334 lines
10 KiB
C++
334 lines
10 KiB
C++
/***************************************************************************
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glanalyzer2.cpp - description
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-------------------
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begin : Feb 16 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 "glanalyzer2.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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GLAnalyzer2::GLAnalyzer2( 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/dot.png"), dotTexture );
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loadTexture( locate("data","amarok/data/wirl1.png"), w1Texture );
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loadTexture( locate("data","amarok/data/wirl2.png"), w2Texture );
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show.paused = true;
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show.pauseTimer = 0.0;
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show.rotDegrees = 0.0;
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frame.rotDegrees = 0.0;
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}
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GLAnalyzer2::~GLAnalyzer2()
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{
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freeTexture( dotTexture );
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freeTexture( w1Texture );
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freeTexture( w2Texture );
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}
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void GLAnalyzer2::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 on a 2d plane)
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glDisable(GL_DEPTH_TEST);
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// Set blend parameters for 'composting alpha'
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glBlendFunc( GL_SRC_ALPHA, GL_ONE ); //superpose
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//glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); //fade
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glEnable( GL_BLEND );
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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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glClear( GL_COLOR_BUFFER_BIT );
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}
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void GLAnalyzer2::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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glOrtho( -10.0f, 10.0f, -10.0f, 10.0f, -5.0f, 5.0f );
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// Get the aspect ratio of the screen to draw 'cicular' particles
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float ratio = (float)w / (float)h,
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eqPixH = 60,
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eqPixW = 80;
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if ( ratio >= (4.0/3.0) ) {
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unitX = 10.0 / (eqPixH * ratio);
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unitY = 10.0 / eqPixH;
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} else {
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unitX = 10.0 / eqPixW;
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unitY = 10.0 / (eqPixW / 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 GLAnalyzer2::paused()
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{
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analyze( Scope() );
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}
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void GLAnalyzer2::analyze( const Scope &s )
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{
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bool haveNoData = s.empty();
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// if we're going into pause mode, clear timers.
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if ( !show.paused && haveNoData )
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show.pauseTimer = 0.0;
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// if we have got data, interpolate it (asking myself why I'm doing it here..)
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if ( !(show.paused = haveNoData) )
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{
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int bands = s.size(),
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lowbands = bands / 4,
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hibands = bands / 3,
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midbands = bands - lowbands - hibands; Q_UNUSED( midbands );
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float currentEnergy = 0,
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currentMeanBand = 0,
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maxValue = 0;
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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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currentMeanBand += (float)i * value;
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if ( value > maxValue )
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maxValue = value;
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}
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frame.silence = currentEnergy < 0.001;
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if ( !frame.silence )
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{
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frame.meanBand = 100.0 * currentMeanBand / (currentEnergy * bands);
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currentEnergy = 100.0 * currentEnergy / (float)bands;
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frame.dEnergy = currentEnergy - frame.energy;
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frame.energy = currentEnergy;
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// printf( "%d [%f :: %f ]\t%f \n", bands, frame.energy, frame.meanBand, maxValue );
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} else
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frame.energy = 0.0;
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}
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// update the frame
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updateGL();
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}
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void GLAnalyzer2::paintGL()
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{
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// Compute the dT since the last call to paintGL and update timings
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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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// Clear frame
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glClear( GL_COLOR_BUFFER_BIT );
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// Shitch to MODEL matrix and reset it to default
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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// Fade the previous drawings.
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/* glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glBegin( GL_TRIANGLE_STRIP );
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glColor4f( 0.0f, 0.0f, 0.0f, 0.2f );
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glVertex2f( 10.0f, 10.0f );
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glVertex2f( -10.0f, 10.0f );
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glVertex2f( 10.0f, -10.0f );
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glVertex2f( -10.0f, -10.0f );
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glEnd();*/
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glEnable( GL_TEXTURE_2D );
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float alphaN = show.paused ? 0.2 : (frame.energy / 10.0),
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alphaP = show.paused ? 1.0 : (1 - frame.energy / 20.0);
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if ( alphaN > 1.0 )
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alphaN = 1.0;
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if ( alphaP < 0.1 )
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alphaP = 0.1;
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glBindTexture( GL_TEXTURE_2D, w2Texture );
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setTextureMatrix( show.rotDegrees, 0.707*alphaP );
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glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
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glBegin( GL_TRIANGLE_STRIP );
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glTexCoord2f( 1.0, 1.0 );
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glVertex2f( 10.0f, 10.0f );
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glTexCoord2f( 0.0, 1.0 );
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glVertex2f( -10.0f, 10.0f );
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glTexCoord2f( 1.0, 0.0 );
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glVertex2f( 10.0f, -10.0f );
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glTexCoord2f( 0.0 , 0.0 );
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glVertex2f( -10.0f, -10.0f );
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glEnd();
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glBindTexture( GL_TEXTURE_2D, w1Texture );
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setTextureMatrix( -show.rotDegrees * 2, 0.707 );
