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    Reintegrate projectM Visualizer

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    • Gustavo L ConteG
      Gustavo L Conte
      last edited by

      @jonas here's a present for you

      if (projectm_) {
        const int samples_per_channel = static_cast<int>(map.size) / sizeof(int) / 4;
        const float *data = reinterpret_cast<float*>(map.data);
        projectm_->pcm()->addPCMfloat_2ch(data, samples_per_channel);
      }
      

      Not rdy yet, but on the face of the goal

      progressssssssssssssssssssssssssssssssssssssszzzzzzzzz 💨

      If i divide by two only half the waveform are rendered, so I tried dividing by 4
      Gonna understand that, in the mean time, if you're still going to work on it, change the ConsumeBuffer rooutine ASAP so things work for better debugging.... 😄

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      • Gustavo L ConteG
        Gustavo L Conte
        last edited by

        this works too, even better, and makes much more sense

        const unsigned int samples_per_channel = static_cast<unsigned int>(map.size / sizeof(size_t) / 2);
        const float *data = reinterpret_cast<float*>(map.data);
        projectm_->pcm()->addPCMfloat_2ch(data, samples_per_channel);
        
        1 Reply Last reply Reply Quote 0
        • Gustavo L ConteG
          Gustavo L Conte
          last edited by Gustavo L Conte

          if (projectm_) {
              short samples_per_channel = static_cast<short>(map.size / sizeof(size_t) / 2);
              const short *data = reinterpret_cast<short*>(map.data);
              projectm_->pcm()->addPCM16Data(data, samples_per_channel);
            }
          

          I think I finally got it. Output is finnally as expected, interacting with the song. We only have to divide by sizeof size_t, in samples_per_channel!!!! Now its working just like when I use the pulseaudio Capture code. (also I've removed the resetGL on the render loop)

          Screenshot from 2024-07-05 16-52-13.png
          Zylot - Crosshair Dimension (Light of the Ages)

          Now we need to fix the projection / OpenGL extensions or whatever is wrong that brakes rendering of plugins.

          1 Reply Last reply Reply Quote 1
          • Gustavo L ConteG
            Gustavo L Conte
            last edited by Gustavo L Conte

            Yes! Put this on drawBackground , just after the Init()
            also, remove the resetGL

            glShadeModel(GL_SMOOTH);
            glClearColor(0, 0, 0, 0);
            glViewport(0, 0, width(), height());
            glMatrixMode(GL_TEXTURE);
            glLoadIdentity();
            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
            glMatrixMode(GL_MODELVIEW);
            glLoadIdentity();
            glDrawBuffer(GL_BACK);
            glReadBuffer(GL_BACK);
            glEnable(GL_BLEND);
            
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glEnable(GL_LINE_SMOOTH);
            glEnable(GL_POINT_SMOOTH);
            glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
            glLineStipple(2, 0xAAAA);
            

            also change the ConsumeBuffer as I sent the post before. Tell me what happes; I'm done here.

            1 Reply Last reply Reply Quote 1
            • Gustavo L ConteG
              Gustavo L Conte
              last edited by

              hmm made a few tests and the trick seems to be the
              glEnable(GL_BLEND)
              but a few plugins that did work, stop working, 😞 😞

              anyway, huge progress now!

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              • Gustavo L ConteG
                Gustavo L Conte
                last edited by Gustavo L Conte

                I just noticed now that the presets that seem not to work with these new conditions, actually fade to black only when selected in the interface, but when they run as a playlist, they DO WORK AS EXPECTED. I've just selected a few presets that work and doesnt work, and realised they worked when played by projectM itself as a playlist. This is very good news! Means all adjustments in ConsumeBuffer and drawBackground are ALMOST done; its just a matter or understanding why when we select via the menu, some presets do not work. NICE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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                • Gustavo L ConteG
                  Gustavo L Conte
                  last edited by Gustavo L Conte

                  projectm_->initRenderToTexture();
                   Resize(sceneRect().width(), sceneRect().height(), container_->devicePixelRatio());
                  

                  dunno if this change anything, but I forgot to mention that: I've put on the end of the Init() function

