osci-render/Source/visualiser/VisualiserComponent.cpp

753 wiersze
28 KiB
C++

#include "../LookAndFeel.h"
#include "VisualiserComponent.h"
#include "BlurFragmentShader.glsl"
#include "BlurVertexShader.glsl"
#include "LineFragmentShader.glsl"
#include "LineVertexShader.glsl"
#include "OutputFragmentShader.glsl"
#include "OutputVertexShader.glsl"
#include "SimpleFragmentShader.glsl"
#include "SimpleVertexShader.glsl"
#include "TexturedFragmentShader.glsl"
#include "TexturedVertexShader.glsl"
VisualiserComponent::VisualiserComponent(AudioBackgroundThreadManager& threadManager, VisualiserSettings& settings, VisualiserComponent* parent, bool visualiserOnly) : settings(settings), threadManager(threadManager), visualiserOnly(visualiserOnly), AudioBackgroundThread("VisualiserComponent", threadManager), parent(parent) {
setShouldBeRunning(true);
addAndMakeVisible(record);
record.setPulseAnimation(true);
record.onClick = [this] {
toggleRecording();
stopwatch.stop();
stopwatch.reset();
if (record.getToggleState()) {
stopwatch.start();
}
resized();
};
addAndMakeVisible(stopwatch);
setMouseCursor(juce::MouseCursor::PointingHandCursor);
setWantsKeyboardFocus(true);
if (parent == nullptr && !visualiserOnly) {
addAndMakeVisible(fullScreenButton);
}
if (child == nullptr && parent == nullptr && !visualiserOnly) {
addAndMakeVisible(popOutButton);
}
addAndMakeVisible(settingsButton);
fullScreenButton.onClick = [this]() {
enableFullScreen();
};
settingsButton.onClick = [this]() {
openSettings();
};
popOutButton.onClick = [this]() {
popoutWindow();
};
setFullScreen(false);
openGLContext.setRenderer(this);
openGLContext.attachTo(*this);
}
VisualiserComponent::~VisualiserComponent() {
openGLContext.detach();
}
void VisualiserComponent::setFullScreenCallback(std::function<void(FullScreenMode)> callback) {
fullScreenCallback = callback;
}
void VisualiserComponent::enableFullScreen() {
if (fullScreenCallback) {
fullScreenCallback(FullScreenMode::TOGGLE);
}
grabKeyboardFocus();
}
void VisualiserComponent::mouseDoubleClick(const juce::MouseEvent& event) {
enableFullScreen();
}
void VisualiserComponent::setBuffer(const std::vector<OsciPoint>& buffer) {
juce::CriticalSection::ScopedLockType lock(samplesLock);
if (xSamples.size() != buffer.size()) {
needsReattach = true;
}
xSamples.clear();
ySamples.clear();
zSamples.clear();
for (auto& point : buffer) {
xSamples.push_back(point.x);
ySamples.push_back(point.y);
zSamples.push_back(point.z);
}
triggerAsyncUpdate();
}
void VisualiserComponent::runTask(const std::vector<OsciPoint>& points) {
setBuffer(points);
}
int VisualiserComponent::prepareTask(double sampleRate, int bufferSize) {
this->sampleRate = sampleRate;
xResampler.prepare(sampleRate, RESAMPLE_RATIO);
yResampler.prepare(sampleRate, RESAMPLE_RATIO);
zResampler.prepare(sampleRate, RESAMPLE_RATIO);
return sampleRate / FRAME_RATE;
}
void VisualiserComponent::setPaused(bool paused) {
active = !paused;
setShouldBeRunning(active);
repaint();
}
void VisualiserComponent::mouseDown(const juce::MouseEvent& event) {
if (event.mods.isLeftButtonDown() && child == nullptr) {
setPaused(active);
}
}
bool VisualiserComponent::keyPressed(const juce::KeyPress& key) {
if (key.isKeyCode(juce::KeyPress::escapeKey)) {
if (fullScreenCallback) {
fullScreenCallback(FullScreenMode::MAIN_COMPONENT);
}
return true;
}
return false;
}
void VisualiserComponent::setFullScreen(bool fullScreen) {}
void VisualiserComponent::toggleRecording() {
}
void VisualiserComponent::haltRecording() {
record.setToggleState(false, juce::NotificationType::dontSendNotification);
}
void VisualiserComponent::resized() {
auto area = getLocalBounds();
buttonRow = area.removeFromBottom(25);
if (parent == nullptr && !visualiserOnly) {
fullScreenButton.setBounds(buttonRow.removeFromRight(30));
}
if (child == nullptr && parent == nullptr && !visualiserOnly) {
popOutButton.setBounds(buttonRow.removeFromRight(30));
}
settingsButton.setBounds(buttonRow.removeFromRight(30));
