2010-06-06 23:43:45 +02:00
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/*
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* Waveform.hpp
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*
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* Created on: Jun 25, 2008
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* Author: pete
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*/
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#ifdef LINUX
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#include <GL/gl.h>
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#endif
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#ifdef WIN32
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#include "glew.h"
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#endif
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#ifdef __APPLE__
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2010-06-07 12:18:35 +02:00
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#include <OpenGL/gl.h>
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2010-06-06 23:43:45 +02:00
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#endif
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#include "Waveform.hpp"
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#include <algorithm>
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#include "BeatDetect.hpp"
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typedef float floatPair[2];
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typedef float floatTriple[3];
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typedef float floatQuad[4];
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Waveform::Waveform(int samples)
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: RenderItem(),samples(samples), points(samples), pointContext(samples)
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{
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spectrum = false; /* spectrum data or pcm data */
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dots = false; /* draw wave as dots or lines */
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thick = false; /* draw thicker lines */
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additive = false; /* add color values together */
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scaling= 1; /* scale factor of waveform */
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smoothing = 0; /* smooth factor of waveform */
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sep = 0;
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}
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void Waveform::Draw(RenderContext &context)
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{
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//if (samples > 2048) samples = 2048;
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if (additive) glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (thick)
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{
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glLineWidth(context.texsize <= 512 ? 2 : 2*context.texsize/512);
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glPointSize(context.texsize <= 512 ? 2 : 2*context.texsize/512);
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}
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else glPointSize(context.texsize <= 512 ? 1 : context.texsize/512);
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float *value1 = new float[samples];
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float *value2 = new float[samples];
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context.beatDetect->pcm->getPCM( value1, samples, 0, spectrum, smoothing, 0);
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context.beatDetect->pcm->getPCM( value2, samples, 1, spectrum, smoothing, 0);
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// printf("%f\n",pcmL[0]);
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float mult= scaling*( spectrum ? 0.015f :1.0f);
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std::transform(&value1[0],&value1[samples],&value1[0],std::bind2nd(std::multiplies<float>(),mult));
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std::transform(&value2[0],&value2[samples],&value2[0],std::bind2nd(std::multiplies<float>(),mult));
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WaveformContext waveContext(samples, context.beatDetect);
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for(int x=0;x< samples;x++)
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{
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waveContext.sample = x/(float)(samples - 1);
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waveContext.sample_int = x;
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waveContext.left = value1[x];
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waveContext.right = value2[x];
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points[x] = PerPoint(points[x],waveContext);
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}
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floatQuad *colors = new float[samples][4];
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floatPair *p = new float[samples][2];
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for(int x=0;x< samples;x++)
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{
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colors[x][0] = points[x].r;
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colors[x][1] = points[x].g;
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colors[x][2] = points[x].b;
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colors[x][3] = points[x].a * masterAlpha;
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p[x][0] = points[x].x;
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p[x][1] = -(points[x].y-1);
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2,GL_FLOAT,0,p);
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glColorPointer(4,GL_FLOAT,0,colors);
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if (dots) glDrawArrays(GL_POINTS,0,samples);
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else glDrawArrays(GL_LINE_STRIP,0,samples);
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glPointSize(context.texsize < 512 ? 1 : context.texsize/512);
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glLineWidth(context.texsize < 512 ? 1 : context.texsize/512);
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#ifndef USE_GLES1
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glDisable(GL_LINE_STIPPLE);
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#endif
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// glPopMatrix();
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delete[] colors;
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delete[] p;
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delete[] value1;
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delete[] value2;
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}
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