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glColor4f( 1.0f, 1.0f, 1.0f, alphaN );
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glBegin( GL_TRIANGLE_STRIP );
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glTexCoord2f( 1.0, 1.0 );
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glVertex2f( 10.0f, 10.0f );
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glTexCoord2f( 0.0, 1.0 );
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glVertex2f( -10.0f, 10.0f );
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glTexCoord2f( 1.0, 0.0 );
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glVertex2f( 10.0f, -10.0f );
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glTexCoord2f( 0.0 , 0.0 );
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glVertex2f( -10.0f, -10.0f );
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glEnd();
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setTextureMatrix( 0.0, 0.0 );
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glDisable( GL_TEXTURE_2D );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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// Here begins the real draw loop
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// some updates to the show
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show.rotDegrees += 40.0 * show.dT;
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frame.rotDegrees += 80.0 * show.dT;
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// handle the 'pause' status
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if ( show.paused )
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{
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if ( show.pauseTimer > 0.5 )
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{
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if ( show.pauseTimer > 0.6 )
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show.pauseTimer -= 0.6;
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drawFullDot( 0.0f, 0.4f, 0.8f, 1.0f );
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drawFullDot( 0.0f, 0.4f, 0.8f, 1.0f );
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}
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show.pauseTimer += show.dT;
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return;
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}
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if ( dotTexture ) {
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glEnable( GL_TEXTURE_2D );
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glBindTexture( GL_TEXTURE_2D, dotTexture );
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} else
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glDisable( GL_TEXTURE_2D );
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glLoadIdentity();
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// glRotatef( -frame.rotDegrees, 0,0,1 );
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glBegin( GL_QUADS );
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// Particle * particle = particleList.first();
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// for (; particle; particle = particleList.next())
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{
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glColor4f( 0.0f, 1.0f, 0.0f, 1.0f );
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drawDot( 0, 0, kMax(10.0,(10.0 * frame.energy)) );
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glColor4f( 1.0f, 0.0f, 0.0f, 1.0f );
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drawDot( 6, 0, kMax(10.0, (5.0 * frame.energy)) );
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glColor4f( 0.0f, 0.4f, 1.0f, 1.0f );
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drawDot( -6, 0, kMax(10.0, (5.0 * frame.energy)) );
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}
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glEnd();
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}
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void GLAnalyzer2::drawDot( float x, float y, float size )
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{
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float sizeX = size * unitX,
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sizeY = size * unitY,
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pLeft = x - sizeX,
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pTop = y + sizeY,
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pRight = x + sizeX,
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pBottom = y - sizeY;
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glTexCoord2f( 0, 0 ); // Bottom Left
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glVertex2f( pLeft, pBottom );
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glTexCoord2f( 0, 1 ); // Top Left
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glVertex2f( pLeft, pTop );
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glTexCoord2f( 1, 1 ); // Top Right
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glVertex2f( pRight, pTop );
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glTexCoord2f( 1, 0 ); // Bottom Right
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glVertex2f( pRight, pBottom );
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}
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void GLAnalyzer2::drawFullDot( float r, float g, float b, float a )
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{
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glBindTexture( GL_TEXTURE_2D, dotTexture );
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glEnable( GL_TEXTURE_2D );
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glColor4f( r, g, b, a );
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glBegin( GL_TRIANGLE_STRIP );
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glTexCoord2f( 1.0, 1.0 );
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glVertex2f( 10.0f, 10.0f );
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glTexCoord2f( 0.0, 1.0 );
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glVertex2f( -10.0f, 10.0f );
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glTexCoord2f( 1.0, 0.0 );
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glVertex2f( 10.0f, -10.0f );
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glTexCoord2f( 0.0 , 0.0 );
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glVertex2f( -10.0f, -10.0f );
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glEnd();
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glDisable( GL_TEXTURE_2D );
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}
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void GLAnalyzer2::setTextureMatrix( float rot, float scale )
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{
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glMatrixMode( GL_TEXTURE);
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glLoadIdentity();
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if ( rot != 0.0 || scale != 0.0 )
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{
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glTranslatef( 0.5f, 0.5f, 0.0f );
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glRotatef( rot, 0.0f, 0.0f, 1.0f );
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glScalef( scale, scale, 1.0f );
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glTranslatef( -0.5f, -0.5f, 0.0f );
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}
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glMatrixMode( GL_MODELVIEW );
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}
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bool GLAnalyzer2::loadTexture( QString fileName, GLuint& textureID )
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{
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//reset texture ID to the default EMPTY value
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textureID = 0;
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//load image
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QImage tmp;
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if ( !tmp.load( fileName ) )
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return false;
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//convert it to suitable format (flipped RGBA)
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QImage texture = QGLWidget::convertToGLFormat( tmp );
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if ( texture.isNull() )
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return false;
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//get texture number and bind loaded image to that texture
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glGenTextures( 1, &textureID );
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glBindTexture( GL_TEXTURE_2D, textureID );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, 4, texture.width(), texture.height(),
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0, GL_RGBA, GL_UNSIGNED_BYTE, texture.bits() );
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return true;
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}
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void GLAnalyzer2::freeTexture( GLuint & textureID )
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{
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if ( textureID > 0 )
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glDeleteTextures( 1, &textureID );
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textureID = 0;
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}
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#endif
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