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/*
* Copyright (C) 2026 Linux Studio Plugins Project <https://lsp-plug.in/>
* (C) 2026 Vladimir Sadovnikov <sadko4u@gmail.com>
*
* This file is part of lsp-plugins-room-builder
* Created on: 3 авг. 2021 г.
*
* lsp-plugins-room-builder is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* any later version.
*
* lsp-plugins-room-builder is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with lsp-plugins-room-builder. If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef PRIVATE_PLUGINS_ROOM_BUILDER_H_
#define PRIVATE_PLUGINS_ROOM_BUILDER_H_
#include <lsp-plug.in/plug-fw/plug.h>
#include <lsp-plug.in/plug-fw/core/KVTStorage.h>
#include <lsp-plug.in/common/atomic.h>
#include <lsp-plug.in/dsp/dsp.h>
#include <lsp-plug.in/dsp-units/ctl/Bypass.h>
#include <lsp-plug.in/dsp-units/ctl/Toggle.h>
#include <lsp-plug.in/dsp-units/filters/Equalizer.h>
#include <lsp-plug.in/dsp-units/sampling/Sample.h>
#include <lsp-plug.in/dsp-units/sampling/SamplePlayer.h>
#include <lsp-plug.in/dsp-units/util/Convolver.h>
#include <lsp-plug.in/dsp-units/util/Delay.h>
#include <lsp-plug.in/dsp-units/3d/raytrace.h>
#include <lsp-plug.in/dsp-units/3d/Scene3D.h>
#include <lsp-plug.in/dsp-units/3d/RayTrace3D.h>
#include <lsp-plug.in/lltl/parray.h>
#include <lsp-plug.in/ipc/Thread.h>
#include <private/meta/room_builder.h>
namespace lsp
{
namespace plugins
{
/**
* Room Builder Plugin Series
*/
class room_builder: public plug::Module
{
public:
typedef struct obj_props_t
{
const char *sName; // UTF-8 object name
bool bEnabled; // Enabled flag
dsp::point3d_t sCenter; // Object center
dsp::vector3d_t sMove; // Object move
float fYaw; // Yaw
float fPitch; // Pitch
float fRoll; // Roll
dsp::vector3d_t sScale; // Scaling of object
float fHue; // Hue color
float fAbsorption[2];
float lnkAbsorption;
float fDispersion[2];
float lnkDispersion;
float fDiffusion[2];
float lnkDiffusion;
float fTransparency[2];
float lnkTransparency;
float fSndSpeed;
} obj_props_t;
protected:
enum sync_t
{
SYNC_TOGGLE_RENDER = 1 << 0
};
protected:
typedef struct convolver_t
{
dspu::Delay sDelay; // Delay line
dspu::Convolver *pCurr; // Currently used convolver
dspu::Convolver *pSwap; // Swap
size_t nSampleID; // Sample identifier
size_t nTrackID; // Track identifier
float *vBuffer; // Buffer for convolution
float fPanIn[2]; // Input panning of convolver
float fPanOut[2]; // Output panning of convolver
plug::IPort *pMakeup; // Makeup gain of convolver
plug::IPort *pPanIn; // Input panning of convolver
plug::IPort *pPanOut; // Output panning of convolver
plug::IPort *pSample; // Convolver source sample
plug::IPort *pTrack; // Convolver source sample track
plug::IPort *pPredelay; // Pre-delay
plug::IPort *pMute; // Mute button
plug::IPort *pActivity; // Activity indicator
} convolver_t;
typedef struct channel_t
{
dspu::Bypass sBypass;
dspu::SamplePlayer sPlayer;
dspu::Equalizer sEqualizer; // Wet signal equalizer
dspu::Playback vPlaybacks[meta::room_builder_metadata::CAPTURES];
float *vOut;
float *vBuffer; // Rendering buffer
float fDryPan[2]; // Dry panorama
plug::IPort *pOut;
plug::IPort *pLowCut; // Low-cut flag
plug::IPort *pLowFreq; // Low-cut frequency
plug::IPort *pHighCut; // High-cut flag
plug::IPort *pHighFreq; // Low-cut frequency
plug::IPort *pFreqGain[meta::room_builder_metadata::EQ_BANDS]; // Gain for each band of the Equalizer
} channel_t;
typedef struct input_t
{
float *vIn; // Input data
plug::IPort *pIn; // Input port
plug::IPort *pPan; // Panning
} input_t;
typedef struct source_t: public dspu::room_source_config_t
{
bool bEnabled;
plug::IPort *pEnabled;
plug::IPort *pType;
plug::IPort *pPhase;
plug::IPort *pPosX;
plug::IPort *pPosY;
plug::IPort *pPosZ;
plug::IPort *pYaw;
plug::IPort *pPitch;
plug::IPort *pRoll;
plug::IPort *pSize;
plug::IPort *pHeight;
plug::IPort *pAngle;
