Files
projectm/src/libprojectM/ProjectM.cpp
yoyofr 15a083751d Set warp texel offset to 0 by default, as 0.5 introduces a drift.
Since this might be vendor-specific behavior, a new API function to configure the X/Y texel offsets has been added.

Signed-off-by: Kai Blaschke <kai.blaschke@kb-dev.net>
2025-12-02 08:50:46 +01:00

531 lines
13 KiB
C++

/**
* projectM -- Milkdrop-esque visualisation SDK
* Copyright (C)2003-2004 projectM Team
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
* See 'LICENSE.txt' included within this release
*
*/
#include "ProjectM.hpp"
#include "Preset.hpp"
#include "PresetFactoryManager.hpp"
#include "TimeKeeper.hpp"
#include <Audio/PCM.hpp>
#include <Renderer/CopyTexture.hpp>
#include <Renderer/PresetTransition.hpp>
#include <Renderer/TextureManager.hpp>
#include <Renderer/ShaderCache.hpp>
#include <Renderer/TransitionShaderManager.hpp>
#include <UserSprites/SpriteManager.hpp>
namespace libprojectM {
ProjectM::ProjectM()
: m_presetFactoryManager(std::make_unique<PresetFactoryManager>())
{
Initialize();
}
ProjectM::~ProjectM()
{
// Can't use "=default" in the header due to unique_ptr requiring the actual type declarations.
}
void ProjectM::PresetSwitchRequestedEvent(bool) const
{
}
void ProjectM::PresetSwitchFailedEvent(const std::string&, const std::string&) const
{
}
void ProjectM::LoadPresetFile(const std::string& presetFilename, bool smoothTransition)
{
try
{
m_textureManager->PurgeTextures();
StartPresetTransition(m_presetFactoryManager->CreatePresetFromFile(presetFilename), !smoothTransition);
}
catch (const std::exception& ex)
{
PresetSwitchFailedEvent(presetFilename, ex.what());
}
}
void ProjectM::LoadPresetData(std::istream& presetData, bool smoothTransition)
{
try
{
m_textureManager->PurgeTextures();
StartPresetTransition(m_presetFactoryManager->CreatePresetFromStream(".milk", presetData), !smoothTransition);
}
catch (const std::exception& ex)
{
PresetSwitchFailedEvent("", ex.what());
}
}
void ProjectM::SetTexturePaths(std::vector<std::string> texturePaths)
{
m_textureSearchPaths = std::move(texturePaths);
m_textureManager = std::make_unique<Renderer::TextureManager>(m_textureSearchPaths);
}
void ProjectM::ResetTextures()
{
m_textureManager = std::make_unique<Renderer::TextureManager>(m_textureSearchPaths);
}
void ProjectM::RenderFrame(uint32_t targetFramebufferObject /*= 0*/)
{
// Don't render if window area is zero.
if (m_windowWidth == 0 || m_windowHeight == 0)
{
return;
}
// Update FPS and other timer values.
m_timeKeeper->UpdateTimers();
// Update and retrieve audio data
m_audioStorage.UpdateFrameAudioData(m_timeKeeper->SecondsSinceLastFrame(), m_frameCount);
auto audioData = m_audioStorage.GetFrameAudioData();
// Check if the preset isn't locked, and we've not already notified the user
if (!m_presetChangeNotified)
{
// If preset is done and we're not already switching
if (m_timeKeeper->PresetProgressA() >= 1.0 && !m_timeKeeper->IsSmoothing())
{
m_presetChangeNotified = true;
PresetSwitchRequestedEvent(false);
}
else if (m_hardCutEnabled &&
m_frameCount > 50 &&
(audioData.vol - m_previousFrameVolume > m_hardCutSensitivity) &&
m_timeKeeper->CanHardCut())
{
m_presetChangeNotified = true;
PresetSwitchRequestedEvent(true);
}
}
// If no preset is active, load the idle preset.
if (!m_activePreset)
{
LoadIdlePreset();
if (!m_activePreset)
{
return;
}
m_activePreset->Initialize(GetRenderContext());
}
if (m_timeKeeper->IsSmoothing() && m_transitioningPreset != nullptr)
{
// ToDo: check if new preset is loaded.
if (m_timeKeeper->SmoothRatio() >= 1.0)
{
m_timeKeeper->EndSmoothing();
}
}
auto renderContext = GetRenderContext();
if (m_transition != nullptr && m_transitioningPreset != nullptr)
{
if (m_transition->IsDone(m_timeKeeper->GetFrameTime()))
{
m_activePreset = std::move(m_transitioningPreset);
m_transitioningPreset.reset();
m_transition.reset();
}
else
{
m_transitioningPreset->RenderFrame(audioData, renderContext);
}
}
// ToDo: Call the to-be-implemented render method in Renderer
m_activePreset->RenderFrame(audioData, renderContext);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, static_cast<GLuint>(targetFramebufferObject));
if (m_transition != nullptr && m_transitioningPreset != nullptr)
{
m_transition->Draw(*m_activePreset, *m_transitioningPreset, renderContext, audioData, m_timeKeeper->GetFrameTime());
}
else
{
m_textureCopier->Draw(m_activePreset->OutputTexture(), false, false);
}
// Draw user sprites
m_spriteManager->Draw(audioData, renderContext, targetFramebufferObject, { m_activePreset, m_transitioningPreset });
m_frameCount++;
m_previousFrameVolume = audioData.vol;
}
void ProjectM::Initialize()
{
/** Initialise start time */
m_timeKeeper = std::make_unique<TimeKeeper>(m_presetDuration,
m_softCutDuration,
m_hardCutDuration,
m_easterEgg);
/** Nullify frame stash */
/** Initialise per-pixel matrix calculations */
/** We need to initialise this before the builtin param db otherwise bass/mid etc won't bind correctly */
m_textureManager = std::make_unique<Renderer::TextureManager>(m_textureSearchPaths);
m_shaderCache = std::make_unique<Renderer::ShaderCache>();
m_transitionShaderManager = std::make_unique<Renderer::TransitionShaderManager>();
m_textureCopier = std::make_unique<Renderer::CopyTexture>();
m_spriteManager = std::make_unique<UserSprites::SpriteManager>();
m_presetFactoryManager->initialize();
/* Set the seed to the current time in seconds */
srand(time(nullptr));
LoadIdlePreset();
m_timeKeeper->StartPreset();
}
void ProjectM::LoadIdlePreset()
{
LoadPresetFile("idle://Geiss & Sperl - Feedback (projectM idle HDR mix).milk", false);
assert(m_activePreset);
}
void ProjectM::SetWindowSize(uint32_t width, uint32_t height)
{
/** Stash the new dimensions */
m_windowWidth = width;
m_windowHeight = height;
}
void ProjectM::StartPresetTransition(std::unique_ptr<Preset>&& preset, bool hardCut)
{
m_presetChangeNotified = m_presetLocked;
if (preset == nullptr)
{
return;
}
preset->Initialize(GetRenderContext());
// If already in a transition, force immediate completion.
if (m_transitioningPreset != nullptr)
{
m_activePreset = std::move(m_transitioningPreset);
m_transition.reset();
}
if (m_activePreset)
{
preset->DrawInitialImage(m_activePreset->OutputTexture(), GetRenderContext());
}
if (hardCut)
{
m_activePreset = std::move(preset);
m_timeKeeper->StartPreset();
}
else
{
m_transitioningPreset = std::move(preset);
m_timeKeeper->StartSmoothing();
m_transition = std::make_unique<Renderer::PresetTransition>(m_transitionShaderManager->RandomTransition(), m_softCutDuration, m_timeKeeper->GetFrameTime());
}
}
auto ProjectM::WindowWidth() -> int
{
return m_windowWidth;
}
auto ProjectM::WindowHeight() -> int
{
return m_windowHeight;
}
auto ProjectM::AddUserSprite(const std::string& type, const std::string& spriteData) -> uint32_t
{
return m_spriteManager->Spawn(type, spriteData, GetRenderContext());
}
void ProjectM::DestroyUserSprite(uint32_t spriteIdentifier)
{
m_spriteManager->Destroy(spriteIdentifier);
}
void ProjectM::DestroyAllUserSprites()
{
m_spriteManager->DestroyAll();
}
auto ProjectM::UserSpriteCount() const -> uint32_t
{
return m_spriteManager->ActiveSpriteCount();
}
void ProjectM::SetUserSpriteLimit(uint32_t maxSprites)
{
m_spriteManager->SpriteSlots(maxSprites);
}
auto ProjectM::UserSpriteLimit() const -> uint32_t
{
return m_spriteManager->SpriteSlots();
}
auto ProjectM::UserSpriteIdentifiers() const -> std::vector<uint32_t>
{
return m_spriteManager->ActiveSpriteIdentifiers();
}
void ProjectM::SetPresetLocked(bool locked)
{
// ToDo: Add a preset switch timer separate from the display timer and reset to 0 when
// disabling the preset switch lock.
