fixed crashing issue & avg transform, added gravity transform

This commit is contained in:
Jarcode
2017-11-26 22:47:44 -08:00
parent 57e7071ab9
commit 88d0485750
2 changed files with 96 additions and 52 deletions

View File

@@ -353,6 +353,7 @@ struct gl_data {
int fcounter;
bool print_fps, avg_window;
void** t_data;
float gravity_step;
};
#ifdef GLAD_DEBUG
@@ -385,6 +386,31 @@ static struct gl_bind_src bind_sources[] = {
};
#define window(t, sz) (0.53836 - (0.46164 * cos(TWOPI * (double) t / (double)(sz - 1))))
#define ALLOC_ONCE(u, udata, ...) \
if (*udata == NULL) { \
printf("alloc"); \
u = malloc(sizeof(*u)); \
*u = (typeof(*u)) __VA_ARGS__; \
*udata = u; \
} else u = (typeof(u)) *udata;
void transform_gravity(struct gl_data* d, void** udata, void* data) {
struct gl_sampler_data* s = (struct gl_sampler_data*) data;
float* b = s->buf;
size_t sz = s->sz, t;
struct {
float* applied;
}* u;
ALLOC_ONCE(u, udata, { .applied = calloc(sz, sizeof(float)) });
for (t = 0; t < sz; ++t) {
if (b[t] >= u->applied[t]) {
u->applied[t] = b[t] - d->gravity_step;
} else u->applied[t] -= d->gravity_step;
b[t] = u->applied[t];
}
}
void transform_average(struct gl_data* d, void** udata, void* data) {
@@ -398,12 +424,7 @@ void transform_average(struct gl_data* d, void** udata, void* data) {
struct {
float* bufs;
}* u;
if (*udata == NULL) {
u = malloc(sizeof(*u));
*u = (typeof(*u)) {
.bufs = calloc(tsz, sizeof(float))
};
} else u = (typeof(u)) *udata;
ALLOC_ONCE(u, udata, { .bufs = calloc(tsz, sizeof(float)) });
memmove(u->bufs, &u->bufs[sz], (tsz - sz) * sizeof(float));
memcpy(&u->bufs[tsz - sz], b, sz * sizeof(float));
@@ -508,10 +529,11 @@ void transform_fft(struct gl_data* d, void** _, void* in) {
}
static struct gl_transform transform_functions[] = {
{ .name = "window", .type = BIND_SAMPLER1D, .apply = transform_window },
{ .name = "fft", .type = BIND_SAMPLER1D, .apply = transform_fft },
{ .name = "wrange", .type = BIND_SAMPLER1D, .apply = transform_wrange },
{ .name = "avg", .type = BIND_SAMPLER1D, .apply = transform_average }
{ .name = "window", .type = BIND_SAMPLER1D, .apply = transform_window },
{ .name = "fft", .type = BIND_SAMPLER1D, .apply = transform_fft },
{ .name = "wrange", .type = BIND_SAMPLER1D, .apply = transform_wrange },
{ .name = "avg", .type = BIND_SAMPLER1D, .apply = transform_average },
{ .name = "gravity", .type = BIND_SAMPLER1D, .apply = transform_gravity }
};
static struct gl_bind_src* lookup_bind_src(const char* str) {
@@ -537,14 +559,15 @@ struct renderer* rd_new(int x, int y, int w, int h, const char* data) {
struct gl_data* gl = r->gl;
*gl = (struct gl_data) {
.stages = NULL,
.rate = 0,
.tcounter = 0.0D,
.fcounter = 0,
.print_fps = true,
.bufscale = 1,
.avg_frames = 4,
.avg_window = true
.stages = NULL,
.rate = 0,
.tcounter = 0.0D,
.fcounter = 0,
.print_fps = true,
.bufscale = 1,
.avg_frames = 4,
.avg_window = true,
.gravity_step = 0.1
};
#ifdef GLAD_DEBUG
@@ -654,6 +677,8 @@ struct renderer* rd_new(int x, int y, int w, int h, const char* data) {
.handler = RHANDLER(name, args, { gl->avg_frames = *(int*) args[0]; }) },
{ .name = "setavgwindow", .fmt = "b",
.handler = RHANDLER(name, args, { gl->avg_window = *(bool*) args[0]; }) },
{ .name = "setgravitystep", .fmt = "f",
.handler = RHANDLER(name, args, { gl->gravity_step = *(float*) args[0]; }) },
{
.name = "transform", .fmt = "ss",
.handler = RHANDLER(name, args, {
@@ -983,7 +1008,7 @@ void rd_update(struct renderer* r, float* lb, float* rb, size_t bsz, bool modifi
};
for (t = 0; t < bind->t_sz; ++t) {
bind->transformations[t](gl, &gl->t_data[t], &d);
bind->transformations[t](gl, &gl->t_data[c], &d);
++c; /* index for transformation data (note: change if new transform types are added) */
}
}

