kopia lustrzana https://github.com/jameshball/osci-render
commit
068459812f
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@ -32,10 +32,23 @@ void VisualiserComponent::paint(juce::Graphics& g) {
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auto r = getLocalBounds().toFloat();
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auto minDim = juce::jmin(r.getWidth(), r.getHeight());
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juce::CriticalSection::ScopedLockType scope(lock);
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if (buffer.size() > 0) {
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g.setColour(waveformColour);
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paintXY(g, r.withSizeKeepingCentre(minDim, minDim));
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{
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juce::CriticalSection::ScopedLockType scope(lock);
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if (buffer.size() > 0) {
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g.setColour(waveformColour);
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paintXY(g, r.withSizeKeepingCentre(minDim, minDim));
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}
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}
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if (!active) {
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// add translucent layer
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g.setColour(juce::Colours::black.withAlpha(0.5f));
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g.fillRect(getLocalBounds());
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// add text
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g.setColour(juce::Colours::white);
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g.setFont(14.0f);
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g.drawFittedText("Paused", getLocalBounds(), juce::Justification::centred, 1);
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}
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}
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@ -51,6 +64,23 @@ void VisualiserComponent::run() {
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}
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}
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void VisualiserComponent::mouseDown(const juce::MouseEvent& event) {
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if (event.mods.isLeftButtonDown()) {
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active = !active;
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if (active) {
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startTimerHz(60);
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startThread();
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} else {
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audioProcessor.consumerStop(consumer);
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stopTimer();
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stopThread(1000);
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}
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repaint();
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} else if (event.mods.isRightButtonDown()) {
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// TODO: add menu to control colours and precision
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}
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}
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void VisualiserComponent::paintChannel(juce::Graphics& g, juce::Rectangle<float> area, int channel) {
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juce::Path path;
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@ -4,7 +4,7 @@
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#include "../concurrency/BufferConsumer.h"
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#include "../PluginProcessor.h"
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class VisualiserComponent : public juce::Component, public juce::Timer, public juce::Thread {
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class VisualiserComponent : public juce::Component, public juce::Timer, public juce::Thread, public juce::MouseListener {
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public:
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VisualiserComponent(int numChannels, OscirenderAudioProcessor& p);
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~VisualiserComponent() override;
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@ -16,6 +16,7 @@ public:
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void paint(juce::Graphics&) override;
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void timerCallback() override;
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void run() override;
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void mouseDown(const juce::MouseEvent& event) override;
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private:
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juce::CriticalSection lock;
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@ -25,6 +26,8 @@ private:
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OscirenderAudioProcessor& audioProcessor;
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std::vector<float> tempBuffer = std::vector<float>(2 * 4096);
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int precision = 4;
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std::atomic<bool> active = true;
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std::shared_ptr<BufferConsumer> consumer;
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@ -35,7 +35,7 @@ public:
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{
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std::unique_lock<std::mutex> lk(mutex);
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not_full.wait(lk, [this]() { return size < content.size() || killed; });
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content[head] = std::move(item);
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content[(head + size) % content.size()] = std::move(item);
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size++;
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}
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not_empty.notify_one();
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@ -47,7 +47,7 @@ public:
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if (size == content.size()) {
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return false;
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}
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content[head] = std::move(item);
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content[(head + size) % content.size()] = std::move(item);
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size++;
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}
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not_empty.notify_one();
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@ -7,9 +7,28 @@ Camera::Camera(double focalLength, double x, double y, double z) : focalLength(f
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std::vector<std::unique_ptr<Shape>> Camera::draw(WorldObject& object) {
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std::vector<std::unique_ptr<Shape>> shapes;
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object.nextFrame();
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for (auto& edge : object.edges) {
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Vector2 start = project(object.rotateX, object.rotateY, object.rotateZ, edge.x1, edge.y1, edge.z1);
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Vector2 end = project(object.rotateX, object.rotateY, object.rotateZ, edge.x2, edge.y2, edge.z2);
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for (auto edge : object.edges) {
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edge.rotate(object.rotateX, object.rotateY, object.rotateZ);
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// very crude frustum culling
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double minZ = z + 0.1;
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if (edge.z1 < minZ && edge.z2 < minZ) {
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continue;
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}
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if (edge.z1 < minZ) {
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double ratio = (minZ - edge.z1) / (edge.z2 - edge.z1);
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edge.x1 = edge.x1 + (edge.x2 - edge.x1) * ratio;
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edge.y1 = edge.y1 + (edge.y2 - edge.y1) * ratio;
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edge.z1 = minZ;
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}
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if (edge.z2 < minZ) {
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double ratio = (minZ - edge.z2) / (edge.z1 - edge.z2);
