From 0b60f71cb853b35e53d0b407493dbcfc098ed40e Mon Sep 17 00:00:00 2001 From: tobigun Date: Tue, 19 Oct 2010 16:39:31 +0000 Subject: initial commit git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@2684 b956fd51-792f-4845-bead-9b4dfca2ff2c --- mediaplugin/src/screens/UScreenCredits.pas | 1329 ++++++++++++++++++++++++++++ 1 file changed, 1329 insertions(+) create mode 100644 mediaplugin/src/screens/UScreenCredits.pas (limited to 'mediaplugin/src/screens/UScreenCredits.pas') diff --git a/mediaplugin/src/screens/UScreenCredits.pas b/mediaplugin/src/screens/UScreenCredits.pas new file mode 100644 index 00000000..90c0fa19 --- /dev/null +++ b/mediaplugin/src/screens/UScreenCredits.pas @@ -0,0 +1,1329 @@ +{* UltraStar Deluxe - Karaoke Game + * + * UltraStar Deluxe is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; see the file COPYING. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + *} + +unit UScreenCredits; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SysUtils, + SDL, + SDL_Image, + gl, + UMenu, + UDisplay, + UTexture, + UMusic, + UFiles, + UThemes, + UPath, + UGraphicClasses; + +{ beat detection constants and types } +const + SubChannelCount = 32; + HistoryLength = 44; + SamplesPerChannel = (FFTSize div 2) div SubChannelCount; + BeatEnergyModifier = 80; // modifies detected energy + // higher values equal a more sensitive detection + +type + TEnergyHistory = array [0..HistoryLength-1] of single; + TSubchannelHistory = array [0..SubChannelCount-1] of TEnergyHistory; + +type + TCreditsStages=(InitialDelay, Intro, MainPart, Outro); + + TScreenCredits = class(TMenu) + private + CreditsPath: IPath; + + Credits_X: real; + Credits_Time: cardinal; + CTime_hold: cardinal; + + credits_bg_tex: TTexture; + credits_bg_ovl: TTexture; + //credits_bg_logo: TTexture; + credits_names: array of TTexture; + intro_layer01: TTexture; + intro_layer02: TTexture; + intro_layer03: TTexture; + intro_layer04: TTexture; + intro_layer05: TTexture; + intro_layer06: TTexture; + intro_layer07: TTexture; + intro_layer08: TTexture; + intro_layer09: TTexture; + outro_bg: TTexture; + outro_esc: TTexture; + outro_exd: TTexture; + + CurrentScrollStart, CurrentScrollEnd: integer; + + CRDTS_Stage: TCreditsStages; + + { beat detection } + SubChannelHistory: TSubchannelHistory; + + { mouse movement easter eggs: } + MouseMoved: boolean; + MouseX, MouseY: double; + + { saves last x and y angle for easter egg } + LogoAngleX, LogoAngleY: single; + + procedure LoadNameTextures; + + { draw different stages } + procedure DrawInitialDelay; + + { Intro } + procedure DrawIntro; + procedure DrawLayeredLogo(Separation, Scale, AngleX, AngleY, AngleZ: single); + + { Main } + procedure DrawMain; + procedure DrawMainBG; + procedure DrawFunkyText; + + procedure DrawMainFG; + + procedure DrawNames; + procedure DoLogoBling; + + { Outro } + procedure DrawOutro; + + + { beat detection } + procedure DetectBeat; + protected + { beat detection stuff + protected cause we need this information for "on beat + effect"} + LastBeatTime: cardinal; + BeatDetected: boolean; + CTime: cardinal; + public + Fadeout: boolean; + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + function ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; override; + procedure OnShow; override; + procedure OnHide; override; + function Draw: boolean; override; + end; + +const + Funky_Text: string = + 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you are hearing, '+ + 'all the people who put massive effort and work in new songs (do not forget UltraStar w/o songs would be nothing), ppl from '+ + 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+ + 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..'; + +{ texture names (loaded from gameshared/resources/credits} + CRDTS_BG_FILE = 'credits_v5_bg.png'; + CRDTS_OVL_FILE = 'credits_v5_overlay.png'; + INTRO_L01_FILE = 'intro-l-01.png'; + INTRO_L02_FILE = 'intro-l-02.png'; + INTRO_L03_FILE = 'intro-l-03.png'; + INTRO_L04_FILE = 'intro-l-04.png'; + INTRO_L05_FILE = 'intro-l-05.png'; + INTRO_L06_FILE = 'intro-l-06.png'; + INTRO_L07_FILE = 'intro-l-07.png'; + INTRO_L08_FILE = 'intro-l-08.png'; + INTRO_L09_FILE = 'intro-l-09.png'; + OUTRO_BG_FILE = 'outro-bg.png'; + OUTRO_ESC_FILE = 'outro-esc.png'; + OUTRO_EXD_FILE = 'outro-exit-dark.png'; + +{ some timings } + Delay_Before_Start = 20; + Intro_Flare_Start = 60; + Intro_Zoom_End = 149; + Intro_Stand_End = 155; + Intro_Separation_End = 170; + Intro_FadeToWhite_Start = 261; + Intro_Zoomout_Start = 271; + Main_Start = 271; + Main_OnBeatTwinkle_Start = 280; + Main_Names_Start = 359; + Main_Names_End = 2833; + Main_FadeOut_Start = 3096; + Tune_End = 3366; + +{ cosntants for developer names } + +type + TFadeEffect = procedure (const Tex: TTexture; Progress: double); + TCRTZ_Developer = record + Name: string; // developer name for texture loading (names_"devel".png) + Twinkle: boolean; // should there be twinkles on show + FadeIn: TFadeEffect; // fade in effect + Draw: TFadeEffect; // effect during draw + FadeOut: TFadeEffect; // fade out effect + end; + +{ effects are called with blending, texture and matrix prepared } +procedure Effect_Draw (const Tex: TTexture; Progress: double); +procedure Effect_OnBeatJitter (const Tex: TTexture; Progress: double); + +procedure Effect_Rotate_Left_Top (const Tex: TTexture; Progress: double); +procedure Effect_Rotate_Right_Bot (const Tex: TTexture; Progress: double); +procedure Effect_ZoomIn_Rotate (const Tex: TTexture; Progress: double); +procedure Effect_ZoomOut_Shift (const Tex: TTexture; Progress: double); +procedure Effect_Shift_Left (const Tex: TTexture; Progress: double); +procedure Effect_Shift_Right_Top (const Tex: TTexture; Progress: double); +procedure Effect_Flip_Bot (const Tex: TTexture; Progress: double); +procedure Effect_Flip_Right_Top (const Tex: TTexture; Progress: double); +procedure Effect_Flip_Right (const Tex: TTexture; Progress: double); +procedure Effect_Flip_Right_Bot (const Tex: TTexture; Progress: double); +procedure Effect_Rotate_Right_Top (const Tex: TTexture; Progress: double); +procedure Effect_Shift_Weird (const Tex: TTexture; Progress: double); +procedure Effect_Shift_Right_Bot (const Tex: TTexture; Progress: double); +procedure Effect_Rotate_Right_Top2(const Tex: TTexture; Progress: double); +procedure Effect_Flip_Left_Bot (const Tex: TTexture; Progress: double); +procedure Effect_Flip_Right_Top2 (const Tex: TTexture; Progress: double); +procedure Effect_Twinkle_Down (const Tex: TTexture; Progress: double); + +const + Developers: array[0..10] of TCRTZ_Developer = ( + (Name: 'alexanders'; Twinkle: true; FadeIn: Effect_Rotate_Left_Top; Draw: Effect_OnBeatJitter; FadeOut: Effect_Rotate_Right_Bot), + (Name: 'blindy'; Twinkle: true; FadeIn: Effect_ZoomIn_Rotate; Draw: Effect_OnBeatJitter; FadeOut: Effect_ZoomOut_Shift), + (Name: 'brunzel'; Twinkle: true; FadeIn: Effect_Shift_Left; Draw: Effect_Draw; FadeOut: Effect_Shift_Right_Top), + (Name: 'canni'; Twinkle: true; FadeIn: Effect_Flip_Bot; Draw: Effect_Draw; FadeOut: Effect_Flip_Right_Top), + (Name: 'hennymcc'; Twinkle: true; FadeIn: Effect_Flip_Right; Draw: Effect_OnBeatJitter; FadeOut: Effect_Flip_Right_Bot), + (Name: 'jaybinks'; Twinkle: true; FadeIn: Effect_Rotate_Right_Top; Draw: Effect_OnBeatJitter; FadeOut: Effect_Shift_Weird), + (Name: 'krueger'; Twinkle: true; FadeIn: Effect_Shift_Right_Bot; Draw: Effect_OnBeatJitter; FadeOut: Effect_Rotate_Right_Top2), + (Name: 'mezzox'; Twinkle: true; FadeIn: Effect_Flip_Left_Bot; Draw: Effect_OnBeatJitter; FadeOut: Effect_Flip_Right_Top), + (Name: 'mischi'; Twinkle: true; FadeIn: Effect_Shift_Weird; Draw: Effect_OnBeatJitter; FadeOut: Effect_Flip_Bot), + (Name: 'mog'; Twinkle: false; FadeIn: Effect_Twinkle_Down; Draw: Effect_OnBeatJitter; FadeOut: Effect_ZoomIn_Rotate), + (Name: 'whiteshark'; Twinkle: true; FadeIn: Effect_Rotate_Right_Top2; Draw: Effect_OnBeatJitter; FadeOut: Effect_Shift_Left) + ); + + { name specific times } + TimePerName = (Main_Names_End - Main_Names_Start) div Length(Developers); + NameFadeTime = 12; // duration of fade in/out in 1/100 secs + NameWaitTime = 5; // delay between fade out and fade in of the next devel in 1/100 secs + NameTwinkleTime = 2; // duration of star effects in 1/100 secs + BeatJitterTime = 3; // duration of on beat jitter effect + { position at which the names show up + note: due to use of translate this is the center + of the names not the upper left corner as usual } + NameX = 223; + NameY = 329; + NameW = 326; + NameH = 258; + +implementation + +uses + Math, + ULog, + UGraphic, + UMain, + UIni, + USongs, + Textgl, + ULanguage, + UCommon, + UPathUtils; + +function TScreenCredits.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + case PressedKey of + + SDLK_ESCAPE, + SDLK_BACKSPACE, + SDLK_RETURN : + begin + FadeTo(@ScreenMain); + AudioPlayback.PlaySound(SoundLib.Back); + end; +{ + SDLK_SPACE: + begin + setlength(CTime_hold,length(CTime_hold)+1); + CTime_hold[high(CTime_hold)]:=CTime; + end; +} + end; // esac + end; // fi +end; + +function TScreenCredits.ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; +begin + Result := inherited ParseMouse(MouseButton, BtnDown, X, Y); + + { calculate mouse coordinates from -1 to 1 + relative to screen center } + MouseX := (X - (ScreenW / Screens) / 2) / ((ScreenW / Screens) / 2); + MouseY := (Y - ScreenH / 2) / (ScreenH / 2); + + MouseMoved := true; +end; + +procedure TScreenCredits.LoadNameTextures; + var I: integer; +begin + SetLength(credits_names, Length(Developers)); + + for I := 0 to High(Developers) do + begin + credits_names[I] := Texture.LoadTexture(CreditsPath.Append('names_' + Developers[I].Name + '.png'), TEXTURE_TYPE_TRANSPARENT, 0); + end; +end; + +constructor TScreenCredits.Create; +begin + inherited Create; + + CreditsPath := ResourcesPath.Append('credits', pdAppend); + + credits_bg_tex := Texture.LoadTexture(CreditsPath.Append(CRDTS_BG_FILE), TEXTURE_TYPE_PLAIN, 0); + credits_bg_ovl := Texture.LoadTexture(CreditsPath.Append(CRDTS_OVL_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + + LoadNameTextures; + + intro_layer01 := Texture.LoadTexture(CreditsPath.Append(INTRO_L01_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer02 := Texture.LoadTexture(CreditsPath.Append(INTRO_L02_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer03 := Texture.LoadTexture(CreditsPath.Append(INTRO_L03_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer04 := Texture.LoadTexture(CreditsPath.Append(INTRO_L04_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer05 := Texture.LoadTexture(CreditsPath.Append(INTRO_L05_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer06 := Texture.LoadTexture(CreditsPath.Append(INTRO_L06_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer07 := Texture.LoadTexture(CreditsPath.Append(INTRO_L07_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer08 := Texture.LoadTexture(CreditsPath.Append(INTRO_L08_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer09 := Texture.LoadTexture(CreditsPath.Append(INTRO_L09_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + + outro_bg := Texture.LoadTexture(CreditsPath.Append(OUTRO_BG_FILE), TEXTURE_TYPE_PLAIN, 0); + outro_esc := Texture.LoadTexture(CreditsPath.Append(OUTRO_ESC_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + outro_exd := Texture.LoadTexture(CreditsPath.Append(OUTRO_EXD_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + + CRDTS_Stage:=InitialDelay; +end; + +procedure TScreenCredits.OnShow; +begin + inherited; + + { pause background music } + SoundLib.PauseBgMusic; + + CRDTS_Stage := InitialDelay; + CTime := 0; + Credits_X := 580; + + { open credits tune, we play it after initial delay } + AudioPlayback.Open(soundpath.Append('wome-credits-tune.mp3')); // thank you wetue + + { reset twinkling stars } + GoldenRec.KillAll; + + { reset mouse coords } + MouseMoved := false; + MouseX := 0; + MouseY := 0; + + { hide cursor } + Display.SetCursor; +end; + +procedure TScreenCredits.OnHide; +begin + AudioPlayback.Stop; + + { show cursor } + Display.SetCursor; + + SoundLib.StartBgMusic; +end; + +function TScreenCredits.Draw: boolean; + var + T: cardinal; +begin + Result := true; + + // reset beat detection + BeatDetected := false; + + T := SDL_GetTicks() div 33; + if T <> Credits_Time then + begin + Credits_Time := T; + inc(CTime); + inc(CTime_hold); + Credits_X := Credits_X-2; + + if (CRDTS_Stage = InitialDelay) and (CTime >= Delay_Before_Start) then + begin + CRDTS_Stage := Intro; + CTime := 0; + AudioPlayback.Play; + end + else if (CRDTS_Stage = Intro) and (CTime >= Main_Start) then + begin + CRDTS_Stage := MainPart; + end + else if (CRDTS_Stage = MainPart) and (CTime >= Tune_End) then + begin + CRDTS_Stage := Outro; + end; + + // dis does teh muiwk y0r to be translated :-) + DetectBeat; + end; + + case CRDTS_Stage of + InitialDelay: DrawInitialDelay; + Intro: DrawIntro; + MainPart: DrawMain; + Outro: DrawOutro; + end; + + // make the stars shine + GoldenRec.Draw; +end; + +procedure TScreenCredits.DrawInitialDelay; +begin + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); +end; + +procedure TScreenCredits.DrawIntro; + var + Separation, Scale, + AngleX, AngleY, AngleZ: single; + FlareX, FlareY: single; + I: integer; +begin + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + { rotate logo anti clockwise and make it grow } + if (CTime >= Intro_Separation_End) then + begin + Separation := 1; + Scale := 1 + sqr(CTime - Intro_Separation_End) / (32 * (Main_Start - Intro_Separation_End)); + AngleX := 0; + AngleY := 0; + AngleZ := 20 * sqr(CTime - Intro_Separation_End) / sqr((Main_Start - Intro_Separation_End) / 2); + end + + { separate layers } + else if (CTime >= Intro_Stand_End) then + begin + Separation := 0.5 + 0.5 * (CTime - Intro_Stand_End) / (Intro_Separation_End - Intro_Stand_End); + Scale := 1; + AngleX := 0; + AngleY := 0; + AngleZ := 0; + end + + { stand still } + else if (CTime >= Intro_Zoom_End) then + begin + Separation := 0.5; + Scale := 1; + AngleX := 0; + AngleY := 0; + AngleZ := 0; + end + + { rotate left } + else + begin + Separation := 0.5 + 0.5 * (Intro_Zoom_End - CTime) / (Intro_Zoom_End); + Scale := 1; + AngleX := 10 * (Intro_Zoom_End - CTime) / (Intro_Zoom_End); + AngleY := 20 * (Intro_Zoom_End - CTime) / (Intro_Zoom_End); + AngleZ := 0; + end; + + { the user moved the mouse, overwrite X and Y angle with + according to mouse position } + if (MouseMoved) then + begin + // calculate destination angle + AngleX := 30 * MouseY; + AngleY := 30 * MouseX; + + { move angle towards destination } + if not SameValue(LogoAngleX, AngleX, 0.001) then + AngleX := LogoAngleX + 0.05 * (AngleX - LogoAngleX); + + if not SameValue(LogoAngleY, AngleY, 0.001) then + AngleY := LogoAngleY + 0.05 * (AngleY - LogoAngleY); + end; + + // save last angle + LogoAngleX := AngleX; + LogoAngleY := AngleY; + + DrawLayeredLogo(Separation, Scale, AngleX, AngleY, AngleZ); + + { do some sparkling effects } + if (CTime < Intro_Zoom_End) and (CTime > Intro_Flare_Start) then + begin + for I := 1 to 3 do + begin + FlareX := 410 + Floor((CTime - Intro_Flare_Start) / (Intro_Zoom_End - Intro_Flare_Start) * (536 - 410)) + RandomRange(-5, 5); + FlareY := Floor((Intro_Zoom_End - CTime) / 22) + RandomRange(285, 301); + GoldenRec.Spawn(FlareX, FlareY, 1, 16, 0, -1, Flare, 0); + end; + end; + + { fade to white at end } + if Ctime > Intro_FadeToWhite_Start then + begin + glColor4f(1, 1, 1, sqr(CTime - Intro_FadeToWhite_Start) * (CTime - Intro_FadeToWhite_Start) / sqr(Main_Start - Intro_FadeToWhite_Start)); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f( 0, 0); + glVertex2f( 0, 600); + glVertex2f(800, 600); + glVertex2f(800, 0); + glEnd; + glDisable(GL_BLEND); + end; +end; + +procedure Start3D; +begin + glMatrixMode(GL_PROJECTION); + glPushMatrix; + glLoadIdentity; + glFrustum(-0.3 * 4 / 3, 0.3 * 4 / 3, -0.3, 0.3, 1, 1000); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity; +end; + +procedure End3D; +begin + glMatrixMode(GL_PROJECTION); + glPopMatrix; + glMatrixMode(GL_MODELVIEW); +end; + +procedure TScreenCredits.DrawLayeredLogo(Separation, Scale, AngleX, AngleY, AngleZ: single); + var + TotalAngle: single; +begin + Start3D; + glPushMatrix; + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glTranslatef(0, 0, -5 + 0.5 * Separation); + + TotalAngle := Abs(AngleX) + Abs(AngleY) + Abs(AngleZ); + if not isZero(TotalAngle) then + glRotatef(TotalAngle, AngleX / TotalAngle, AngleY / TotalAngle, AngleZ / TotalAngle); + + glScalef(Scale, Scale, 1); + + glScalef(4/3, -1, 1); + glColor4f(1, 1, 1, 1); + + glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum); + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.4 * Separation); + glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.4 * Separation); + glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.4 * Separation); + glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.4 * Separation); + glEnd; + + glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum); + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.3 * Separation); + glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.3 * Separation); + glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.3 * Separation); + glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.3 * Separation); + glEnd; + + glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum); + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.2 * Separation); + glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.2 * Separation); + glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.2 * Separation); + glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.2 * Separation); + glEnd; + + glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum); + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.1 * Separation); + glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.1 * Separation); + glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.1 * Separation); + glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.1 * Separation); + glEnd; + + glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum); + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, 0 * Separation); + glTexCoord2f(0, 1); glVertex3f(-1, 1, 0 * Separation); + glTexCoord2f(1, 1); glVertex3f( 1, 1, 0 * Separation); + glTexCoord2f(1, 0); glVertex3f( 1, -1, 0 * Separation); + glEnd; + + glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum); + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.1 * Separation); + glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.1 * Separation); + glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.1 * Separation); + glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.1 * Separation); + glEnd; + + glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum); + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.2 * Separation); + glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.2 * Separation); + glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.2 * Separation); + glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.2 * Separation); + glEnd; + + glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum); + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.3 * Separation); + glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.3 * Separation); + glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.3 * Separation); + glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.3 * Separation); + glEnd; + + glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum); + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.22 * Separation); + glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.22 * Separation); + glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.22 * Separation); + glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.22 * Separation); + glEnd; + + glDisable(Gl_Texture_2D); + glDisable(GL_BLEND); + + glPopMatrix; + End3D; +end; + +procedure TScreenCredits.DrawMain; +begin + DrawMainBG; + DrawFunkyText; + DrawNames; + DrawMainFG; + DoLogoBling; + + // fade out at end of main part + if (Ctime > Main_FadeOut_Start) then + begin + glColor4f(0, 0, 0, (CTime - Main_FadeOut_Start) / (Tune_End - Main_FadeOut_Start)); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f( 0, 0); + glVertex2f( 0, 600); + glVertex2f(800, 600); + glVertex2f(800, 0); + glEnd; + glDisable(GL_BLEND); + end; +end; + +procedure TScreenCredits.DrawMainBG; +begin + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum); + glBegin(Gl_Quads); + glTexCoord2f( 0, 0); glVertex2f( 0, 0); + glTexCoord2f( 0, 600/1024); glVertex2f( 0, RenderH); + glTexCoord2f(800/1024, 600/1024); glVertex2f(RenderW, RenderH); + glTexCoord2f(800/1024, 0); glVertex2f(RenderW, 0); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); +end; + +procedure TScreenCredits.DrawFunkyText; +var + S: integer; + X, Y, A: real; + visibleText: string; +begin + SetFontSize(30); + + // init ScrollingText + if (CTime = Main_Start) then + begin + // set position of text + Credits_X := 600; + CurrentScrollStart := 1; + CurrentScrollEnd := 1; + end; + + if (CTime > Main_Start) and + (CurrentScrollStart < length(Funky_Text)) then + begin + X := 0; + visibleText := Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd); + + for S := 1 to length(visibleText) do + begin + Y := abs(sin((Credits_X + X) * 0.93 { * (((Credits_X + X)) / 1200) } / 100 * pi)); + SetFontPos(Credits_X + X, 538 - Y * (Credits_X + X) * (Credits_X + X) * (Credits_X + X) / 1000000); + + if (Credits_X + X > 32) then + A := 17 + else if (Credits_X + X >= 15) then + A := Credits_X + X - 15 + else + A := 0; + + glColor4f(230 / 255 - 40 / 255 + Y * (Credits_X + X)/ 900, + 200 / 255 - 30 / 255 + Y * (Credits_X + X)/ 1000, + 155 / 255 - 20 / 255 + Y * (Credits_X + X)/ 1100, + A / 17); + glPrint(visibleText[S]); + X := X + glTextWidth(visibleText[S]); + end; + + if (Credits_X < 0) and (CurrentScrollStart < length(Funky_Text)) then + begin + Credits_X := Credits_X + glTextWidth(Funky_Text[CurrentScrollStart]); + inc(CurrentScrollStart); + end; + + visibleText := Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd); + + if (Credits_X + glTextWidth(visibleText) < 600) and + (CurrentScrollEnd < length(Funky_Text)) then + begin + inc(CurrentScrollEnd); + end; + end; +{ +// timing hack + X:=5; + SetFontStyle(2); + SetFontItalic(false); + SetFontSize(27); + glColor4f(1, 1, 1, 1); + for S := 0 to high(CTime_hold) do + begin + visibleText := inttostr(CTime_hold[S]); + SetFontPos (500, X); + glPrint(visibleText[0]); + X := X + 20; + end; +} +end; + +procedure TScreenCredits.DrawNames; + var + Dev: integer; + Ticks: integer; + DevTicks: integer; + TwinkleW, TwinkleH: integer; +begin + Ticks := (CTime - Main_Names_Start); + Dev := Ticks div TimePerName; + DevTicks := Ticks mod TimePerName; + + {// debug stuff + SetFontPos(20, 20); + glPrint('Ticks: ' + IntToStr(Ticks)); + SetFontPos(20, 45); + glPrint('Dev: ' + IntToStr(Dev)); + SetFontPos(20, 70); + glPrint('DevTicks: ' + IntToStr(DevTicks)); //} + + if (Ticks >= 0) and (Dev <= High(Developers)) then + begin + { spawn twinkling stars } + if (Developers[Dev].Twinkle) and (DevTicks >= NameFadeTime) and (DevTicks <= NameFadeTime + NameTwinkleTime) then + begin + TwinkleW := Round(NameW * 0.6); + TwinkleH := Round(NameH * 0.6); + + GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(NameX + RandomRange(-TwinkleW, TwinkleW), NameY + RandomRange(-TwinkleH, TwinkleH), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + { prepare drawing } + glPushMatrix; + glTranslatef(NameX, NameY, 0); + glBindTexture(GL_TEXTURE_2D, credits_names[Dev].TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + + // calculate progress and call effect + if (DevTicks <= NameFadeTime) then + Developers[Dev].FadeIn(credits_names[Dev], DevTicks / NameFadeTime) + else if (DevTicks >= TimePerName - NameFadeTime - NameWaitTime) then + begin + if (DevTicks < TimePerName - NameWaitTime) then + Developers[Dev].FadeOut(credits_names[Dev], ((TimePerName - NameWaitTime) - DevTicks) / NameFadeTime); + end + else + Developers[Dev].Draw(credits_names[Dev], (DevTicks - NameFadeTime) / (TimePerName - NameFadeTime * 2 - NameWaitTime)); + + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + glPopMatrix; + end; +end; + +procedure TScreenCredits.DrawMainFG; +begin + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum); + glBegin(gl_Quads); + glTexCoord2f( 0, 0); glVertex2f(800-393, 0); + glTexCoord2f( 0, 600/1024); glVertex2f(800-393, 600); + glTexCoord2f(393/512, 600/1024); glVertex2f(800, 600); + glTexCoord2f(393/512, 0); glVertex2f(800, 0); + glEnd; + + + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); +end; + +procedure TScreenCredits.DoLogoBling; + const + myLogoCoords: array[0..27,0..1] of cardinal = ( + ( 39,32),( 84,32),(100,16),(125,24), + (154,31),(156,58),(168,32),(203,36), + (258,34),(251,50),(274,93),(294,84), + (232,54),(278,62),(319,34),(336,92), + (347,23),(374,32),(377,58),(361,83), + (385,91),(405,91),(429,35),(423,51), + (450,32),(485,34),(444,91),(486,93) + ); + var + Coords: integer; + StartFrame: integer; +begin + if (CTime > Main_OnBeatTwinkle_Start ) and + (CTime < Main_FadeOut_Start) then + begin + { spawn stars only in frames where a beat was detected } + if BeatDetected then + begin + StartFrame := RandomRange(6, 16); + Coords := RandomRange(0, 27); + + GoldenRec.Spawn(myLogoCoords[Coords,0], myLogoCoords[Coords,1], 16-StartFrame, StartFrame, 0, -1, PerfectNote, 0); + end; + end; +end; + +procedure TScreenCredits.DrawOutro; +begin + if CTime = Tune_End then + begin + CTime_hold := 0; + AudioPlayback.Stop; + AudioPlayback.Open(SoundPath.Append('credits-outro-tune.mp3')); + AudioPlayback.SetVolume(0.2); + AudioPlayback.SetLoop(true); + AudioPlayback.Play; + end; + + if CTime_hold > 231 then + begin + AudioPlayback.Play; + Ctime_hold := 0; + end; + + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + // do something useful + // outro background + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum); + glBegin(gl_quads); + glTexCoord2f( 0, 0); glVertex2f( 0, 0); + glTexCoord2f( 0, 600/1024); glVertex2f( 0, 600); + glTexCoord2f(800/1024, 600/1024); glVertex2f(800, 600); + glTexCoord2f(800/1024, 0); glVertex2f(800, 0); + glEnd; + + // outro overlays + glColor4f(1, 1, 1, (2 + sin(CTime / 15)) / 3); + glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum); + glBegin(Gl_Quads); + glTexCoord2f( 0, 0); glVertex2f( 0, 0); + glTexCoord2f( 0, 223/256); glVertex2f( 0, 223); + glTexCoord2f(487/512, 223/256); glVertex2f(487, 223); + glTexCoord2f(487/512, 0); glVertex2f(487, 0); + glEnd; + + if (RandomRange(0,20) <= 18) then + begin + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum); + glBegin(Gl_Quads); + glTexCoord2f( 0, 0); glVertex2f(800-310, 600-247); + glTexCoord2f( 0, 247/256); glVertex2f(800-310, 600 ); + glTexCoord2f(310/512, 247/256); glVertex2f(800, 600 ); + glTexCoord2f(310/512, 0); glVertex2f(800, 600-247); + glEnd; + end; + + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // outro