diff options
Diffstat (limited to 'src/media/UVisualizer.pas')
-rw-r--r-- | src/media/UVisualizer.pas | 442 |
1 files changed, 442 insertions, 0 deletions
diff --git a/src/media/UVisualizer.pas b/src/media/UVisualizer.pas new file mode 100644 index 00000000..e2125201 --- /dev/null +++ b/src/media/UVisualizer.pas @@ -0,0 +1,442 @@ +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. |