_OF_BINS = 512.0;
void main() {
vec2 fragCoord = fragTexCoord*iResolution;
float cell_width = iResolution.x/NUM_OF_BINS;
float bin_index = floor(fragCoord.x/cell_width);
float local_x = mod(fragCoord.x, cell_width);
float bar_width = cell_width - 1.0;
vec4 color = BLACK;
if (local_x <= bar_width) {
float sample_x = (bin_index + 0.5)/NUM_OF_BINS;
vec2 sample_coord = vec2(sample_x, FFT_ROW);
float amplitude = texture(iChannel0, sample_coord).r; // only filled the red channel, all channels left open for alternative use
if (fragTexCoord.y < amplitude) {
color = WHITE;
}
}
finalColor = color;
}

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@ -196,6 +196,7 @@ int main(void)
}
else
{
// Draw background: generic
DrawRectangleRounded((Rectangle){ 175, 110, 460, 220}, 0.3f, 16, DARKGRAY);
@ -268,6 +269,7 @@ int main(void)
else
{
DrawText(TextFormat("GP%d: NOT DETECTED", gamepad), 10, 10, 10, GRAY);
DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
}

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@ -18,7 +18,7 @@
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
int main()
{
// Initialization
//--------------------------------------------------------------------------------------

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@ -1,116 +0,0 @@
/*******************************************************************************************
*
* raylib [models] example - directional billboard
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6
*
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Robin (@RobinsAviary)
* Killbot art by patvanmackelberg https://opengameart.org/content/killbot-8-directional under CC0
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include <stdlib.h>
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - directional billboard");
// Set up the camera
Camera camera = { 0 };
camera.position = (Vector3){ 2.0f, 1.0f, 2.0f }; // Starting position
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Target position
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Up vector
camera.fovy = 45.0f; // FOV
camera.projection = CAMERA_PERSPECTIVE; // Projection type (Standard 3D perspective)
// Load billboard texture
Texture skillbot = LoadTexture("resources/skillbot.png");
// Timer to update animation
float anim_timer = 0.0f;
// Animation frame
unsigned int anim = 0;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
// Update timer with delta time
anim_timer += GetFrameTime();
// Update frame index after a certain amount of time (half a second)
if (anim_timer > 0.5f)
{
anim_timer = 0.0f;
anim += 1;
}
// Reset frame index to zero on overflow
if (anim >= 4) anim = 0;
// Find the current direction frame based on the camera position to the billboard object
float dir = (float)floor(((Vector2Angle((Vector2){ 2.0f, 0.0f }, (Vector2){ camera.position.x, camera.position.z })/PI)*4.0f) + 0.25f);
// Correct frame index if angle is negative
if (dir < 0.0f)
{
dir = 8.0f - (float)abs((int)dir);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawGrid(10, 1.0f);
// Draw billboard pointing straight up to the sky, rotated relative to the camera and offset from the bottom
DrawBillboardPro(camera, skillbot, (Rectangle){ 0.0f + (anim*24.0f), 0.0f + (dir*24.0f), 24.0f, 24.0f }, Vector3Zero(), (Vector3){ 0.0f, 1.0f, 0.0f }, Vector2One(), (Vector2){ 0.5f, 0.0f }, 0, WHITE);
EndMode3D();
// Render various variables for reference
DrawText(TextFormat("animation: %d", anim), 10, 10, 20, DARKGRAY);
DrawText(TextFormat("direction frame: %.0f", dir), 10, 40, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload billboard texture
UnloadTexture(skillbot);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -32,7 +32,7 @@ static Mesh GenMeshPoints(int numPoints);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
int main()
{
// Initialization
//--------------------------------------------------------------------------------------

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@ -22,7 +22,7 @@
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
int main()
{
// Initialization
//--------------------------------------------------------------------------------------

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@ -36,7 +36,7 @@ void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Program main entry point
//----------------------------------------------------------------------------------
int main(void)
int main()
{
// Initialization
//--------------------------------------------------------------------------------------

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@ -77,7 +77,7 @@ static void UpdateLight(Shader shader, Light light);
//----------------------------------------------------------------------------------
// Program main entry point
//----------------------------------------------------------------------------------
int main(void)
int main()
{
// Initialization
//--------------------------------------------------------------------------------------

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@ -8,7 +8,7 @@
| explosion.png | [Unity Labs Paris](https://blogs.unity3d.com/2016/11/28/free-vfx-image-sequences-flipbooks/) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) |
| parrots.png | [Kodak set](http://r0k.us/graphics/kodak/) | ❔ | Original name: `kodim23.png`
| cat.png | ❔ | ❔ | - |
| raybunny.png | [VoidSrc*](https://x.com/voidsrc) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| wabbit_alpha.png | ❔ | ❔ | - |
| custom_jupiter_crash.png | [Brian Kent (AEnigma)](https://www.dafont.com/es/aenigma.d188) | [Freeware](https://www.dafont.com/es/jupiter-crash.font) | Atlas created by [@raysan5](https://github.com/raysan5) |
| KAISG.ttf | [Dieter Steffmann](http://www.steffmann.de/wordpress/) | [Freeware](https://www.1001fonts.com/users/steffmann/) | [Kaiserzeit Gotisch](https://www.dafont.com/es/kaiserzeit-gotisch.font) font |
| fudesumi.png | [Eiden Marsal](https://www.artstation.com/marshall_z) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/) | - |

