Files
projectm/src/libprojectM/MilkdropPreset/MilkdropPreset.cpp
Kai Blaschke 75fe0f0ede Fixed more UV coordinate issues in the warp shader.
Main issue was a wrong -, replaced with + in the rotation calculation. Plus we shouldn't negate the Y pos, as this may mess up UV calculations done in HLSL.
2023-09-11 10:19:48 +02:00

296 lines
9.3 KiB
C++
Executable File

/**
* 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 "MilkdropPreset.hpp"
#include "MilkdropPresetExceptions.hpp"
#include "MilkdropPresetFactory.hpp"
#include "PresetFileParser.hpp"
#ifdef MILKDROP_PRESET_DEBUG
#include <iostream>
#endif
MilkdropPreset::MilkdropPreset(const std::string& absoluteFilePath)
: m_absoluteFilePath(absoluteFilePath)
, m_perFrameContext(m_state.globalMemory, &m_state.globalRegisters)
, m_perPixelContext(m_state.globalMemory, &m_state.globalRegisters)
, m_motionVectors(m_state)
, m_waveform(m_state)
, m_darkenCenter(m_state)
, m_border(m_state)
{
Load(absoluteFilePath);
}
MilkdropPreset::MilkdropPreset(std::istream& presetData)
: m_perFrameContext(m_state.globalMemory, &m_state.globalRegisters)
, m_perPixelContext(m_state.globalMemory, &m_state.globalRegisters)
, m_motionVectors(m_state)
, m_waveform(m_state)
, m_darkenCenter(m_state)
, m_border(m_state)
{
Load(presetData);
}
void MilkdropPreset::Initialize(const RenderContext& renderContext)
{
assert(renderContext.textureManager);
m_state.renderContext = renderContext;
// Initialize variables and code now we have a proper render state.
CompileCodeAndRunInitExpressions();
// Update framebuffer size if needed
m_framebuffer.SetSize(renderContext.viewportSizeX, renderContext.viewportSizeY);
if (m_state.mainTexture.expired())
{
m_state.mainTexture = m_framebuffer.GetColorAttachmentTexture(1, 0);
}
m_perPixelMesh.CompileWarpShader(m_state);
m_finalComposite.CompileCompositeShader(m_state);
}
void MilkdropPreset::RenderFrame(const libprojectM::Audio::FrameAudioData& audioData, const RenderContext& renderContext)
{
m_state.audioData = audioData;
m_state.renderContext = renderContext;
// Update framebuffer size if needed
if (m_framebuffer.SetSize(renderContext.viewportSizeX, renderContext.viewportSizeY))
{
m_isFirstFrame = true;
}
m_state.mainTexture = m_framebuffer.GetColorAttachmentTexture(m_previousFrameBuffer, 0);
m_framebuffer.MaskDrawBuffer(1, true);
// First evaluate per-frame code
PerFrameUpdate();
m_framebuffer.Bind(m_previousFrameBuffer);
// Motion vector field. Drawn to the previous frame texture before warping it.
// Only do it after drawing one frame after init or resize.
if (!m_isFirstFrame)
{
m_motionVectors.Draw(m_perFrameContext, m_framebuffer.GetColorAttachmentTexture(m_previousFrameBuffer, 1));
}
// We now draw to the first framebuffer, but read from the second one for warping and textured shapes.
m_framebuffer.BindRead(m_previousFrameBuffer);
m_framebuffer.BindDraw(m_currentFrameBuffer);
// Unmask the motion vector u/v texture for the warp mesh draw and clean both buffers.
m_framebuffer.MaskDrawBuffer(1, false);
// Draw previous frame image warped via per-pixel mesh and warp shader
m_perPixelMesh.Draw(m_state, m_perFrameContext, m_perPixelContext);
m_framebuffer.MaskDrawBuffer(1, true);
// Update blur textures
m_state.blurTexture.Update(m_state, m_perFrameContext);
// Draw audio-data-related stuff
for (auto& shape : m_customShapes)
{
shape->Draw();
}
for (auto& wave : m_customWaveforms)
{
wave->Draw(m_perFrameContext);
}
m_waveform.Draw(m_perFrameContext);
// Done in DrawSprites() in Milkdrop
if (*m_perFrameContext.darken_center > 0)
{
m_darkenCenter.Draw();
}
m_border.Draw(m_perFrameContext);
// Todo: Song title anim would go here
// We no longer need the previous frame image, use it to render the final composite.
m_framebuffer.BindRead(m_currentFrameBuffer);
m_framebuffer.BindDraw(m_previousFrameBuffer);
m_state.mainTexture = m_framebuffer.GetColorAttachmentTexture(m_currentFrameBuffer, 0);
m_finalComposite.Draw(m_state, m_perFrameContext);
// ToDo: Draw user sprites (can have evaluated code)
// TEST: Copy result to default framebuffer
m_framebuffer.BindRead(m_previousFrameBuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glBlitFramebuffer(0, 0, renderContext.viewportSizeX, renderContext.viewportSizeY,
0, 0, renderContext.viewportSizeX, renderContext.viewportSizeY,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Swap framebuffers for the next frame.
