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|
unit ULyrics;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
gl,
glext,
UTexture,
UThemes,
UMusic;
type
TLyricWord = record
X: Real; // left corner
Width: Real; // width
Start: Cardinal; // start of the word in quarters (beats)
Length: Cardinal; // length of the word in quarters
Text: String; // text
Freestyle: Boolean; // is freestyle?
end;
ALyricWord = array of TLyricWord;
PLyricLine = ^TLyricLine;
TLyricLine = record
Text: String; // text
Tex: glUInt; // texture of the text
Width: Real; // width
Size: Byte; // fontsize
Words: ALyricWord; // words in this line
CurWord: Integer; // current active word idx (only valid if line is active)
Start: Cardinal; // start of this line in quarters
Length: Cardinal; // length in quarters
HasFreestyle: Boolean; // one or more word are freestyle?
CountFreestyle: Integer; // how often there is a change from freestyle to non freestyle in this line
Players: Byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4)
Done: Boolean; // is sentence already sung?
LastLine: Boolean; // is this the last line ob the song?
end;
TLyricEngine = class
private
EoLastSentence: Real; // end of the previous sentence (in beats)
LastDrawBeat: Real;
UpperLine: TLyricLine; // first line displayed (top)
LowerLine: TLyricLine; // second lind displayed (bottom)
QueueLine: TLyricLine; // third line (queue and will be displayed when next line is finished)
PUpperLine, PLowerLine, PQueueLine: PLyricLine;
IndicatorTex: TTexture; // texture for lyric indikator
BallTex: TTexture; // texture of the ball for the lyric effect
inQueue: Boolean; // is line in queue
LCounter: Word; // line counter
// duet mode - textures for player icons
PlayerIconTex: array[0..5] of // player idx
array [0..1] of // enabled disabled
TTexture;
//Some helper Procedures for Lyric Drawing
procedure DrawLyrics (Beat: Real);
procedure DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
procedure DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
procedure DrawBall(const XBall, YBall, Alpha:Real);
public
// positions, line specific settings
UpperLineX: Real; //X Start Pos of UpperLine
UpperLineW: Real; //Width of UpperLine with Icon(s) and Text
UpperLineY: Real; //Y Start Pos of UpperLine
UpperLineSize: Byte; //Max Size of Lyrics Text in UpperLine
LowerLineX: Real; //X Start Pos of LowerLine
LowerLineW: Real; //Width of LowerLine with Icon(s) and Text
LowerLineY: Real; //Y Start Pos of LowerLine
LowerLineSize: Byte; //Max Size of Lyrics Text in LowerLine
// display propertys
LineColor_en: TRGBA; //Color of Words in an Enabled Line
LineColor_dis: TRGBA; //Color of Words in a Disabled Line
LineColor_act: TRGBA; //Color of teh active Word
FontStyle: Byte; //Font for the Lyric Text
FontReSize: Boolean; //ReSize Lyrics if they don't fit Screen
{ // currently not used
FadeInEffect: Byte; //Effect for Line Fading in: 0: No Effect; 1: Fade Effect; 2: Move Upwards from Bottom to Pos
FadeOutEffect: Byte; //Effect for Line Fading out: 0: No Effect; 1: Fade Effect; 2: Move Upwards
}
UseLinearFilter:Boolean; //Should Linear Tex Filter be used
// song specific settings
BPM: Real;
Resolution: Integer;
// properties to easily read options of this class
property LineinQueue: Boolean read inQueue; // line in queue?