                  PS: its also better to put like 15 seconds to test the playlist. THe presets seem to have kinda of a "initlization" mode and trigger the visualization after about five seconds when fed by the ConsumeBuffer

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                  • Gustavo L ConteG
                    Gustavo L Conte
                    last edited by Gustavo L Conte

                    Considering what I posted before, about the way selectPreset(index) brakes some presets, making it impossible to preview via the interface, I've made this disgusting, ugly hack to enable preview. The problem is that the indexes are incremented in projectM, so I have to pick index-1 making impossible to get index = 0 which would be the first preset of the list 😛 LoLLL

                    void ProjectMVisualization::SetImmediatePreset(const int index) {
                    
                    #ifdef HAVE_PROJECTM4
                      if (projectm_playlist_instance_) {
                        projectm_playlist_set_position(projectm_playlist_instance_, index, true);
                      }
                    #else
                      if (projectm_) {
                        if ( index <= 0 )
                          return;
                        Lock(false);
                        projectm_->changePresetDuration(1);
                        projectm_->selectPresetPosition(index-1);
                        // Create a QTimer to call Lock(true) after a delay
                            QTimer::singleShot(500, this, [this]() {
                                Lock(true);
                                projectm_->changePresetDuration(duration_);
                            });
                      }
                    #endif  // HAVE_PROJECTM4
                    
                    }
                    

                    pretty ugly, but its the proof of concept about what I've posted before. It works. Every single plugin works in the preview now, except the first one (yuck)

                    PS: the idea here is, instead of setting the preset directly, making projectM make a transition as if it was playing as a playlist queue of the main window. This way, it does not brake the preview, since they all work when projectM manages the transition.

                    1 Reply Last reply Reply Quote 0
                    • Gustavo L ConteG
                      Gustavo L Conte
                      last edited by Gustavo L Conte

                      Thats it! If we put those OpenGL commands in drawBackground,
                      change the static_cast to englobe both ( map.size / sizeof(size_t) ) /2 in ConsumeBuffer
                      with these changes in settings:

                        s.smoothPresetDuration = 0;
                        s.presetDuration = duration_;
                        s.shuffleEnabled = false;
                      

                      and my brand new ugly disgusting hack that now makes the preview work for the first element:

                      void ProjectMVisualization::SetImmediatePreset(const int index) {
                      
                      #ifdef HAVE_PROJECTM4
                        if (projectm_playlist_instance_) {
                          projectm_playlist_set_position(projectm_playlist_instance_, index, true);
                        }
                      #else
                        if (projectm_) {
                          Lock(false);
                          projectm_->changePresetDuration(1);
                          if ( index <= 0 )
                            projectm_->selectPresetPosition(projectm_->getPlaylistSize());
                          else
                            projectm_->selectPresetPosition(index-1);
                          // Create a QTimer to call Lock(true) after a delay
                              QTimer::singleShot(500, this, [this]() {
                                  Lock(true);
                                  projectm_->changePresetDuration(duration_);
                              });
                        }
                      #endif  // HAVE_PROJECTM4
                      
                      }
                      

                      I believe we have a working v3 integration with projectM! I executed the program for more than ten hours without segfaults or bugs.

                      Screenshot from 2024-07-08 09-08-44.png
                      Screenshot from 2024-07-08 09-08-51.png
                      Screenshot from 2024-07-08 09-08-35.png

                      jonasJ 1 Reply Last reply Reply Quote 0
                      • jonasJ
                        jonas @Gustavo L Conte
                        last edited by jonas

                        @Gustavo-L-Conte said in Reintegrate projectM Visualizer:

                        if ( index <= 0 )
                          projectm_->selectPresetPosition(projectm_->getPlaylistSize());
                        else
                          projectm_->selectPresetPosition(index-1);
                        

                        This looks wrong, since the index starts with zero, getPlaylistSize will be too high, needs to do - 1. Also, why are you using index-1 when the index is set? Doesn't IndexOfPreset return the correct index?

