kopia lustrzana https://github.com/jameshball/osci-render
Clean-up code and make it fill the screen
rodzic
74be29194b
commit
f306c6af33
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@ -14,7 +14,7 @@ void VisualiserOpenGLComponent::newOpenGLContextCreated() {
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juce::OpenGLHelpers::clear(juce::Colours::black);
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juce::OpenGLHelpers::clear(juce::Colours::black);
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glColorMask(true, true, true, true);
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glColorMask(true, true, true, true);
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glViewport(0, 0, getWidth(), getHeight());
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viewportChanged();
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendEquation(GL_FUNC_ADD);
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@ -284,23 +284,39 @@ void VisualiserOpenGLComponent::renderOpenGL() {
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ySamples.clear();
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ySamples.clear();
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zSamples.clear();
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zSamples.clear();
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for (int i = 0; i < 1024; i++) {
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for (int i = 0; i < 1024; i++) {
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xSamples.push_back(std::sin(i * 0.1));
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//xSamples.push_back(std::sin(i * 0.1));
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ySamples.push_back(std::cos(i * 0.1));
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//ySamples.push_back(std::cos(i * 0.1));
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xSamples.push_back(0);
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ySamples.push_back(0);
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zSamples.push_back(1);
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zSamples.push_back(1);
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}
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}
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renderScale = (float) openGLContext.getRenderingScale();
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drawLineTexture(xSamples, ySamples, zSamples);
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drawLineTexture(xSamples, ySamples, zSamples);
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checkGLErrors("drawLineTexture");
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drawCRT();
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drawCRT();
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checkGLErrors("drawCRT");
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}
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}
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}
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}
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void VisualiserOpenGLComponent::openGLContextClosing() {}
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void VisualiserOpenGLComponent::openGLContextClosing() {}
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void VisualiserOpenGLComponent::resized() {
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void VisualiserOpenGLComponent::resized() {
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viewportChanged();
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}
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void VisualiserOpenGLComponent::viewportChanged() {
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using namespace juce::gl;
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using namespace juce::gl;
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if (openGLContext.isAttached()) {
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if (openGLContext.isAttached()) {
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glViewport(0, 0, getWidth(), getHeight());
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float realWidth = getWidth() * renderScale;
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float realHeight = getHeight() * renderScale;
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float minDim = juce::jmin(realWidth, realHeight);
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float x = (realWidth - minDim) / 2;
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float y = (realHeight - minDim) / 2;
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glViewport(juce::roundToInt(x), juce::roundToInt(y), juce::roundToInt(minDim), juce::roundToInt(minDim));
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}
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}
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}
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}
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@ -395,7 +411,6 @@ void VisualiserOpenGLComponent::drawLineTexture(std::vector<float>& xPoints, std
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float persistence = settings.parameters.persistenceEffect->getActualValue() - 1.33;
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float persistence = settings.parameters.persistenceEffect->getActualValue() - 1.33;
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fadeAmount = juce::jmin(1.0, std::pow(0.5, persistence) * 0.4);
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fadeAmount = juce::jmin(1.0, std::pow(0.5, persistence) * 0.4);
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activateTargetTexture(lineTexture);
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activateTargetTexture(lineTexture);
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checkGLErrors("activateTargetTexture - lineTexture");
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fade();
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fade();
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drawLine(xPoints, yPoints, zPoints);
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drawLine(xPoints, yPoints, zPoints);
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glBindTexture(GL_TEXTURE_2D, targetTexture.value().id);
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glBindTexture(GL_TEXTURE_2D, targetTexture.value().id);
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@ -453,14 +468,11 @@ void VisualiserOpenGLComponent::activateTargetTexture(std::optional<Texture> tex
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if (texture.has_value()) {
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if (texture.has_value()) {
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glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
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checkGLErrors("activateTargetTexture - glBindFramebuffer");
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.value().id, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.value().id, 0);
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checkGLErrors("activateTargetTexture - glFramebufferTexture2D");
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glViewport(0, 0, texture.value().width, texture.value().height);
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glViewport(0, 0, texture.value().width, texture.value().height);
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checkGLErrors("activateTargetTexture - glViewport");
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} else {
