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Diffstat (limited to 'src/media/UVisualizer.pas')
-rw-r--r-- | src/media/UVisualizer.pas | 552 |
1 files changed, 0 insertions, 552 deletions
diff --git a/src/media/UVisualizer.pas b/src/media/UVisualizer.pas deleted file mode 100644 index b25d68a9..00000000 --- a/src/media/UVisualizer.pas +++ /dev/null @@ -1,552 +0,0 @@ -{* 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 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, - UPath, - 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 - TGLMatrix = array[0..3, 0..3] of GLdouble; - TGLMatrixStack = array of TGLMatrix; - -type - TVideoPlayback_ProjectM = class( TInterfacedObject, IVideoPlayback, IVideoVisualization ) - private - pm: TProjectM; - ProjectMPath : string; - Initialized: boolean; - - VisualizerStarted: boolean; - VisualizerPaused: boolean; - - VisualTex: GLuint; - PCMData: TPCMData; - RndPCMcount: integer; - - ModelviewMatrixStack: TGLMatrixStack; - ProjectionMatrixStack: TGLMatrixStack; - TextureMatrixStack: TGLMatrixStack; - - procedure VisualizerStart; - procedure VisualizerStop; - - procedure VisualizerTogglePause; - - 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(); - - public - function GetName: String; - - function Init(): boolean; - function Finalize(): boolean; - - function Open(const aFileName: IPath): 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: IPath): 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; - -{** - * 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. - * - * 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); - glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS); - - SaveMatrixStack(GL_PROJECTION, ProjectionMatrixStack); - SaveMatrixStack(GL_MODELVIEW, ModelviewMatrixStack); - SaveMatrixStack(GL_TEXTURE, TextureMatrixStack); - - glMatrixMode(GL_MODELVIEW); - - // 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 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; - -procedure TVideoPlayback_ProjectM.VisualizerStart; -begin - if VisualizerStarted then - Exit; - - // the OpenGL state must be saved before TProjectM.Create is called - 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'); - {$IFEND} - except on E: Exception do - begin - // Create() might fail if the config-file is not found - Log.LogError('TProjectM.Create: ' + E.Message, 'TVideoPlayback_ProjectM.VisualizerStart'); - Exit; - end; - end; - - // initialize OpenGL - pm.ResetGL(ScreenW, ScreenH); - // skip projectM default-preset - pm.RandomPreset(); - // projectM >= 1.0 uses the OpenGL FramebufferObject (FBO) extension. - // Unfortunately it does NOT reset the framebuffer-context after - // TProjectM.Create. Either glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0) for - // a manual reset or TProjectM.RenderFrame() must be called. - // We use the latter so we do not need to load the FBO extension in USDX. - pm.RenderFrame(); - - VisualizerPaused := false; - VisualizerStarted := true; - finally - RestoreOpenGLState(); - end; -end; - -procedure TVideoPlayback_ProjectM.VisualizerStop; -begin - if VisualizerStarted then - begin - VisualizerPaused := false; - VisualizerStarted := false; - FreeAndNil(pm); - end; -end; - -procedure TVideoPlayback_ProjectM.VisualizerTogglePause; -begin - VisualizerPaused := not VisualizerPaused; -end; - -procedure TVideoPlayback_ProjectM.GetFrame(Time: Extended); -var - nSamples: cardinal; -begin - if not VisualizerStarted then - Exit; - - if VisualizerPaused then - Exit; - - // get audio data - nSamples := AudioPlayback.GetPCMData(PcmData); - - // generate some data if non is available - if (nSamples = 0) then - nSamples := GetRandomPCMData(PcmData); - - // send audio-data to projectM - if (nSamples > 0) then - pm.AddPCM16Data(PSmallInt(@PcmData), nSamples); - - // store OpenGL state (might be messed up otherwise) - SaveOpenGLState(); - try - // setup projectM's OpenGL state - pm.ResetGL(ScreenW, ScreenH); - - // let projectM render a frame - pm.RenderFrame(); - - {$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(); - // Use count of screens instead of 1 for the right corner - // otherwise we would draw the visualization streched over both screens - // another point is that we draw over the at this time drawn first - // screen, if Screen = 2 - gluOrtho2D(0, Screens, 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 - // Screen is 1 to 2. So current screen is from (Screen - 1) to (Screen) - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f((Screen - 1), 0); - glTexCoord2f(1, 0); glVertex2f(Screen, 0); - glTexCoord2f(1, 1); glVertex2f(Screen, 1); - glTexCoord2f(0, 1); glVertex2f((Screen - 1), 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. |