481 lines
14 KiB
C++
481 lines
14 KiB
C++
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/***************************************************************************
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glanalyzer3.cpp - Bouncing Ballzz
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-------------------
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begin : Feb 19 2004
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copyright : (C) 2004 by Enrico Ros
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email : eros.kde@email.it
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***************************************************************************/
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/***************************************************************************
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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***************************************************************************/
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#include <config.h>
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#ifdef HAVE_QGLWIDGET
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#include <cmath>
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#include <cstdlib>
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#include "glanalyzer3.h"
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#include <kdebug.h>
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#include <kstandarddirs.h>
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#include <qimage.h>
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#include <sys/time.h>
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#ifndef HAVE_FABSF
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inline float fabsf(float f)
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{
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return f < 0.f ? -f : f;
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}
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#endif
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class Ball
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{
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public:
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Ball() : x( drand48() - drand48() ), y( 1 - 2.0 * drand48() ),
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z( drand48() ), vx( 0.0 ), vy( 0.0 ), vz( 0.0 ),
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mass( 0.01 + drand48()/10.0 )
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//,color( (float[3]) { 0.0, drand48()*0.5, 0.7 + drand48() * 0.3 } )
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{
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//this is because GCC < 3.3 can't compile the above line, we aren't sure why though
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color[0] = 0.0; color[1] = drand48()*0.5; color[2] = 0.7 + drand48() * 0.3;
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};
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float x, y, z, vx, vy, vz, mass;
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float color[3];
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void updatePhysics( float dT )
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{
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x += vx * dT; // position
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y += vy * dT; // position
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z += vz * dT; // position
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if ( y < -0.8 ) vy = fabsf( vy );
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if ( y > 0.8 ) vy = -fabsf( vy );
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if ( z < 0.1 ) vz = fabsf( vz );
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if ( z > 0.9 ) vz = -fabsf( vz );
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vx += (( x > 0 ) ? 4.94 : -4.94) * dT; // G-force
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vx *= (1 - 2.9 * dT); // air friction
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vy *= (1 - 2.9 * dT); // air friction
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vz *= (1 - 2.9 * dT); // air friction
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}
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};
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class Paddle
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{
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public:
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Paddle( float xPos ) : onLeft( xPos < 0 ), mass( 1.0 ),
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X( xPos ), x( xPos ), vx( 0.0 ) {};
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void updatePhysics( float dT )
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{
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x += vx * dT; // posision
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vx += (1300 * (X - x) / mass) * dT; // elasticity
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vx *= (1 - 4.0 * dT); // air friction
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}
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void renderGL()
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{
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glBegin( GL_TRIANGLE_STRIP );
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glColor3f( 0.0f, 0.1f, 0.3f );
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glVertex3f( x, -1.0f, 0.0 );
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glVertex3f( x, 1.0f, 0.0 );
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glColor3f( 0.1f, 0.2f, 0.6f );
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glVertex3f( x, -1.0f, 1.0 );
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glVertex3f( x, 1.0f, 1.0 );
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glEnd();
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}
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void bounce( Ball * ball )
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{
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if ( onLeft && ball->x < x )
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{
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ball->vx = vx * mass / (mass + ball->mass) + fabsf( ball->vx );
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ball->vy = (drand48() - drand48()) * 1.8;
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ball->vz = (drand48() - drand48()) * 0.9;
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ball->x = x;
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}
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else if ( !onLeft && ball->x > x )
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{
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ball->vx = vx * mass / (mass + ball->mass) - fabsf( ball->vx );
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ball->vy = (drand48() - drand48()) * 1.8;
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ball->vz = (drand48() - drand48()) * 0.9;
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ball->x = x;
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}
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}
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void impulse( float strength )
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{
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if ( (onLeft && strength > vx) || (!onLeft && strength < vx) )
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vx += strength;
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}