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} else {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, getWidth(), getHeight());
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viewportChanged();
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}
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}
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targetTexture = texture;
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targetTexture = texture;
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}
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}
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@ -527,7 +539,6 @@ void VisualiserOpenGLComponent::drawLine(std::vector<float>& xPoints, std::vecto
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using namespace juce::gl;
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using namespace juce::gl;
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setAdditiveBlending();
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setAdditiveBlending();
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checkGLErrors("drawLine - setAdditiveBlending");
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int nPoints = xPoints.size();
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int nPoints = xPoints.size();
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@ -541,34 +552,26 @@ void VisualiserOpenGLComponent::drawLine(std::vector<float>& xPoints, std::vecto
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, scratchVertices.size() * sizeof(float), scratchVertices.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, scratchVertices.size() * sizeof(float), scratchVertices.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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checkGLErrors("drawLine - glBindBuffer");
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lineShader->use();
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lineShader->use();
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glEnableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aStart"));
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glEnableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aStart"));
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glEnableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aEnd"));
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glEnableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aEnd"));
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glEnableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aIdx"));
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glEnableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aIdx"));
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checkGLErrors("drawLine - glEnableVertexAttribArray");
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glVertexAttribPointer(glGetAttribLocation(lineShader->getProgramID(), "aStart"), 3, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(glGetAttribLocation(lineShader->getProgramID(), "aStart"), 3, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(glGetAttribLocation(lineShader->getProgramID(), "aEnd"), 3, GL_FLOAT, GL_FALSE, 0, (void*)(12 * sizeof(float)));
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glVertexAttribPointer(glGetAttribLocation(lineShader->getProgramID(), "aEnd"), 3, GL_FLOAT, GL_FALSE, 0, (void*)(12 * sizeof(float)));
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glBindBuffer(GL_ARRAY_BUFFER, quadIndexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, quadIndexBuffer);
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glVertexAttribPointer(glGetAttribLocation(lineShader->getProgramID(), "aIdx"), 1, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(glGetAttribLocation(lineShader->getProgramID(), "aIdx"), 1, GL_FLOAT, GL_FALSE, 0, 0);
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checkGLErrors("drawLine - glVertexAttribPointer");
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, screenTexture.id);
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glBindTexture(GL_TEXTURE_2D, screenTexture.id);
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lineShader->setUniform("uScreen", 0);
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lineShader->setUniform("uScreen", 0);
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checkGLErrors("drawLine - glBindTexture");
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float focus = settings.parameters.focusEffect->getActualValue() / 100;
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float focus = settings.parameters.focusEffect->getActualValue() / 100;
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lineShader->setUniform("uSize", focus);
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lineShader->setUniform("uSize", focus);
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// TODO: change gain
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lineShader->setUniform("uGain", 450.0f / 512.0f);
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double mainGain = 0;
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lineShader->setUniform("uInvert", 1.0f);
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lineShader->setUniform("uGain", (GLfloat) (pow(2.0, mainGain) * 450.0 / 512.0));
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bool invertXY = false;
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lineShader->setUniform("uInvert", invertXY ? -1.0f : 1.0f);
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checkGLErrors("drawLine - setUniform - uSize");
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// TODO: integrate sampleRate
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// TODO: integrate sampleRate
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int sampleRate = 192000;
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int sampleRate = 192000;
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@ -581,98 +584,72 @@ void VisualiserOpenGLComponent::drawLine(std::vector<float>& xPoints, std::vecto
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int steps = 6;
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int steps = 6;
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lineShader->setUniform("uIntensity", (GLfloat) (intensity * (steps + 1.5)));
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lineShader->setUniform("uIntensity", (GLfloat) (intensity * (steps + 1.5)));
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}
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}
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checkGLErrors("drawLine - setUniform - uIntensity");
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lineShader->setUniform("uFadeAmount", fadeAmount);
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lineShader->setUniform("uFadeAmount", fadeAmount);
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lineShader->setUniform("uNEdges", (GLfloat) nEdges);
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lineShader->setUniform("uNEdges", (GLfloat) nEdges);
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checkGLErrors("drawLine - setUniform - uFadeAmount");
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexIndexBuffer);
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int nEdgesThisTime = xPoints.size() - 1;
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int nEdgesThisTime = xPoints.size() - 1;
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glDrawElements(GL_TRIANGLES, nEdgesThisTime, GL_UNSIGNED_SHORT, 0);
