⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 glanalyzer2.cpp

📁 Amarok是一款在LINUX或其他类UNIX操作系统中运行的音频播放器软件。 经过两年开发后
💻 CPP
字号:
/***************************************************************************                       glanalyzer2.cpp  -  description                             -------------------    begin                : Feb 16 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_QGLWIDGET#include <cmath>#include <cstdlib>#include "glanalyzer2.h"#include <kdebug.h>#include <kstandarddirs.h>#include <qimage.h>#include <sys/time.h>GLAnalyzer2::GLAnalyzer2( QWidget *parent ):Analyzer::Base3D(parent, 15){    //initialize openGL context before managing GL calls    makeCurrent();    loadTexture( locate("data","amarok/data/dot.png"), dotTexture );    loadTexture( locate("data","amarok/data/wirl1.png"), w1Texture );    loadTexture( locate("data","amarok/data/wirl2.png"), w2Texture );    show.paused = true;    show.pauseTimer = 0.0;    show.rotDegrees = 0.0;    frame.rotDegrees = 0.0;}GLAnalyzer2::~GLAnalyzer2(){    freeTexture( dotTexture );    freeTexture( w1Texture );    freeTexture( w2Texture );}void GLAnalyzer2::initializeGL(){    // Set a smooth shade model    glShadeModel(GL_SMOOTH);    // Disable depth test (all is drawn on a 2d plane)    glDisable(GL_DEPTH_TEST);    // Set blend parameters for 'composting alpha'    glBlendFunc( GL_SRC_ALPHA, GL_ONE );                        //superpose    //glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );        //fade    glEnable( GL_BLEND );    // Clear frame with a black background    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);    glClear( GL_COLOR_BUFFER_BIT );}void GLAnalyzer2::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();    glOrtho( -10.0f, 10.0f, -10.0f, 10.0f, -5.0f, 5.0f );    // Get the aspect ratio of the screen to draw 'cicular' particles    float ratio = (float)w / (float)h,          eqPixH = 60,          eqPixW = 80;    if ( ratio >= (4.0/3.0) ) {        unitX = 10.0 / (eqPixH * ratio);        unitY = 10.0 / eqPixH;    } else {        unitX = 10.0 / eqPixW;        unitY = 10.0 / (eqPixW / ratio);    }    // Get current timestamp.    timeval tv;    gettimeofday( &tv, NULL );    show.timeStamp = (double)tv.tv_sec + (double)tv.tv_usec/1000000.0;}void GLAnalyzer2::paused(){    analyze( Scope() );}void GLAnalyzer2::analyze( const Scope &s ){    bool haveNoData = s.empty();    // if we're going into pause mode, clear timers.    if ( !show.paused && haveNoData )        show.pauseTimer = 0.0;    // if we have got data, interpolate it (asking myself why I'm doing it here..)    if ( !(show.paused = haveNoData) )    {        int bands = s.size(),            lowbands = bands / 4,            hibands = bands / 3,            midbands = bands - lowbands - hibands; Q_UNUSED( midbands );        float currentEnergy = 0,              currentMeanBand = 0,              maxValue = 0;        for ( int i = 0; i < bands; i++ )        {            float value = s[i];            currentEnergy += value;            currentMeanBand += (float)i * value;            if ( value > maxValue )                maxValue = value;        }        frame.silence = currentEnergy < 0.001;        if ( !frame.silence )        {            frame.meanBand = 100.0 * currentMeanBand / (currentEnergy * bands);            currentEnergy = 100.0 * currentEnergy / (float)bands;            frame.dEnergy = currentEnergy - frame.energy;            frame.energy = currentEnergy;//            printf( "%d  [%f :: %f ]\t%f \n", bands, frame.energy, frame.meanBand, maxValue         );        } else        frame.energy = 0.0;    }    // update the frame    updateGL();}void GLAnalyzer2::paintGL(){    // Compute the dT since the last call to paintGL and update timings    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;    // Clear frame    glClear( GL_COLOR_BUFFER_BIT );    // Shitch to MODEL matrix and reset it to default    glMatrixMode( GL_MODELVIEW );    glLoadIdentity();    // Fade the previous drawings./*    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );    glBegin( GL_TRIANGLE_STRIP );      glColor4f( 0.0f, 0.0f, 0.0f, 0.2f );      glVertex2f( 10.0f, 10.0f );      glVertex2f( -10.0f, 10.0f );      glVertex2f( 10.0f, -10.0f );      glVertex2f( -10.0f, -10.0f );    glEnd();*/    glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );    glEnable( GL_TEXTURE_2D );    float alphaN = show.paused ? 