property LineCounter: Word read LCounter; // lines that were progressed so far (after last clear)
Procedure AddLine(Line: PLine); // adds a line to the queue, if there is space
Procedure Draw (Beat: Real); // draw the current (active at beat) lyrics
Procedure Clear (const cBPM: Real = 0; // clears all cached song specific information
const cResolution: Integer = 0);
Constructor Create; overload;
Constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); overload;
Procedure LoadTextures;
Destructor Free;
end;
implementation
uses SysUtils,
USkins,
TextGL,
UGraphic,
UDisplay,
math,
UIni;
//-----------
//Helper procs to use TRGB in Opengl ...maybe this should be somewhere else
//-----------
procedure glColorRGB(Color: TRGB); overload;
begin
glColor3f(Color.R, Color.G, Color.B);
end;
procedure glColorRGB(Color: TRGB; Alpha: Real); overload;
begin
glColor4f(Color.R, Color.G, Color.B, Alpha);
end;
procedure glColorRGB(Color: TRGBA); overload;
begin
glColor4f(Color.R, Color.G, Color.B, Color.A);
end;
procedure glColorRGB(Color: TRGBA; Alpha: Real); overload;
begin
glColor4f(Color.R, Color.G, Color.B, Min(Color.A, Alpha));
end;
//---------------
// Create - Constructor, just get Memory
//---------------
Constructor TLyricEngine.Create;
begin
BPM := 0;
Resolution := 0;
LCounter := 0;
inQueue := False;
UpperLine.Done := True;
LowerLine.Done := True;
QueueLine.Done := True;
PUpperline:=@UpperLine;
PLowerLine:=@LowerLine;
PQueueLine:=@QueueLine;
UseLinearFilter := True;
LastDrawBeat:=0;
end;
Constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real);
begin
Create;
UpperLineX := ULX;
UpperLineW := ULW;
UpperLineY := ULY;
UpperLineSize := Trunc(ULS);
LowerLineX := LLX;
LowerLineW := LLW;
LowerLineY := LLY;
LowerLineSize := Trunc(LLS);
LoadTextures;
end;
//---------------
// Free - Frees Memory
//---------------
Destructor TLyricEngine.Free;
begin
end;
//---------------
// Clear - Clears all cached Song specific Information
//---------------
Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer);
begin
BPM := cBPM;
Resolution := cResolution;
LCounter := 0;
inQueue := False;
UpperLine.Done := True;
LowerLine.Done := True;
QueueLine.Done := True;
PUpperline:=@UpperLine;
PLowerLine:=@LowerLine;
PQueueLine:=@QueueLine;
LastDrawBeat:=0;
end;
//---------------
// LoadTextures - Load Player Textures and Create Lyric Textures
//---------------
Procedure TLyricEngine.LoadTextures;
var
I: Integer;
function CreateLineTex: glUint;
var
PTexData: Pointer;
begin
try
// get memory
GetMem(pTexData, 1024*64*4);
// generate and bind Texture
glGenTextures(1, @Result);
glBindTexture(GL_TEXTURE_2D, Result);
// get texture memeory
glTexImage2D(GL_TEXTURE_2D, 0, 4, 1024, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if UseLinearFilter then
begin
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
end;
finally
// free unused memory
FreeMem(pTexData);
end;
end;
begin
// lyric indicator (bar that indicates when the line start)
IndicatorTex := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
// ball for current word hover in ball effect
BallTex := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, 0);
// duet mode: load player icon
For I := 0 to 5 do
begin
PlayerIconTex[I][0] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIcon_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0);
PlayerIconTex[I][1] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIconD_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0);
end;
// create line textures
UpperLine.Tex := CreateLineTex;
LowerLine.Tex := CreateLineTex;
QueueLine.Tex := CreateLineTex;
end;
//---------------
// AddLine - Adds LyricLine to queue
//---------------
Procedure TLyricEngine.AddLine(Line: PLine);
var
LyricLine: PLyricLine;
countNotes: Cardinal;
Viewport: Array[0..3] of Integer;
PosX: Real;
I: Integer;
function CalcWidth(LyricLine: PLyricLine): Real;
begin
Result := glTextWidth(PChar(LyricLine.Text));
Result := Result + (LyricLine.CountFreestyle * 10);
// if the line ends with a freestyle not, then leave the place to finish to draw the text italic
if (LyricLine.Words[High(LyricLine.Words)].Freestyle) then
Result := Result + 12;
end;
begin
// only add lines, if there is space
If not LineinQueue then
begin
// set pointer to line to write
If (LineCounter = 0) then
LyricLine := PUpperLine
else if (LineCounter = 1) then
LyricLine := PLowerLine
else
begin
LyricLine := PQueueLine;
//now there is a queued line
inQueue := True;
end;
end
else
begin // rotate lines (round-robin-like)
LyricLine := PUpperLine;
PUpperLine := PLowerLine;
PLowerLine := PQueueLine;
PQueueLine := LyricLine;
end;
// sentence has notes?