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glDrawElements(GL_TRIANGLES, nEdgesThisTime, GL_UNSIGNED_SHORT, 0);
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checkGLErrors("drawLine - glDrawElements");
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glDisableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aStart"));
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glDisableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aStart"));
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glDisableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aEnd"));
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glDisableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aEnd"));
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glDisableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aIdx"));
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glDisableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aIdx"));
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checkGLErrors("drawLine - glDisableVertexAttribArray");
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}
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}
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void VisualiserOpenGLComponent::fade() {
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void VisualiserOpenGLComponent::fade() {
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using namespace juce::gl;
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using namespace juce::gl;
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setNormalBlending();
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setNormalBlending();
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checkGLErrors("fade - setNormalBlending");
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simpleShader->use();
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simpleShader->use();
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checkGLErrors("fade - simpleShader->use");
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glEnableVertexAttribArray(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"));
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glEnableVertexAttribArray(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"));
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checkGLErrors("fade - glEnableVertexAttribArray");
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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checkGLErrors("fade - glBindBuffer");
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * fullScreenQuad.size(), fullScreenQuad.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * fullScreenQuad.size(), fullScreenQuad.data(), GL_STATIC_DRAW);
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checkGLErrors("fade - glBufferData");
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glVertexAttribPointer(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"), 2, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"), 2, GL_FLOAT, GL_FALSE, 0, 0);
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checkGLErrors("fade - glVertexAttribPointer");
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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checkGLErrors("fade - glBindBuffer");
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simpleShader->setUniform("colour", 0.0f, 0.0f, 0.0f, fadeAmount);
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simpleShader->setUniform("colour", 0.0f, 0.0f, 0.0f, fadeAmount);
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checkGLErrors("fade - setUniform");
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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checkGLErrors("fade - glDrawArrays");
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glDisableVertexAttribArray(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"));
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glDisableVertexAttribArray(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"));
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checkGLErrors("fade - glDisableVertexAttribArray");
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}
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}
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void VisualiserOpenGLComponent::drawCRT() {
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void VisualiserOpenGLComponent::drawCRT() {
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setNormalBlending();
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setNormalBlending();
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activateTargetTexture(blur1Texture);
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activateTargetTexture(blur1Texture);
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checkGLErrors("drawCRT - activateTargetTexture - blur1Texture");
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setShader(texturedShader.get());
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setShader(texturedShader.get());
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checkGLErrors("drawCRT - setShader - texturedShader");
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texturedShader->setUniform("uResizeForCanvas", lineTexture.width / 1024.0f);
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texturedShader->setUniform("uResizeForCanvas", lineTexture.width / 1024.0f);
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checkGLErrors("drawCRT - texturedShader - uResizeForCanvas");
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drawTexture(lineTexture);
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drawTexture(lineTexture);
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checkGLErrors("drawCRT - drawTexture - lineTexture");
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//horizontal blur 256x256
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//horizontal blur 256x256
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activateTargetTexture(blur2Texture);
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activateTargetTexture(blur2Texture);
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setShader(blurShader.get());
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setShader(blurShader.get());
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blurShader->setUniform("uOffset", 1.0f / 256.0f, 0.0f);
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blurShader->setUniform("uOffset", 1.0f / 256.0f, 0.0f);
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drawTexture(blur1Texture);
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drawTexture(blur1Texture);
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checkGLErrors("drawCRT - blurShader");
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//vertical blur 256x256
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//vertical blur 256x256
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activateTargetTexture(blur1Texture);
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activateTargetTexture(blur1Texture);
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blurShader->setUniform("uOffset", 0.0f, 1.0f / 256.0f);
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blurShader->setUniform("uOffset", 0.0f, 1.0f / 256.0f);
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drawTexture(blur2Texture);
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drawTexture(blur2Texture);
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checkGLErrors("drawCRT - blurShader");
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//preserve blur1 for later
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//preserve blur1 for later