record.setBounds(buttonRow.removeFromRight(25));
if (record.getToggleState()) {
stopwatch.setVisible(true);
stopwatch.setBounds(buttonRow.removeFromRight(100));
} else {
stopwatch.setVisible(false);
}
viewportArea = area;
viewportChanged(viewportArea);
}
void VisualiserComponent::popoutWindow() {
haltRecording();
auto visualiser = new VisualiserComponent(threadManager, settings, this);
visualiser->settings.setLookAndFeel(&getLookAndFeel());
visualiser->openSettings = openSettings;
visualiser->closeSettings = closeSettings;
visualiser->recordingHalted = recordingHalted;
child = visualiser;
childUpdated();
visualiser->setSize(300, 325);
popout = std::make_unique<VisualiserWindow>("Software Oscilloscope", this);
popout->setContentOwned(visualiser, true);
popout->setUsingNativeTitleBar(true);
popout->setResizable(true, false);
popout->setVisible(true);
popout->centreWithSize(300, 325);
setPaused(true);
resized();
}
void VisualiserComponent::childUpdated() {
popOutButton.setVisible(child == nullptr);
}
void VisualiserComponent::newOpenGLContextCreated() {
using namespace juce::gl;
juce::CriticalSection::ScopedLockType lock(samplesLock);
juce::OpenGLHelpers::clear(juce::Colours::black);
glColorMask(true, true, true, true);
viewportChanged(viewportArea);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
fullScreenQuad = { -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, -1.0f };
simpleShader = std::make_unique<juce::OpenGLShaderProgram>(openGLContext);
simpleShader->addVertexShader(juce::OpenGLHelpers::translateVertexShaderToV3(simpleVertexShader));
simpleShader->addFragmentShader(simpleFragmentShader);
simpleShader->link();
lineShader = std::make_unique<juce::OpenGLShaderProgram>(openGLContext);
lineShader->addVertexShader(juce::OpenGLHelpers::translateVertexShaderToV3(lineVertexShader));
lineShader->addFragmentShader(lineFragmentShader);
lineShader->link();
outputShader = std::make_unique<juce::OpenGLShaderProgram>(openGLContext);
outputShader->addVertexShader(juce::OpenGLHelpers::translateVertexShaderToV3(outputVertexShader));
outputShader->addFragmentShader(outputFragmentShader);
outputShader->link();
texturedShader = std::make_unique<juce::OpenGLShaderProgram>(openGLContext);
texturedShader->addVertexShader(juce::OpenGLHelpers::translateVertexShaderToV3(texturedVertexShader));
texturedShader->addFragmentShader(texturedFragmentShader);
texturedShader->link();
blurShader = std::make_unique<juce::OpenGLShaderProgram>(openGLContext);
blurShader->addVertexShader(juce::OpenGLHelpers::translateVertexShaderToV3(blurVertexShader));
blurShader->addFragmentShader(blurFragmentShader);
blurShader->link();
glGenBuffers(1, &vertexBuffer);
setupTextures();
setupArrays(xSamples.size() * RESAMPLE_RATIO);
}
void VisualiserComponent::openGLContextClosing() {
using namespace juce::gl;
glDeleteBuffers(1, &quadIndexBuffer);
glDeleteBuffers(1, &vertexIndexBuffer);
glDeleteBuffers(1, &vertexBuffer);
glDeleteFramebuffers(1, &frameBuffer);
glDeleteTextures(1, &lineTexture.id);
glDeleteTextures(1, &blur1Texture.id);
glDeleteTextures(1, &blur2Texture.id);
glDeleteTextures(1, &blur3Texture.id);
glDeleteTextures(1, &blur4Texture.id);
screenOpenGLTexture.release();
simpleShader.reset();
texturedShader.reset();
blurShader.reset();
lineShader.reset();
outputShader.reset();
}
void VisualiserComponent::handleAsyncUpdate() {
if (settings.parameters.upsamplingEnabled->getBoolValue()) {
juce::CriticalSection::ScopedLockType lock(samplesLock);
int newResampledSize = xSamples.size() * RESAMPLE_RATIO;
smoothedXSamples.resize(newResampledSize);
smoothedYSamples.resize(newResampledSize);
smoothedZSamples.resize(newResampledSize);
smoothedZSamples.resize(newResampledSize);
xResampler.process(xSamples.data(), smoothedXSamples.data(), xSamples.size());
yResampler.process(ySamples.data(), smoothedYSamples.data(), ySamples.size());
zResampler.process(zSamples.data(), smoothedZSamples.data(), zSamples.size());