scrollers? + // ... +end; + +{ name effects } +{ effects are called with blending texture and matrix prepared } +procedure Effect_Draw (const Tex: TTexture; Progress: double); +begin + glColor4f(1, 1, 1, 1); + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2); + glEnd; +end; + +procedure Effect_OnBeatJitter (const Tex: TTexture; Progress: double); + var + Diff: cardinal; + Alpha: double; +begin + Diff := ScreenCredits.CTime - ScreenCredits.LastBeatTime; + if (Diff < BeatJitterTime) then + Alpha := 0.5 + 0.5 * Diff / BeatJitterTime + else + Alpha := 1; + + glColor4f(1, 1, 1, Alpha); + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2); + glEnd; +end; + +procedure Effect_Rotate_Left_Top (const Tex: TTexture; Progress: double); +begin + glColor4f(1, 1, 1, Progress); + + gltranslatef(-NameX, 0, 0); + glrotatef(Progress * 90 + 270, 0, 0, 1); + gltranslatef(NameX, 0, 0); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2); + glEnd; +end; + +procedure Effect_Rotate_Right_Bot (const Tex: TTexture; Progress: double); +begin + glColor4f(1, 1, 1, Progress); + + gltranslatef(NameX, 0, 0); + glrotatef((Progress - 1) * 90, 0, 0, 1); + gltranslatef(-NameX, 0, 0); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2); + glEnd; +end; + +procedure Effect_ZoomIn_Rotate (const Tex: TTexture; Progress: double); +begin + glColor4f(1, 1, 1, Progress); + + glscalef(sqr(Progress), sqr(Progress), sqr(Progress)); + glrotatef(Progress * 360, 0, 0, 1); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2); + glEnd; +end; + +procedure Effect_ZoomOut_Shift (const Tex: TTexture; Progress: double); + var + X: double; +begin + glColor4f(1, 1, 1, Progress); + + X := (1 - Progress); + gltranslatef(X * 300, -X * 100, 0); + glscalef(1 + X, 1 + X, 1 + X); + glrotatef(X * 90, 0, 0, 1); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2); + glEnd; +end; + +procedure Effect_Shift_Left (const Tex: TTexture; Progress: double); +begin + glColor4f(1, 1, 1, Progress); + + glTranslatef((Progress - 1) * 210, 0, 0); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2); + glEnd; +end; + +procedure Effect_Shift_Right_Top (const Tex: TTexture; Progress: double); +begin + glColor4f(1, 1, 1, Progress); + + glTranslatef((1 - Progress) * 210, (Progress - 1) * 105, 0); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2); + glEnd; +end; + +procedure Effect_Flip_Bot (const Tex: TTexture; Progress: double); + var + X: double; +begin + glColor4f(1, 1, 1, Progress); + + X := NameH * (1 - Progress); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2 - 1.5 * X, -NameH/2 + 1.5 * X); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2 + 1.5 * X, -NameH/2 + 1.5 * X); + glEnd; +end; + +procedure Effect_Flip_Right_Top (const Tex: TTexture; Progress: double); + var + X: double; +begin + glColor4f(1, 1, 1, Progress); + + X := NameW * (1 - Progress); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2 + X, -NameH/2 - X/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2 + X, NameH/2 - (X * 1.5 * NameH / NameW)); + glTexCoord2f(1, 1); glVertex2f( NameW/2 + X, NameH/2 + X / 4); + glTexCoord2f(1, 0); glVertex2f( NameW/2 + X, -NameH/2 - X / 4); + glEnd; +end; + +procedure Effect_Flip_Right (const Tex: TTexture; Progress: double); + var + X: double; +begin + glColor4f(1, 1, 1, Progress); + + X := NameW * (1 - Progress); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2 - X, NameH/2 + X * 1.5); + glTexCoord2f(1, 0); glVertex2f( NameW/2 - X, -NameH/2 - X * 1.5); + glEnd; +end; + +procedure Effect_Flip_Right_Bot (const Tex: TTexture; Progress: double); + var + X: double; +begin + glColor4f(1, 1, 1, Progress); + + X := NameW * (1 - Progress); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2 + X * 1.5, -NameH/2 + X * 1.5); + glTexCoord2f(0, 1); glVertex2f(-NameW/2 + X * 1.2, NameH/2 + X); + glTexCoord2f(1, 1); glVertex2f( NameW/2 + X / 2, NameH/2 + X / 4); + glTexCoord2f(1, 0); glVertex2f( NameW/2 + X * 1.5, -NameH/2); + glEnd; +end; + +procedure Effect_Rotate_Right_Top (const Tex: TTexture; Progress: double); +begin + glColor4f(1, 1, 1, Progress); + + glTranslatef(NameX, 0, 0); + glrotatef((1 - Progress) * 90, 0, 0, 1); + glTranslatef(-NameX, 0, 0); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2); + glEnd; +end; + +procedure Effect_Shift_Weird (const Tex: TTexture; Progress: double); + var + X: double; +begin + glColor4f(1, 1, 1, Progress); + + X := (Progress - 1); + + glTranslatef(X * 200, X * 100, 0); + glScalef(Progress, Progress, Progress); + glRotatef(X * 90, 0, 0, 1); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2); + glEnd; +end; + +procedure Effect_Shift_Right_Bot (const Tex: TTexture; Progress: double); +begin + glColor4f(1, 1, 1, Progress); + + glTranslatef((1 - Progress) * 200, (1 - Progress) * 100, 0); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2); + glEnd; +end; + +procedure Effect_Rotate_Right_Top2 (const Tex: TTexture; Progress: double); +begin + glColor4f(1, 1, 1, Progress); + + glTranslatef(0, -NameX, 0); + glRotatef((Progress - 1) * 90, 0, 0, 1); + glTranslatef(0, NameX, 0); + glRotatef((1 - Progress) * 90, 0, 0, 1); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH/2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2, NameH/2); + glTexCoord2f(1, 1); glVertex2f( NameW/2, NameH/2); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH/2); + glEnd; +end; + +procedure Effect_Flip_Left_Bot (const Tex: TTexture; Progress: double); + var + X: double; +begin + glColor4f(1, 1, 1, Progress); + + X := (1 - Progress) * NameW; + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2 - X, -NameH/2 + X / 4); + glTexCoord2f(0, 1); glVertex2f(-NameW/2 - X / 4, NameH/2 + X / 4); + glTexCoord2f(1, 1); glVertex2f( NameW/2 - X * 1.2, NameH/2 + X / 2); + glTexCoord2f(1, 0); glVertex2f( NameW/2 - X * 1.5, -NameH/2 + X * 1.5); + glEnd; +end; + +procedure Effect_Flip_Right_Top2 (const Tex: TTexture; Progress: double); + var + X: double; +begin + glColor4f(1, 1, 1, Progress); + + X := (1 - Progress) * NameW; + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2 + X, -NameH/2 - X / 2); + glTexCoord2f(0, 1); glVertex2f(-NameW/2 + X, NameH/2 + X / 2); + glTexCoord2f(1, 1); glVertex2f( NameW/2 + X / 4, NameH/2 - X / 4); + glTexCoord2f(1, 0); glVertex2f( NameW/2 + X / 4, -NameH/2 + X / 4); + glEnd; +end; + +procedure Effect_Twinkle_Down (const Tex: TTexture; Progress: double); +begin + // draw name + glColor4f(1, 1, 1, 1); + + glTranslatef(0, NameH/2, 0); + + glBegin(gl_Quads); + glTexCoord2f(0, 0); glVertex2f(-NameW/2, -NameH * Progress); + glTexCoord2f(0, Progress); glVertex2f(-NameW/2, 0); + glTexCoord2f(1, Progress); glVertex2f( NameW/2, 0); + glTexCoord2f(1, 0); glVertex2f( NameW/2, -NameH * Progress); + glEnd; + + //spawn some stars on the edge + GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(NameX + RandomRange(-NameW div 2, NameW div 2), NameY - NameH/2 + (1 - Progress) * NameH, 1, 16, 0, -1, PerfectLineTwinkle, 5); +end; + +{ beat detection algorithm + based on a tutorial from Frédéric Patin on gamedev.net + http://www.gamedev.net/reference/programming/features/beatdetection/default.asp } + +{ calculates average value of a history buffer } +function Average(History: TEnergyHistory): single; + var I: integer; +begin + Result := 0; + + for I := 0 to HistoryLength - 1 do + Result := Result + History[I]; + + Result := Result / HistoryLength; +end; + +{ calculates variance value of a history buffer } +function Variance(History: TEnergyHistory; Average: single): single; + var I: integer; +begin + Result := 0; + + for I := 0 to HistoryLength - 1 do + Result := Result + sqr(History[I] - Average); + + Result := Result / HistoryLength; +end; + +{ shifts all values of the history to the right and + adds the new value at the front } +procedure AddHistory(Value: single; var History: TEnergyHistory); + var I: integer; +begin + for I := HistoryLength - 1 downto 1 do + History[I] := History[I-1]; + + History[0] := Value; +end; + +{ calculates instant energy from FFT data for a specific + subchannel (0..SubChannelCount - 1) } +function CalculateInstantEnergy(SubChannel: integer; Data: TFFTData): single; + var I: integer; +begin + Result := 0; + for I := SubChannel * SamplesPerChannel to (SubChannel + 1) * SamplesPerChannel - 1 do + Result := Result + Data[I] * BeatEnergyModifier; + + Result := Result / SamplesPerChannel; +end; + +procedure TScreenCredits.DetectBeat; + var + Data: TFFTData; + I: integer; + Instant: single; + C, E, V: single; +begin + AudioPlayback.GetFFTData(Data); + + // do beatdetection for every subchannel + for I := 0 to SubChannelCount - 1 do + begin + Instant := CalculateInstantEnergy(I, Data); + E := Average(SubchannelHistory[I]); + V := Variance(SubchannelHistory[I], E); + + C := (-0.0025714 * V) + 1.5142857; + + AddHistory(Instant, SubChannelHistory[I]); + + if (Instant > 2) and (Instant > C * E) then + begin + // beat detected + BeatDetected := true; + LastBeatTime := CTime; + end; + end; +end; + +end. -- cgit v1.2.3