                        Gustavo L ConteG 1 Reply Last reply Reply Quote 0
                        • Gustavo L ConteG
                          Gustavo L Conte @jonas
                          last edited by

                          @jonas Its because i need to set the PREVIOUS preset, so that it elapses the transition, thats the only way I found not to bug some presets (that bug only on the preview); After fixing stuff, in the preview interface, some presets bug, i dunno why. But when they are playing normally as a playlist. when projectM is managing the transition, without us forcing with SelectPreset, this bug does not occur.

                          So I managed to do this ugly hack, that sets the previous preset, unlock, lets projectM do the transition, then "quickly" locks again after the timer 😛

                          Read my previous posts, it was quite a journey. Thats the only thing missing I believe, to work with v3.

                          v2 is used on ubuntu and has some issues, i posted previously about that too.

                          The -1 would segfault, so I force the LAST preset to begin the first, when index = 0 is selected.

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                          • Gustavo L ConteG
                            Gustavo L Conte
                            last edited by

                            now my elegant BEAUTIFUL hack is gorgeous!

                            • we got ConsumeBuffer consuming
                            • we got drawBackground drawing
                            • we got playlist preview selector selecting and previewing
                            • we aint got no segfault, mon!

                            YES WE HAVE PROJECTM v3 (and v2 maybe) working

                            void ProjectMVisualization::SetImmediatePreset(const int index) {
                            
                            #ifdef HAVE_PROJECTM4
                              if (projectm_playlist_instance_) {
                                projectm_playlist_set_position(projectm_playlist_instance_, index, true);
                              }
                            #else
                              if (projectm_) {
                                projectm_->selectPreset(index, true);
                                projectm_->changePresetDuration(1);
                                projectm_->setPresetLock(false);
                                projectm_->selectPrevious(index);
                              
                                QTimer::singleShot(1500, this, [index,this]() {
                                  projectm_->setPresetLock(true);
                                  projectm_->changePresetDuration(duration_);
                                }); 
                                 
                              }
                            #endif  // HAVE_PROJECTM4
                            
                            }
                            
                            jonasJ 1 Reply Last reply Reply Quote 0
                            • jonasJ
                              jonas @Gustavo L Conte
                              last edited by

                              @Gustavo-L-Conte
                              short is the same as int16_t, 2 bytes because the consumed buffer is 16 bit, but size_t is 8 bytes, I'd like to understand why that is correct.
                              Another thing is that channels are hard-coded, so if the buffer has more then 2 channels, it will be wrong so we should pass channels to ConsumeBuffer

                              Gustavo L ConteG 1 Reply Last reply Reply Quote 1
                              • Gustavo L ConteG
                                Gustavo L Conte @jonas
                                last edited by Gustavo L Conte

                                @jonas I really tried to understand that. I did put size_t because I saw somewhere that map.size type was size_t in gStreamer

                                The channels I tought it wouldnt be an issue, but thinking about it, it is.

                                ###GstMapInfo

                                A structure containing the result of a map operation such as Memory.map. It contains the data and size.

                                struct GstMapInfo {
                                GstMemory* memory;
                                GstMapFlags flags;
                                ubyte* data;
                                size_t size;
                                size_t maxsize;
                                void*[4] userData;
                                void*[4] GstReserved;
                                }
                                

                                its not the buffer, its the SIZE of the buffer, thats why its not 16 bit like the buffer itself!
                                Maybe thats why

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                                • Gustavo L ConteG
                                  Gustavo L Conte
                                  last edited by

                                  This post is deleted!
                                  1 Reply Last reply Reply Quote 0
                                  • Gustavo L ConteG
                                    Gustavo L Conte
                                    last edited by Gustavo L Conte

                                    Just found this, maybe useful

                                    https://lwn.net/Articles/750152/

                                    if (projectm_) {
                                      projectm_->setShuffleEnabled(false);
                                      projectm_->selectPreset(index, true);
                                      projectm_->changePresetDuration(1);
                                      projectm_->setPresetLock(false);
                                      projectm_->selectPrevious(index);
                                    
                                      QTimer::singleShot(1250, this, [index,this]() {
                                        projectm_->setPresetLock(true);
                                        projectm_->changePresetDuration(duration_);
                                        projectm_->setShuffleEnabled(true);
                                      });
                                    }
                                    

                                    Here's an improved version 0.1b to prevent altering shuffle globally in the settings. But don't forget to set smoothPresetDuration = 0 in the settings, this is required.

