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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-12-05 22:47:52 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-12-05 22:47:52 +0000
commit793c046c898eb933a175bf5b153f0dcf0cb56767 (patch)
treef4d4d9bbbe8b1976dfc7743a5c6e4a4e3bd6c570 /Game/Code/lib
parent4b6577b5988fe3551ce126bb2b1ca91e612015b5 (diff)
downloadusdx-793c046c898eb933a175bf5b153f0dcf0cb56767.tar.gz
usdx-793c046c898eb933a175bf5b153f0dcf0cb56767.tar.xz
usdx-793c046c898eb933a175bf5b153f0dcf0cb56767.zip
added projectM header file
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@676 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/lib')
-rw-r--r--Game/Code/lib/projectM/projectM.pas354
1 files changed, 354 insertions, 0 deletions
diff --git a/Game/Code/lib/projectM/projectM.pas b/Game/Code/lib/projectM/projectM.pas
new file mode 100644
index 00000000..72fb0b92
--- /dev/null
+++ b/Game/Code/lib/projectM/projectM.pas
@@ -0,0 +1,354 @@
+unit projectM;
+
+interface
+
+uses OpenGL12;
+
+type
+ FLOAT = Single;
+ PFLOAT = ^FLOAT;
+ PPFLOAT = ^PFLOAT;
+ INT = Integer;
+ SHORT = Smallint;
+ LONG = Longint;
+
+type
+ TPCM16 = array[0..1, 0..511] of SHORT;
+
+type
+ TTextureScale = INT;
+const
+ SCALE_NEAREST = 0;
+ SCALE_MAGNIFY = 1;
+ SCALE_MINIFY = 2;
+
+type
+ TContextType = INT;
+const
+ AGL_CONTEXT = 0;
+ CGL_CONTEXT = 1;
+ NSGL_CONTEXT = 2;
+ GLX_CONTEXT = 3;
+ WGL_CONTEXT = 4;
+
+type
+ TPBufferPass = INT;
+const
+ PBUFFER_PASS1 = 0;
+ PBUFFER_PASS2 = 1;
+
+type
+ PRenderTarget = ^TRenderTarget;
+ TRenderTarget = record
+ { Texture size }
+ texsize: INT;
+
+ { Application context }
+ origContextType: TContextType;
+
+ usePbuffers: INT;
+
+ {$ifdef LINUX}
+ lock_func: procedure(); cdecl;
+ unlock_func: procedure(); cdecl;
+ {$endif}
+
+ { Opaque pbuffer context and pbuffer }
+ {$ifdef MACOS}
+ origContext: Pointer;
+ pbufferContext: Pointer;
+ pbuffer: Pointer;
+ {$endif}
+
+ { Render target texture ID for non-pbuffer systems }
+ textureID: array[0..2] of TGLuint;
+ end;
+
+ {
+ procedure createPBuffers( width, height: INT; target: PRenderTarget );
+ procedure lockPBuffer( target: PRenderTarget; pass: PBufferPass );
+ procedure unlockPBuffer( target: PRenderTarget );
+ function nearestPower2( value: INT; scaleRule: TTextureScale ): INT;
+ }
+
+ PProjectM = ^TProjectM;
+ TProjectM = record
+ presetURL: PChar;
+ presetName: PChar;
+ fontURL: PChar;
+
+ hasInit: INT;
+
+ noSwitch: INT;
+ pcmframes: INT;
+ freqframes: INT;
+ totalframes: INT;
+
+ showfps: INT;
+ showtitle: INT;
+ showpreset: INT;
+ showhelp: INT;
+ showstats: INT;
+
+ studio: INT;
+
+ fbuffer: PGLubyte;
+
+ {$ifndef Win32}
+ { The first ticks value of the application }
+ startTime: LONG; //struct timeval