If Line = nil then
begin
// reset all values, if the new line is nil (lines after the last line)
LyricLine.Start := 0;
LyricLine.Length := 0;
LyricLine.CurWord := -1;
LyricLine.LastLine := False;
LyricLine.Width := 0;
SetLength(LyricLine.Words, 0);
end
else if Length(Line.Note) > 0 then
begin
// copy values from SongLine to LyricLine
CountNotes := High(Line.Note);
LyricLine.Start := Line.Note[0].Start;
LyricLine.Length := Line.Note[CountNotes].Start + Line.Note[CountNotes].Length - LyricLine.Start;
LyricLine.CurWord := -1;
LyricLine.LastLine := Line.LastLine;
// default values - set later
LyricLine.HasFreestyle := False;
LyricLine.CountFreestyle := 0;
LyricLine.Text := '';
// duet mode: players of that line
LyricLine.Players := 127;
//copy words
SetLength(LyricLine.Words, CountNotes + 1);
For I := 0 to CountNotes do
begin
LyricLine.Words[I].Start := Line.Note[I].Start;
LyricLine.Words[I].Length := Line.Note[I].Length;
LyricLine.Words[I].Text := Line.Note[I].Text;
LyricLine.Words[I].Freestyle := Line.Note[I].NoteType = ntFreestyle;
LyricLine.HasFreestyle := LyricLine.HasFreestyle OR LyricLine.Words[I].Freestyle;
LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text;
if (I > 0) AND LyricLine.Words[I-1].Freestyle AND not LyricLine.Words[I].Freestyle then
Inc(LyricLine.CountFreestyle);
end;
// set font params
SetFontStyle(FontStyle);
SetFontPos(0, 0);
LyricLine.Size := UpperLineSize;
SetFontSize(LyricLine.Size);
SetFontItalic(False);
glColor4f(1, 1, 1, 1);
// change fontsize to fit the screen
LyricLine.Width := CalcWidth(LyricLine);
while (LyricLine.Width > UpperLineW) do
begin
Dec(LyricLine.Size);
if (LyricLine.Size <=1) then
Break;
SetFontSize(LyricLine.Size);
LyricLine.Width := CalcWidth(LyricLine);
end;
// create LyricTexture - prepare OpenGL
glGetIntegerv(GL_VIEWPORT, @ViewPort);
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glViewPort(0,0,800,600);
// set word positions and line size
PosX := 0;
for I := 0 to High(LyricLine.Words) do
begin
with LyricLine.Words[I] do
begin
SetFontItalic(Freestyle);
X := PosX;
//Draw Lyrics
SetFontPos(PosX, 0);
glPrint(PChar(Text));
Width := glTextWidth(PChar(Text));
if (I < High(LyricLine.Words)) AND Freestyle AND not LyricLine.Words[I+1].Freestyle then
Width := Width + 10
else
if (I = High(LyricLine.Words)) AND Freestyle then
Width := Width + 12;
PosX := PosX + Width;
end;
end;
end
else
begin
// create LyricTexture - prepare OpenGL
glGetIntegerv(GL_VIEWPORT, @ViewPort);
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glViewPort(0,0,800,600);
end;
//for debugging, is this used anymore?
