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PresetTransition.cpp
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138 lines (106 loc) · 4.9 KB
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#include "Renderer/PresetTransition.hpp"
#include "Renderer/TextureManager.hpp"
#include <algorithm>
#include <cmath>
namespace libprojectM {
namespace Renderer {
constexpr double PI = 3.14159265358979323846;
PresetTransition::PresetTransition(const std::shared_ptr<Shader>& transitionShader, double durationSeconds, double transitionStartTime)
: m_mesh(VertexBufferUsage::StaticDraw)
, m_transitionShader(transitionShader)
, m_durationSeconds(durationSeconds)
, m_transitionStartTime(transitionStartTime)
{
m_mesh.SetRenderPrimitiveType(Mesh::PrimitiveType::TriangleStrip);
m_mesh.Vertices().Set({{-1.0f, 1.0f},
{1.0f, 1.0f},
{-1.0f, -1.0f},
{1.0f, -1.0f}});
m_mesh.Indices().Set({0, 1, 2, 3});
m_mesh.Update();
std::mt19937 rand32(m_randomDevice());
m_staticRandomValues = {rand32(), rand32(), rand32(), rand32()};
}
auto PresetTransition::IsDone(double currentFrameTime) const -> bool
{
const auto secondsSinceStart = currentFrameTime - m_transitionStartTime;
return m_durationSeconds <= 0.0 || secondsSinceStart >= m_durationSeconds;
}
auto PresetTransition::Progress(double currentFrameTime) const -> double
{
return std::min(std::max((currentFrameTime - m_transitionStartTime) / m_durationSeconds, 0.0), 1.0);
}
void PresetTransition::Draw(const Preset& oldPreset,
const Preset& newPreset,
const RenderContext& context,
const libprojectM::Audio::FrameAudioData& audioData,
double currentFrameTime)
{
if (m_transitionShader == nullptr)
{
return;
}
std::mt19937 rand32(m_randomDevice());
// Calculate progress values
const auto secondsSinceStart = currentFrameTime - m_transitionStartTime;
// 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();
// 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,
currentFrameTime - m_lastFrameTime});
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);
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
m_mesh.Draw();
// Clean up
oldPreset.OutputTexture()->Unbind(0);
newPreset.OutputTexture()->Unbind(1);
for (int i = 2; i < textureUnit; i++)
{
noiseDescriptors[i - 2].Unbind(i);
}
Mesh::Unbind();
Shader::Unbind();
// Update last frame time.
m_lastFrameTime = currentFrameTime;
}
} // namespace Renderer
} // namespace libprojectM