+ {$else}
+ startTime: LONG;
+ {$endif Win32}
+ Time: FLOAT;
+
+ { Render target texture ID }
+ renderTarget: PRenderTarget;
+
+ disp: array[0..79] of Char;
+
+ wave_o: FLOAT;
+
+ //int texsize=1024; //size of texture to do actual graphics
+ fvw: INT; //fullscreen dimensions
+ fvh: INT;
+ wvw: INT; //windowed dimensions
+ wvh: INT;
+ vw: INT; //runtime dimensions
+ vh: INT;
+ fullscreen: INT;
+
+ maxsamples: INT; //size of PCM buffer
+ numsamples: INT; //size of new PCM info
+ pcmdataL: PFLOAT; //holder for most recent pcm data
+ pcmdataR: PFLOAT; //holder for most recent pcm data
+
+ avgtime: INT; //# frames per preset
+
+ title: PChar;
+ drawtitle: INT;
+
+ correction: INT;
+
+ vol: FLOAT;
+
+ //per pixel equation variables
+ gridx: PPFLOAT; //grid containing interpolated mesh
+ gridy: PPFLOAT;
+ origtheta: PPFLOAT; //grid containing interpolated mesh reference values
+ origrad: PPFLOAT;
+ origx: PPFLOAT; //original mesh
+ origy: PPFLOAT;
+ origx2: PPFLOAT; //original mesh
+ origy2: PPFLOAT;
+
+ { Timing information }
+ mspf: INT;
+ timed: INT;
+ timestart: INT;
+ nohard: INT;
+ count: INT;
+ realfps,
+ fpsstart: FLOAT;
+
+ { PCM data }
+ vdataL: array[0..511] of FLOAT; //holders for FFT data (spectrum)
+ vdataR: array[0..511] of FLOAT;
+
+ { Various toggles }
+ doPerPixelEffects: INT;
+ doIterative: INT;
+
+ { ENGINE VARIABLES }
+ { From engine_vars.h }
+ preset_name: array[0..255] of Char;
+
+ { PER FRAME CONSTANTS BEGIN }
+ zoom: FLOAT;
+ zoomexp: FLOAT;
+ rot: FLOAT;
+ warp: FLOAT;
+
+ sx: FLOAT;
+ sy: FLOAT;
+ dx: FLOAT;
+ dy: FLOAT;
+ cx: FLOAT;
+ cy: FLOAT;
+
+ gy: INT;
+ gx: INT;
+
+ decay: FLOAT;
+
+ wave_r: FLOAT;
+ wave_g: FLOAT;
+ wave_b: FLOAT;
+ wave_x: FLOAT;
+ wave_y: FLOAT;
+ wave_mystery: FLOAT;
+
+ ob_size: FLOAT;
+ ob_r: FLOAT;
+ ob_g: FLOAT;
+ ob_b: FLOAT;
+ ob_a: FLOAT;
+
+ ib_size: FLOAT;
+ ib_r: FLOAT;
+ ib_g: FLOAT;
+ ib_b: FLOAT;
+ ib_a: FLOAT;
+
+ meshx: INT;
+ meshy: INT;
+
+ mv_a: FLOAT;
+ mv_r: FLOAT;
+ mv_g: FLOAT;
+ mv_b: FLOAT;
+ mv_l: FLOAT;
+ mv_x: FLOAT;
+ mv_y: FLOAT;
+ mv_dy: FLOAT;
+ mv_dx: FLOAT;
+
+ treb: FLOAT;
+ mid: FLOAT;
+ bass: FLOAT;
+ bass_old: FLOAT;
+ beat_sensitivity: FLOAT;
+ treb_att: FLOAT;
+ mid_att: FLOAT;
+ bass_att: FLOAT;
+ progress: FLOAT;
+ frame: INT;
+
+ { PER_FRAME CONSTANTS END }
+
+ { PER_PIXEL CONSTANTS BEGIN }
+
+ x_per_pixel: FLOAT;
+ y_per_pixel: FLOAT;
+ rad_per_pixel: FLOAT;
+ ang_per_pixel: FLOAT;
+
+ { PER_PIXEL CONSTANT END }
+
+
+ fRating: FLOAT;
+ fGammaAdj: FLOAT;
+ fVideoEchoZoom: FLOAT;
+ fVideoEchoAlpha: FLOAT;
+
+ nVideoEchoOrientation: INT;
+ nWaveMode: INT;
+ bAdditiveWaves: INT;
+ bWaveDots: INT;
+ bWaveThick: INT;
+ bModWaveAlphaByVolume: INT;
+ bMaximizeWaveColor: INT;
+ bTexWrap: INT;
