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projectm/src/libprojectM/UserSprites/MilkdropSprite.hpp
2025-10-27 19:29:00 +01:00

103 lines
5.5 KiB
C++

#pragma once
#include "UserSprites/Sprite.hpp"
#include <Renderer/Mesh.hpp>
#include <Renderer/Texture.hpp>
#include <Renderer/TextureSamplerDescriptor.hpp>
#include <projectm-eval.h>
namespace libprojectM {
namespace UserSprites {
class MilkdropSprite : public Sprite
{
public:
MilkdropSprite();
~MilkdropSprite() override = default;
void Init(const std::string& spriteData, const Renderer::RenderContext& renderContext) override;
void Draw(const Audio::FrameAudioData& audioData,
const Renderer::RenderContext& renderContext,
uint32_t outputFramebufferObject,
PresetList presets) override;
auto Done() const -> bool override;
private:
/**
* @brief Context for the init and per-frame code.
*/
struct CodeContext {
CodeContext();
~CodeContext();
/**
* @brief Registers the state variables in the expression evaluator context.
*/
void RegisterBuiltinVariables();
/**
* @brief Compiles and runs the init code of the sprite once, if any.
* Also sets up a the default values of the output variables.
* @param initCode The initialization code.
*/
void RunInitCode(const std::string& initCode, const Renderer::RenderContext& renderContext);
/**
* @brief Runs the per-frame update code for the sprite.
* @param audioData The frame audio data structure.
* @param renderContext The frame rendering context data.
*/
void RunPerFrameCode(const Audio::FrameAudioData& audioData,
const Renderer::RenderContext& renderContext);
projectm_eval_context* spriteCodeContext{nullptr}; //!< The code runtime context, holds memory buffers and variables.
projectm_eval_code* perFrameCodeHandle{nullptr}; //!< The compiled per-frame code handle.
// Input variables
PRJM_EVAL_F* time{}; //!< Time passed since program start. Also available in init code.
PRJM_EVAL_F* frame{}; //!< Total frames rendered so far. Also available in init code.
PRJM_EVAL_F* fps{}; //!< Current (or, if not available, target) frames per second value.
PRJM_EVAL_F* progress{}; //!< Preset blending progress (only if blending).
PRJM_EVAL_F* bass{}; //!< Bass frequency loudness, median of 1.0, range of ~0.7 to ~1.3 in most cases.
PRJM_EVAL_F* mid{}; //!< Middle frequency loudness, median of 1.0, range of ~0.7 to ~1.3 in most cases.
PRJM_EVAL_F* treb{}; //!< Treble frequency loudness, median of 1.0, range of ~0.7 to ~1.3 in most cases.
PRJM_EVAL_F* bass_att{}; //!< More attenuated/smoothed value of bass.
PRJM_EVAL_F* mid_att{}; //!< More attenuated/smoothed value of mid.
PRJM_EVAL_F* treb_att{}; //!< More attenuated/smoothed value of treb.
// Output variables
PRJM_EVAL_F* done{}; //!< If this becomes non-zero, the sprite is deleted. Default: 0.0
PRJM_EVAL_F* burn{}; //!< If non-zero, the sprite will be "burned" into currently rendered presets when done is also true, effectively "dissolving" the sprite in the preset. Default: 1.0
PRJM_EVAL_F* x{}; //!< Sprite x position (position of the image center). Range from -1000 to 1000. Default: 0.5
PRJM_EVAL_F* y{}; //!< Sprite y position (position of the image center). Range from -1000 to 1000. Default: 0.5
PRJM_EVAL_F* sx{}; //!< Sprite x scaling factor. Range from -1000 to 1000. Default: 1.0
PRJM_EVAL_F* sy{}; //!< Sprite y scaling factor. Range from -1000 to 1000. Default: 1.0
PRJM_EVAL_F* rot{}; //!< Sprite rotation in radians (2*PI equals one full rotation). Default: 0.0
PRJM_EVAL_F* flipx{}; //!< If flag is non-zero, the sprite is flipped on the x axis. Default: 0.0
PRJM_EVAL_F* flipy{}; //!< If flag is non-zero, the sprite is flipped on the y axis. Default: 0.0
PRJM_EVAL_F* repeatx{}; //!< Repeat count of the image on the sprite quad on the x axis. Fractional values allowed. Range from 0.01 to 100.0. Default: 1.0
PRJM_EVAL_F* repeaty{}; //!< Repeat count of the image on the sprite quad on the y axis. Fractional values allowed. Range from 0.01 to 100.0. Default: 1.0
PRJM_EVAL_F* blendmode{}; //!< Image blending mode. 0 = Alpha blending (default), 1 = Decal mode (no transparency), 2 = Additive blending, 3 = Source color blending, 4 = Color key blending. Default: 0
PRJM_EVAL_F* r{}; //!< Modulation color used in some blending modes. Default: 1.0
PRJM_EVAL_F* g{}; //!< Modulation color used in some blending modes. Default: 1.0
PRJM_EVAL_F* b{}; //!< Modulation color used in some blending modes. Default: 1.0
PRJM_EVAL_F* a{}; //!< Modulation color used in some blending modes. Default: 1.0
};
CodeContext m_codeContext; //!< Sprite init and per-frame code.
std::shared_ptr<Renderer::Texture> m_texture; //!< The sprite image, loaded via a name like other textures in Milkdrop presets.
Renderer::Sampler m_sampler{GL_REPEAT, GL_LINEAR}; //!< Texture sampler settings
std::weak_ptr<Renderer::Shader> m_spriteShader; //!< The shader used to draw the user sprite.
Renderer::Mesh m_mesh; //!< A simple quad.
bool m_spriteDone{false}; //!< If true, the sprite will be removed from the list.
};
} // namespace UserSprites
} // namespace libprojectM