aboutsummaryrefslogtreecommitdiffstats
path: root/src/base/UVisualizer.pas
diff options
context:
space:
mode:
authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-09-13 08:27:50 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-09-13 08:27:50 +0000
commit4c6d2f4cd49a4f6016026ef81db31c3656bb5e8c (patch)
tree72762cd153a609ddd703f1b39829b5f427434826 /src/base/UVisualizer.pas
parent0bde0509f1c7911c3eaf64f7fa1442349859e942 (diff)
downloadusdx-4c6d2f4cd49a4f6016026ef81db31c3656bb5e8c.tar.gz
usdx-4c6d2f4cd49a4f6016026ef81db31c3656bb5e8c.tar.xz
usdx-4c6d2f4cd49a4f6016026ef81db31c3656bb5e8c.zip
Media modules moved from base to media
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1374 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src/base/UVisualizer.pas')
-rw-r--r--src/base/UVisualizer.pas442
1 files changed, 0 insertions, 442 deletions
diff --git a/src/base/UVisualizer.pas b/src/base/UVisualizer.pas
deleted file mode 100644
index e2125201..00000000
--- a/src/base/UVisualizer.pas
+++ /dev/null
@@ -1,442 +0,0 @@
-unit UVisualizer;
-
-(* TODO:
- * - fix video/visualizer switching
- * - use GL_EXT_framebuffer_object for rendering to a separate framebuffer,
- * this will prevent plugins from messing up our render-context
- * (-> no stack corruption anymore, no need for Save/RestoreOpenGLState()).
- * - create a generic (C-compatible) interface for visualization plugins
- * - create a visualization plugin manager
- * - write a plugin for projectM in C/C++ (so we need no wrapper anymore)
- *)
-
-{* Note:
- * It would be easier to create a seperate Render-Context (RC) for projectM
- * and switch to it when necessary. This can be achieved by pbuffers
- * (slow and platform specific) or the OpenGL FramebufferObject (FBO) extension
- * (fast and plattform-independent but not supported by older graphic-cards/drivers).
- *
- * See http://oss.sgi.com/projects/ogl-sample/registry/EXT/framebuffer_object.txt
- *
- * To support as many cards as possible we will stick to the current dirty
- * solution for now even if it is a pain to save/restore projectM's state due
- * to bugs etc.
- *
- * This also restricts us to projectM. As other plug-ins might have different
- * needs and bugs concerning the OpenGL state, USDX's state would probably be
- * corrupted after the plug-in finshed drawing.
- *}
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- SDL,
- UGraphicClasses,
- textgl,
- math,
- gl,
- SysUtils,
- UIni,
- projectM,
- UMusic;
-
-implementation
-
-uses
- UGraphic,
- UMain,
- UConfig,
- ULog;
-
-{$IF PROJECTM_VERSION < 1000000} // < 1.0
-// Initialization data used on projectM 0.9x creation.
-// Since projectM 1.0 this data is passed via the config-file.
-const
- meshX = 32;
- meshY = 24;
- fps = 30;
- textureSize = 512;
-{$IFEND}
-
-type
- TVideoPlayback_ProjectM = class( TInterfacedObject, IVideoPlayback, IVideoVisualization )
- private
- pm: TProjectM;
- ProjectMPath : string;
- Initialized: boolean;
-
- VisualizerStarted: boolean;
- VisualizerPaused: boolean;
-
- VisualTex: GLuint;
- PCMData: TPCMData;
- RndPCMcount: integer;
-
- projMatrix: array[0..3, 0..3] of GLdouble;
- texMatrix: array[0..3, 0..3] of GLdouble;
-
- procedure VisualizerStart;
- procedure VisualizerStop;
-
- procedure VisualizerTogglePause;
-
- function GetRandomPCMData(var data: TPCMData): Cardinal;
-
- procedure SaveOpenGLState();
- procedure RestoreOpenGLState();
-
- public
- function GetName: String;
-
- function Init(): boolean;
- function Finalize(): boolean;
-
- function Open(const aFileName : string): boolean; // true if succeed
- procedure Close;
-
- procedure Play;
- procedure Pause;
- procedure Stop;
-
- procedure SetPosition(Time: real);
- function GetPosition: real;
-
- procedure GetFrame(Time: Extended);
- procedure DrawGL(Screen: integer);
- end;
-
-
-function TVideoPlayback_ProjectM.GetName: String;
-begin
- Result := 'ProjectM';
-end;
-
-function TVideoPlayback_ProjectM.Init(): boolean;
-begin
- Result := true;
-
- if (Initialized) then
- Exit;
- Initialized := true;
-
- RndPCMcount := 0;
