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mirror of https://github.com/clementine-player/Clementine synced 2024-12-16 19:31:02 +01:00
Clementine-audio-player-Mac.../3rdparty/libprojectm/Renderer/Renderer.cpp
2010-06-06 21:43:45 +00:00

775 lines
17 KiB
C++

#include "Renderer.hpp"
#include "wipemalloc.h"
#include "math.h"
#include "Common.hpp"
#include "KeyHandler.hpp"
#include "TextureManager.hpp"
#include <iostream>
#include <algorithm>
#include <cassert>
#include "omptl/omptl"
#include "omptl/omptl_algorithm"
#include "UserTexture.hpp"
class Preset;
Renderer::Renderer(int width, int height, int gx, int gy, int texsize, BeatDetect *beatDetect, std::string _presetURL,
std::string _titlefontURL, std::string _menufontURL) :
title_fontURL(_titlefontURL), menu_fontURL(_menufontURL), presetURL(_presetURL), m_presetName("None"), vw(width),
vh(height), texsize(texsize), mesh(gx, gy)
{
int x;
int y;
this->totalframes = 1;
this->noSwitch = false;
this->showfps = false;
this->showtitle = false;
this->showpreset = false;
this->showhelp = false;
this->showstats = false;
this->studio = false;
this->realfps = 0;
this->drawtitle = 0;
//this->title = "Unknown";
/** Other stuff... */
this->correction = true;
this->aspect = (float) height / (float) width;;
/// @bug put these on member init list
this->renderTarget = new RenderTarget(texsize, width, height);
this->textureManager = new TextureManager(presetURL);
this->beatDetect = beatDetect;
#ifdef USE_FTGL
/**f Load the standard fonts */
title_font = new FTGLPixmapFont(title_fontURL.c_str());
other_font = new FTGLPixmapFont(menu_fontURL.c_str());
other_font->UseDisplayList(true);
title_font->UseDisplayList(true);
poly_font = new FTGLExtrdFont(title_fontURL.c_str());
poly_font->UseDisplayList(true);
poly_font->Depth(20);
poly_font->FaceSize(72);
poly_font->UseDisplayList(true);
#endif /** USE_FTGL */
int size = (mesh.height - 1) *mesh.width * 5 * 2;
p = ( float * ) wipemalloc ( size * sizeof ( float ) );
for (int j = 0; j < mesh.height - 1; j++)
{
int base = j * mesh.width * 2 * 5;
for (int i = 0; i < mesh.width; i++)
{
int index = j * mesh.width + i;
int index2 = (j + 1) * mesh.width + i;
int strip = base + i * 10;
p[strip + 2] = mesh.identity[index].x;
p[strip + 3] = mesh.identity[index].y;
p[strip + 4] = 0;
p[strip + 7] = mesh.identity[index2].x;
p[strip + 8] = mesh.identity[index2].y;
p[strip + 9] = 0;
}
}
#ifdef USE_CG
shaderEngine.setParams(renderTarget->texsize, renderTarget->textureID[1], aspect, beatDetect, textureManager);
#endif
}
void Renderer::SetPipeline(Pipeline &pipeline)
{
currentPipe = &pipeline;
#ifdef USE_CG
shaderEngine.reset();
shaderEngine.loadShader(pipeline.warpShader);
shaderEngine.loadShader(pipeline.compositeShader);
#endif
}
void Renderer::ResetTextures()
{
textureManager->Clear();
delete (renderTarget);
renderTarget = new RenderTarget(texsize, vw, vh);
reset(vw, vh);
textureManager->Preload();
}
void Renderer::SetupPass1(const Pipeline &pipeline, const PipelineContext &pipelineContext)
{
//glMatrixMode(GL_PROJECTION);
//glPushMatrix();
//glMatrixMode(GL_MODELVIEW);
//glPushMatrix();
totalframes++;
renderTarget->lock();
glViewport(0, 0, renderTarget->texsize, renderTarget->texsize);
glEnable(GL_TEXTURE_2D);
//If using FBO, switch to FBO texture
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef USE_GLES1
glOrthof(0.0, 1, 0.0, 1, -40, 40);
#else
glOrtho(0.0, 1, 0.0, 1, -40, 40);
#endif
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
#ifdef USE_CG
shaderEngine.RenderBlurTextures(pipeline, pipelineContext, renderTarget->texsize);
#endif
}
void Renderer::RenderItems(const Pipeline &pipeline, const PipelineContext &pipelineContext)
{
renderContext.time = pipelineContext.time;
renderContext.texsize = texsize;
renderContext.aspectCorrect = correction;
renderContext.aspectRatio = aspect;
renderContext.textureManager = textureManager;
renderContext.beatDetect = beatDetect;
for (std::vector<RenderItem*>::const_iterator pos = pipeline.drawables.begin(); pos != pipeline.drawables.end(); ++pos)
{
if (*pos != NULL)
{
(*pos)->Draw(renderContext);
}
}
}
void Renderer::FinishPass1()
{
draw_title_to_texture();
/** Restore original view state */
//glMatrixMode(GL_MODELVIEW);
//glPopMatrix();
//glMatrixMode(GL_PROJECTION);
//glPopMatrix();
renderTarget->unlock();
}
void Renderer::Pass2(const Pipeline &pipeline, const PipelineContext &pipelineContext)
{
//BEGIN PASS 2
//
//end of texture rendering
//now we copy the texture from the FBO or framebuffer to
//video texture memory and render fullscreen.