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activateTargetTexture(blur3Texture);
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activateTargetTexture(blur3Texture);
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checkGLErrors("drawCRT - activateTargetTexture - blur3Texture");
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setShader(texturedShader.get());
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setShader(texturedShader.get());
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checkGLErrors("drawCRT - setShader - texturedShader");
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texturedShader->setUniform("uResizeForCanvas", 1.0f);
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texturedShader->setUniform("uResizeForCanvas", 1.0f);
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checkGLErrors("drawCRT - texturedShader - uResizeForCanvas");
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drawTexture(blur1Texture);
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drawTexture(blur1Texture);
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checkGLErrors("drawCRT - drawTexture - blur1Texture");
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//horizontal blur 64x64
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//horizontal blur 64x64
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activateTargetTexture(blur4Texture);
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activateTargetTexture(blur4Texture);
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setShader(blurShader.get());
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setShader(blurShader.get());
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blurShader->setUniform("uOffset", 1.0f / 32.0f, 1.0f / 60.0f);
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blurShader->setUniform("uOffset", 1.0f / 32.0f, 1.0f / 60.0f);
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drawTexture(blur3Texture);
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drawTexture(blur3Texture);
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checkGLErrors("drawCRT - blurShader - blur3Texture");
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//vertical blur 64x64
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//vertical blur 64x64
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activateTargetTexture(blur3Texture);
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activateTargetTexture(blur3Texture);
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blurShader->setUniform("uOffset", -1.0f / 60.0f, 1.0f / 32.0f);
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blurShader->setUniform("uOffset", -1.0f / 60.0f, 1.0f / 32.0f);
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drawTexture(blur4Texture);
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drawTexture(blur4Texture);
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checkGLErrors("drawCRT - blurShader - blur4Texture");
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activateTargetTexture(std::nullopt);
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activateTargetTexture(std::nullopt);
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setShader(outputShader.get());
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setShader(outputShader.get());
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@ -683,7 +660,6 @@ void VisualiserOpenGLComponent::drawCRT() {
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juce::Colour colour = juce::Colour::fromHSV(settings.parameters.hueEffect->getActualValue() / 360.0f, 1.0, 1.0, 1.0);
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juce::Colour colour = juce::Colour::fromHSV(settings.parameters.hueEffect->getActualValue() / 360.0f, 1.0, 1.0, 1.0);
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outputShader->setUniform("uColour", colour.getFloatRed(), colour.getFloatGreen(), colour.getFloatBlue());
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outputShader->setUniform("uColour", colour.getFloatRed(), colour.getFloatGreen(), colour.getFloatBlue());
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drawTexture(lineTexture, blur1Texture, blur3Texture, screenTexture);
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drawTexture(lineTexture, blur1Texture, blur3Texture, screenTexture);
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checkGLErrors("drawCRT - outputShader");
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}
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}
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void VisualiserOpenGLComponent::checkGLErrors(const juce::String& location) {
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void VisualiserOpenGLComponent::checkGLErrors(const juce::String& location) {
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@ -21,6 +21,8 @@ public:
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private:
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private:
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juce::OpenGLContext openGLContext;
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juce::OpenGLContext openGLContext;
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float renderScale = 1.0f;
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GLuint quadIndexBuffer = 0;
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GLuint quadIndexBuffer = 0;
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GLuint vertexIndexBuffer = 0;
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GLuint vertexIndexBuffer = 0;
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GLuint vertexBuffer = 0;
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GLuint vertexBuffer = 0;
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@ -52,7 +54,6 @@ private:
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std::unique_ptr<juce::OpenGLShaderProgram> outputShader;
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std::unique_ptr<juce::OpenGLShaderProgram> outputShader;
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juce::OpenGLShaderProgram* currentShader;
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juce::OpenGLShaderProgram* currentShader;
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// controls / inputs / settings
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VisualiserSettings& settings;
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VisualiserSettings& settings;
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float fadeAmount;
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float fadeAmount;
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@ -70,6 +71,7 @@ private:
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void fade();
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void fade();
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void drawCRT();
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void drawCRT();
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void checkGLErrors(const juce::String& location);
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void checkGLErrors(const juce::String& location);
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void viewportChanged();
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR(VisualiserOpenGLComponent)
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR(VisualiserOpenGLComponent)
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};
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};
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Reference in New Issue