blob: 5a4c882205f28635f90874e23bb38fbd87df5b47 [file] [log] [blame]
#include "PresetFrameIO.hpp"
#include "wipemalloc.h"
#include <math.h>
#include <cassert>
#include <iostream>
#include <cmath>
#include "Renderer/BeatDetect.hpp"
PresetInputs::PresetInputs() : PipelineContext()
{
}
void PresetInputs::update(const BeatDetect & music, const PipelineContext & context) {
// Reflect new values form the beat detection unit
this->bass = music.bass;
this->mid = music.mid;
this->treb = music.treb;
this->bass_att = music.bass_att;
this->mid_att = music.mid_att;
this->treb_att = music.treb_att;
// Reflect new values from the pipeline context
this->fps = context.fps;
this->time = context.time;
this->frame = context.frame;
this->progress = context.progress;
}
void PresetInputs::Initialize ( int gx, int gy )
{
int x, y;
this->gx =gx;
this->gy= gy;
/// @bug no clue if this block belongs here
// ***
progress = 0;
frame = 1;
x_per_pixel = 0;
y_per_pixel = 0;
rad_per_pixel = 0;
ang_per_pixel = 0;
// ***
this->x_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->x_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->y_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x <gx; x++ )
{
this->y_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->rad_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->rad_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->theta_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x <gx; x++ )
{
this->theta_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->origtheta= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->origtheta[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->origrad= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->origrad[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->origx= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->origx[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->origy= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->origy[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
for ( x=0;x<gx;x++ )
{
for ( y=0;y<gy;y++ )
{
this->origx[x][y]=x/ ( float ) ( gx-1 );
this->origy[x][y]=- ( ( y/ ( float ) ( gy-1 ) )-1 );
this->origrad[x][y]=hypot ( ( this->origx[x][y]-.5 ) *2, ( this->origy[x][y]-.5 ) *2 ) * .7071067;
this->origtheta[x][y]=atan2 ( ( ( this->origy[x][y]-.5 ) *2 ), ( ( this->origx[x][y]-.5 ) *2 ) );
}
}
}
PresetOutputs::PresetOutputs() : Pipeline()
{}
PresetOutputs::~PresetOutputs()
{
assert(this->gx > 0);
for ( int x = 0; x < this->gx; x++ )
{
free(this->sx_mesh[x]);
free(this->sy_mesh[x]);
free(this->dy_mesh[x]);
free(this->dx_mesh[x]);
free(this->cy_mesh[x]);
free(this->cx_mesh[x]);
free(this->warp_mesh[x]);
free(this->zoom_mesh[x]);
free(this->zoomexp_mesh[x]);
free(this->rot_mesh[x]);
free(this->orig_x[x]);
free(this->orig_y[x]);
free(this->rad_mesh[x]);
}
free(this->rad_mesh);
free(this->sx_mesh);
free(this->sy_mesh);
free(this->dy_mesh);
free(this->dx_mesh);
free(this->cy_mesh);
free(this->cx_mesh);
free(this->warp_mesh);
free(this->zoom_mesh);
free(this->zoomexp_mesh);
free(this->rot_mesh);
free(this->orig_x);
free(this->orig_y);
}
void PresetOutputs::Render(const BeatDetect &music, const PipelineContext &context)
{
PerPixelMath(context);
drawables.clear();
drawables.push_back(&mv);
for (PresetOutputs::cshape_container::iterator pos = customShapes.begin();