/** Reset the viewport size */
#ifdef USE_FBO
if (renderTarget->renderToTexture)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, this->renderTarget->fbuffer[1]);
glViewport(0, 0, this->renderTarget->texsize, this->renderTarget->texsize);
}
else
#endif
glViewport(0, 0, this->vw, this->vh);
glBindTexture(GL_TEXTURE_2D, this->renderTarget->textureID[0]);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#ifdef USE_GLES1
glOrthof(-0.5, 0.5, -0.5, 0.5, -40, 40);
#else
glOrtho(-0.5, 0.5, -0.5, 0.5, -40, 40);
#endif
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glLineWidth(this->renderTarget->texsize < 512 ? 1 : this->renderTarget->texsize / 512.0);
CompositeOutput(pipeline, pipelineContext);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-0.5, -0.5, 0);
// When console refreshes, there is a chance the preset has been changed by the user
refreshConsole();
draw_title_to_screen(false);
if (this->showhelp % 2)
draw_help();
if (this->showtitle % 2)
draw_title();
if (this->showfps % 2)
draw_fps(this->realfps);
if (this->showpreset % 2)
draw_preset();
if (this->showstats % 2)
draw_stats();
glTranslatef(0.5, 0.5, 0);
#ifdef USE_FBO
if (renderTarget->renderToTexture)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
#endif
}
void Renderer::RenderFrame(const Pipeline &pipeline, const PipelineContext &pipelineContext)
{
SetupPass1(pipeline, pipelineContext);
#ifdef USE_CG
shaderEngine.enableShader(currentPipe->warpShader, pipeline, pipelineContext);
#endif
Interpolation(pipeline);
#ifdef USE_CG
shaderEngine.disableShader();
#endif
RenderItems(pipeline, pipelineContext);
FinishPass1();
Pass2(pipeline, pipelineContext);
}
void Renderer::Interpolation(const Pipeline &pipeline)
{
if (this->renderTarget->useFBO)
glBindTexture(GL_TEXTURE_2D, renderTarget->textureID[1]);
else
glBindTexture(GL_TEXTURE_2D, renderTarget->textureID[0]);
//Texture wrapping( clamp vs. wrap)
if (pipeline.textureWrap == 0)
{
#ifdef USE_GLES1
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#else
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
#endif
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glBlendFunc(GL_SRC_ALPHA, GL_ZERO);
glColor4f(1.0, 1.0, 1.0, pipeline.screenDecay);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
//glVertexPointer(2, GL_FLOAT, 0, p);
//glTexCoordPointer(2, GL_FLOAT, 0, t);
glInterleavedArrays(GL_T2F_V3F,0,p);
if (pipeline.staticPerPixel)
{
for (int j = 0; j < mesh.height - 1; j++)
{
int base = j * mesh.width * 2 * 5;
for (int i = 0; i < mesh.width; i++)
{
int strip = base + i * 10;
p[strip] = pipeline.x_mesh[i][j];
p[strip + 1] = pipeline.y_mesh[i][j];
p[strip + 5] = pipeline.x_mesh[i][j+1];
p[strip + 6] = pipeline.y_mesh[i][j+1];
}
}
}
else
{
mesh.Reset();
omptl::transform(mesh.p.begin(), mesh.p.end(), mesh.identity.begin(), mesh.p.begin(), &Renderer::PerPixel);
for (int j = 0; j < mesh.height - 1; j++)
{
int base = j * mesh.width * 2 * 5;
for (int i = 0; i < mesh.width; i++)
{
int strip = base + i * 10;
int index = j * mesh.width + i;
int index2 = (j + 1) * mesh.width + i;
p[strip] = mesh.p[index].x;
p[strip + 1] = mesh.p[index].y;
p[strip + 5] = mesh.p[index2].x;
p[strip + 6] = mesh.p[index2].y;
}
}
}
for (int j = 0; j < mesh.height - 1; j++)
glDrawArrays(GL_TRIANGLE_STRIP,j* mesh.width* 2,mesh.width*2);
glDisable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
Pipeline* Renderer::currentPipe;
Renderer::~Renderer()
{
int x;
if (renderTarget)
delete (renderTarget);
if (textureManager)
delete (textureManager);
//std::cerr << "grid assign end" << std::endl;
free(p);
#ifdef USE_FTGL
// std::cerr << "freeing title fonts" << std::endl;
if (title_font)
delete title_font;
if (poly_font)
delete poly_font;
if (other_font)
delete other_font;