plug::IPort *pCurvature;
} source_t;
typedef struct capture_t: public dspu::room_capture_config_t
{
dspu::Toggle sListen; // Listen toggle
dspu::Toggle sStop; // Stop toggle
bool bEnabled; // Enabled flag
ssize_t nRMin; // Minimum reflection order
ssize_t nRMax; // Maximum reflection order
float fHeadCut;
float fTailCut;
float fFadeIn;
float fFadeOut;
bool bReverse;
float fMakeup; // Makeup gain
size_t nLength; // Output: length of captured response in samples
status_t nStatus; // Output: status of sample rendering
float fCurrLen;
float fMaxLen;
bool bSync; // Sync with UI
bool bExport; // Export flag
dspu::Sample *pProcessed; // Processed sample for playback (rendered)
float *vThumbs[meta::room_builder_metadata::TRACKS_MAX];
// Capture functions
plug::IPort *pEnabled;
plug::IPort *pRMin;
plug::IPort *pRMax;
plug::IPort *pPosX;
plug::IPort *pPosY;
plug::IPort *pPosZ;
plug::IPort *pYaw;
plug::IPort *pPitch;
plug::IPort *pRoll;
plug::IPort *pCapsule;
plug::IPort *pConfig;
plug::IPort *pAngle;
plug::IPort *pDistance;
plug::IPort *pDirection;
plug::IPort *pSide;
// Sample editor functions
plug::IPort *pHeadCut;
plug::IPort *pTailCut;
plug::IPort *pFadeIn;
plug::IPort *pFadeOut;
plug::IPort *pListen;
plug::IPort *pStop;
plug::IPort *pReverse; // Reverse
plug::IPort *pMakeup; // Makeup gain
plug::IPort *pStatus; // Status of rendering
plug::IPort *pLength; // Length of sample
plug::IPort *pCurrLen; // Current duration
plug::IPort *pMaxLen; // Max duration
plug::IPort *pThumbs; // Thumbnails of sample
plug::IPort *pOutFile; // Output file name
plug::IPort *pSaveCmd; // Save command
plug::IPort *pSaveStatus; // Save status
plug::IPort *pSaveProgress; // Save progress points
} capture_t;
typedef struct sample_t
{
dspu::Sample sSample;
size_t nID;
dspu::rt_capture_config_t enConfig;
} sample_t;
protected:
class SceneLoader: public ipc::ITask
{
public:
size_t nFlags;
char sPath[PATH_MAX];
room_builder *pBuilder;
dspu::Scene3D sScene;
public:
inline SceneLoader()
{
nFlags = 0;
sPath[0] = '\0';
pBuilder = NULL;
}
void init(room_builder *base);
void destroy();
public:
virtual status_t run() override;
};
class RenderLauncher: public ipc::ITask
{
public:
room_builder *pBuilder;
public:
explicit inline RenderLauncher(room_builder *builder): pBuilder(builder) {}
public:
virtual status_t run() override;
};
class Renderer: public ipc::Thread
{
protected:
room_builder *pBuilder;
dspu::RayTrace3D *pRT;
size_t nThreads;
lltl::parray<sample_t> vSamples;
ipc::Mutex lkTerminate;
public:
inline Renderer(room_builder *bld, dspu::RayTrace3D *rt, size_t threads, lltl::parray<sample_t> &samples):
pBuilder(bld), pRT(rt), nThreads(threads)
{
vSamples.swap(&samples);
}
virtual status_t run() override;
void terminate();
};
class Configurator: public ipc::ITask
{
public:
room_builder *pBuilder;
mutable uatomic_t nChangeReq;
uatomic_t nChangeResp;
public:
inline Configurator(room_builder *bld):
pBuilder(bld)
{
atomic_store(&nChangeReq, 0);
nChangeResp = 0;
}
virtual status_t run() override;
inline bool need_launch() const { return atomic_load(&nChangeReq) != nChangeResp; }
inline void query_launch() { atomic_add(&nChangeReq, 1); }
inline size_t change_req() const { return atomic_load(&nChangeReq); }
inline void commit(size_t change_req) { nChangeResp = change_req; }
};
class SampleSaver: public ipc::ITask
{
public:
room_builder *pBuilder;
char sPath[PATH_MAX+1];
size_t nSampleID;
public:
inline SampleSaver(room_builder *builder)
{
pBuilder = builder;
sPath[0] = '\0';
nSampleID = 0;
}
void bind(size_t sample_id, capture_t *capture);
public:
virtual status_t run() override;
};
class GCTask: public ipc::ITask
{
private:
room_builder *pBuilder;
public:
explicit GCTask(room_builder *base);
virtual ~GCTask() override;
public:
virtual status_t run() override;
void dump(dspu::IStateDumper *v) const;
};
protected:
size_t nInputs;
