/* This file is part of Clementine. Copyright 2004, Enrico Ros Copyright 2009, David Sansome Copyright 2014, Krzysztof Sobiecki Copyright 2014, John Maguire 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 . */ /* Original Author: Enrico Ros 2004 */ #include #ifdef HAVE_QGLWIDGET #include #include #include "glanalyzer3.h" #include #include #include #include #ifndef HAVE_FABSF inline float fabsf(float f) { return f < 0.f ? -f : f; } #endif class Ball { public: Ball() : x(drand48() - drand48()), y(1 - 2.0 * drand48()), z(drand48()), vx(0.0), vy(0.0), vz(0.0), mass(0.01 + drand48() / 10.0), color((float[3]) { 0.0, drand48()*0.5, 0.7 + drand48() * 0.3 }) {} float x, y, z, vx, vy, vz, mass; float color[3]; void updatePhysics(float dT) { x += vx * dT; // position y += vy * dT; // position z += vz * dT; // position if (y < -0.8) vy = fabsf(vy); if (y > 0.8) vy = -fabsf(vy); if (z < 0.1) vz = fabsf(vz); if (z > 0.9) vz = -fabsf(vz); vx += ((x > 0) ? 4.94 : -4.94) * dT; // G-force vx *= (1 - 2.9 * dT); // air friction vy *= (1 - 2.9 * dT); // air friction vz *= (1 - 2.9 * dT); // air friction } }; class Paddle { public: explicit Paddle(float xPos) : onLeft(xPos < 0), mass(1.0), X(xPos), x(xPos), vx(0.0) {} void updatePhysics(float dT) { x += vx * dT; // posision vx += (1300 * (X - x) / mass) * dT; // elasticity vx *= (1 - 4.0 * dT); // air friction } void renderGL() { glBegin(GL_TRIANGLE_STRIP); glColor3f(0.0f, 0.1f, 0.3f); glVertex3f(x, -1.0f, 0.0); glVertex3f(x, 1.0f, 0.0); glColor3f(0.1f, 0.2f, 0.6f); glVertex3f(x, -1.0f, 1.0); glVertex3f(x, 1.0f, 1.0); glEnd(); } void bounce(Ball* ball) { if (onLeft && ball->x < x) { ball->vx = vx * mass / (mass + ball->mass) + fabsf(ball->vx); ball->vy = (drand48() - drand48()) * 1.8; ball->vz = (drand48() - drand48()) * 0.9; ball->x = x; } else if (!onLeft && ball->x > x) { ball->vx = vx * mass / (mass + ball->mass) - fabsf(ball->vx); ball->vy = (drand48() - drand48()) * 1.8; ball->vz = (drand48() - drand48()) * 0.9; ball->x = x; } } void impulse(float strength) { if ((onLeft && strength > vx) || (!onLeft && strength < vx)) vx += strength; } private: bool onLeft; float mass, X, x, vx; }; GLAnalyzer3::GLAnalyzer3(QWidget* parent) : Analyzer::Base3D(parent, 15) { // initialize openGL context before managing GL calls makeCurrent(); loadTexture(locate("data", "amarok/data/ball.png"), ballTexture); loadTexture(locate("data", "amarok/data/grid.png"), gridTexture); balls.setAutoDelete(true); leftPaddle = new Paddle(-1.0); rightPaddle = new Paddle(1.0); for (int i = 0; i < NUMBER_OF_BALLS; i++) balls.append(new Ball()); show.colorK = 0.0; show.gridScrollK = 0.0; show.gridEnergyK = 0.0; show.camRot = 0.0; show.camRoll = 0.0; show.peakEnergy = 1.0; frame.silence = true; frame.energy = 0.0; frame.dEnergy = 0.0; } GLAnalyzer3::~GLAnalyzer3() { freeTexture(ballTexture); freeTexture(gridTexture); delete leftPaddle; delete rightPaddle; balls.clear(); } void GLAnalyzer3::initializeGL() { // Set a smooth shade model glShadeModel(GL_SMOOTH); // Disable depth test (all is drawn 'z-sorted') glDisable(GL_DEPTH_TEST); // Set blending function (Alpha addition) glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Clear frame with a black background glClearColor(0.0f, 