pos != customShapes.end(); ++pos)
{
if( (*pos)->enabled==1) drawables.push_back((*pos));
}
for (PresetOutputs::cwave_container::iterator pos = customWaves.begin();
pos != customWaves.end(); ++pos)
{
if( (*pos)->enabled==1) drawables.push_back((*pos));
}
drawables.push_back(&wave);
if(bDarkenCenter==1) drawables.push_back(&darkenCenter);
drawables.push_back(&border);
compositeDrawables.clear();
compositeDrawables.push_back(&videoEcho);
if (bBrighten==1)
compositeDrawables.push_back(&brighten);
if (bDarken==1)
compositeDrawables.push_back(&darken);
if (bSolarize==1)
compositeDrawables.push_back(&solarize);
if (bInvert==1)
compositeDrawables.push_back(&invert);
}
void PresetOutputs::PerPixelMath(const PipelineContext &context)
{
int x, y;
float fZoom2, fZoom2Inv;
for (x = 0; x < gx; x++)
{
for (y = 0; y < gy; y++)
{
fZoom2 = std::pow(this->zoom_mesh[x][y], std::pow(this->zoomexp_mesh[x][y],
rad_mesh[x][y] * 2.0f - 1.0f));
fZoom2Inv = 1.0f / fZoom2;
this->x_mesh[x][y] = this->orig_x[x][y] * 0.5f * fZoom2Inv + 0.5f;
this->y_mesh[x][y] = this->orig_y[x][y] * 0.5f * fZoom2Inv + 0.5f;
}
}
for (x = 0; x < gx; x++)
{
for (y = 0; y < gy; y++)
{
this->x_mesh[x][y] = (this->x_mesh[x][y] - this->cx_mesh[x][y])
/ this->sx_mesh[x][y] + this->cx_mesh[x][y];
}
}
for (x = 0; x < gx; x++)
{
for (y = 0; y < gy; y++)
{
this->y_mesh[x][y] = (this->y_mesh[x][y] - this->cy_mesh[x][y])
/ this->sy_mesh[x][y] + this->cy_mesh[x][y];
}
}
float fWarpTime = context.time * this->fWarpAnimSpeed;
float fWarpScaleInv = 1.0f / this->fWarpScale;
float f[4];
f[0] = 11.68f + 4.0f * cosf(fWarpTime * 1.413f + 10);
f[1] = 8.77f + 3.0f * cosf(fWarpTime * 1.113f + 7);
f[2] = 10.54f + 3.0f * cosf(fWarpTime * 1.233f + 3);
f[3] = 11.49f + 4.0f * cosf(fWarpTime * 0.933f + 5);
for (x = 0; x < gx; x++)
{
for (y = 0; y < gy; y++)
{
this->x_mesh[x][y] += this->warp_mesh[x][y] * 0.0035f * sinf(fWarpTime * 0.333f
+ fWarpScaleInv * (this->orig_x[x][y] * f[0] - this->orig_y[x][y] * f[3]));
this->y_mesh[x][y] += this->warp_mesh[x][y] * 0.0035f * cosf(fWarpTime * 0.375f
- fWarpScaleInv * (this->orig_x[x][y] * f[2] + this->orig_y[x][y] * f[1]));
this->x_mesh[x][y] += this->warp_mesh[x][y] * 0.0035f * cosf(fWarpTime * 0.753f
- fWarpScaleInv * (this->orig_x[x][y] * f[1] - this->orig_y[x][y] * f[2]));
this->y_mesh[x][y] += this->warp_mesh[x][y] * 0.0035f * sinf(fWarpTime * 0.825f
+ fWarpScaleInv * (this->orig_x[x][y] * f[0] + this->orig_y[x][y] * f[3]));
}
}
for (x = 0; x < gx; x++)
{
for (y = 0; y < gy; y++)
{
float u2 = this->x_mesh[x][y] - this->cx_mesh[x][y];
float v2 = this->y_mesh[x][y] - this->cy_mesh[x][y];
float cos_rot = cosf(this->rot_mesh[x][y]);
float sin_rot = sinf(this->rot_mesh[x][y]);
this->x_mesh[x][y] = u2 * cos_rot - v2 * sin_rot + this->cx_mesh[x][y];
this->y_mesh[x][y] = u2 * sin_rot + v2 * cos_rot + this->cy_mesh[x][y];
}
}
for (x = 0; x < gx; x++)
for (y = 0; y < gy; y++)
this->x_mesh[x][y] -= this->dx_mesh[x][y];
for (x = 0; x < gx; x++)
for (y = 0; y < gy; y++)
this->y_mesh[x][y] -= this->dy_mesh[x][y];
}
void PresetOutputs::Initialize ( int gx, int gy )
{
assert(gx > 0);
this->gx = gx;
this->gy= gy;
staticPerPixel = true;
setStaticPerPixel(gx,gy);
assert(this->gx > 0);
int x;