//Display.ScreenShot;
//Copy to Texture
glEnable(GL_ALPHA);
glBindTexture(GL_TEXTURE_2D, LyricLine.Tex);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 600-64, 1024, 64, 0);
glDisable(GL_ALPHA);
//Clear Buffer
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glViewPort(ViewPort[0], ViewPort[1], ViewPort[2], ViewPort[3]);
//Increase the Counter
Inc(LCounter);
end;
//---------------
// Draw - Procedure Draws Lyrics; Beat is curent Beat in Quarters
// Draw just manage the Lyrics, drawing is done by a call of DrawLyrics
//---------------
Procedure TLyricEngine.Draw (Beat: Real);
begin
DrawLyrics(Beat);
LastDrawBeat := Beat;
end;
//---------------
// DrawLyrics(private) - Helper for Draw; main Drawing procedure
//---------------
procedure TLyricEngine.DrawLyrics (Beat: Real);
begin
DrawLyricsLine(UpperLineX, UpperLineW, UpperlineY, 15, PUpperline, Beat);
DrawLyricsLine(LowerLineX, LowerLineW, LowerlineY, 15, PLowerline, Beat);
end;
//---------------
// DrawPlayerIcon(private) - Helper for Draw; Draws a Playericon
//---------------
procedure TLyricEngine.DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
var IEnabled: Byte;
begin
Case Enabled of
True: IEnabled := 0;
False: IEnabled := 1;
end;
try
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, PlayerIconTex[Player][IEnabled].TexNum);
glColor4f(1,1,1,Alpha);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X, Y);
glTexCoord2f(0, 1); glVertex2f(X, Y + Size);
glTexCoord2f(1, 1); glVertex2f(X + Size, Y + Size);
glTexCoord2f(1, 0); glVertex2f(X + Size, Y);
glEnd;
finally
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
end;
//---------------
// DrawBall(private) - Helper for Draw; Draws the Ball over the LyricLine if needed
//---------------
procedure TLyricEngine.DrawBall(const XBall, YBall, Alpha:Real);
begin
try
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, BallTex.TexNum);
glColor4f(1,1,1, Alpha);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(XBall - 10, YBall);
glTexCoord2f(0, 1); glVertex2f(XBall - 10, YBall + 20);
glTexCoord2f(1, 1); glVertex2f(XBall + 10, YBall + 20);
glTexCoord2f(1, 0); glVertex2f(XBall + 10, YBall);
glEnd;
finally
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
end;
//---------------
// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine
//---------------
procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
var
CurWordStart, CurWordEnd: Real; // screen coordinates of current word and the rest of the sentence
FreestyleDiff: Integer; // difference between top and bottom coordiantes for freestyle lyrics
Progress: Real; // progress of singing the current word
LyricX: Real; // left
LyricX2: Real; // right
LyricY: Real; // top
LyricsHeight: Real; // height the lyrics are displayed
Alpha: Real; // alphalevel to fade out at end
{// duet mode
IconSize: Real; // size of player icons
IconAlpha: Real; // alpha level of player icons
}
begin
// lines with a width lower than 0, have not to be draw
if Line^.Width <= 0 then
exit;
// this is actually a bit more than the real font size
// it helps adjusting the "zoom-center"
LyricsHeight:=30.5 * (Line^.Size/10);
{
// duet mode
IconSize := (2 * Size);
IconAlpha := Frac(Beat/(Resolution*4));
DrawPlayerIcon (0, True, X, Y + (42 - IconSize) / 2 , IconSize, IconAlpha);
DrawPlayerIcon (1, True, X + IconSize + 1, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
}
LyricX := X+W/2 - Line^.Width/2;
LyricX2 := LyricX + Line^.Width;
// maybe center smaller lines
//LyricY := Y;
LyricY := Y + ((Size / Line.Size - 1) * LyricsHeight) / 2;
Alpha := 1;
// word in the sentence is active?
