From: Raymond <rayau@netvigator.com>
To: alsa-devel@lists.sourceforge.net
Cc: Dino Puller <dino@e4a.it>
Subject: Re: Alsa mix in HW
Date: Mon, 05 Sep 2005 10:32:41 +0800 [thread overview]
Message-ID: <431BAE49.8090300@netvigator.com> (raw)
[-- Attachment #1: Type: text/plain, Size: 742 bytes --]
How can I link the demo.cpp (a simple openal/opengl program) with the
openal-alsa ? (It can be executed when link with openal)
The demo.cpp is not yet completed and seem to have a bug in the
positioning of Camera.
The Radar (The Cone) are rotated at the base instead of the vortex.
> Dino wrote:
>> Raymond wrote:
>
> >> Dino wrote:
> >>
> >
> >> But openal-alsa works for you? Did you noticed a system improvement?
> >> I've obtained 2fps in ut2004 about 5% not bad :)
> >
> >
> > NO, I cannot link any demo using the re-compiled openal-alsa library.
>
> Why? Can you give me an output? I've tried with americas army e some
> stupids examples without problem, obviuslly it's not a complete library.
>
> >
> >> bye,
> >> Dino
> >
>
[-- Attachment #2: demo.cpp --]
[-- Type: text/x-c++, Size: 13662 bytes --]
/**********************************************************************
DEMO OpenGL/OpenAL (3D Spatalization)
Listener (OpenAL) - Camera (OpenGL)
Source Helicopter - rotating about the origin.
Source Radar - rotating along z-axis
Source Van - Moving on xy plane
FIX ME
1) The movment of camera seem to be wrong.
2) The Radar should rotate at the vertex instead of the base
TO DO
1) Add control to adjust height, path and speed of the Helicopter.
2) Add control to adjust the cone of inner/outer angle of the Radar.
3) use joystick to move listener/camera
4) make it conformed to OpenAL 1.1 specification.
Function:-
1) Attenutation By Distance
2) Panning Left/Right
3) Doppler Effect (Not completed)
4) Angle of Cone (Not completed)
5) Background Music (Not yet implemented)
***********************************************************************/
#include <GL/glut.h>
#include <AL/al.h>
#include <AL/alc.h>
#include <AL/alut.h>
#include <iostream>
#include <math.h>
#include <sys/timeb.h>
#define PI 3.1415265359
#define PIdiv180 3.1415265359/180.0
int LastUpdate=0;
int GetTime()
{
timeb t;
ftime(&t);
return 1000 * t.time + t.millitm;
}
void OnIdle()
{
static int nLastTime = GetTime();
static int nFrameCount = 0;
if (nFrameCount++ == 100)
{
float fFPS = 100000.0f/static_cast<float>(GetTime() - nLastTime);
char Title[256];
sprintf(Title, "Demo 3D - %.2f FPS", fFPS);
glutSetWindowTitle(Title);
nFrameCount = 0;
nLastTime = GetTime();
}
glutPostRedisplay();
}
struct SF3dVector
{
GLfloat x,y,z;
};
struct SF2dVector
{
GLfloat x,y;
};
class CCamera
{
private:
SF3dVector Position;
SF3dVector ViewDir;
bool ViewDirChanged;
GLfloat RotatedX, RotatedY, RotatedZ;
void GetViewDir ( void );
public:
CCamera();
void Render ( void );
void Move ( SF3dVector Direction );
void RotateX ( GLfloat Angle );
void RotateY ( GLfloat Angle );
void RotateZ ( GLfloat Angle );
void RotateXYZ ( SF3dVector Angles );
void MoveForwards ( GLfloat Distance );
