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/***************************************************************************
glanalyzer3.cpp - Bouncing Ballzz
-------------------
begin : Feb 19 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_TQGLWIDGET
#include <cmath>
#include <cstdlib>
#include "glanalyzer3.h"
#include <kdebug.h>
#include <kstandarddirs.h>
#include <tqimage.h>
#include <sys/time.h>
#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 } )
{
//this is because GCC < 3.3 can't compile the above line, we aren't sure why though
color[0] = 0.0; color[1] = drand48()*0.5; color[2] = 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:
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( TQWidget *tqparent ):
Analyzer::Base3D(tqparent, 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 = (float)w / (float)h;
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, NULL );
show.timeStamp = (double)tv.tv_sec + (double)tv.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, NULL );
double currentTime = (double)tv.tv_sec + (double)tv.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 / (float)bands;
// 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_TQUADS );
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_TQUADS );
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_TQUADS );
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( TQString fileName, GLuint& textureID )
{
//reset texture ID to the default EMPTY value
textureID = 0;
//load image
TQImage tmp;
if ( !tmp.load( fileName ) )
return false;
//convert it to suitable format (flipped RGBA)
TQImage texture = TQGLWidget::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
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