this->x_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->x_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->y_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->y_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->sx_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->sx_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->sy_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->sy_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->dx_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->dx_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->dy_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->dy_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->cx_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->cx_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->cy_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->cy_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->zoom_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->zoom_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->zoomexp_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->zoomexp_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->rot_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->rot_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->warp_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->warp_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->rad_mesh= ( float ** ) wipemalloc ( gx * sizeof ( float * ) );
for ( x = 0; x < gx; x++ )
{
this->rad_mesh[x] = ( float * ) wipemalloc ( gy * sizeof ( float ) );
}
this->orig_x = (float **) wipemalloc(gx * sizeof(float *));
for (x = 0; x < gx; x++)
{
this->orig_x[x] = (float *) wipemalloc(gy * sizeof(float));
}
this->orig_y = (float **) wipemalloc(gx * sizeof(float *));
for (x = 0; x < gx; x++)
{
this->orig_y[x] = (float *) wipemalloc(gy * sizeof(float));
}
//initialize reference grid values
for (x = 0; x < gx; x++)
{
for (int y = 0; y < gy; y++)
{
float origx = x / (float) (gx - 1);
float origy = -((y / (float) (gy - 1)) - 1);
rad_mesh[x][y]=hypot ( ( origx-.5 ) *2, ( origy-.5 ) *2 ) * .7071067;
orig_x[x][y] = (origx - .5) * 2;
orig_y[x][y] = (origy - .5) * 2;
}
}
}
PresetInputs::~PresetInputs()
{
for ( int x = 0; x < this->gx; x++ )
{
free ( this->origtheta[x] );
free ( this->origrad[x] );
free ( this->origx[x] );
free ( this->origy[x] );
free ( this->x_mesh[x] );
free ( this->y_mesh[x] );
free ( this->rad_mesh[x] );
free ( this->theta_mesh[x] );
}
free ( this->origx );
free ( this->origy );
free ( this->origrad );
free ( this->origtheta );
free ( this->x_mesh );
free ( this->y_mesh );
free ( this->rad_mesh );
free ( this->theta_mesh );
this->origx = NULL;
this->origy = NULL;
this->origtheta = NULL;
this->origrad = NULL;
this->x_mesh = NULL;
this->y_mesh = NULL;
this->rad_mesh = NULL;
this->theta_mesh = NULL;
}
void PresetInputs::resetMesh()
{
int x,y;
assert ( x_mesh );
assert ( y_mesh );
assert ( rad_mesh );
assert ( theta_mesh );
for ( x=0;x<this->gx;x++ )
{
for ( y=0;y<this->gy;y++ )
{
x_mesh[x][y]=this->origx[x][y];
y_mesh[x][y]=this->origy[x][y];
rad_mesh[x][y]=this->origrad[x][y];
theta_mesh[x][y]=this->origtheta[x][y];
}
}
}
#ifdef USE_MERGE_PRESET_CODE
void PresetMerger::MergePresets(PresetOutputs & A, PresetOutputs & B, double ratio, int gx, int gy)
{
double invratio = 1.0 - ratio;
//Merge Simple Waveforms
//
// All the mess is because of Waveform 7, which is two lines.