std::swap(m_currentFrameBuffer, m_previousFrameBuffer);
m_isFirstFrame = false;
// Reset color mask state for attachment 1
m_framebuffer.MaskDrawBuffer(1, false);
}
void MilkdropPreset::PerFrameUpdate()
{
m_perFrameContext.LoadStateVariables(m_state);
m_perPixelContext.LoadStateReadOnlyVariables(m_state, m_perFrameContext);
m_perFrameContext.ExecutePerFrameCode();
m_perPixelContext.LoadPerFrameQVariables(m_state, m_perFrameContext);
// Clamp gamma and echo zoom values
*m_perFrameContext.gamma = std::max(0.0, std::min(8.0, *m_perFrameContext.gamma));
*m_perFrameContext.echo_zoom = std::max(0.001, std::min(1000.0, *m_perFrameContext.echo_zoom));
}
void MilkdropPreset::Load(const std::string& pathname)
{
#ifdef MILKDROP_PRESET_DEBUG
std::cerr << "[Preset] Loading preset from file \"" << pathname << "\"." << std::endl;
#endif
SetFilename(ParseFilename(pathname));
PresetFileParser parser;
if (!parser.Read(pathname))
{
#ifdef MILKDROP_PRESET_DEBUG
std::cerr << "[Preset] Could not parse preset file." << std::endl;
#endif
throw MilkdropPresetLoadException("Could not parse preset file \"" + pathname + "\"");
}
InitializePreset(parser);
}
void MilkdropPreset::Load(std::istream& stream)
{
#ifdef MILKDROP_PRESET_DEBUG
std::cerr << "[Preset] Loading preset from stream." << std::endl;
#endif
PresetFileParser parser;
if (!parser.Read(stream))
{
#ifdef MILKDROP_PRESET_DEBUG
std::cerr << "[Preset] Could not parse preset data." << std::endl;
#endif
throw MilkdropPresetLoadException("Could not parse preset data.");
}
InitializePreset(parser);
}
void MilkdropPreset::InitializePreset(PresetFileParser& parsedFile)
{
// Create the offscreen rendering surfaces.
m_framebuffer.CreateColorAttachment(0, 0); // Main image
m_framebuffer.CreateColorAttachment(0, 1, GL_RG16F, GL_RG, GL_FLOAT); // Motion vector u/v
m_framebuffer.CreateColorAttachment(1, 0); // Main image
m_framebuffer.CreateColorAttachment(1, 1, GL_RG16F, GL_RG, GL_FLOAT); // Motion vector u/v
// Mask the motion vector buffer by default.
m_framebuffer.MaskDrawBuffer(1, true);
Framebuffer::Unbind();
// Load global init variables into the state
m_state.Initialize(parsedFile);
// Register code context variables
m_perFrameContext.RegisterBuiltinVariables();
m_perPixelContext.RegisterBuiltinVariables();
// Custom waveforms:
for (int i = 0; i < CustomWaveformCount; i++)
{
auto wave = std::make_unique<CustomWaveform>(m_state);
wave->Initialize(parsedFile, i);
m_customWaveforms[i] = std::move(wave);
}
// Custom shapes:
for (int i = 0; i < CustomShapeCount; i++)
{
auto shape = std::make_unique<CustomShape>(m_state);
shape->Initialize(parsedFile, i);
m_customShapes[i] = std::move(shape);
}
// Preload shaders
LoadShaderCode();
}
void MilkdropPreset::CompileCodeAndRunInitExpressions()
{
// Per-frame init and code
m_perFrameContext.LoadStateVariables(m_state);
m_perFrameContext.EvaluateInitCode(m_state);
m_perFrameContext.CompilePerFrameCode(m_state.perFrameCode);
// Per-vertex code
m_perPixelContext.CompilePerPixelCode(m_state.perPixelCode);
for (int i = 0; i < CustomWaveformCount; i++)
{
auto& wave = m_customWaveforms[i];
wave->CompileCodeAndRunInitExpressions(m_perFrameContext);
}
for (int i = 0; i < CustomShapeCount; i++)
{
auto& shape = m_customShapes[i];
shape->CompileCodeAndRunInitExpressions();
}
}
void MilkdropPreset::LoadShaderCode()
{
m_perPixelMesh.LoadWarpShader(m_state);
m_finalComposite.LoadCompositeShader(m_state);
}
auto MilkdropPreset::ParseFilename(const std::string& filename) -> std::string
{
const std::size_t start = filename.find_last_of('/');
if (start == std::string::npos || start >= (filename.length() - 1))
{
return "";
}
return filename.substr(start + 1, filename.length());
}