-
- ProjectMPath := ProjectM_DataDir + PathDelim;
-
- VisualizerStarted := False;
- VisualizerPaused := False;
-
- {$IFDEF UseTexture}
- glGenTextures(1, PglUint(@VisualTex));
- glBindTexture(GL_TEXTURE_2D, VisualTex);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- {$ENDIF}
-end;
-
-function TVideoPlayback_ProjectM.Finalize(): boolean;
-begin
- VisualizerStop();
- {$IFDEF UseTexture}
- glDeleteTextures(1, PglUint(@VisualTex));
- {$ENDIF}
- Result := true;
-end;
-
-function TVideoPlayback_ProjectM.Open(const aFileName : string): boolean; // true if succeed
-begin
- Result := false;
-end;
-
-procedure TVideoPlayback_ProjectM.Close;
-begin
- VisualizerStop();
-end;
-
-procedure TVideoPlayback_ProjectM.Play;
-begin
- VisualizerStart();
-end;
-
-procedure TVideoPlayback_ProjectM.Pause;
-begin
- VisualizerTogglePause();
-end;
-
-procedure TVideoPlayback_ProjectM.Stop;
-begin
- VisualizerStop();
-end;
-
-procedure TVideoPlayback_ProjectM.SetPosition(Time: real);
-begin
- if assigned(pm) then
- pm.RandomPreset();
-end;
-
-function TVideoPlayback_ProjectM.GetPosition: real;
-begin
- Result := 0;
-end;
-
-{**
- * Saves the current OpenGL state.
- * This is necessary to prevent projectM from corrupting USDX's current
- * OpenGL state.
- *
- * The following steps are performed:
- * - All attributes are pushed to the attribute-stack
- * - Projection-/Texture-matrices are saved
- * - Modelview-matrix is pushed to the Modelview-stack
- * - the OpenGL error-state (glGetError) is cleared
- *}
-procedure TVideoPlayback_ProjectM.SaveOpenGLState();
-begin
- // save all OpenGL state-machine attributes
- glPushAttrib(GL_ALL_ATTRIB_BITS);
-
- // Note: we do not use glPushMatrix() for the GL_PROJECTION and GL_TEXTURE stacks.
- // OpenGL specifies the depth of those stacks to be at least 2 but projectM
- // already uses 2 stack-entries so overflows might be possible on older hardware.
- // In contrast to this the GL_MODELVIEW stack-size is at least 32, so we can
- // use glPushMatrix() for this stack.
-
- // save projection-matrix
- glMatrixMode(GL_PROJECTION);
- glGetDoublev(GL_PROJECTION_MATRIX, @projMatrix);
- {$IF PROJECTM_VERSION = 1000000} // 1.0, 1.01
- // bugfix: projection-matrix is popped without being pushed first
- glPushMatrix();
- {$IFEND}
-
- // save texture-matrix
- glMatrixMode(GL_TEXTURE);
- glGetDoublev(GL_TEXTURE_MATRIX, @texMatrix);
-
- // save modelview-matrix
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- {$IF PROJECTM_VERSION = 1000000} // 1.0, 1.01
- // bugfix: modelview-matrix is popped without being pushed first
- glPushMatrix();
- {$IFEND}
-
- // reset OpenGL error-state
- glGetError();
-end;
-
-{**
- * Restores the OpenGL state saved by SaveOpenGLState()
- * and resets the error-state.
- *}
-procedure TVideoPlayback_ProjectM.RestoreOpenGLState();
-begin
- // reset OpenGL error-state
- glGetError();
-
- // restore projection-matrix
- glMatrixMode(GL_PROJECTION);
- glLoadMatrixd(@projMatrix);
-
- // restore texture-matrix
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixd(@texMatrix);
-
- // restore modelview-matrix
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
-
- // restore all OpenGL state-machine attributes
- glPopAttrib();
-end;
-
-procedure TVideoPlayback_ProjectM.VisualizerStart;
-begin
- if VisualizerStarted then
- Exit;
-
- // the OpenGL state must be saved before
- SaveOpenGLState();
- try
-
- try
- {$IF PROJECTM_VERSION >= 1000000} // >= 1.0
- pm := TProjectM.Create(ProjectMPath + 'config.inp');
- {$ELSE}
- pm := TProjectM.Create(
- meshX, meshY, fps, textureSize, ScreenW, ScreenH,
- ProjectMPath + 'presets', ProjectMPath + 'fonts');
- {$IFEND}
- except on E: Exception do
- begin
- // Create() might fail if the config-file is not found
- Log.LogError('TProjectM.Create: ' + E.Message, 'TVideoPlayback_ProjectM.VisualizerStart');
- Exit;
- end;
- end;
-
- // initialize OpenGL
- pm.ResetGL(ScreenW, ScreenH);
- // skip projectM default-preset
- pm.RandomPreset();
- // projectM >= 1.0 uses the OpenGL FramebufferObject (FBO) extension.
