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-rw-r--r--src/media/UVisualizer.pas152
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;