// std::cerr << "freeing title fonts finished" << std::endl;
#endif
// std::cerr << "exiting destructor" << std::endl;
}
void Renderer::reset(int w, int h)
{
aspect = (float) h / (float) w;
this -> vw = w;
this -> vh = h;
#if USE_CG
shaderEngine.setAspect(aspect);
#endif
glShadeModel(GL_SMOOTH);
glCullFace(GL_BACK);
//glFrontFace( GL_CCW );
glClearColor(0, 0, 0, 0);
glViewport(0, 0, w, h);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
#ifndef USE_GLES1
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
#endif
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glClear(GL_COLOR_BUFFER_BIT);
#ifndef USE_GLES1
glLineStipple(2, 0xAAAA);
#endif
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
//glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
if (!this->renderTarget->useFBO)
{
this->renderTarget->fallbackRescale(w, h);
}
}
GLuint Renderer::initRenderToTexture()
{
return renderTarget->initRenderToTexture();
}
void Renderer::draw_title_to_texture()
{
#ifdef USE_FTGL
if (this->drawtitle > 100)
{
draw_title_to_screen(true);
this->drawtitle = 0;
}
#endif /** USE_FTGL */
}
float title_y;
void Renderer::draw_title_to_screen(bool flip)
{
#ifdef USE_FTGL
if (this->drawtitle > 0)
{
//setUpLighting();
//glEnable(GL_POLYGON_SMOOTH);
//glEnable( GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
int draw;
if (drawtitle >= 80)
draw = 80;
else
draw = drawtitle;
float easein = ((80 - draw) * .0125);
float easein2 = easein * easein;
if (drawtitle == 1)
{
title_y = (float) rand() / RAND_MAX;
title_y *= 2;
title_y -= 1;
title_y *= .6;
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFunc(GL_SRC_ALPHA_SATURATE,GL_ONE);
glColor4f(1.0, 1.0, 1.0, 1.0);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glFrustum(-1, 1, -1 * (float) vh / (float) vw, 1 * (float) vh / (float) vw, 1, 1000);
if (flip)
glScalef(1, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(-850, title_y * 850 * vh / vw, easein2 * 900 - 900);
glRotatef(easein2 * 360, 1, 0, 0);
poly_font->Render(this->title.c_str());
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
this->drawtitle++;
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDisable(GL_POLYGON_SMOOTH);
}
#endif /** USE_FTGL */
}
void Renderer::draw_title()
{
#ifdef USE_FTGL
//glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO);
glColor4f(1.0, 1.0, 1.0, 1.0);
// glPushMatrix();
// glTranslatef(this->vw*.001,this->vh*.03, -1);
// glScalef(this->vw*.015,this->vh*.025,0);
glRasterPos2f(0.01, 0.05);
title_font->FaceSize((unsigned) (20 * (this->vh / 512.0)));
title_font->Render(this->title.c_str());
// glPopMatrix();
//glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
#endif /** USE_FTGL */
}
void Renderer::draw_preset()
{
#ifdef USE_FTGL
//glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO);
glColor4f(1.0, 1.0, 1.0, 1.0);
// glPushMatrix();
//glTranslatef(this->vw*.001,this->vh*-.01, -1);
//glScalef(this->vw*.003,this->vh*.004,0);
glRasterPos2f(0.01, 0.01);
title_font->FaceSize((unsigned) (12 * (this->vh / 512.0)));
if (this->noSwitch)
title_font->Render("[LOCKED] ");
title_font->FaceSize((unsigned) (20 * (this->vh / 512.0)));
title_font->Render(this->presetName().c_str());
//glPopMatrix();
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
#endif /** USE_FTGL */
}
void Renderer::draw_help()
{
#ifdef USE_FTGL
//glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO);
glColor4f(1.0, 1.0, 1.0, 1.0);
glPushMatrix();
glTranslatef(0, 1, 0);
//glScalef(this->vw*.02,this->vh*.02 ,0);
title_font->FaceSize((unsigned) (18 * (this->vh / 512.0)));
glRasterPos2f(0.01, -0.05);
title_font->Render("Help");
glRasterPos2f(0.01, -0.09);
title_font->Render("----------------------------");
glRasterPos2f(0.01, -0.13);
title_font->Render("F1: This help menu");
glRasterPos2f(0.01, -0.17);