void StrafeRight ( GLfloat Distance );
};
CCamera Camera;
#define NUM_BUFFERS 5
#define NUM_SOURCES 5
#define NUM_ENVIRONMENTS 1
ALfloat listenerPos[3];
ALfloat listenerVel[3]={0.0,0.0,0.0};
ALfloat listenerOri[]={0.0,0.0,0.0, 1.0, 0.0,0.0};
struct {
ALfloat Pos[3];
ALfloat Vel[3];
ALfloat rgb[3];
ALfloat polar_distance,angle;
ALboolean playing;
} source_3d[NUM_SOURCES];
ALuint buffer[NUM_BUFFERS];
ALuint source[NUM_SOURCES];
ALuint environment[NUM_ENVIRONMENTS];
int GLwin;
void set_listener_pos(ALfloat x,ALfloat y,ALfloat z)
{
listenerPos[0]=x;
listenerPos[1]=y;
listenerPos[2]=z;
alListenerfv(AL_POSITION,listenerPos);
}
void set_source_pos(int idx,ALfloat x,ALfloat y,ALfloat z)
{
source_3d[idx].Pos[0]=x;
source_3d[idx].Pos[1]=y;
source_3d[idx].Pos[2]=z;
}
void set_source_vel(int idx,ALfloat x,ALfloat y,ALfloat z)
{
source_3d[idx].Vel[0]=x;
source_3d[idx].Vel[1]=y;
source_3d[idx].Vel[2]=z;
}
void set_source_rgb(int idx,ALfloat r,ALfloat g,ALfloat b)
{
source_3d[idx].rgb[0]=r;
source_3d[idx].rgb[1]=g;
source_3d[idx].rgb[2]=b;
}
SF3dVector F3dVector ( GLfloat x, GLfloat y, GLfloat z )
{
SF3dVector tmp;
tmp.x = x;
tmp.y = y;
tmp.z = z;
return tmp;
}
SF3dVector AddF3dVectors (SF3dVector* u, SF3dVector* v)
{
SF3dVector result;
result.x = u->x + v->x;
result.y = u->y + v->y;
result.z = u->z + v->z;
return result;
}
void AddF3dVectorToVector ( SF3dVector * Dst, SF3dVector * V2)
{
Dst->x += V2->x;
Dst->y += V2->y;
Dst->z += V2->z;
}
/***************************************************************************************/
CCamera::CCamera()
{
//Init with standard OGL values:
Position = F3dVector ( 0.0, 2.0, 0.0);
set_listener_pos(Position.x,Position.y,Position.z);
ViewDir = F3dVector( 0.0, -1.0, 0.0);
ViewDirChanged = true;
//Only to be sure:
RotatedX = RotatedY = RotatedZ = 0.0;
}
void CCamera::GetViewDir( void )
{
SF3dVector Step1, Step2;
//Rotate around Y-axis:
Step1.x = cos( (RotatedY + 90.0) * PIdiv180);
Step1.z = -sin( (RotatedY + 90.0) * PIdiv180);
//Rotate around X-axis:
double cosX = cos (RotatedX * PIdiv180);
Step2.x = Step1.x * cosX;
Step2.z = Step1.z * cosX;
Step2.y = sin(RotatedX * PIdiv180);
//Rotation around Z-axis not yet implemented, so:
ViewDir = Step2;
}
void CCamera::Move (SF3dVector Direction)
{
AddF3dVectorToVector(&Position, &Direction );
}
void CCamera::RotateZ (GLfloat Angle)
{
RotatedZ += Angle;
ViewDirChanged = true;
}
void CCamera::RotateY (GLfloat Angle)
{
RotatedY += Angle;
ViewDirChanged = true;
}
void CCamera::RotateX (GLfloat Angle)
{
RotatedX += Angle;
ViewDirChanged = true;
}
void CCamera::Render( void )
{
glRotatef(-RotatedX , 1.0, 0.0, 0.0);
glRotatef(-RotatedY , 0.0, 1.0, 0.0);
glRotatef(-RotatedZ , 0.0, 0.0, 1.0);
glTranslatef( -Position.x, -Position.y, -Position.z );
}
void CCamera::MoveForwards( GLfloat Distance )
{
if (ViewDirChanged) GetViewDir();
SF3dVector MoveVector;
MoveVector.x = ViewDir.x * -Distance;
MoveVector.y = ViewDir.y * -Distance;
MoveVector.z = ViewDir.z * -Distance;
AddF3dVectorToVector(&Position, &MoveVector );