0.0f, 0.0f, 1.0f); } void GLAnalyzer3::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(); glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 4.5f); // Get the aspect ratio of the screen to draw 'circular' particles float ratio = static_castw / static_casth; if (ratio >= 1.0) { unitX = 0.34 / ratio; unitY = 0.34; } else { unitX = 0.34; unitY = 0.34 * ratio; } // Get current timestamp. timeval tv; gettimeofday(&tv, nullptr); show.timeStamp = static_casttv.tv_sec + static_casttv.tv_usec / 1000000.0; } void GLAnalyzer3::paused() { analyze(Scope()); } void GLAnalyzer3::analyze(const Scope& s) { // compute the dTime since the last call timeval tv; gettimeofday(&tv, nullptr); double currentTime = static_casttv.tv_sec + static_casttv.tv_usec / 1000000.0; show.dT = currentTime - show.timeStamp; show.timeStamp = currentTime; // compute energy integrating frame's spectrum if (!s.empty()) { int bands = s.size(); float currentEnergy = 0, maxValue = 0; // integrate spectrum -> energy for (int i = 0; i < bands; i++) { float value = s[i]; currentEnergy += value; if (value > maxValue) maxValue = value; } currentEnergy *= 100.0 / static_castbands; // emulate a peak detector: currentEnergy -> peakEnergy (3tau = 30 seconds) show.peakEnergy = 1.0 + (show.peakEnergy - 1.0) * exp(-show.dT / 10.0); if (currentEnergy > show.peakEnergy) show.peakEnergy = currentEnergy; // check for silence frame.silence = currentEnergy < 0.001; // normalize frame energy against peak energy and compute frame stats currentEnergy /= show.peakEnergy; frame.dEnergy = currentEnergy - frame.energy; frame.energy = currentEnergy; } else { frame.silence = true; } // update the frame updateGL(); } void GLAnalyzer3::paintGL() { // limit max dT to 0.05 and update color and scroll constants if (show.dT > 0.05) show.dT = 0.05; show.colorK += show.dT * 0.4; if (show.colorK > 3.0) show.colorK -= 3.0; show.gridScrollK += 0.2 * show.peakEnergy * show.dT; // Switch to MODEL matrix and clear screen glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClear(GL_COLOR_BUFFER_BIT); // Draw scrolling grid if ((show.gridEnergyK > 0.05) || (!frame.silence && frame.dEnergy < -0.3)) { show.gridEnergyK *= exp(-show.dT / 0.1); if (-frame.dEnergy > show.gridEnergyK) show.gridEnergyK = -frame.dEnergy * 2.0; float gridColor[4] = {0.0, 1.0, 0.6, show.gridEnergyK}; drawScrollGrid(show.gridScrollK, gridColor); } // Roll camera up/down handling the beat show.camRot += show.camRoll * show.dT; // posision show.camRoll -= 400 * show.camRot * show.dT; // elasticity show.camRoll *= (1 - 2.0 * show.dT); // friction if (!frame.silence && frame.dEnergy > 0.4) show.camRoll += show.peakEnergy * 2.0; glRotatef(show.camRoll / 2.0, 1, 0, 0); // Translate the drawing plane glTranslatef(0.0f, 0.0f, -1.8f); // Draw upper/lower planes and paddles drawHFace(-1.0); drawHFace(1.0); leftPaddle->renderGL(); rightPaddle->renderGL(); // Draw Balls if (ballTexture) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, ballTexture); } else { glDisable(GL_TEXTURE_2D); } glEnable(GL_BLEND); Ball* ball = balls.first(); for (; ball; ball = balls.next()) { float color[3], angle = show.colorK; // Rotate the color based on 'angle' value [0,3) if (angle < 