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PresetTransition.cpp
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#include "PresetTransition.hpp"
#include "Debug.hpp"
#include "TextureManager.hpp"
#include <array>
#include <cmath>
#include <cstddef>
namespace libprojectM {
namespace Renderer {
constexpr double PI = 3.14159265358979323846;
PresetTransition::PresetTransition(const std::shared_ptr<Shader>& transitionShader, double durationSeconds)
: m_transitionShader(transitionShader)
, m_durationSeconds(durationSeconds)
{
std::mt19937 rand32(m_randomDevice());
m_staticRandomValues = {rand32(), rand32(), rand32(), rand32()};
RenderItem::Init();
CHECK_GL_ERROR;
}
void PresetTransition::InitVertexAttrib()
{
static const std::array<RenderItem::Point, 4> points{{{-1.0f, 1.0f},
{1.0f, 1.0f},
{-1.0f, -1.0f},
{1.0f, -1.0f}}};
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Point), reinterpret_cast<void*>(offsetof(Point, x))); // Position
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points.data(), GL_STATIC_DRAW);
CHECK_GL_ERROR;
}
auto PresetTransition::IsDone() const -> bool
{
const auto secondsSinceStart = std::chrono::duration<double>(std::chrono::system_clock::now() - m_transitionStartTime).count();
return m_durationSeconds <= 0.0 || secondsSinceStart >= m_durationSeconds;
}
void PresetTransition::Draw(const Preset& oldPreset,
const Preset& newPreset,
const RenderContext& context,
const libprojectM::Audio::FrameAudioData& audioData)
{
using namespace std::chrono_literals;
if (m_transitionShader == nullptr)
{
return;
}
std::mt19937 rand32(m_randomDevice());
// Calculate progress values
const auto secondsSinceStart = std::chrono::duration<double>(std::chrono::system_clock::now() - m_transitionStartTime).count();
// If duration is zero,
double linearProgress{1.0};
double cosineProgress{1.0};
double bicubicProgress{1.0};
if (m_durationSeconds > 0.0)
{
linearProgress = secondsSinceStart / m_durationSeconds;
cosineProgress = (-std::cos(linearProgress * PI) + 1.0) * 0.5;
bicubicProgress = linearProgress < 0.5 ? 4.0 * linearProgress * linearProgress * linearProgress : 1.0 - pow(-2.0 * linearProgress + 2.0, 3.0) / 2.0;
}
m_transitionShader->Bind();
CHECK_GL_ERROR;
// Numerical parameters
m_transitionShader->SetUniformFloat3("iResolution", {static_cast<float>(context.viewportSizeX),
static_cast<float>(context.viewportSizeY),
0.0f});
m_transitionShader->SetUniformFloat4("durationParams", {linearProgress,
cosineProgress,
bicubicProgress,
m_durationSeconds});
m_transitionShader->SetUniformFloat2("timeParams", {secondsSinceStart,
std::chrono::duration<float>(std::chrono::system_clock::now() - m_lastFrameTime).count()});
m_transitionShader->SetUniformInt4("iRandStatic", m_staticRandomValues);
m_transitionShader->SetUniformInt4("iRandFrame", {rand32(),
rand32(),
rand32(),
rand32()});
m_transitionShader->SetUniformFloat3("iBeatValues", {audioData.bass,
audioData.mid,
audioData.treb});
m_transitionShader->SetUniformFloat3("iBeatAttValues", {audioData.bassAtt,
audioData.midAtt,
audioData.trebAtt});
// Texture samplers
m_transitionShader->SetUniformInt("iChannel0", 0);
oldPreset.OutputTexture()->Bind(0, m_presetSampler);
m_transitionShader->SetUniformInt("iChannel1", 1);
newPreset.OutputTexture()->Bind(1, m_presetSampler);
CHECK_GL_ERROR;
int textureUnit = 2;
std::vector<TextureSamplerDescriptor> noiseDescriptors(m_noiseTextureNames.size());
for (const auto& noiseTextureName : m_noiseTextureNames)
{
noiseDescriptors[textureUnit - 2] = context.textureManager->GetTexture(noiseTextureName);
noiseDescriptors[textureUnit - 2].Bind(textureUnit, *m_transitionShader);
textureUnit++;
}
// Render the transition quad
glBindVertexArray(m_vaoID);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
CHECK_GL_ERROR;
// Clean up
oldPreset.OutputTexture()->Unbind(0);
newPreset.OutputTexture()->Unbind(1);
CHECK_GL_ERROR;
for (int i = 2; i < textureUnit; i++)
{
noiseDescriptors[i - 2].Unbind(textureUnit);
}
Shader::Unbind();
CHECK_GL_ERROR;
// Update last frame time.
m_lastFrameTime = std::chrono::system_clock::now();
}
} // namespace Renderer
} // namespace libprojectM