set_listener_pos(Position.x,Position.y,Position.z);
}
void CCamera::StrafeRight ( GLfloat Distance )
{
if (ViewDirChanged) GetViewDir();
SF3dVector MoveVector;
MoveVector.y = -ViewDir.x * -Distance;
MoveVector.x = ViewDir.y * -Distance;
MoveVector.z = 0.0;
AddF3dVectorToVector(&Position, &MoveVector );
}
void reshape(int x, int y)
{
if (y == 0 || x == 0) return;
//Set a new projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//Angle of view:40 degrees
//Near clipping plane distance: 0.5
//Far clipping plane distance: 20.0
gluPerspective(40.0,(GLdouble)x/(GLdouble)y,0.1, 100.0);
glMatrixMode(GL_MODELVIEW);
glViewport(0,0,x,y);
}
void Display(void)
{
int i;
ALfloat direction[3];
GLfloat polar_distance,polar_angle;
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
Camera.Render();
glRotatef(-90.0, 1.0, 0.0, 0.0);
glTranslatef(0.0, 8.0 , 1.0);
glScalef(1.0,1.0,1.0);
/*
Draw reference plane
*/
glColor3f(1.0,1.0,1.0);
glPushMatrix();
glTranslatef(0.0, 0.0 ,0.0);
glBegin(GL_LINES);
for (int xc = 0; xc <= 100; xc++) {
glVertex3f( -50.0 + xc , 50.0, 0.0);
glVertex3f( -50.0 + xc , -50.0, 0.0);
}
for (int yc = 0; yc <= 100; yc++) {
glVertex3f( 50.0, -50.0 + yc, 0.0 );
glVertex3f( -50.0, -50.0 + yc, 0.0 );
}
glEnd();
glPopMatrix();
if ( LastUpdate != 0 ) {
float fSecs = static_cast<float>(GetTime() - LastUpdate)/1000.0;
/*
Calculation of 3D position of the sound source
Helicopter - circular path around the origin
Radar - rotate around the origin
Van - moving headon to listener
- moving left/right in front of listener
- path around the origin
*/
source_3d[0].angle+= fSecs;
if ( source_3d[0].angle > 360.0 )
source_3d[0].angle -= 360.0;
source_3d[1].angle -= fSecs*100.0;
if ( source_3d[1].angle < -360.0 )
source_3d[1].angle += 360.0;
source_3d[2].Pos[1] += source_3d[2].Vel[1] * fSecs;
if ( source_3d[2].Pos[1] < -99.0 ) {
source_3d[2].Pos[1] = 99.0;
};
source_3d[3].Pos[0]+= source_3d[3].Vel[0] * fSecs;
if ( fabs(source_3d[3].Pos[0]) > 101.0 ) {
if ( source_3d[3].Pos[0] > 0.0 )
source_3d[3].Vel[0] = -fabs(source_3d[3].Vel[0]);
else
source_3d[3].Vel[0] = fabs(source_3d[3].Vel[0]);
};
source_3d[4].angle -= fSecs * 0.01;
if ( source_3d[4].angle < -360.0 )
source_3d[4].angle += 360.0;
};
LastUpdate = GetTime();
for (i=0; i<NUM_SOURCES; i++) {
switch(i){
case 0:
polar_distance=source_3d[i].polar_distance;
source_3d[i].Pos[0]=polar_distance*sin(source_3d[i].angle);
source_3d[i].Pos[1]=polar_distance*cos(source_3d[i].angle);
alSourcefv(source[i],AL_POSITION,source_3d[i].Pos);
break;
case 1:
direction[0]=sin(source_3d[i].angle);
direction[1]=cos(source_3d[i].angle);
direction[2]=0.0;
alSourcefv(source[i],AL_DIRECTION,direction);
break;
case 2:
case 3:
alSourcefv(source[i],AL_POSITION,source_3d[i].Pos);
alSourcefv(source[i],AL_VELOCITY,source_3d[i].Vel);
break;
case 4:
polar_angle=source_3d[i].angle;
source_3d[i].Pos[0]= 200.0*sin(polar_angle)*sin(polar_angle*2)*sin(polar_angle*4)*sin(polar_angle*8)*sin(polar_angle*16);
source_3d[i].Pos[1]= 200.0*cos(polar_angle)*cos(polar_angle*2)*cos(polar_angle*4)*cos(polar_angle*8)*cos(polar_angle*16);