}
if (needsReattach) {
openGLContext.detach();
openGLContext.attachTo(*this);
needsReattach = false;
}
repaint();
}
void VisualiserComponent::renderOpenGL() {
if (openGLContext.isActive()) {
time += 0.01f;
juce::OpenGLHelpers::clear(juce::Colours::black);
if (active) {
juce::CriticalSection::ScopedLockType lock(samplesLock);
if (graticuleEnabled != settings.getGraticuleEnabled() || smudgesEnabled != settings.getSmudgesEnabled()) {
graticuleEnabled = settings.getGraticuleEnabled();
smudgesEnabled = settings.getSmudgesEnabled();
screenTexture = createScreenTexture();
}
renderScale = (float) openGLContext.getRenderingScale();
if (settings.parameters.upsamplingEnabled->getBoolValue()) {
drawLineTexture(smoothedXSamples, smoothedYSamples, smoothedZSamples);
} else {
drawLineTexture(xSamples, ySamples, zSamples);
}
checkGLErrors("drawLineTexture");
drawCRT();
checkGLErrors("drawCRT");
}
}
}
void VisualiserComponent::viewportChanged(juce::Rectangle<int> area) {
using namespace juce::gl;
if (openGLContext.isAttached()) {
float realWidth = area.getWidth() * renderScale;
float realHeight = area.getHeight() * renderScale;
float xOffset = getWidth() * renderScale - realWidth;
float yOffset = getHeight() * renderScale - realHeight;
float minDim = juce::jmin(realWidth, realHeight);
float x = (realWidth - minDim) / 2 + area.getX() * renderScale + xOffset;
float y = (realHeight - minDim) / 2 - area.getY() * renderScale + yOffset;
glViewport(juce::roundToInt(x), juce::roundToInt(y), juce::roundToInt(minDim), juce::roundToInt(minDim));
}
}
void VisualiserComponent::setupArrays(int nPoints) {
using namespace juce::gl;
if (nPoints == 0) {
return;
}
this->nPoints = nPoints;
this->nEdges = this->nPoints - 1;
// Create the quad index buffer
glGenBuffers(1, &quadIndexBuffer);
std::vector<float> indices(4 * nEdges);
for (size_t i = 0; i < indices.size(); ++i) {
indices[i] = static_cast<float>(i);
}
glBindBuffer(GL_ARRAY_BUFFER, quadIndexBuffer);
glBufferData(GL_ARRAY_BUFFER, indices.size() * sizeof(float), indices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind
// Create the vertex index buffer
glGenBuffers(1, &vertexIndexBuffer);
int len = nEdges * 2 * 3;
std::vector<uint16_t> vertexIndices(len);
for (int i = 0, pos = 0; i < len;) {
vertexIndices[i++] = pos;
vertexIndices[i++] = pos + 2;
vertexIndices[i++] = pos + 1;
vertexIndices[i++] = pos + 1;
vertexIndices[i++] = pos + 2;
vertexIndices[i++] = pos + 3;
pos += 4;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexIndices.size() * sizeof(uint16_t), vertexIndices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // Unbind
// Initialize scratch vertices
scratchVertices.resize(12 * nPoints);
}
void VisualiserComponent::setupTextures() {
using namespace juce::gl;
// Create the framebuffer
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
// Create textures
lineTexture = makeTexture(1024, 1024);
blur1Texture = makeTexture(256, 256);
blur2Texture = makeTexture(256, 256);
blur3Texture = makeTexture(32, 32);
blur4Texture = makeTexture(32, 32);
screenTexture = createScreenTexture();
glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind
}
Texture VisualiserComponent::makeTexture(int width, int height) {
using namespace juce::gl;
GLuint textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_FLOAT, nullptr);
// Set texture filtering and wrapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0); // Unbind
return { textureID, width, height };
}
void VisualiserComponent::drawLineTexture(const std::vector<float>& xPoints, const std::vector<float>& yPoints, const std::vector<float>& zPoints) {
using namespace juce::gl;
fadeAmount = juce::jmin(1.0, std::pow(0.5, settings.getPersistence()) * 0.4);
activateTargetTexture(lineTexture);
fade();
drawLine(xPoints, yPoints, zPoints);
glBindTexture(GL_TEXTURE_2D, targetTexture.value().id);
}
void VisualiserComponent::saveTextureToFile(GLuint textureID, int width, int height, const juce::File& file) {
