334 lines
10 KiB
C++
334 lines
10 KiB
C++
|
/***************************************************************************
|
||
|
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
|