//
//Merge Custom Shapes and Custom Waves
for (PresetOutputs::cshape_container::iterator pos = A.customShapes.begin();
pos != A.customShapes.end(); ++pos)
{
(*pos)->a *= invratio;
(*pos)->a2 *= invratio;
(*pos)->border_a *= invratio;
}
for (PresetOutputs::cshape_container::iterator pos = B.customShapes.begin();
pos != B.customShapes.end(); ++pos)
{
(*pos)->a *= ratio;
(*pos)->a2 *= ratio;
(*pos)->border_a *= ratio;
A.customShapes.push_back(*pos);
}
for (PresetOutputs::cwave_container::iterator pos = A.customWaves.begin();
pos != A.customWaves.end(); ++pos)
{
(*pos)->a *= invratio;
for (int x=0; x < (*pos)->samples; x++)
{
(*pos)->a_mesh[x]= (*pos)->a_mesh[x]*invratio;
}
}
for (PresetOutputs::cwave_container::iterator pos = B.customWaves.begin();
pos != B.customWaves.end(); ++pos)
{
(*pos)->a *= ratio;
for (int x=0; x < (*pos)->samples; x++)
{
(*pos)->a_mesh[x]= (*pos)->a_mesh[x]*ratio;
}
A.customWaves.push_back(*pos);
}
//Interpolate Per-Pixel mesh
for (int x=0;x<gx;x++)
{
for(int y=0;y<gy;y++)
{
A.x_mesh[x][y] = A.x_mesh[x][y]* invratio + B.x_mesh[x][y]*ratio;
}
}
for (int x=0;x<gx;x++)
{
for(int y=0;y<gy;y++)
{
A.y_mesh[x][y] = A.y_mesh[x][y]* invratio + B.y_mesh[x][y]*ratio;
}
}
//Interpolate PerFrame floats
A.screenDecay = A.screenDecay * invratio + B.screenDecay * ratio;
A.wave.r = A.wave.r* invratio + B.wave.r*ratio;
A.wave.g = A.wave.g* invratio + B.wave.g*ratio;
A.wave.b = A.wave.b* invratio + B.wave.b*ratio;
A.wave.a = A.wave.a* invratio + B.wave.a*ratio;
A.wave.x = A.wave.x* invratio + B.wave.x*ratio;
A.wave.y = A.wave.y* invratio + B.wave.y*ratio;
A.wave.mystery = A.wave.mystery* invratio + B.wave.mystery*ratio;
A.border.outer_size = A.border.outer_size* invratio + B.border.outer_size*ratio;
A.border.outer_r = A.border.outer_r* invratio + B.border.outer_r*ratio;
A.border.outer_g = A.border.outer_g* invratio + B.border.outer_g*ratio;
A.border.outer_b = A.border.outer_b* invratio + B.border.outer_b*ratio;
A.border.outer_a = A.border.outer_a* invratio + B.border.outer_a*ratio;
A.border.inner_size = A.border.inner_size* invratio + B.border.inner_size*ratio;
A.border.inner_r = A.border.inner_r* invratio + B.border.inner_r*ratio;
A.border.inner_g = A.border.inner_g* invratio + B.border.inner_g*ratio;
A.border.inner_b = A.border.inner_b* invratio + B.border.inner_b*ratio;
A.border.inner_a = A.border.inner_a* invratio + B.border.inner_a*ratio;
A.mv.a = A.mv.a* invratio + B.mv.a*ratio;
A.mv.r = A.mv.r* invratio + B.mv.r*ratio;
A.mv.g = A.mv.g* invratio + B.mv.g*ratio;
A.mv.b = A.mv.b* invratio + B.mv.b*ratio;
A.mv.length = A.mv.length* invratio + B.mv.length*ratio;
A.mv.x_num = A.mv.x_num* invratio + B.mv.x_num*ratio;
A.mv.y_num = A.mv.y_num* invratio + B.mv.y_num*ratio;
A.mv.y_offset = A.mv.y_offset* invratio + B.mv.y_offset*ratio;
A.mv.x_offset = A.mv.x_offset* invratio + B.mv.x_offset*ratio;
A.fRating = A.fRating* invratio + B.fRating*ratio;
A.fGammaAdj = A.fGammaAdj* invratio + B.fGammaAdj*ratio;
A.videoEcho.zoom = A.videoEcho.zoom* invratio + B.videoEcho.zoom*ratio;
A.videoEcho.a = A.videoEcho.a* invratio + B.videoEcho.a*ratio;
A.fWarpAnimSpeed = A.fWarpAnimSpeed* invratio + B.fWarpAnimSpeed*ratio;
A.fWarpScale = A.fWarpScale* invratio + B.fWarpScale*ratio;
A.fShader = A.fShader* invratio + B.fShader*ratio;
//Switch bools and discrete values halfway. Maybe we should do some interesting stuff here.
if (ratio > 0.5)
{
A.videoEcho.orientation = B.videoEcho.orientation;
A.textureWrap = B.textureWrap;
A.bDarkenCenter = B.bDarkenCenter;
A.bRedBlueStereo = B.bRedBlueStereo;
A.bBrighten = B.bBrighten;
A.bDarken = B.bDarken;
A.bSolarize = B.bSolarize;
A.bInvert = B.bInvert;
A.bMotionVectorsOn = B.bMotionVectorsOn;
}
return;
}
#endif