using namespace juce::gl;
// Bind the texture to read its data
glBindTexture(GL_TEXTURE_2D, textureID);
// Create a vector to store the pixel data (RGBA)
std::vector<unsigned char> pixels(width * height * 4);
// Read the pixels from the texture
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
// Convert raw pixel data to JUCE Image
juce::Image image(juce::Image::PixelFormat::ARGB, width, height, true); // Create a JUCE image
// Lock the image to get access to its pixel data
juce::Image::BitmapData bitmapData(image, juce::Image::BitmapData::writeOnly);
// Copy the pixel data to the JUCE image (and swap R and B channels)
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
int srcIndex = (y * width + x) * 4; // RGBA format
juce::uint8 r = pixels[srcIndex]; // Red
juce::uint8 g = pixels[srcIndex + 1]; // Green
juce::uint8 b = pixels[srcIndex + 2]; // Blue
juce::uint8 a = pixels[srcIndex + 3]; // Alpha
// JUCE stores colors in ARGB, so we need to adjust the channel order
bitmapData.setPixelColour(x, y, juce::Colour(a, r, g, b));
}
}
// Unbind the texture
glBindTexture(GL_TEXTURE_2D, 0);
// Save the JUCE image to file (PNG in this case)
juce::PNGImageFormat pngFormat;
std::unique_ptr<juce::FileOutputStream> outputStream(file.createOutputStream());
if (outputStream != nullptr) {
outputStream->setPosition(0);
pngFormat.writeImageToStream(image, *outputStream);
outputStream->flush();
}
}
void VisualiserComponent::activateTargetTexture(std::optional<Texture> texture) {
using namespace juce::gl;
if (texture.has_value()) {
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.value().id, 0);
glViewport(0, 0, texture.value().width, texture.value().height);
} else {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
viewportChanged(viewportArea);
}
targetTexture = texture;
}
void VisualiserComponent::setShader(juce::OpenGLShaderProgram* program) {
currentShader = program;
program->use();
}
void VisualiserComponent::drawTexture(std::optional<Texture> texture0, std::optional<Texture> texture1, std::optional<Texture> texture2, std::optional<Texture> texture3) {
using namespace juce::gl;
glEnableVertexAttribArray(glGetAttribLocation(currentShader->getProgramID(), "aPos"));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture0.value().id);
currentShader->setUniform("uTexture0", 0);
if (texture1.has_value()) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture1.value().id);
currentShader->setUniform("uTexture1", 1);
}
if (texture2.has_value()) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texture2.value().id);
currentShader->setUniform("uTexture2", 2);
}
if (texture3.has_value()) {
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, texture3.value().id);
currentShader->setUniform("uTexture3", 3);
}
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * fullScreenQuad.size(), fullScreenQuad.data(), GL_STATIC_DRAW);
glVertexAttribPointer(glGetAttribLocation(currentShader->getProgramID(), "aPos"), 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(glGetAttribLocation(currentShader->getProgramID(), "aPos"));
if (targetTexture.has_value()) {
glBindTexture(GL_TEXTURE_2D, targetTexture.value().id);
}
}
void VisualiserComponent::setAdditiveBlending() {
using namespace juce::gl;
glBlendFunc(GL_ONE, GL_ONE);
}
void VisualiserComponent::setNormalBlending() {
using namespace juce::gl;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void VisualiserComponent::drawLine(const std::vector<float>& xPoints, const std::vector<float>& yPoints, const std::vector<float>& zPoints) {
using namespace juce::gl;
setAdditiveBlending();
int nPoints = xPoints.size();
for (int i = 0; i < nPoints; ++i) {
int p = i * 12;
scratchVertices[p] = scratchVertices[p + 3] = scratchVertices[p + 6] = scratchVertices[p + 9] = xPoints[i];
scratchVertices[p + 1] = scratchVertices[p + 4] = scratchVertices[p + 7] = scratchVertices[p + 10] = yPoints[i];