ssize_t nRenderThreads;
float fRenderQuality;
bool bRenderNormalize;
status_t enRenderStatus;
float fRenderProgress;
float fRenderCmd;
size_t nFftRank;
dspu::Sample *pGCList; // Garbage collection list
input_t vInputs[2];
channel_t vChannels[2];
convolver_t vConvolvers[meta::room_builder_metadata::CONVOLVERS];
capture_t vCaptures[meta::room_builder_metadata::CAPTURES];
source_t vSources[meta::room_builder_metadata::SOURCES];
dspu::Scene3D sScene;
dsp::vector3d_t sScale;
Renderer *pRenderer;
status_t nSceneStatus;
float fSceneProgress;
size_t nSync;
SceneLoader s3DLoader;
RenderLauncher s3DLauncher;
Configurator sConfigurator;
SampleSaver sSaver;
GCTask sGCTask;
plug::IPort *pBypass;
plug::IPort *pRank;
plug::IPort *pDry;
plug::IPort *pWet;
plug::IPort *pDryWet;
plug::IPort *pWetEq; // Wet equalization flag
plug::IPort *pWetSplit; // Equalizer L/R split
plug::IPort *pRenderThreads;
plug::IPort *pRenderQuality;
plug::IPort *pRenderStatus;
plug::IPort *pRenderProgress;
plug::IPort *pRenderNormalize;
plug::IPort *pRenderCmd;
plug::IPort *pOutGain;
plug::IPort *pPredelay;
plug::IPort *p3DFile;
plug::IPort *p3DProgress;
plug::IPort *p3DStatus;
plug::IPort *p3DOrientation;
plug::IPort *pScaleX;
plug::IPort *pScaleY;
plug::IPort *pScaleZ;
void *pData; // Allocated data
ipc::IExecutor *pExecutor;
protected:
static size_t get_fft_rank(size_t rank);
static void destroy_convolver(dspu::Convolver * &c);
static void destroy_sample(dspu::Sample * &s);
static void destroy_samples(lltl::parray<sample_t> &samples);
static void destroy_gc_samples(dspu::Sample *gc_list);
static status_t progress_callback(float progress, void *ptr);
static status_t fetch_kvt_sample(core::KVTStorage *kvt, size_t sample_id, dspu::sample_header_t *hdr, const float **samples);
protected:
status_t start_rendering();
void perform_gc();
status_t run_rendring(void *arg);
status_t bind_sources(dspu::RayTrace3D *rt);
status_t bind_captures(lltl::parray<sample_t> &samples, dspu::RayTrace3D *rt);
status_t bind_scene(core::KVTStorage *kvt, dspu::RayTrace3D *rt);
status_t commit_samples(lltl::parray<sample_t> &samples);
status_t reconfigure();
status_t save_sample(const char *path, size_t sample_id);
void process_render_requests();
void process_scene_load_requests();
void process_save_sample_requests();
void process_configuration_requests();
void process_gc_requests();
void process_listen_requests();
void perform_convolution(size_t samples);
void output_parameters();
void do_destroy();
public:
explicit room_builder(const meta::plugin_t *metadata, size_t inputs);
room_builder(const room_builder &) = delete;
room_builder(room_builder &&) = delete;
virtual ~room_builder() override;
room_builder & operator = (const room_builder &) = delete;
room_builder & operator = (room_builder &&) = delete;
virtual void init(plug::IWrapper *wrapper, plug::IPort **ports) override;
virtual void destroy() override;
public:
virtual void update_settings() override;
virtual void update_sample_rate(long sr) override;
virtual void process(size_t samples) override;
virtual void state_loaded() override;
virtual void ui_activated() override;
void dump(dspu::IStateDumper *v) const override;
public:
static dspu::rt_capture_config_t decode_config(float value);
static dspu::rt_audio_capture_t decode_direction(float value);
static dspu::rt_audio_capture_t decode_side_direction(float value);
static dspu::rt_audio_source_t decode_source_type(float value);
static void kvt_cleanup_objects(core::KVTStorage *kvt, size_t objects);
static void read_object_properties(obj_props_t *props, const char *base, core::KVTStorage *kvt);
static void build_object_matrix(dsp::matrix3d_t *m, const obj_props_t *props, const dsp::matrix3d_t *world);
};
} /* namespace plugins */
} /* namespace lsp */
#endif /* PRIVATE_PLUGINS_ROOM_BUILDER_H_ */
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