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-rw-r--r--Game/Code/Classes/UVisualizer.pas201
1 files changed, 201 insertions, 0 deletions
diff --git a/Game/Code/Classes/UVisualizer.pas b/Game/Code/Classes/UVisualizer.pas
new file mode 100644
index 00000000..3bea8f54
--- /dev/null
+++ b/Game/Code/Classes/UVisualizer.pas
@@ -0,0 +1,201 @@
+{############################################################################
+# Visualizer support for UltraStar deluxe #
+# #
+# Created by hennymcc #
+# based on UVideo.pas #
+#############################################################################}
+
+unit UVisualizer;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE DELPHI}
+{$ENDIF}
+
+uses SDL,
+ UGraphicClasses,
+ textgl,
+ math,
+ OpenGL12,
+ SysUtils,
+ UIni,
+ {$ifdef DebugDisplay}
+ dialogs,
+ {$ENDIF}
+ projectM,
+ windows;
+
+procedure Init;
+procedure VisualizerStart;
+procedure VisualizerStop;
+procedure VisualizerGetFrame(Time: Extended);
+procedure VisualizerDrawGL(Screen: integer);
+procedure VisualizerTogglePause;
+
+const
+ VisualWidth = 640;
+ VisualHeight = 480;
+ gx = 32;
+ gy = 24;
+ fps = 30;
+ texsize = 512;
+
+var
+ pm: PProjectM;
+ VisualizerStarted, VisualizerPaused: Boolean;
+ VisualTex: glUint;
+ pcm_data: TPCM16;
+ hRC: Integer;
+ hDC: Integer;
+
+implementation
+
+procedure Init;
+begin
+ VisualizerStarted := False;
+ VisualizerPaused := False;
+ 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);
+end;
+
+procedure VisualizerStart;
+begin
+exit;
+ VisualizerStarted := True;
+
+ New(pm);
+ projectM_reset(pm);
+
+ pm^.fullscreen := 0;
+ pm^.renderTarget^.texsize := texsize;
+ pm^.gx := gx;
+ pm^.gy := gy;
+ pm^.fps := fps;
+ pm^.renderTarget^.usePbuffers := 0;
+
+ pm^.fontURL := PChar('Visuals\fonts');
+ pm^.presetURL := PChar('Visuals\presets');
+
+ glPushAttrib(GL_ALL_ATTRIB_BITS);
+ projectM_init(pm);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glMatrixMode(GL_TEXTURE);
+ glPushMatrix();
+ projectM_resetGL(pm, VisualWidth, VisualHeight);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glMatrixMode(GL_TEXTURE);
+ glPopMatrix();
+ glPopAttrib();
+end;
+
+procedure VisualizerStop;
+begin
+ if VisualizerStarted then begin
+ VisualizerStarted := False;
+ Dispose(pm);
+ end;
+end;
+
+procedure VisualizerTogglePause;
+begin
+ if VisualizerPaused then VisualizerPaused:=False
+ else VisualizerPaused:=True;
+end;
+
+procedure VisualizerGetFrame(Time: Extended);
+var
+ i: integer;
+begin
+ exit;
+
+ if not VisualizerStarted then Exit;
+ if VisualizerPaused then Exit;
+
+ Randomize();
+
+ for i := 0 to 511 do
+ begin
+ pcm_data[0][i] := RandomRange(High(Smallint), Low(Smallint));
+ pcm_data[1][i] := pcm_data[0][i];
+ end;
+ addPCM16(pcm_data);
+
+ glPushAttrib(GL_ALL_ATTRIB_BITS);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glMatrixMode(GL_TEXTURE);
+ glPushMatrix();
+ renderFrame(pm);
+ glFlush();
+ {
+ glBindTexture(GL_TEXTURE_2D, VisualTex);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, VisualWidth, VisualHeight, 0);
+ }
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glMatrixMode(GL_TEXTURE);
+ glPopMatrix();
+ glPopAttrib();
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ {
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ glEnable(GL_TEXTURE_2D);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ glBindTexture(GL_TEXTURE_2D, VisualTex);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(-1, -1);
+ glTexCoord2f(1, 0); glVertex2f( 1, -1);
+ glTexCoord2f(1, 1); glVertex2f( 1, 1);
+ glTexCoord2f(0, 1); glVertex2f(-1, 1);
+ glEnd();
+ glDisable(GL_TEXTURE_2D);
+ }
+end;
+
+procedure VisualizerDrawGL(Screen: integer);
+begin
+{
+ // have a nice black background to draw on (even if there were errors opening the vid)
+ 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;
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glColor4f(1, 1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, VisualTex);
+ glbegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex2f(400-VisualWidth/2, 300-VisualHeight/2);
+ glTexCoord2f(0, 1);
+ glVertex2f(400-VisualWidth/2, 300+VisualHeight/2);
+ glTexCoord2f(1, 1);
+ glVertex2f(400+VisualWidth/2, 300+VisualHeight/2);
+ glTexCoord2f(1, 0);
+ glVertex2f(400+VisualWidth/2, 300-VisualHeight/2);
+ glEnd;
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+}
+end;
+
+end.