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private:
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bool onLeft;
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float mass, X, x, vx;
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};
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GLAnalyzer3::GLAnalyzer3( QWidget *parent ):
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Analyzer::Base3D(parent, 15)
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{
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//initialize openGL context before managing GL calls
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makeCurrent();
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loadTexture( locate("data","amarok/data/ball.png"), ballTexture );
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loadTexture( locate("data","amarok/data/grid.png"), gridTexture );
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balls.setAutoDelete( true );
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leftPaddle = new Paddle( -1.0 );
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rightPaddle = new Paddle( 1.0 );
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for ( int i = 0; i < NUMBER_OF_BALLS; i++ )
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balls.append( new Ball() );
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show.colorK = 0.0;
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show.gridScrollK = 0.0;
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show.gridEnergyK = 0.0;
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show.camRot = 0.0;
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show.camRoll = 0.0;
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show.peakEnergy = 1.0;
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frame.silence = true;
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frame.energy = 0.0;
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frame.dEnergy = 0.0;
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}
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GLAnalyzer3::~GLAnalyzer3()
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{
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freeTexture( ballTexture );
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freeTexture( gridTexture );
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delete leftPaddle;
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delete rightPaddle;
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balls.clear();
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}
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void GLAnalyzer3::initializeGL()
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{
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// Set a smooth shade model
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glShadeModel(GL_SMOOTH);
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// Disable depth test (all is drawn 'z-sorted')
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glDisable( GL_DEPTH_TEST );
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// Set blending function (Alpha addition)
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glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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// Clear frame with a black background
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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}
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void GLAnalyzer3::resizeGL( int w, int h )
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{
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// Setup screen. We're going to manually do the perspective projection
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glViewport( 0, 0, (GLint)w, (GLint)h );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glFrustum( -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 4.5f );
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// Get the aspect ratio of the screen to draw 'circular' particles
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float ratio = (float)w / (float)h;
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if ( ratio >= 1.0 ) {
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unitX = 0.34 / ratio;
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unitY = 0.34;
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} else {
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unitX = 0.34;
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unitY = 0.34 * ratio;
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}
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// Get current timestamp.
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timeval tv;
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gettimeofday( &tv, NULL );
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show.timeStamp = (double)tv.tv_sec + (double)tv.tv_usec/1000000.0;
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}
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void GLAnalyzer3::paused()
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{
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analyze( Scope() );
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}
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void GLAnalyzer3::analyze( const Scope &s )
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{
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// compute the dTime since the last call
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timeval tv;
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gettimeofday( &tv, NULL );
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double currentTime = (double)tv.tv_sec + (double)tv.tv_usec/1000000.0;
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show.dT = currentTime - show.timeStamp;
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show.timeStamp = currentTime;
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// compute energy integrating frame's spectrum
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if ( !s.empty() )
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{
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int bands = s.size();
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float currentEnergy = 0,
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maxValue = 0;
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// integrate spectrum -> energy
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for ( int i = 0; i < bands; i++ )
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{
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float value = s[i];
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currentEnergy += value;
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if ( value > maxValue )
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maxValue = value;
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}
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currentEnergy *= 100.0 / (float)bands;
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// emulate a peak detector: currentEnergy -> peakEnergy (3tau = 30 seconds)
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show.peakEnergy = 1.0 + ( show.peakEnergy - 1.0 ) * exp( - show.dT / 10.0 );
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if ( currentEnergy > show.peakEnergy )
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show.peakEnergy = currentEnergy;
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// check for silence
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frame.silence = currentEnergy < 0.001;