1.0) { color[0] = ball->color[0] * (1 - angle) + ball->color[1] * angle; color[1] = ball->color[1] * (1 - angle) + ball->color[2] * angle; color[2] = ball->color[2] * (1 - angle) + ball->color[0] * angle; } else if (angle < 2.0) { angle -= 1.0; color[0] = ball->color[1] * (1 - angle) + ball->color[2] * angle; color[1] = ball->color[2] * (1 - angle) + ball->color[0] * angle; color[2] = ball->color[0] * (1 - angle) + ball->color[1] * angle; } else { angle -= 2.0; color[0] = ball->color[2] * (1 - angle) + ball->color[0] * angle; color[1] = ball->color[0] * (1 - angle) + ball->color[1] * angle; color[2] = ball->color[1] * (1 - angle) + ball->color[2] * angle; } // Draw the dot and update its physics also checking at bounces glColor3fv(color); drawDot3s(ball->x, ball->y, ball->z, 1.0); ball->updatePhysics(show.dT); if (ball->x < 0) leftPaddle->bounce(ball); else rightPaddle->bounce(ball); } glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); // Update physics of paddles leftPaddle->updatePhysics(show.dT); rightPaddle->updatePhysics(show.dT); if (!frame.silence) { leftPaddle->impulse(frame.energy * 3.0 + frame.dEnergy * 6.0); rightPaddle->impulse(-frame.energy * 3.0 - frame.dEnergy * 6.0); } } void GLAnalyzer3::drawDot3s(float x, float y, float z, float size) { // Circular XY dot drawing functions float sizeX = size * unitX, sizeY = size * unitY, pXm = x - sizeX, pXM = x + sizeX, pYm = y - sizeY, pYM = y + sizeY; // Draw the Dot glBegin(GL_QUADS); glTexCoord2f(0, 0); // Bottom Left glVertex3f(pXm, pYm, z); glTexCoord2f(0, 1); // Top Left glVertex3f(pXm, pYM, z); glTexCoord2f(1, 1); // Top Right glVertex3f(pXM, pYM, z); glTexCoord2f(1, 0); // Bottom Right glVertex3f(pXM, pYm, z); glEnd(); // Shadow XZ drawing functions float sizeZ = size / 10.0, pZm = z - sizeZ, pZM = z + sizeZ, currentColor[4]; glGetFloatv(GL_CURRENT_COLOR, currentColor); float alpha = currentColor[3], topSide = (y + 1) / 4, bottomSide = (1 - y) / 4; // Draw the top shadow currentColor[3] = topSide * topSide * alpha; glColor4fv(currentColor); glBegin(GL_QUADS); glTexCoord2f(0, 0); // Bottom Left glVertex3f(pXm, 1, pZm); glTexCoord2f(0, 1); // Top Left glVertex3f(pXm, 1, pZM); glTexCoord2f(1, 1); // Top Right glVertex3f(pXM, 1, pZM); glTexCoord2f(1, 0); // Bottom Right glVertex3f(pXM, 1, pZm); glEnd(); // Draw the bottom shadow currentColor[3] = bottomSide * bottomSide * alpha; glColor4fv(currentColor); glBegin(GL_QUADS); glTexCoord2f(0, 0); // Bottom Left glVertex3f(pXm, -1, pZm); glTexCoord2f(0, 1); // Top Left glVertex3f(pXm, -1, pZM); glTexCoord2f(1, 1); // Top Right glVertex3f(pXM, -1, pZM); glTexCoord2f(1, 0); // Bottom Right glVertex3f(pXM, -1, pZm); glEnd(); } void GLAnalyzer3::drawHFace(float y) { glBegin(GL_TRIANGLE_STRIP); glColor3f(0.0f, 0.1f, 0.2f); glVertex3f(-1.0f, y, 0.0); glVertex3f(1.0f, y, 0.0); glColor3f(0.1f, 0.6f, 0.5f); glVertex3f(-1.0f, y, 2.0); glVertex3f(1.0f, y, 2.0); glEnd(); } void GLAnalyzer3::drawScrollGrid(float scroll, float color[4]) { if (!gridTexture) return; glMatrixMode(GL_TEXTURE); glLoadIdentity(); glTranslatef(0.0, -scroll, 0.0); glMatrixMode(GL_MODELVIEW); float backColor[4] = {1.0, 1.0, 1.0, 0.0}; for (int i = 0; i < 3; i++) 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