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@ -45,7 +45,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark");
// Load bunny texture
Texture2D texBunny = LoadTexture("resources/raybunny.png");
Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png");
Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array

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@ -49,7 +49,7 @@ static void DrawTexturedCurve(void);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
int main()
{
// Initialization
//--------------------------------------------------------------------------------------

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@ -121,7 +121,6 @@ typedef enum {
OP_VALIDATE = 5, // Validate examples, using [examples_list.txt] as main source by default
OP_UPDATE = 6, // Validate and update required examples (as far as possible)
OP_BUILD = 7, // Build example for desktop and web, copy web output
OP_TEST = 8, // Test example: check output LOG WARNINGS
} rlExampleOperation;
static const char *exCategories[REXM_MAX_EXAMPLE_CATEGORIES] = { "core", "shapes", "textures", "text", "models", "shaders", "audio", "others" };
@ -405,7 +404,7 @@ int main(int argc, char *argv[])
char *exColInfo = LoadFileText(exCollectionFilePath);
if (TextFindIndex(exColInfo, argv[2]) != -1) // Example in the collection
{
strcpy(exName, argv[2]); // Register example name
strcpy(exName, argv[2]); // Register example name for removal
strncpy(exCategory, exName, TextFindIndex(exName, "_"));
opCode = OP_BUILD;
}
@ -414,36 +413,6 @@ int main(int argc, char *argv[])
}
}
}
else if (strcmp(argv[1], "test") == 0)
{
// Build and test example for PLATFORM_DESKTOP
// NOTE: Build outputs to default directory, usually where the .c file is located,
// to avoid issues with copying resources (at least on Desktop)
if (argc == 2) LOG("WARNING: No example name provided to test\n");
else if (argc > 3) LOG("WARNING: Too many arguments provided\n");
else
{
// Support building not only individual examples but categories and "ALL"
if ((strcmp(argv[2], "ALL") == 0) || TextInList(argv[2], exCategories, REXM_MAX_EXAMPLE_CATEGORIES))
{
// Category/ALL rebuilt requested
strcpy(exRebuildRequested, argv[2]);
}
else
{
// Verify example exists in collection to be removed
char *exColInfo = LoadFileText(exCollectionFilePath);
if (TextFindIndex(exColInfo, argv[2]) != -1) // Example in the collection
{
strcpy(exName, argv[2]); // Register example name
strncpy(exCategory, exName, TextFindIndex(exName, "_"));
opCode = OP_TEST;
}
else LOG("WARNING: TEST: Example requested not available in the collection\n");
UnloadFileText(exColInfo);
}
}
}
// Process command line options arguments
for (int i = 1; i < argc; i++)
@ -1518,94 +1487,6 @@ int main(int argc, char *argv[])
UnloadExamplesData(exCollection);
//------------------------------------------------------------------------------------------------
} break;
case OP_TEST:
{
LOG("INFO: Command requested: TEST\n");
LOG("INFO: Example to be built and tested: %s\n", exName);
// Steps to follow
// STEP 1: Load example.c and replace required code to inject basic testing code: frames to run
// OPTION 1: Code injection required multiple changes for testing but it does not require raylib changes!
// OPTION 2: Support testing on raylib side: Args processing and events injection: SUPPORT_AUTOMATD_TESTING_SYSTEM, EVENTS_TESTING_MODE
// STEP 2: Build example (PLATFORM_DESKTOP)
// STEP 3: Run example with arguments: --frames 2 > <example>.out.log
// STEP 4: Load <example>.out.log and check "WARNING:" messages -> Some could maybe be ignored
// STEP 5: Generate report with results
// STEP 1: Load example and inject required code
// PROBLEM: As we need to modify the example source code for building, we need to keep a copy or something
// WARNING: If we make a copy and something fails, it could not be restored at the end
// PROBLEM: Trying to build a copy won't work because Makefile is setup to look for specific example on specific path -> No output dir config
// IDEA: Create directory for testing data -> It implies moving files and set working dir...