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// normalize frame energy against peak energy and compute frame stats
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currentEnergy /= show.peakEnergy;
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frame.dEnergy = currentEnergy - frame.energy;
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frame.energy = currentEnergy;
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} else
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frame.silence = true;
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// update the frame
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updateGL();
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}
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void GLAnalyzer3::paintGL()
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{
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// limit max dT to 0.05 and update color and scroll constants
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if ( show.dT > 0.05 )
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show.dT = 0.05;
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show.colorK += show.dT * 0.4;
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if ( show.colorK > 3.0 )
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show.colorK -= 3.0;
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show.gridScrollK += 0.2 * show.peakEnergy * show.dT;
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// Switch to MODEL matrix and clear screen
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glClear( GL_COLOR_BUFFER_BIT );
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// Draw scrolling grid
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if ( (show.gridEnergyK > 0.05) || (!frame.silence && frame.dEnergy < -0.3) )
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{
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show.gridEnergyK *= exp( -show.dT / 0.1 );
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if ( -frame.dEnergy > show.gridEnergyK )
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show.gridEnergyK = -frame.dEnergy*2.0;
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float gridColor[4] = { 0.0, 1.0, 0.6, show.gridEnergyK };
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drawScrollGrid( show.gridScrollK, gridColor );
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}
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// Roll camera up/down handling the beat
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show.camRot += show.camRoll * show.dT; // posision
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show.camRoll -= 400 * show.camRot * show.dT; // elasticity
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show.camRoll *= (1 - 2.0 * show.dT); // friction
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if ( !frame.silence && frame.dEnergy > 0.4 )
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show.camRoll += show.peakEnergy*2.0;
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glRotatef( show.camRoll / 2.0, 1,0,0 );
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// Translate the drawing plane
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glTranslatef( 0.0f, 0.0f, -1.8f );
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// Draw upper/lower planes and paddles
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drawHFace( -1.0 );
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drawHFace( 1.0 );
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leftPaddle->renderGL();
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rightPaddle->renderGL();
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// Draw Balls
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if ( ballTexture ) {
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glEnable( GL_TEXTURE_2D );
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glBindTexture( GL_TEXTURE_2D, ballTexture );
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} else
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glDisable( GL_TEXTURE_2D );
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glEnable( GL_BLEND );
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Ball * ball = balls.first();
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for ( ; ball; ball = balls.next() )
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{
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float color[3],
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angle = show.colorK;
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// Rotate the color based on 'angle' value [0,3)
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if ( angle < 1.0 )
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{
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color[ 0 ] = ball->color[ 0 ] * (1 - angle) + ball->color[ 1 ] * angle;
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color[ 1 ] = ball->color[ 1 ] * (1 - angle) + ball->color[ 2 ] * angle;
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color[ 2 ] = ball->color[ 2 ] * (1 - angle) + ball->color[ 0 ] * angle;
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}
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else if ( angle < 2.0 )
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{
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angle -= 1.0;
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color[ 0 ] = ball->color[ 1 ] * (1 - angle) + ball->color[ 2 ] * angle;
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color[ 1 ] = ball->color[ 2 ] * (1 - angle) + ball->color[ 0 ] * angle;
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color[ 2 ] = ball->color[ 0 ] * (1 - angle) + ball->color[ 1 ] * angle;
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}
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else
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{
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angle -= 2.0;
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color[ 0 ] = ball->color[ 2 ] * (1 - angle) + ball->color[ 0 ] * angle;
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color[ 1 ] = ball->color[ 0 ] * (1 - angle) + ball->color[ 1 ] * angle;
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color[ 2 ] = ball->color[ 1 ] * (1 - angle) + ball->color[ 2 ] * angle;
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}
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// Draw the dot and update its physics also checking at bounces
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glColor3fv( color );
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drawDot3s( ball->x, ball->y, ball->z, 1.0 );
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ball->updatePhysics( show.dT );
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if ( ball->x < 0 )
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leftPaddle->bounce( ball );
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else
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rightPaddle->bounce( ball );
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}
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glDisable( GL_BLEND );
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glDisable( GL_TEXTURE_2D );
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// Update physics of paddles
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leftPaddle->updatePhysics( show.dT );
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rightPaddle->updatePhysics( show.dT );
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if ( !frame.silence )
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{