alSourcefv(source[i],AL_POSITION,source_3d[i].Pos);
break;
};
/*
Draw sound sources
*/
glPushMatrix() ;
glTranslatef(source_3d[i].Pos[0],source_3d[i].Pos[1],source_3d[i].Pos[2]) ;
glColor3f(source_3d[i].rgb[0],source_3d[i].rgb[1],source_3d[i].rgb[2]) ;
switch(i){
/*
Helicopter
*/
case 0:
if ( source_3d[i].playing )
glutSolidSphere(0.5,3,3) ;
else
glutWireSphere(0.5,3,3) ;
glTranslatef(0.0,0.0,0.5) ;
glutWireCone(1.0,0.01, 16 ,0);
break;
/*
Radar
*/
case 1:
polar_angle=source_3d[i].angle;
polar_distance=source_3d[i].polar_distance;
glRotatef(90.0, 1.0, 0.0, 0.0) ;
glRotatef(polar_angle,0.0, 1.0, 0.0) ;
// if ( source_3d[i].playing )
// glutSolidCone(polar_distance,1.0,6,0);
// else
glutWireCone(polar_distance,1.0,6,0);
break;
/*
Van
*/
case 2:
case 3:
case 4:
if ( source_3d[i].playing )
glutSolidCube(0.5) ;
else
glutWireCube(0.5) ;
break;
};
glPopMatrix() ;
};
glFlush();
glutSwapBuffers();
}
/*
ESC : exit
1,2,3,4 : toggle on/off sound sources
*/
void cbKeyPressed(unsigned char key, int x, int y)
{
int i;
switch (key) {
case '1':
case '2':
case '3':
case '4':
i=key-'1';
if ( source_3d[i].playing ) {
alSourceStop(source[i]);
source_3d[i].playing=false;
}
else {
alSourcePlay(source[i]);
source_3d[i].playing=true;
};
break;
case 27: //ESC
glutDestroyWindow(GLwin);
exit(0);
break;
}
}
void cbSpecialKeyPressed(int key, int x, int y)
{
switch(key) {
case GLUT_KEY_F1:
Camera.Move(F3dVector(0.0,-0.3,0));
Display();
break;
case GLUT_KEY_F2:
Camera.Move(F3dVector(0.0,0.3,0.0));
Display();
break;
case GLUT_KEY_RIGHT:
Camera.RotateY(-5.0);
Display();
break;
case GLUT_KEY_LEFT:
Camera.RotateY(5.0);
Display();
break;
case GLUT_KEY_UP:
Camera.MoveForwards( -0.1 ) ;
Display();
break;
case GLUT_KEY_DOWN:
Camera.MoveForwards( 0.1 ) ;
Display();
break;
}
}
void init_al(void)
{
ALsizei size,freq;
ALenum format;
ALvoid *data;
ALboolean loop;
int ch;
int i;
alutInit(0, NULL);
alListenerfv(AL_POSITION,listenerPos);
alListenerfv(AL_VELOCITY,listenerVel);
alListenerfv(AL_ORIENTATION,listenerOri);
source_3d[0].polar_distance= 10.0;
set_source_pos(0, source_3d[0].polar_distance, 0.0, 2.0);
set_source_vel(0, 0.0, 0.1, 0.0);
set_source_rgb(0, 0.0, 1.0, 1.0);
source_3d[1].polar_distance=0.4;
set_source_pos(1, 0.0, 0.0, 2.0);
set_source_vel(1, 0.0, 0.0, 0.0);
set_source_rgb(1, 1.0, 1.0, 0.0);
set_source_pos(2, 0.0, 50.0, 0.0);
set_source_vel(2, 0.0, -5.0, 0.0);
set_source_rgb(2, 1.0, 0.0, 0.0);
set_source_pos(3,-20.0, 0.0, 0.0);
set_source_vel(3, 7.0, 0.0, 0.0);
set_source_rgb(3, 0.0, 1.0, 0.0);
source_3d[4].polar_distance= 40.0;
set_source_pos(4, 0.0, 0.0, 0.0);
set_source_vel(4, 0.0, 0.0, 0.0);
set_source_rgb(4, 0.0, 0.0, 1.0);
alGetError(); // clear any error messages
if(alGetError() != AL_NO_ERROR) {
printf("- Error creating buffers !!\n");
};
alGenBuffers(NUM_BUFFERS, buffer);
loop=AL_TRUE;
for (i=0; i<NUM_SOURCES; i++) {
switch(i) {
case 0:
alutLoadWAVFile((ALbyte*)"heli.wav",&format,&data,&size,&freq,&loop);
break;
case 1:
