Merge pull request #97 from arch1t3cht30/graph_tweaks

Anti-aliasing and better joining for the graph module
This commit is contained in:
Levi Webb
2019-02-02 14:58:33 -08:00
committed by GitHub
3 changed files with 130 additions and 3 deletions

View File

@@ -13,8 +13,17 @@
#define DRAW_OUTLINE 0
/* 1 to draw edge highlight, 0 to disable */
#define DRAW_HIGHLIGHT 1
/* Whether to anti-alias the border of the graph, creating a smoother curve.
This may have a small impact on performance. Note that this only anti-aliases
the border, so that the seams between the graph and the outline and/or the
highlight (if present) will not be aliased.
Note: This requires `xroot` transparency to be enabled since it
relies on alpha blending with the background. */
#define ANTI_ALIAS 0
/* outline color */
#define OUTLINE #262626
/* 1 to join the two channels together in the middle, 0 to clamp both down to zero */
#define JOIN_CHANNELS 0
/* 1 to invert (vertically), 0 otherwise */
#define INVERT 0

View File

@@ -81,16 +81,31 @@ out vec4 fragment;
#define TWOPI 6.28318530718
float half_w;
float middle;
highp float pixel = 1.0F / float(screen.x);
void render_side(in sampler1D tex, float idx) {
highp float pixel = 1.0F / float(screen.x);
float get_line_height(in sampler1D tex, float idx) {
float s = smooth_audio_adj(tex, audio_sz, idx / half_w, pixel);
/* 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);
float fact = clamp((abs((screen.x / 2) - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F);
#if JOIN_CHANNELS > 0
fact = -2 * pow(fact, 3) + 3 * pow(fact, 2); /* To avoid spikes */
s = fact * s + (1 - fact) * middle;
#else
s *= fact;
#endif
s *= clamp((min(gl_FragCoord.x, screen.x - gl_FragCoord.x) / screen.x) * 48, 0.0F, 1.0F);
return s;
}
void render_side(in sampler1D tex, float idx) {
float s = get_line_height(tex, idx);
/* and finally set fragment color if we are in range */
#if INVERT > 0
float pos = float(screen.y) - gl_FragCoord.y;
@@ -106,6 +121,9 @@ void render_side(in sampler1D tex, float idx) {
void main() {
half_w = (screen.x / 2);
middle = VSCALE * (smooth_audio_adj(audio_l, audio_sz, 1, pixel) + smooth_audio_adj(audio_r, audio_sz, 0, pixel)) / 2;
if (gl_FragCoord.x < half_w) {
render_side(audio_l, LEFT_IDX);
} else {

100
shaders/graph/3.frag Normal file
View File

@@ -0,0 +1,100 @@
in vec4 gl_FragCoord;
#request uniform "screen" screen
uniform ivec2 screen; /* screen dimensions */
#request uniform "prev" tex
uniform sampler2D tex; /* screen texture */
out vec4 fragment; /* output */
#include "@graph.glsl"
#include ":graph.glsl"
/* Moves toward the border of the graph, gives the
y coordinate of the last colored pixel */
float get_col_height_up(float x, float oy) {
float y = oy;
#if INVERT > 0
while (y >= 0) {
#else
while (y < screen.y) {
#endif
vec4 f = texelFetch(tex, ivec2(x, y), 0);
if (f.a <= 0) {
#if INVERT > 0
y += 1;
#else
y -= 1;
#endif
break;
}
#if INVERT > 0
y -= 1;
#else
y += 1;
#endif
}
return y;
}
/* Moves toward the base of the graph, gives the
y coordinate of the first colored pixel */
float get_col_height_down(float x, float oy) {
float y = oy;
#if INVERT > 0
while (y < screen.y) {
#else
while (y >= 0) {
#endif
vec4 f = texelFetch(tex, ivec2(x, y), 0);
if (f.a > 0) {
break;
}
#if INVERT > 0
y += 1;
#else
y -= 1;
#endif
}
return y;
}
void main() {
fragment = texelFetch(tex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
#if ANTI_ALIAS > 0
if (fragment.a <= 0) {
bool left_done = false;
float h2;
float a_fact = 0;
if (texelFetch(tex, ivec2(gl_FragCoord.x - 1, gl_FragCoord.y), 0).a > 0) {
float h1 = get_col_height_up(gl_FragCoord.x - 1, gl_FragCoord.y);
h2 = get_col_height_down(gl_FragCoord.x, gl_FragCoord.y);
fragment = texelFetch(tex, ivec2(gl_FragCoord.x, h2), 0);
a_fact = clamp(abs((h1 - gl_FragCoord.y) / (h2 - h1)), 0.0, 1.0);
left_done = true;
}
if (texelFetch(tex, ivec2(gl_FragCoord.x + 1, gl_FragCoord.y), 0).a > 0) {
if (!left_done) {
h2 = get_col_height_down(gl_FragCoord.x, gl_FragCoord.y);
fragment = texelFetch(tex, ivec2(gl_FragCoord.x, h2), 0);
}
float h3 = get_col_height_up(gl_FragCoord.x + 1, gl_FragCoord.y);
a_fact = max(a_fact, clamp(abs((h3 - gl_FragCoord.y) / (h2 - h3)), 0.0, 1.0));
}
fragment.a *= a_fact;
}
#endif
}