View File

@@ -10,73 +10,92 @@ uniform int audio_sz;
#request setavgframes 4
#request setavgwindow true
// #request interpolate true
#request setgravitystep 0.06
#request uniform "audio_l" audio_l
#request transform audio_l "window"
#request transform audio_l "fft"
#request transform audio_l "gravity"
#request transform audio_l "avg"
uniform sampler1D audio_l;
#request uniform "audio_r" audio_r
#request transform audio_r "window"
#request transform audio_r "fft"
#request transform audio_r "gravity"
#request transform audio_r "avg"
uniform sampler1D audio_r;
out vec4 fragment;
#include "settings.glsl"
// #include "settings.glsl"
#define CUT 0.5
#define SAMPLE_RANGE 0.2
#define SAMPLE_AMT 22
#define WSCALE 11
#define VSCALE 6000
#define VSCALE 300
#define DIRECTION 1
#define DIRECTION -1
#define RCOL_OFF (gl_FragCoord.x / 3000)
#define LCOL_OFF ((screen.x - gl_FragCoord.x) / 3000)
#define COLOR vec4(vec3(0.3 + RCOL_OFF, 0.3, 0.3 + LCOL_OFF) + (gl_FragCoord.y / 170), 1)
#define LSTEP (gl_FragCoord.y / 170)
#define COLOR vec4((0.3 + RCOL_OFF) + LSTEP, 0.6 - LSTEP, (0.3 + LCOL_OFF) + LSTEP, 1)
/* distance from center */
#define CDIST (abs((screen.x / 2) - gl_FragCoord.x) / screen.x)
/* distance from sides (far) */
#define FDIST (min(gl_FragCoord.x, screen.x - gl_FragCoord.x) / screen.x)
#if DIRECTION < 0
#define LEFT_IDX (gl_FragCoord.x)
#define RIGHT_IDX (-gl_FragCoord.x + screen.x)
/* distance from base frequencies */
#define BDIST CDIST
/* distance from high frequencies */
#define HDIST FDIST
#else
#define LEFT_IDX (half_w - gl_FragCoord.x)
#define RIGHT_IDX (gl_FragCoord.x - half_w)
#define BDIST FDIST
#define HDIST CDIST
#endif
void main() {
float half_w = (screen.x / 2);
if (gl_FragCoord.x < half_w) {
float s = 0, r;
int t;
for (t = -SAMPLE_AMT; t <= SAMPLE_AMT; ++t) {
s += (texture(audio_l, log((LEFT_IDX + (t * SAMPLE_RANGE)) / (half_w)) / WSCALE).r);
}
s /= float(SAMPLE_AMT * 2) + 1;
s *= VSCALE;
if (gl_FragCoord.y + 1.5 <= s) {
fragment = COLOR;
} else {
fragment = vec4(0, 0, 0, 0);
}
float half_w;
void render_side(sampler1D tex, float idx) {
float s = 0;
int t;
/* perform samples */
for (t = -SAMPLE_AMT; t <= SAMPLE_AMT; ++t) {
s += (texture(tex, log((idx + (t * SAMPLE_RANGE)) / half_w) / WSCALE).r);
}
/* compute average on samples */
s /= float(SAMPLE_AMT * 2) + 1;
/* scale the data upwards so we can see it */
s *= VSCALE;
/* clamp far ends of the screen down to make the ends of the graph smoother */
s *= clamp((abs((screen.x / 2) - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F);
s *= clamp((min(gl_FragCoord.x, screen.x - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F);
/* amplify higher frequencies */
s *= 1 + BDIST;
/* and finally set fragment color if we are in range */
if (gl_FragCoord.y + 1.5 <= s) {
fragment = COLOR;
} else {
float s = 0, r;
int t;
for (t = -SAMPLE_AMT; t <= SAMPLE_AMT; ++t) {
s += (texture(audio_r, log((RIGHT_IDX + (t * SAMPLE_RANGE)) / (half_w)) / WSCALE).r);
}
s /= float(SAMPLE_AMT * 2) + 1;
s *= VSCALE;
if (gl_FragCoord.y + 1.5 <= s) {
fragment = COLOR;
} else {
fragment = vec4(0, 0, 0, 0);
}
fragment = vec4(0, 0, 0, 0);
}
}
void main() {
half_w = (screen.x / 2);
if (gl_FragCoord.x < half_w) {
render_side(audio_l, LEFT_IDX);
} else {
render_side(audio_r, RIGHT_IDX);
}
}