alutLoadWAVFile((ALbyte*)"radar.wav",&format,&data,&size,&freq,&loop);
break;
case 2:
alutLoadWAVFile((ALbyte*)"van.wav",&format,&data,&size,&freq,&loop);
break;
case 3:
alutLoadWAVFile((ALbyte*)"van.wav",&format,&data,&size,&freq,&loop);
break;
case 4:
alutLoadWAVFile((ALbyte*)"van.wav",&format,&data,&size,&freq,&loop);
break;
};
alBufferData(buffer[i],format,data,size,freq);
alutUnloadWAV(format,data,size,freq);
};
alGetError(); /* clear error */
alGenSources(NUM_SOURCES, source);
if(alGetError() != AL_NO_ERROR) {
printf("- Error creating sources !!\n");
};
for (i=0; i<NUM_SOURCES; i++) {
alSourcef(source[i],AL_PITCH,1.0f);
alSourcef(source[i],AL_GAIN,1.0f);
alSourcefv(source[i],AL_POSITION,source_3d[i].Pos);
alSourcefv(source[i],AL_VELOCITY,source_3d[i].Vel);
alSourcei(source[i],AL_BUFFER,buffer[i]);
alSourcei(source[i],AL_LOOPING,AL_TRUE);
source_3d[i].playing=true;
alSourcePlay(source[i]);
};
alSourcef(source[1],AL_CONE_INNER_ANGLE, 90.0);
alSourcef(source[1],AL_CONE_OUTER_ANGLE, 180.0);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(640,400);
init_al() ;
GLwin=glutCreateWindow("Demo 3D Sound");
// Camera.Move( F3dVector(0.0, 1.0, 0.0 ));
// Camera.MoveForwards( -2.0 );
glutDisplayFunc(Display);
glutReshapeFunc(reshape);
glutKeyboardFunc(&cbKeyPressed);
glutSpecialFunc(&cbSpecialKeyPressed);
glutIdleFunc(OnIdle);
glutMainLoop();
return 0;
}
next reply other threads:[~2005-09-05 2:32 UTC|newest]
Thread overview: 9+ messages / expand[flat|nested] mbox.gz Atom feed top
2005-09-05 2:32 Raymond [this message]
-- strict thread matches above, loose matches on Subject: below --
2005-09-10 0:22 Alsa mix in HW Raymond
2005-09-06 9:26 Raymond
2005-09-02 13:07 Raymond
[not found] <42EBAE72.9090608@e4a.it>
2005-08-17 12:42 ` Raymond
2005-08-17 16:42 ` Lee Revell
2005-08-17 17:25 ` Takashi Iwai
2005-08-18 6:05 ` Manuel Jander
[not found] ` <43054957.1000407@netvigator.com>
2005-08-19 16:30 ` Manuel Jander
2005-08-20 8:30 ` Raymond
2005-08-22 16:41 ` Takashi Iwai
2005-08-23 15:45 ` Raymond
2005-08-27 2:02 ` Raymond
Reply instructions:
You may reply publicly to this message via plain-text email
using any one of the following methods:
* Save the following mbox file, import it into your mail client,
and reply-to-all from there: mbox
Avoid top-posting and favor interleaved quoting:
https://en.wikipedia.org/wiki/Posting_style#Interleaved_style
* Reply using the --to, --cc, and --in-reply-to
switches of git-send-email(1):
git send-email \
--in-reply-to=431BAE49.8090300@netvigator.com \
--to=rayau@netvigator.com \
--cc=alsa-devel@lists.sourceforge.net \
--cc=dino@e4a.it \
/path/to/YOUR_REPLY
https://kernel.org/pub/software/scm/git/docs/git-send-email.html
* If your mail client supports setting the In-Reply-To header
via mailto: links, try the mailto: link
Be sure your reply has a Subject: header at the top and a blank line
before the message body.
This is an external index of several public inboxes,
see mirroring instructions on how to clone and mirror
all data and code used by this external index.