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edge.x2 = edge.x2 + (edge.x1 - edge.x2) * ratio;
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edge.y2 = edge.y2 + (edge.y1 - edge.y2) * ratio;
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edge.z2 = minZ;
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}
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Vector2 start = project(edge.x1, edge.y1, edge.z1);
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Vector2 end = project(edge.x2, edge.y2, edge.z2);
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shapes.push_back(std::make_unique<Line>(start.x, start.y, end.x, end.y));
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}
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@ -42,10 +61,9 @@ std::vector<Vector2> Camera::sampleVerticesInRender(WorldObject& object) {
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for (int i = 0; i < SAMPLE_RENDER_SAMPLES - 1; i++) {
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for (size_t j = 0; j < std::min(VERTEX_SAMPLES, object.numVertices); j++) {
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double x = object.vs[j * 3];
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double y = object.vs[j * 3 + 1];
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double z = object.vs[j * 3 + 2];
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vertices.push_back(project(object.rotateX, object.rotateY, object.rotateZ, x, y, z));
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Vector3D vertex{object.vs[j * 3], object.vs[j * 3 + 1], object.vs[j * 3 + 2]};
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vertex.rotate(object.rotateX, object.rotateY, object.rotateZ);
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vertices.push_back(project(vertex.x, vertex.y, vertex.z));
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}
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object.rotateY = object.rotateY + rotation;
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object.rotateZ = object.rotateY + rotation;
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@ -65,27 +83,9 @@ double Camera::maxVertexValue(std::vector<Vector2>& vertices) {
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return max;
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}
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Vector2 Camera::project(double objRotateX, double objRotateY, double objRotateZ, double x, double y, double z) {
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// rotate around x-axis
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double cosValue = std::cos(objRotateX);
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double sinValue = std::sin(objRotateX);
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double y2 = cosValue * y - sinValue * z;
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double z2 = sinValue * y + cosValue * z;
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// rotate around y-axis
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cosValue = std::cos(objRotateY);
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sinValue = std::sin(objRotateY);
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double x2 = cosValue * x + sinValue * z2;
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double z3 = -sinValue * x + cosValue * z2;
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// rotate around z-axis
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cosValue = cos(objRotateZ);
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sinValue = sin(objRotateZ);
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double x3 = cosValue * x2 - sinValue * y2;
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double y3 = sinValue * x2 + cosValue * y2;
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double start = x3 * focalLength / (z3 - this->z) + this->x;
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double end = y3 * focalLength / (z3 - this->z) + this->y;
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Vector2 Camera::project(double x, double y, double z) {
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double start = x * focalLength / (z - this->z) + this->x;
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double end = y * focalLength / (z - this->z) + this->y;
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return Vector2(start, end);
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}
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@ -24,5 +24,5 @@ private:
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std::vector<Vector2> sampleVerticesInRender(WorldObject& object);
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double maxVertexValue(std::vector<Vector2>& vertices);
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Vector2 project(double objRotateX, double objRotateY, double objRotateZ, double x, double y, double z);
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Vector2 project(double x, double y, double z);
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};
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@ -1,3 +1,38 @@
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#include "Line3D.h"
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Line3D::Line3D(double x1, double y1, double z1, double x2, double y2, double z2) : x1(x1), y1(y1), z1(z1), x2(x2), y2(y2), z2(z2) {}
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Line3D::Line3D(double x1, double y1, double z1, double x2, double y2, double z2) : x1(x1), y1(y1), z1(z1), x2(x2), y2(y2), z2(z2) {}
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void Line3D::rotate(double rotateX, double rotateY, double rotateZ) {
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Vector3D vector1(x1, y1, z1);
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Vector3D vector2(x2, y2, z2);
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vector1.rotate(rotateX, rotateY, rotateZ);
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vector2.rotate(rotateX, rotateY, rotateZ);
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x1 = vector1.x;
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y1 = vector1.y;
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z1 = vector1.z;
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x2 = vector2.x;
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y2 = vector2.y;
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z2 = vector2.z;
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}
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Vector3D::Vector3D(double x, double y, double z) : x(x), y(y), z(z) {}
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void Vector3D::rotate(double rotateX, double rotateY, double rotateZ) {
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// rotate around x-axis
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double cosValue = std::cos(rotateX);
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double sinValue = std::sin(rotateX);
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double y2 = cosValue * y - sinValue * z;
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double z2 = sinValue * y + cosValue * z;
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// rotate around y-axis
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cosValue = std::cos(rotateY);
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sinValue = std::sin(rotateY);
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double x2 = cosValue * x + sinValue * z2;
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z = -sinValue * x + cosValue * z2;
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// rotate around z-axis
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cosValue = cos(rotateZ);
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sinValue = sin(rotateZ);
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x = cosValue * x2 - sinValue * y2;
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y = sinValue * x2 + cosValue * y2;
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}
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@ -5,6 +5,17 @@
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class Line3D {
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public:
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Line3D(double, double, double, double, double, double);
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void rotate(double, double, double);
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double x1, y1, z1, x2, y2, z2;
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};
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class Vector3D {
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public:
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Vector3D(double, double, double);
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void rotate(double, double, double);
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double x, y, z;
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};
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