1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
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.
|