m_presetLocked = locked;
m_presetChangeNotified = locked;
}
auto ProjectM::PresetLocked() const -> bool
{
return m_presetLocked;
}
void ProjectM::SetFrameTime(double secondsSinceStart)
{
m_timeKeeper->SetFrameTime(secondsSinceStart);
}
double ProjectM::GetFrameTime()
{
return m_timeKeeper->GetFrameTime();
}
void ProjectM::SetBeatSensitivity(float sensitivity)
{
m_beatSensitivity = std::min(std::max(0.0f, sensitivity), 2.0f);
}
auto ProjectM::GetBeatSensitivity() const -> float
{
return m_beatSensitivity;
}
auto ProjectM::SoftCutDuration() const -> double
{
return m_softCutDuration;
}
void ProjectM::SetSoftCutDuration(double seconds)
{
m_softCutDuration = seconds;
m_timeKeeper->ChangeSoftCutDuration(seconds);
}
auto ProjectM::HardCutDuration() const -> double
{
return m_hardCutDuration;
}
void ProjectM::SetHardCutDuration(double seconds)
{
m_hardCutDuration = static_cast<int>(seconds);
m_timeKeeper->ChangeHardCutDuration(seconds);
}
auto ProjectM::HardCutEnabled() const -> bool
{
return m_hardCutEnabled;
}
void ProjectM::SetHardCutEnabled(bool enabled)
{
m_hardCutEnabled = enabled;
}
auto ProjectM::HardCutSensitivity() const -> float
{
return m_hardCutSensitivity;
}
void ProjectM::SetHardCutSensitivity(float sensitivity)
{
m_hardCutSensitivity = sensitivity;
}
void ProjectM::SetPresetDuration(double seconds)
{
m_timeKeeper->ChangePresetDuration(seconds);
}
auto ProjectM::PresetDuration() const -> double
{
return m_timeKeeper->PresetDuration();
}
auto ProjectM::TargetFramesPerSecond() const -> int32_t
{
return m_targetFps;
}
void ProjectM::SetTargetFramesPerSecond(int32_t fps)
{
m_targetFps = fps;
}
auto ProjectM::AspectCorrection() const -> bool
{
return m_aspectCorrection;
}
void ProjectM::SetAspectCorrection(bool enabled)
{
m_aspectCorrection = enabled;
}
auto ProjectM::EasterEgg() const -> float
{
return m_easterEgg;
}
void ProjectM::SetEasterEgg(float value)
{
m_easterEgg = value;
m_timeKeeper->ChangeEasterEgg(value);
}
void ProjectM::MeshSize(uint32_t& meshResolutionX, uint32_t& meshResolutionY) const
{
meshResolutionX = m_meshX;
meshResolutionY = m_meshY;
}
void ProjectM::SetMeshSize(uint32_t meshResolutionX, uint32_t meshResolutionY)
{
m_meshX = meshResolutionX;
m_meshY = meshResolutionY;
// Need multiples of two, otherwise will not render a horizontal and/or vertical bar in the center of the warp mesh.
if (m_meshX % 2 == 1)
{
m_meshX++;
}
if (m_meshY % 2 == 1)
{
m_meshY++;
}
// Constrain per-pixel mesh size to sensible limits
m_meshX = std::max(8u, std::min(400u, m_meshX));
m_meshY = std::max(8u, std::min(400u, m_meshY));
}
void ProjectM::TexelOffsets(float& texelOffsetX, float& texelOffsetY) const
{
texelOffsetX = m_texelOffsetX;
texelOffsetY = m_texelOffsetY;
}
void ProjectM::SetTexelOffsets(float texelOffsetX, float texelOffsetY)
{
m_texelOffsetX = texelOffsetX;
m_texelOffsetY = texelOffsetY;
}
auto ProjectM::PCM() -> libprojectM::Audio::PCM&
{
return m_audioStorage;
}
void ProjectM::Touch(float, float, int, int)
{
// UNIMPLEMENTED
}
void ProjectM::TouchDrag(float, float, int)
{
// UNIMPLEMENTED
}
void ProjectM::TouchDestroy(float, float)
{
// UNIMPLEMENTED
}
void ProjectM::TouchDestroyAll()
{
// UNIMPLEMENTED
}
auto ProjectM::GetRenderContext() -> Renderer::RenderContext
{
Renderer::RenderContext ctx{};
ctx.viewportSizeX = m_windowWidth;
ctx.viewportSizeY = m_windowHeight;
ctx.time = static_cast<float>(m_timeKeeper->GetRunningTime());
ctx.progress = static_cast<float>(m_timeKeeper->PresetProgressA());
ctx.fps = static_cast<float>(m_targetFps);
ctx.frame = m_frameCount;
ctx.aspectX = (m_windowHeight > m_windowWidth) ? static_cast<float>(m_windowWidth) / static_cast<float>(m_windowHeight) : 1.0f;
ctx.aspectY = (m_windowWidth > m_windowHeight) ? static_cast<float>(m_windowHeight) / static_cast<float>(m_windowWidth) : 1.0f;
ctx.invAspectX = 1.0f / ctx.aspectX;
ctx.invAspectY = 1.0f / ctx.aspectY;
ctx.perPixelMeshX = static_cast<int>(m_meshX);
ctx.perPixelMeshY = static_cast<int>(m_meshY);
ctx.texelOffsetX = m_texelOffsetX;
ctx.texelOffsetY = m_texelOffsetY;
ctx.textureManager = m_textureManager.get();
ctx.shaderCache = m_shaderCache.get();
if (m_transition)
{
ctx.blendProgress = m_transition->Progress(ctx.time);
}
else
{
ctx.blendProgress = 0.0;
}
return ctx;
}
} // namespace libprojectM