if (Line^.Start < Beat) then
begin
// if this line just got active, then CurWord is still -1
// this means, we should try to make the first word active
// then we check if the current active word is still meant to be active
// if not, we proceed to the next word
if Line^.CurWord = -1 then
Line^.CurWord:=0;
if (Line^.CurWord < High(Line^.Words)) AND (Beat >= (Line^.Words[Line^.CurWord + 1].Start)) then
Line^.CurWord:=Line^.CurWord+1;
FreestyleDiff := 0;
// last word of this line finished, but this line did not hide
if (Line^.CurWord > High(Line^.Words)) then
begin
CurWordStart := Line^.Words[High(Line^.Words)].X + Line^.Words[High(Line^.Words)].Width;
CurWordEnd := CurWordStart;
// fade out last line
if Line^.LastLine then
begin
Alpha := 1 - (Beat - (Line^.Words[High(Line^.Words)].Start + Line^.Words[High(Line^.Words)].Length)) / 15;
if (Alpha < 0) then
Alpha := 0;
end;
end
else
begin
with Line^.Words[Line^.CurWord] do
begin
Progress := (Beat - Start) / Length;
if Progress >= 1 then
Progress := 1;
if Progress <= 0 then
Progress := 0;
CurWordStart:=X;
CurWordEnd:=X+Width;
// Slide Effect
// simply paint the active texture to the current position
if Ini.LyricsEffect = 2 then
begin
CurWordStart := CurWordStart + Width * progress;
CurWordEnd := CurWordStart;
end;
if (Line^.CurWord < High(Line^.Words)) AND Freestyle AND not Line^.Words[Line^.CurWord + 1].Freestyle then
begin
FreestyleDiff := 2;
end
else
if Freestyle then
begin
FreestyleDiff := 12;
CurWordStart := CurWordStart - 1;
CurWordEnd := CurWordEnd - 2;
end;
end;
end;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Line^.Tex);
// draw sentence up to current word
if (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then
// ball lyric effect - only highlight current word and not that ones before in this line
glColorRGB(LineColor_en, Alpha)
else
glColorRGB(LineColor_act, Alpha);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY);
glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight);
glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordStart, LyricY + LyricsHeight);
glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY);
glEnd;
// draw rest of sentence
glColorRGB(LineColor_en);
glBegin(GL_QUADS);
glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY);
glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordEnd, LyricY + LyricsHeight);
glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight);
glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY);
glEnd;
// draw active word:
// type 0: simple lyric effect
// type 3: ball lyric effect
// type 4: shift lyric effect
// only change the color of the current word
if (Ini.LyricsEffect = 0) or (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then
begin
{ // maybe fade in?
glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress);
glBegin(GL_QUADS);
glTexCoord2f(CurWordStart/1024, 1); glVertex2f(LyricX+CurWordStart, Y);
glTexCoord2f(CurWordStart/1024, 0); glVertex2f(LyricX+CurWordStart, Y + 64);
glTexCoord2f(CurWordEnd/1024, 0); glVertex2f(LyricX+CurWordEnd, Y + 64);
glTexCoord2f(CurWordEnd/1024, 1); glVertex2f(LyricX+CurWordEnd, Y);
glEnd;
}
if (Ini.LyricsEffect = 4) then
LyricY := LyricY - 8 * (1-progress);
glColor3f(LineColor_act.r,LineColor_act.g,LineColor_act.b);
glBegin(GL_QUADS);
glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY);
glTexCoord2f(CurWordStart/1024, 0); glVertex2f(LyricX+CurWordStart, LyricY + 64);
glTexCoord2f(CurWordEnd/1024, 0); glVertex2f(LyricX+CurWordEnd, LyricY + 64);
glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY);
glEnd;
if (Ini.LyricsEffect = 4) then
LyricY := LyricY + 8 * (1-progress);
end
// draw active word:
// type 1: zoom lyric effect
// change color and zoom current word
else if Ini.LyricsEffect = 1 then
begin
glPushMatrix;
glTranslatef(LyricX+CurWordStart+(CurWordEnd-CurWordStart)/2,LyricY+LyricsHeight/2,0);
glScalef(1.0+(1-progress)/2,1.0+(1-progress)/2,1.0);
glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress);
glBegin(GL_QUADS);
glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
glEnd;
glColor4f(LineColor_act.r,LineColor_act.g,LineColor_act.b,1);
glBegin(GL_QUADS);
glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
glEnd;
glPopMatrix;
end;
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
if Ini.LyricsEffect = 3 then
DrawBall(LyricX + CurWordStart + (CurWordEnd - CurWordStart) * progress, LyricY - 15 - 15*sin(progress * pi), Alpha);
end
else
begin
// draw complete inactive sentence if line hasn't started but is already shown
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, Line^.Tex);
glColorRGB(LineColor_dis);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY);
glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight);
glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight);
glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY);
glEnd;
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
end;
end.
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