title_font->Render("F2: Show song title");
glRasterPos2f(0.01, -0.21);
title_font->Render("F3: Show preset name");
glRasterPos2f(0.01, -0.25);
title_font->Render("F4: Show Rendering Settings");
glRasterPos2f(0.01, -0.29);
title_font->Render("F5: Show FPS");
glRasterPos2f(0.01, -0.35);
title_font->Render("F: Fullscreen");
glRasterPos2f(0.01, -0.39);
title_font->Render("L: Lock/Unlock Preset");
glRasterPos2f(0.01, -0.43);
title_font->Render("M: Show Menu");
glRasterPos2f(0.01, -0.49);
title_font->Render("R: Random preset");
glRasterPos2f(0.01, -0.53);
title_font->Render("N: Next preset");
glRasterPos2f(0.01, -0.57);
title_font->Render("P: Previous preset");
glPopMatrix();
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
#endif /** USE_FTGL */
}
void Renderer::draw_stats()
{
#ifdef USE_FTGL
char buffer[128];
float offset = (this->showfps % 2 ? -0.05 : 0.0);
// glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO);
glColor4f(1.0, 1.0, 1.0, 1.0);
glPushMatrix();
glTranslatef(0.01, 1, 0);
glRasterPos2f(0, -.05 + offset);
other_font->Render(this->correction ? " aspect: corrected" : " aspect: stretched");
sprintf(buffer, " (%f)", this->aspect);
other_font->Render(buffer);
glRasterPos2f(0, -.09 + offset);
other_font->FaceSize((unsigned) (18 * (vh / 512.0)));
sprintf(buffer, " texsize: %d", renderTarget->texsize);
other_font->Render(buffer);
glRasterPos2f(0, -.13 + offset);
sprintf(buffer, " viewport: %d x %d", vw, vh);
other_font->Render(buffer);
glRasterPos2f(0, -.17 + offset);
other_font->Render((renderTarget->useFBO ? " FBO: on" : " FBO: off"));
glRasterPos2f(0, -.21 + offset);
sprintf(buffer, " mesh: %d x %d", mesh.width, mesh.height);
other_font->Render(buffer);
glRasterPos2f(0, -.25 + offset);
sprintf(buffer, " textures: %.1fkB", textureManager->getTextureMemorySize() / 1000.0f);
other_font->Render(buffer);
#ifdef USE_CG
glRasterPos2f(0, -.29 + offset);
sprintf(buffer, "shader profile: %s", shaderEngine.profileName.c_str());
other_font->Render(buffer);
glRasterPos2f(0, -.33 + offset);
sprintf(buffer, " warp shader: %s", currentPipe->warpShader.enabled ? "on" : "off");
other_font->Render(buffer);
glRasterPos2f(0, -.37 + offset);
sprintf(buffer, " comp shader: %s", currentPipe->compositeShader.enabled ? "on" : "off");
other_font->Render(buffer);
#endif
glPopMatrix();
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
#endif /** USE_FTGL */
}
void Renderer::draw_fps(float realfps)
{
#ifdef USE_FTGL
char bufferfps[20];
sprintf(bufferfps, "%.1f fps", realfps);
// glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO);
glColor4f(1.0, 1.0, 1.0, 1.0);
glPushMatrix();
glTranslatef(0.01, 1, 0);
glRasterPos2f(0, -0.05);
title_font->FaceSize((unsigned) (20 * (this->vh / 512.0)));
title_font->Render(bufferfps);
glPopMatrix();
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
#endif /** USE_FTGL */
}
void Renderer::CompositeOutput(const Pipeline &pipeline, const PipelineContext &pipelineContext)
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//Overwrite anything on the screen
glBlendFunc(GL_ONE, GL_ZERO);
glColor4f(1.0, 1.0, 1.0, 1.0f);
glEnable(GL_TEXTURE_2D);
#ifdef USE_CG
shaderEngine.enableShader(currentPipe->compositeShader, pipeline, pipelineContext);
#endif
float tex[4][2] =
{
{ 0, 1 },
{ 0, 0 },
{ 1, 0 },
{ 1, 1 } };
float points[4][2] =
{
{ -0.5, -0.5 },
{ -0.5, 0.5 },
{ 0.5, 0.5 },
{ 0.5, -0.5 } };
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, points);
glTexCoordPointer(2, GL_FLOAT, 0, tex);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#ifdef USE_CG
shaderEngine.disableShader();
#endif
for (std::vector<RenderItem*>::const_iterator pos = pipeline.compositeDrawables.begin(); pos
!= pipeline.compositeDrawables.end(); ++pos)
(*pos)->Draw(renderContext);
}