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leftPaddle->impulse( frame.energy*3.0 + frame.dEnergy*6.0 );
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rightPaddle->impulse( -frame.energy*3.0 - frame.dEnergy*6.0 );
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}
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}
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void GLAnalyzer3::drawDot3s( float x, float y, float z, float size )
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{
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// Circular XY dot drawing functions
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float sizeX = size * unitX,
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sizeY = size * unitY,
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pXm = x - sizeX,
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pXM = x + sizeX,
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pYm = y - sizeY,
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pYM = y + sizeY;
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// Draw the Dot
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glBegin( GL_QUADS );
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glTexCoord2f( 0, 0 ); // Bottom Left
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glVertex3f( pXm, pYm, z );
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glTexCoord2f( 0, 1 ); // Top Left
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glVertex3f( pXm, pYM, z );
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glTexCoord2f( 1, 1 ); // Top Right
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glVertex3f( pXM, pYM, z );
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glTexCoord2f( 1, 0 ); // Bottom Right
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glVertex3f( pXM, pYm, z );
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glEnd();
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// Shadow XZ drawing functions
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float sizeZ = size / 10.0,
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pZm = z - sizeZ,
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pZM = z + sizeZ,
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currentColor[4];
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glGetFloatv( GL_CURRENT_COLOR, currentColor );
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float alpha = currentColor[3],
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topSide = (y + 1) / 4,
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bottomSide = (1 - y) / 4;
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// Draw the top shadow
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currentColor[3] = topSide * topSide * alpha;
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glColor4fv( currentColor );
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glBegin( GL_QUADS );
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glTexCoord2f( 0, 0 ); // Bottom Left
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glVertex3f( pXm, 1, pZm );
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glTexCoord2f( 0, 1 ); // Top Left
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glVertex3f( pXm, 1, pZM );
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glTexCoord2f( 1, 1 ); // Top Right
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glVertex3f( pXM, 1, pZM );
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glTexCoord2f( 1, 0 ); // Bottom Right
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glVertex3f( pXM, 1, pZm );
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glEnd();
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// Draw the bottom shadow
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currentColor[3] = bottomSide * bottomSide * alpha;
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glColor4fv( currentColor );
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glBegin( GL_QUADS );
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glTexCoord2f( 0, 0 ); // Bottom Left
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glVertex3f( pXm, -1, pZm );
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glTexCoord2f( 0, 1 ); // Top Left
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glVertex3f( pXm, -1, pZM );
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glTexCoord2f( 1, 1 ); // Top Right
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glVertex3f( pXM, -1, pZM );
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glTexCoord2f( 1, 0 ); // Bottom Right
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glVertex3f( pXM, -1, pZm );
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glEnd();
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}
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void GLAnalyzer3::drawHFace( float y )
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{
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glBegin( GL_TRIANGLE_STRIP );
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glColor3f( 0.0f, 0.1f, 0.2f );
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glVertex3f( -1.0f, y, 0.0 );
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glVertex3f( 1.0f, y, 0.0 );
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glColor3f( 0.1f, 0.6f, 0.5f );
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glVertex3f( -1.0f, y, 2.0 );
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glVertex3f( 1.0f, y, 2.0 );
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glEnd();
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}
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void GLAnalyzer3::drawScrollGrid( float scroll, float color[4] )
|
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|
{
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if ( !gridTexture )
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return;
|
||
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glMatrixMode( GL_TEXTURE );
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||
|
glLoadIdentity();
|
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|
glTranslatef( 0.0, -scroll, 0.0 );
|
||
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glMatrixMode( GL_MODELVIEW );
|
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|
float backColor[4] = { 1.0, 1.0, 1.0, 0.0 };
|
||
|
for ( int i = 0; i < 3; i++ )
|
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|
backColor[ i ] = color[ i ];
|
||
|
glEnable( GL_TEXTURE_2D );
|
||
|
glBindTexture( GL_TEXTURE_2D, gridTexture );
|
||
|
glEnable( GL_BLEND );
|
||
|
glBegin( GL_TRIANGLE_STRIP );
|
||
|
glColor4fv( color ); // top face
|
||
|
glTexCoord2f( 0.0f, 1.0f );
|
||
|
glVertex3f( -1.0f, 1.0f, -1.0f );
|
||
|
glTexCoord2f( 1.0f, 1.0f );
|
||
|
glVertex3f( 1.0f, 1.0f, -1.0f );
|
||
|
glColor4fv( backColor ); // central points
|
||
|
glTexCoord2f( 0.0f, 0.0f );
|
||
|
glVertex3f( -1.0f, 0.0f, -3.0f );
|
||
|
glTexCoord2f( 1.0f, 0.0f );
|
||
|
glVertex3f( 1.0f, 0.0f, -3.0f );
|
||
|
glColor4fv( color ); // bottom face
|
||
|
glTexCoord2f( 0.0f, 1.0f );
|
||
|
glVertex3f( -1.0f, -1.0f, -1.0f );
|
||
|
glTexCoord2f( 1.0f, 1.0f );
|
||
|
glVertex3f( 1.0f, -1.0f, -1.0f );
|
||
|
glEnd();
|
||
|
glDisable( GL_BLEND );
|
||
|
glDisable( GL_TEXTURE_2D );
|
||
|
glMatrixMode( GL_TEXTURE );
|
||
|
glLoadIdentity();
|
||
|
glMatrixMode( GL_MODELVIEW );
|
||
|
}
|
||
|
|
||
|
bool GLAnalyzer3::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;
|
||
|
}
|
||
|
|
||
|
void GLAnalyzer3::freeTexture( GLuint& textureID )
|
||
|
{
|
||
|
if ( textureID > 0 )
|
||
|
glDeleteTextures( 1, &textureID );
|
||
|
textureID = 0;
|
||
|
}
|
||
|
|
||
|
#endif
|