0.2 : (frame.energy / 10.0),      alphaP = show.paused ? 1.0 : (1 - frame.energy / 20.0);    if ( alphaN > 1.0 )    alphaN = 1.0;    if ( alphaP < 0.1 )    alphaP = 0.1;    glBindTexture( GL_TEXTURE_2D, w2Texture );    setTextureMatrix( show.rotDegrees, 0.707*alphaP );    glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );    glBegin( GL_TRIANGLE_STRIP );     glTexCoord2f( 1.0, 1.0 );     glVertex2f( 10.0f, 10.0f );     glTexCoord2f( 0.0, 1.0 );     glVertex2f( -10.0f, 10.0f );     glTexCoord2f( 1.0, 0.0 );     glVertex2f( 10.0f, -10.0f );     glTexCoord2f( 0.0 , 0.0 );     glVertex2f( -10.0f, -10.0f );    glEnd();    glBindTexture( GL_TEXTURE_2D, w1Texture );    setTextureMatrix( -show.rotDegrees * 2, 0.707 );    glColor4f( 1.0f, 1.0f, 1.0f, alphaN );    glBegin( GL_TRIANGLE_STRIP );     glTexCoord2f( 1.0, 1.0 );     glVertex2f( 10.0f, 10.0f );     glTexCoord2f( 0.0, 1.0 );     glVertex2f( -10.0f, 10.0f );     glTexCoord2f( 1.0, 0.0 );     glVertex2f( 10.0f, -10.0f );     glTexCoord2f( 0.0 , 0.0 );     glVertex2f( -10.0f, -10.0f );    glEnd();    setTextureMatrix( 0.0, 0.0 );    glDisable( GL_TEXTURE_2D );    glBlendFunc( GL_SRC_ALPHA, GL_ONE );    // Here begins the real draw loop    // some updates to the show    show.rotDegrees += 40.0 * show.dT;    frame.rotDegrees += 80.0 * show.dT;    // handle the 'pause' status    if ( show.paused )    {        if ( show.pauseTimer > 0.5 )        {        if ( show.pauseTimer > 0.6 )            show.pauseTimer -= 0.6;            drawFullDot( 0.0f, 0.4f, 0.8f, 1.0f );            drawFullDot( 0.0f, 0.4f, 0.8f, 1.0f );        }        show.pauseTimer += show.dT;        return;    }    if ( dotTexture ) {        glEnable( GL_TEXTURE_2D );        glBindTexture( GL_TEXTURE_2D, dotTexture );    } else        glDisable( GL_TEXTURE_2D );    glLoadIdentity();//    glRotatef( -frame.rotDegrees, 0,0,1 );    glBegin( GL_QUADS );//     Particle * particle = particleList.first();//     for (; particle; particle = particleList.next())    {    glColor4f( 0.0f, 1.0f, 0.0f, 1.0f );    drawDot( 0, 0, kMax(10.0,(10.0 * frame.energy)) );    glColor4f( 1.0f, 0.0f, 0.0f, 1.0f );    drawDot( 6, 0, kMax(10.0, (5.0 * frame.energy)) );    glColor4f( 0.0f, 0.4f, 1.0f, 1.0f );    drawDot( -6, 0, kMax(10.0, (5.0 * frame.energy)) );    }    glEnd();}void GLAnalyzer2::drawDot( float x, float y, float size ){    float sizeX = size * unitX,          sizeY = size * unitY,          pLeft = x - sizeX,          pTop = y + sizeY,          pRight = x + sizeX,          pBottom = y - sizeY;    glTexCoord2f( 0, 0 );        // Bottom Left    glVertex2f( pLeft, pBottom );    glTexCoord2f( 0, 1 );        // Top Left    glVertex2f( pLeft, pTop );    glTexCoord2f( 1, 1 );        // Top Right    glVertex2f( pRight, pTop );    glTexCoord2f( 1, 0 );        // Bottom Right    glVertex2f( pRight, pBottom );}void GLAnalyzer2::drawFullDot( float r, float g, float b, float a ){    glBindTexture( GL_TEXTURE_2D, dotTexture );    glEnable( GL_TEXTURE_2D );    glColor4f( r, g, b, a );    glBegin( GL_TRIANGLE_STRIP );     glTexCoord2f( 1.0, 1.0 );     glVertex2f( 10.0f, 10.0f );     glTexCoord2f( 0.0, 1.0 );     glVertex2f( -10.0f, 10.0f );     glTexCoord2f( 1.0, 0.0 );     glVertex2f( 10.0f, -10.0f );     glTexCoord2f( 0.0 , 0.0 );     glVertex2f( -10.0f, -10.0f );    glEnd();    glDisable( GL_TEXTURE_2D );}void GLAnalyzer2::setTextureMatrix( float rot, float scale ){    glMatrixMode( GL_TEXTURE);    glLoadIdentity();    if ( rot != 0.0 || scale != 0.0 )    {    glTranslatef( 0.5f, 0.5f, 0.0f );    glRotatef( rot, 0.0f, 0.0f, 1.0f );    glScalef( scale, scale, 1.0f );    glTranslatef( -0.5f, -0.5f, 0.0f );    }    glMatrixMode( GL_MODELVIEW );}bool GLAnalyzer2::loadTexture( QString fileName, GLuint& textureID ){    //reset texture ID to the default EMPTY value    textureID = 0;    //load image    QImage tmp;    if ( !tmp.load( fileName ) )        return false;    //convert it to suitable format (flipped RGBA)    QImage texture = QGLWidget::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 GLAnalyzer2::freeTexture( GLuint & textureID ){    if ( textureID > 0 )        glDeleteTextures( 1, &textureID );    textureID = 0;}#endif

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -