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

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2009-12-24 20:16:07 +01:00
/***************************************************************************
glanalyzer2.cpp - description
-------------------
begin : Feb 16 2004
copyright : (C) 2004 by Enrico Ros
email : eros.kde@email.it
***************************************************************************/
/***************************************************************************
* *
* 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. *
* *
***************************************************************************/
#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;
}
GLAnalyzer2::~GLAnalyzer2()
{
freeTexture( dotTexture );
freeTexture( w1Texture );
freeTexture( w2Texture );
}
void GLAnalyzer2::initializeGL()
{
// Set a smooth shade model
glShadeModel(GL_SMOOTH);
// Disable depth test (all is drawn on a 2d plane)
glDisable(GL_DEPTH_TEST);
// 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 );
// Clear frame with a black background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear( GL_COLOR_BUFFER_BIT );
}
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 = (float)w / (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, NULL );
show.timeStamp = (double)tv.tv_sec + (double)tv.tv_usec/1000000.0;
}
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 += (float)i * value;
if ( value > maxValue )
maxValue = value;
}
frame.silence = currentEnergy < 0.001;
if ( !frame.silence )
{
frame.meanBand = 100.0 * currentMeanBand / (currentEnergy * bands);
currentEnergy = 100.0 * currentEnergy / (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;
}
// update the frame
updateGL();
}
void GLAnalyzer2::paintGL()
{
// Compute the dT since the last call to paintGL and update timings
timeval tv;
gettimeofday( &tv, NULL );
double currentTime = (double)tv.tv_sec + (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 );
}
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();
}
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 );
}
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 );
}
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 );
}
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;
}
void GLAnalyzer2::freeTexture( GLuint & textureID )
{
if ( textureID > 0 )
glDeleteTextures( 1, &textureID );
textureID = 0;
}
#endif