// SOLUTION: Make a copy of original file -> Modify original -> Build -> Rename to <example>.test.exe
FileCopy(TextFormat("%s/%s/%s.c", exBasePath, exCategory, exName),
TextFormat("%s/%s/%s.original.c", exBasePath, exCategory, exName));
char *srcText = LoadFileText(TextFormat("%s/%s/%s.c", exBasePath, exCategory, exName));
static const char *mainReplaceText =
"#include <string.h>\n"
"#include <stdlib.h>\n"
"int main(int argc, char *argv[])\n{\n"
" int requestedTestFrames = 0;\n"
" int testFramesCount = 0;\n"
" if ((argc > 1) && (argc == 3) && (strcmp(argv[1], \"--frames\") != 0)) requestedTestFrames = atoi(argv[2]);\n";
char *srcTextUpdated[3] = { 0 };
srcTextUpdated[0] = TextReplace(srcText, "int main(void)\n{", mainReplaceText);
srcTextUpdated[1] = TextReplace(srcTextUpdated[0], "WindowShouldClose()", "WindowShouldClose() && (testFramesCount < requestedTestFrames)");
srcTextUpdated[2] = TextReplace(srcTextUpdated[1], "EndDrawing();", "EndDrawing(); testFramesCount++;");
UnloadFileText(srcText);
SaveFileText(TextFormat("%s/%s/%s.c", exBasePath, exCategory, exName), srcTextUpdated[2]);
for (int i = 0; i < 3; i++) { MemFree(srcTextUpdated[i]); srcTextUpdated[i] = NULL; }
// STEP 2: Build example for DESKTOP platform
#if defined(_WIN32)
// Set required environment variables
//putenv(TextFormat("RAYLIB_DIR=%s\\..", exBasePath));
_putenv("PATH=%PATH%;C:\\raylib\\w64devkit\\bin");
//putenv("MAKE=mingw32-make");
//ChangeDirectory(exBasePath);
#endif
// Build example for PLATFORM_DESKTOP
#if defined(_WIN32)
LOG("INFO: [%s] Building example for PLATFORM_DESKTOP (Host: Win32)\n", exName);
system(TextFormat("mingw32-make -C %s %s/%s PLATFORM=PLATFORM_DESKTOP -B", exBasePath, exCategory, exName));
#else
LOG("INFO: [%s] Building example for PLATFORM_DESKTOP (Host: POSIX)\n", exName);
system(TextFormat("make -C %s %s/%s PLATFORM=PLATFORM_DESKTOP -B", exBasePath, exCategory, exName));
#endif
// Restore original source code before continue
FileCopy(TextFormat("%s/%s/%s.original.c", exBasePath, exCategory, exName),
TextFormat("%s/%s/%s.c", exBasePath, exCategory, exName));
FileRemove(TextFormat("%s/%s/%s.original.c", exBasePath, exCategory, exName));
// STEP 3: Run example with required arguments
ChangeDirectory(TextFormat("%s/%s", exBasePath, exCategory));
system(TextFormat("%s --frames 2 > %s.log", exName, exName));
// STEP 4: Load and validate log -> WARNINGS
char *exTestLog = LoadFileText(TextFormat("%s/%s/%s.log", exBasePath, exCategory, exName));
int exTestLogLinesCount = 0;
char **exTestLogLines = LoadTextLines(exTestLog, &exTestLogLinesCount);
UnloadFileText(exTestLog);
int issueCounter = false;
for (int i = 0; i < exTestLogLinesCount; i++)
{
if (TextFindIndex(exTestLogLines[i], "WARNING") >= 0)
{
LOG("TEST: [%s] %s\n", exName, exTestLogLines[i]);
issueCounter++;
}
}
UnloadTextLines(exTestLogLines, exTestLogLinesCount);
// STEP 5: Generate auto-test report
//if (issueCounter > 0)
} break;
default: // Help
{
@ -2274,13 +2155,11 @@ static char **ScanExampleResources(const char *filePath, int *resPathCount)
int functionIndex02 = TextFindIndex(ptr - 10, "TraceLog"); // Check TraceLog()
int functionIndex03 = TextFindIndex(ptr - 40, "TakeScreenshot"); // Check TakeScreenshot()
int functionIndex04 = TextFindIndex(ptr - 40, "SaveFileData"); // Check SaveFileData()
int functionIndex05 = TextFindIndex(ptr - 40, "SaveFileText"); // Check SaveFileText()
if (!((functionIndex01 != -1) && (functionIndex01 < 40)) && // Not found ExportImage() before ""
!((functionIndex02 != -1) && (functionIndex02 < 10)) && // Not found TraceLog() before ""
!((functionIndex03 != -1) && (functionIndex03 < 40)) && // Not found TakeScreenshot() before ""
!((functionIndex04 != -1) && (functionIndex04 < 40)) && // Not found TakeScreenshot() before ""
!((functionIndex05 != -1) && (functionIndex05 < 40))) // Not found SaveFileText() before ""
!((functionIndex04 != -1) && (functionIndex04 < 40))) // Not found SaveFileData() before ""
{
int len = (int)(end - start);
if ((len > 0) && (len < REXM_MAX_RESOURCE_PATH_LEN))