- // Unfortunately it does NOT reset the framebuffer-context after
- // TProjectM.Create. Either glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0) for
- // a manual reset or TProjectM.RenderFrame() must be called.
- // We use the latter so we do not need to load the FBO extension in USDX.
- pm.RenderFrame();
-
- VisualizerStarted := True;
- finally
- RestoreOpenGLState();
- end;
-end;
-
-procedure TVideoPlayback_ProjectM.VisualizerStop;
-begin
- if VisualizerStarted then
- begin
- VisualizerStarted := False;
- FreeAndNil(pm);
- end;
-end;
-
-procedure TVideoPlayback_ProjectM.VisualizerTogglePause;
-begin
- VisualizerPaused := not VisualizerPaused;
-end;
-
-procedure TVideoPlayback_ProjectM.GetFrame(Time: Extended);
-var
- nSamples: cardinal;
- stackDepth: Integer;
-begin
- if not VisualizerStarted then
- Exit;
-
- if VisualizerPaused then
- Exit;
-
- // get audio data
- nSamples := AudioPlayback.GetPCMData(PcmData);
-
- // generate some data if non is available
- if (nSamples = 0) then
- nSamples := GetRandomPCMData(PcmData);
-
- // send audio-data to projectM
- if (nSamples > 0) then
- pm.AddPCM16Data(PSmallInt(@PcmData), nSamples);
-
- // store OpenGL state (might be messed up otherwise)
- SaveOpenGLState();
- try
- // setup projectM's OpenGL state
- pm.ResetGL(ScreenW, ScreenH);
-
- // let projectM render a frame
- pm.RenderFrame();
-
- {$IFDEF UseTexture}
- glBindTexture(GL_TEXTURE_2D, VisualTex);
- glFlush();
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, VisualWidth, VisualHeight, 0);
- {$ENDIF}
- finally
- // restore USDX OpenGL state
- RestoreOpenGLState();
- end;
-
- // discard projectM's depth buffer information (avoid overlay)
- glClear(GL_DEPTH_BUFFER_BIT);
-end;
-
-{**
- * Draws the current frame to screen.
- * TODO: this is not used yet. Data is directly drawn on GetFrame().
- *}
-procedure TVideoPlayback_ProjectM.DrawGL(Screen: integer);
-begin
- {$IFDEF UseTexture}
- // have a nice black background to draw on
- if (Screen = 1) then
- begin
- glClearColor(0, 0, 0, 0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- end;
-
- // exit if there's nothing to draw
- if not VisualizerStarted then
- Exit;
-
- // setup display
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- gluOrtho2D(0, 1, 0, 1);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
-
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- glBindTexture(GL_TEXTURE_2D, VisualTex);
- glColor4f(1, 1, 1, 1);
-
- // draw projectM frame
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(0, 0);
- glTexCoord2f(1, 0); glVertex2f(1, 0);
- glTexCoord2f(1, 1); glVertex2f(1, 1);
- glTexCoord2f(0, 1); glVertex2f(0, 1);
- glEnd();
-
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- // restore state
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- {$ENDIF}
-end;
-
-{**
- * Produces random "sound"-data in case no audio-data is available.
- * Otherwise the visualization will look rather boring.
- *}
-function TVideoPlayback_ProjectM.GetRandomPCMData(var data: TPCMData): Cardinal;
-var
- i: integer;
-begin
- // Produce some fake PCM data
- if (RndPCMcount mod 500 = 0) then
- begin
- FillChar(data, SizeOf(TPCMData), 0);
- end
- else
- begin
- for i := 0 to 511 do
- begin
- data[i][0] := Random(High(Word)+1);
- data[i][1] := Random(High(Word)+1);
- end;
- end;
- Inc(RndPCMcount);
- Result := 512;
-end;
-
-
-initialization
- MediaManager.Add(TVideoPlayback_ProjectM.Create);
-
-end.