                                    B I N G O
                                    MilkDrop was heavily Windows-based, implemented with DirectX, Win32 APIs, and assembler. ProjectM did a good job of replicating the functionality in a cross-platform manner but one DirectX-specific piece remains: the shader code in the preset files. Some presets can contain GPU shader programs as mentioned previously. Because they were written for MilkDrop, they are in HLSL, a shader language for DirectX. Support for HLSL was provided in projectM by NVIDIA's Cg toolkit, but that has long been deprecated and is unsupported. Either manual or automatic conversion (possibly using something along the lines of HLSL2GLSL for Unity) needs to be added along with code to compile and upload the shaders. This would greatly increase performance and capabilities, enable the most advanced presets, and drop the dependency on an out-of-date and unsupported proprietary framework.

                                    I saw on some presets some kind of shader language. The ones that bug!

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                                    • Gustavo L ConteG
                                      Gustavo L Conte
                                      last edited by Gustavo L Conte

                                      in time, i just saw initializeGL with only BLEND command. All of those are required!!! Sorry if I did not express myself correctly. BLEND does the trick for the blank/black screens, but some visual bugs happens in lots of presets without the complete set.

                                      glShadeModel(GL_SMOOTH);
                                      glClearColor(0, 0, 0, 0);
                                      glViewport(0, 0, width(), height());
                                      glMatrixMode(GL_TEXTURE);
                                      glLoadIdentity();
                                      glMatrixMode(GL_PROJECTION);
                                      glLoadIdentity();
                                      glMatrixMode(GL_MODELVIEW);
                                      glLoadIdentity();
                                      glDrawBuffer(GL_BACK);
                                      glReadBuffer(GL_BACK);
                                      glEnable(GL_BLEND);
                                      
                                      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                      glEnable(GL_LINE_SMOOTH);
                                      glEnable(GL_POINT_SMOOTH);
                                      glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
                                      glLineStipple(2, 0xAAAA);
                                      

                                      ALSO, you need to run the commands always before renderFrame, at drawBackground method.

                                      1 Reply Last reply Reply Quote 0
                                      • Gustavo L ConteG
                                        Gustavo L Conte
                                        last edited by Gustavo L Conte

                                        Now, here's another one to worry about:

                                        A few days ago I installed those newest cream-of-cream set of plugins. Awesome by the way.
                                        They seem all working fine. I spent days testing on random mode. I still want to compare one by one with the SDL app.

                                        Now, problem is, when I go to the select visualization window, all the previews gets bugged if The first ones of the list (mostly called "Fast transition..") are selected. They don't seem to be normal plugins. Anyway, Thing is, if you select for preview any of these first ones, it bugs all other subsequent plugins. glClear color is not black anymore and they render all dumb. Only restarting Strawberry for normal behaviour again.
                                        Gonna look at the milkdrop code, later, to compare the "normal" ones from these "Fast transition..." ones.

                                        Screenshot from 2024-07-17 18-09-40.png

                                        jonasJ 1 Reply Last reply Reply Quote 0
                                        • jonasJ
                                          jonas @Gustavo L Conte
                                          last edited by jonas

                                          @Gustavo-L-Conte
                                          Thanks for looking into it. It seems that projectm version 3 is buggy, I think we should try to get version 4 working instead, and drop support for version 3. See the discussion on https://github.com/orgs/projectM-visualizer/discussions/820

                                          Gustavo L ConteG 1 Reply Last reply Reply Quote 1
                                          • Gustavo L ConteG
                                            Gustavo L Conte @jonas
                                            last edited by Gustavo L Conte

                                            @jonas roger that, gonna go back focus v4
                                            By the way I did compile latest git from v4 with his fixes, and tested with branch visualisations, did not work, same results. I'm curious about QOpenGLWindow results, with his fixes.

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