Clementine-audio-player-Mac.../src/analyzers/glanalyzer2.cpp

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/* This file is part of Clementine.
Copyright 2004, Enrico Ros <eros.kde@email.it>
Copyright 2009, David Sansome <davidsansome@gmail.com>
Copyright 2014, Krzysztof Sobiecki <sobkas@gmail.com>
Copyright 2014, John Maguire <john.maguire@gmail.com>
Clementine 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 3 of the License, or
(at your option) any later version.
Clementine 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 Clementine. If not, see <http://www.gnu.org/licenses/>.
*/
/* Original Author: Enrico Ros <eros.kde@email.it> 2004
*/
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#include <config.h>
#ifdef HAVE_QGLWIDGET
#include <cmath>
#include <cstdlib>
#include "glanalyzer2.h"
#include <kdebug.h>
#include <kstandarddirs.h>
#include <qimage.h>
#include <sys/time.h>
GLAnalyzer2::GLAnalyzer2(QWidget* parent) : Analyzer::Base3D(parent, 15) {
// initialize openGL context before managing GL calls
makeCurrent();
loadTexture(locate("data", "amarok/data/dot.png"), dotTexture);
loadTexture(locate("data", "amarok/data/wirl1.png"), w1Texture);
loadTexture(locate("data", "amarok/data/wirl2.png"), w2Texture);
show.paused = true;
show.pauseTimer = 0.0;
show.rotDegrees = 0.0;
frame.rotDegrees = 0.0;
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}
GLAnalyzer2::~GLAnalyzer2() {
freeTexture(dotTexture);
freeTexture(w1Texture);
freeTexture(w2Texture);
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}
void GLAnalyzer2::initializeGL() {
// Set a smooth shade model
glShadeModel(GL_SMOOTH);
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// Disable depth test (all is drawn on a 2d plane)
glDisable(GL_DEPTH_TEST);
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// Set blend parameters for 'composting alpha'
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // superpose
// glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); //fade
glEnable(GL_BLEND);
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// Clear frame with a black background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
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}
void GLAnalyzer2::resizeGL(int w, int h) {
// Setup screen. We're going to manually do the perspective projection
glViewport(0, 0, (GLint)w, (GLint)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-10.0f, 10.0f, -10.0f, 10.0f, -5.0f, 5.0f);
// Get the aspect ratio of the screen to draw 'cicular' particles
float ratio = static_cast<float>(w) / static_cast<float>(h), eqPixH = 60, eqPixW = 80;
if (ratio >= (4.0 / 3.0)) {
unitX = 10.0 / (eqPixH * ratio);
unitY = 10.0 / eqPixH;
} else {
unitX = 10.0 / eqPixW;
unitY = 10.0 / (eqPixW / ratio);
}
// Get current timestamp.
timeval tv;
gettimeofday(&tv, nullptr);
show.timeStamp = static_cast<double>(tv.tv_sec) + static_cast<double>(tv.tv_usec) / 1000000.0;
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}
void GLAnalyzer2::paused() { analyze(Scope()); }
void GLAnalyzer2::analyze(const Scope& s) {
bool haveNoData = s.empty();
// if we're going into pause mode, clear timers.
if (!show.paused && haveNoData) show.pauseTimer = 0.0;
// if we have got data, interpolate it (asking myself why I'm doing it here..)
if (!(show.paused = haveNoData)) {
int bands = s.size(), lowbands = bands / 4, hibands = bands / 3,
midbands = bands - lowbands - hibands;
Q_UNUSED(midbands);
float currentEnergy = 0, currentMeanBand = 0, maxValue = 0;
for (int i = 0; i < bands; i++) {
float value = s[i];
currentEnergy += value;
currentMeanBand += static_cast<float>(i) * value;
if (value > maxValue) maxValue = value;
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}
frame.silence = currentEnergy < 0.001;
if (!frame.silence) {
frame.meanBand = 100.0 * currentMeanBand / (currentEnergy * bands);
currentEnergy = 100.0 * currentEnergy / static_cast<float>(bands);
frame.dEnergy = currentEnergy - frame.energy;
frame.energy = currentEnergy;
// printf( "%d [%f :: %f ]\t%f \n", bands, frame.energy,
// frame.meanBand, maxValue );
} else {
frame.energy = 0.0;
}
}
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// update the frame
updateGL();
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}
void GLAnalyzer2::paintGL() {
// Compute the dT since the last call to paintGL and update timings
timeval tv;
gettimeofday(&tv, nullptr);
double currentTime = static_cast<double>(tv.tv_sec) + static_cast<double>(tv.tv_usec) / 1000000.0;
show.dT = currentTime - show.timeStamp;
show.timeStamp = currentTime;
// Clear frame
glClear(GL_COLOR_BUFFER_BIT);
// Shitch to MODEL matrix and reset it to default
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Fade the previous drawings.
/* glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glBegin( GL_TRIANGLE_STRIP );
glColor4f( 0.0f, 0.0f, 0.0f, 0.2f );
glVertex2f( 10.0f, 10.0f );
glVertex2f( -10.0f, 10.0f );
glVertex2f( 10.0f, -10.0f );
glVertex2f( -10.0f, -10.0f );
glEnd();*/
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
float alphaN = show.paused ? 0.2 : (frame.energy / 10.0),
alphaP = show.paused ? 1.0 : (1 - frame.energy / 20.0);
if (alphaN > 1.0) alphaN = 1.0;
if (alphaP < 0.1) alphaP = 0.1;
glBindTexture(GL_TEXTURE_2D, w2Texture);
setTextureMatrix(show.rotDegrees, 0.707 * alphaP);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(1.0, 1.0);
glVertex2f(10.0f, 10.0f);
glTexCoord2f(0.0, 1.0);
glVertex2f(-10.0f, 10.0f);
glTexCoord2f(1.0, 0.0);
glVertex2f(10.0f, -10.0f);
glTexCoord2f(0.0, 0.0);
glVertex2f(-10.0f, -10.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D, w1Texture);
setTextureMatrix(-show.rotDegrees * 2, 0.707);
glColor4f(1.0f, 1.0f, 1.0f, alphaN);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(1.0, 1.0);
glVertex2f(10.0f, 10.0f);
glTexCoord2f(0.0, 1.0);
glVertex2f(-10.0f, 10.0f);
glTexCoord2f(1.0, 0.0);
glVertex2f(10.0f, -10.0f);
glTexCoord2f(0.0, 0.0);
glVertex2f(-10.0f, -10.0f);
glEnd();
setTextureMatrix(0.0, 0.0);
glDisable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
// Here begins the real draw loop
// some updates to the show
show.rotDegrees += 40.0 * show.dT;
frame.rotDegrees += 80.0 * show.dT;
// handle the 'pause' status
if (show.paused) {
if (show.pauseTimer > 0.5) {
if (show.pauseTimer > 0.6) show.pauseTimer -= 0.6;
drawFullDot(0.0f, 0.4f, 0.8f, 1.0f);
drawFullDot(0.0f, 0.4f, 0.8f, 1.0f);
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}
show.pauseTimer += show.dT;
return;
}
if (dotTexture) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, dotTexture);
} else {
glDisable(GL_TEXTURE_2D);
}
glLoadIdentity();
// glRotatef( -frame.rotDegrees, 0,0,1 );
glBegin(GL_QUADS);
// Particle * particle = particleList.first();
// for (; particle; particle = particleList.next())
{
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
drawDot(0, 0, kMax(10.0, (10.0 * frame.energy)));
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
drawDot(6, 0, kMax(10.0, (5.0 * frame.energy)));
glColor4f(0.0f, 0.4f, 1.0f, 1.0f);
drawDot(-6, 0, kMax(10.0, (5.0 * frame.energy)));
}
glEnd();
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}
void GLAnalyzer2::drawDot(float x, float y, float size) {
float sizeX = size * unitX, sizeY = size * unitY, pLeft = x - sizeX,
pTop = y + sizeY, pRight = x + sizeX, pBottom = y - sizeY;
glTexCoord2f(0, 0); // Bottom Left
glVertex2f(pLeft, pBottom);
glTexCoord2f(0, 1); // Top Left
glVertex2f(pLeft, pTop);
glTexCoord2f(1, 1); // Top Right
glVertex2f(pRight, pTop);
glTexCoord2f(1, 0); // Bottom Right
glVertex2f(pRight, pBottom);
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}
void GLAnalyzer2::drawFullDot(float r, float g, float b, float a) {
glBindTexture(GL_TEXTURE_2D, dotTexture);
glEnable(GL_TEXTURE_2D);
glColor4f(r, g, b, a);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(1.0, 1.0);
glVertex2f(10.0f, 10.0f);
glTexCoord2f(0.0, 1.0);
glVertex2f(-10.0f, 10.0f);
glTexCoord2f(1.0, 0.0);
glVertex2f(10.0f, -10.0f);
glTexCoord2f(0.0, 0.0);
glVertex2f(-10.0f, -10.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
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}
void GLAnalyzer2::setTextureMatrix(float rot, float scale) {
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
if (rot != 0.0 || scale != 0.0) {
glTranslatef(0.5f, 0.5f, 0.0f);
glRotatef(rot, 0.0f, 0.0f, 1.0f);
glScalef(scale, scale, 1.0f);
glTranslatef(-0.5f, -0.5f, 0.0f);
}
glMatrixMode(GL_MODELVIEW);
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}
bool GLAnalyzer2::loadTexture(QString fileName, GLuint& textureID) {
// reset texture ID to the default EMPTY value
textureID = 0;
// load image
QImage tmp;
if (!tmp.load(fileName)) return false;
// convert it to suitable format (flipped RGBA)
QImage texture = QGLWidget::convertToGLFormat(tmp);
if (texture.isNull()) return false;
// get texture number and bind loaded image to that texture
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 4, texture.width(), texture.height(), 0,
GL_RGBA, GL_UNSIGNED_BYTE, texture.bits());
return true;
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}
void GLAnalyzer2::freeTexture(GLuint& textureID) {
if (textureID > 0) glDeleteTextures(1, &textureID);
textureID = 0;
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}
#endif