+ bDarkenCenter: INT;
+ bRedBlueStereo: INT;
+ bBrighten: INT;
+ bDarken: INT;
+ bSolarize: INT;
+ bInvert: INT;
+ bMotionVectorsOn: INT;
+ fps: INT;
+
+ fWaveAlpha: FLOAT;
+ fWaveScale: FLOAT;
+ fWaveSmoothing: FLOAT;
+ fWaveParam: FLOAT;
+ fModWaveAlphaStart: FLOAT;
+ fModWaveAlphaEnd: FLOAT;
+ fWarpAnimSpeed: FLOAT;
+ fWarpScale: FLOAT;
+ fShader: FLOAT;
+
+
+ { Q VARIABLES START }
+
+ q1: FLOAT;
+ q2: FLOAT;
+ q3: FLOAT;
+ q4: FLOAT;
+ q5: FLOAT;
+ q6: FLOAT;
+ q7: FLOAT;
+ q8: FLOAT;
+
+
+ { Q VARIABLES END }
+
+ zoom_mesh: PPFLOAT;
+ zoomexp_mesh: PPFLOAT;
+ rot_mesh: PPFLOAT;
+
+ sx_mesh: PPFLOAT;
+ sy_mesh: PPFLOAT;
+ dx_mesh: PPFLOAT;
+ dy_mesh: PPFLOAT;
+ cx_mesh: PPFLOAT;
+ cy_mesh: PPFLOAT;
+
+ x_mesh: PPFLOAT;
+ y_mesh: PPFLOAT;
+ rad_mesh: PPFLOAT;
+ theta_mesh: PPFLOAT;
+ end;
+
+ { Functions }
+ procedure projectM_init(pm: PProjectM); cdecl; external 'libprojectM.dll';
+ procedure projectM_reset(pm: PProjectM); cdecl; external 'libprojectM.dll';
+ procedure projectM_resetGL(pm: PProjectM; width: INT; height: INT); cdecl; external 'libprojectM.dll';
+ procedure projectM_setTitle(pm: PProjectM; title: PChar); cdecl; external 'libprojectM.dll';
+ procedure renderFrame(pm: PProjectM); cdecl; external 'libprojectM.dll';
+
+ {
+ procedure draw_help(pm: PProjectM);
+ procedure draw_fps(pm: PProjectM; fps: Single);
+ procedure draw_preset(pm: PProjectM);
+ procedure draw_title(pm: PProjectM);
+ procedure draw_stats(pm: PProjectM);
+
+ procedure modulate_opacity_by_volume(pm: PProjectM);
+ procedure maximize_colors(pm: PProjectM);
+ procedure do_per_pixel_math(pm: PProjectM);
+ procedure do_per_frame(pm: PProjectM);
+ procedure render_texture_to_studio(pm: PProjectM);
+ procedure darken_center(pm: PProjectM);
+
+ procedure render_interpolation(pm: PProjectM);
+ procedure render_texture_to_screen(pm: PProjectM);
+ procedure render_texture_to_studio(pm: PProjectM);
+ procedure draw_motion_vectors(pm: PProjectM);
+ procedure draw_borders(pm: PProjectM);
+ procedure draw_shapes(pm: PProjectM);
+ procedure draw_waveform(pm: PProjectM);
+ procedure draw_custom_waves(pm: PProjectM);
+
+ procedure draw_title_to_screen(pm: PProjectM);
+ procedure draw_title_to_texture(pm: PProjectM);
+ procedure get_title(pm: PProjectM);
+
+ procedure reset_per_pixel_matrices(pm: PProjectM);
+ procedure init_per_pixel_matrices(pm: PProjectM);
+ procedure rescale_per_pixel_matrices(pm: PProjectM);
+ }
+
+ { PCM.h declarations }
+ {
+ procedure addPCMfloat(PCMdata: PFLOAT, samples: INT);
+ }
+ procedure addPCM16(pcm_data: TPCM16); cdecl; external 'libprojectM.dll';
+ {
+ procedure addPCM16Data(const short* pcm_data, short samples);
+ procedure addPCM8( unsigned char [2][512]);
+ }
+
+implementation
+
+end.