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author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-10-01 15:43:46 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-10-01 15:43:46 +0000 |
commit | 17983edf6d6dd8b7603ab0fc0d2a30f5789e33bc (patch) | |
tree | c7218b1cacb1605a0cdb4757320a65a2a6a5b854 /src | |
parent | 08a0ddf3d8f9eb819e03d9cd6c8d79bd8634fec6 (diff) | |
download | usdx-17983edf6d6dd8b7603ab0fc0d2a30f5789e33bc.tar.gz usdx-17983edf6d6dd8b7603ab0fc0d2a30f5789e33bc.tar.xz usdx-17983edf6d6dd8b7603ab0fc0d2a30f5789e33bc.zip |
safer context switch
- clear client attribs with glPopClientAttrib
- store complete USDX's OpenGL matrix stack (not just the top one)
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1429 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src')
-rw-r--r-- | src/media/UVisualizer.pas | 152 |
1 files changed, 115 insertions, 37 deletions
diff --git a/src/media/UVisualizer.pas b/src/media/UVisualizer.pas index a81e3e52..2d3511d4 100644 --- a/src/media/UVisualizer.pas +++ b/src/media/UVisualizer.pas @@ -90,6 +90,10 @@ const {$IFEND} type + TGLMatrix = array[0..3, 0..3] of GLdouble; + TGLMatrixStack = array of TGLMatrix; + +type TVideoPlayback_ProjectM = class( TInterfacedObject, IVideoPlayback, IVideoVisualization ) private pm: TProjectM; @@ -103,8 +107,9 @@ type PCMData: TPCMData; RndPCMcount: integer; - ProjMatrix: array[0..3, 0..3] of GLdouble; - TexMatrix: array[0..3, 0..3] of GLdouble; + ModelviewMatrixStack: TGLMatrixStack; + ProjectionMatrixStack: TGLMatrixStack; + TextureMatrixStack: TGLMatrixStack; procedure VisualizerStart; procedure VisualizerStop; @@ -113,6 +118,9 @@ type function GetRandomPCMData(var Data: TPCMData): Cardinal; + function GetMatrixStackDepth(MatrixMode: GLenum): GLint; + procedure SaveMatrixStack(MatrixMode: GLenum; var MatrixStack: TGLMatrixStack); + procedure RestoreMatrixStack(MatrixMode: GLenum; var MatrixStack: TGLMatrixStack); procedure SaveOpenGLState(); procedure RestoreOpenGLState(); @@ -212,6 +220,100 @@ begin end; {** + * Returns the stack depth of the given OpenGL matrix mode stack. + *} +function TVideoPlayback_ProjectM.GetMatrixStackDepth(MatrixMode: GLenum): GLint; +begin + // get number of matrices on stack + case (MatrixMode) of + GL_PROJECTION: + glGetIntegerv(GL_PROJECTION_STACK_DEPTH, @Result); + GL_MODELVIEW: + glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, @Result); + GL_TEXTURE: + glGetIntegerv(GL_TEXTURE_STACK_DEPTH, @Result); + end; +end; + +{** + * Saves the current matrix stack using MatrixMode + * (one of GL_PROJECTION/GL_TEXTURE/GL_MODELVIEW) + * + * Use this function instead of just saving the current matrix with glPushMatrix(). + * OpenGL specifies the depth of the GL_PROJECTION and GL_TEXTURE 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, but this + * function should be used for the modelview stack too. We cannot rely on a + * proper stack management of the underlying visualizer (projectM). + * For example in the projectM versions 1.0 - 1.01 the modelview- and + * projection-matrices were popped without being pushed first. + * + * By saving the whole stack we are on the safe side, so a nasty bug in the + * visualizer does not corrupt USDX. + *} +procedure TVideoPlayback_ProjectM.SaveMatrixStack(MatrixMode: GLenum; + var MatrixStack: TGLMatrixStack); +var + I: integer; + StackDepth: GLint; +begin + glMatrixMode(MatrixMode); + + StackDepth := GetMatrixStackDepth(MatrixMode); + SetLength(MatrixStack, StackDepth); + + // save current matrix stack + for I := StackDepth-1 downto 0 do + begin + // save current matrix + case (MatrixMode) of + GL_PROJECTION: + glGetDoublev(GL_PROJECTION_MATRIX, @MatrixStack[I]); + GL_MODELVIEW: + glGetDoublev(GL_MODELVIEW_MATRIX, @MatrixStack[I]); + GL_TEXTURE: + glGetDoublev(GL_TEXTURE_MATRIX, @MatrixStack[I]); + end; + + // remove matrix from stack + if (I > 0) then + glPopMatrix(); + end; + + // reset default (first) matrix + glLoadIdentity(); +end; + +{** + * Restores the OpenGL matrix stack stored with SaveMatrixStack. + *} +procedure TVideoPlayback_ProjectM.RestoreMatrixStack(MatrixMode: GLenum; + var MatrixStack: TGLMatrixStack); +var + I: integer; + StackDepth: GLint; +begin + glMatrixMode(MatrixMode); + + StackDepth := GetMatrixStackDepth(MatrixMode); + // remove all (except the first) matrices from current stack + for I := 1 to StackDepth-1 do + glPopMatrix(); + + // rebuild stack + for I := 0 to High(MatrixStack) do + begin + glLoadMatrixd(@MatrixStack[I]); + if (I < High(MatrixStack)) then + glPushMatrix(); + end; + + // clean stored stack + SetLength(MatrixStack, 0); +end; + +{** * Saves the current OpenGL state. * This is necessary to prevent projectM from corrupting USDX's current * OpenGL state. @@ -226,32 +328,14 @@ procedure TVideoPlayback_ProjectM.SaveOpenGLState(); begin // save all OpenGL state-machine attributes glPushAttrib(GL_ALL_ATTRIB_BITS); + glPushClientAttrib(GL_CLIENT_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. + SaveMatrixStack(GL_PROJECTION, ProjectionMatrixStack); + writeln(ProjectionMatrixStack[0][0][0]); + SaveMatrixStack(GL_MODELVIEW, ModelviewMatrixStack); + SaveMatrixStack(GL_TEXTURE, TextureMatrixStack); - // 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(); @@ -266,19 +350,14 @@ 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 matrix stacks + RestoreMatrixStack(GL_PROJECTION, ProjectionMatrixStack); + RestoreMatrixStack(GL_MODELVIEW, ModelviewMatrixStack); + RestoreMatrixStack(GL_TEXTURE, TextureMatrixStack); // restore all OpenGL state-machine attributes + // (also restores the matrix mode) + glPopClientAttrib(); glPopAttrib(); end; @@ -343,7 +422,6 @@ end; procedure TVideoPlayback_ProjectM.GetFrame(Time: Extended); var nSamples: cardinal; - stackDepth: Integer; begin if not VisualizerStarted then Exit; |