scratchVertices[p + 2] = scratchVertices[p + 5] = scratchVertices[p + 8] = scratchVertices[p + 11] = zPoints[i];
}
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, scratchVertices.size() * sizeof(float), scratchVertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
lineShader->use();
glEnableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aStart"));
glEnableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aEnd"));
glEnableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aIdx"));
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(glGetAttribLocation(lineShader->getProgramID(), "aStart"), 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(glGetAttribLocation(lineShader->getProgramID(), "aEnd"), 3, GL_FLOAT, GL_FALSE, 0, (void*)(12 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, quadIndexBuffer);
glVertexAttribPointer(glGetAttribLocation(lineShader->getProgramID(), "aIdx"), 1, GL_FLOAT, GL_FALSE, 0, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, screenTexture.id);
lineShader->setUniform("uScreen", 0);
lineShader->setUniform("uSize", (GLfloat) settings.getFocus());
lineShader->setUniform("uGain", 450.0f / 512.0f);
lineShader->setUniform("uInvert", 1.0f);
float intensity = settings.getIntensity() * (41000.0f / sampleRate);
if (settings.getUpsamplingEnabled()) {
lineShader->setUniform("uIntensity", intensity);
} else {
lineShader->setUniform("uIntensity", (GLfloat) (intensity * RESAMPLE_RATIO * 1.5));
}
lineShader->setUniform("uFadeAmount", fadeAmount);
lineShader->setUniform("uNEdges", (GLfloat) nEdges);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexIndexBuffer);
int nEdgesThisTime = xPoints.size() - 1;
glDrawElements(GL_TRIANGLES, nEdgesThisTime * 6, GL_UNSIGNED_SHORT, 0);
glDisableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aStart"));
glDisableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aEnd"));
glDisableVertexAttribArray(glGetAttribLocation(lineShader->getProgramID(), "aIdx"));
}
void VisualiserComponent::fade() {
using namespace juce::gl;
setNormalBlending();
simpleShader->use();
glEnableVertexAttribArray(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"));
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * fullScreenQuad.size(), fullScreenQuad.data(), GL_STATIC_DRAW);
glVertexAttribPointer(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"), 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
simpleShader->setUniform("colour", 0.0f, 0.0f, 0.0f, fadeAmount);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"));
}
void VisualiserComponent::drawCRT() {
setNormalBlending();
activateTargetTexture(blur1Texture);
setShader(texturedShader.get());
texturedShader->setUniform("uResizeForCanvas", lineTexture.width / 1024.0f);
drawTexture(lineTexture);
//horizontal blur 256x256
activateTargetTexture(blur2Texture);
setShader(blurShader.get());
blurShader->setUniform("uOffset", 1.0f / 256.0f, 0.0f);
drawTexture(blur1Texture);
//vertical blur 256x256
activateTargetTexture(blur1Texture);
blurShader->setUniform("uOffset", 0.0f, 1.0f / 256.0f);
drawTexture(blur2Texture);
//preserve blur1 for later
activateTargetTexture(blur3Texture);
setShader(texturedShader.get());
texturedShader->setUniform("uResizeForCanvas", 1.0f);
drawTexture(blur1Texture);
//horizontal blur 64x64
activateTargetTexture(blur4Texture);
setShader(blurShader.get());
blurShader->setUniform("uOffset", 1.0f / 32.0f, 1.0f / 60.0f);
drawTexture(blur3Texture);
//vertical blur 64x64
activateTargetTexture(blur3Texture);
blurShader->setUniform("uOffset", -1.0f / 60.0f, 1.0f / 32.0f);
drawTexture(blur4Texture);
activateTargetTexture(std::nullopt);
setShader(outputShader.get());
float brightness = std::pow(2, settings.getBrightness() - 2);
outputShader->setUniform("uExposure", brightness);
outputShader->setUniform("uSaturation", (float) settings.getSaturation());
outputShader->setUniform("uNoise", (float) settings.getNoise());
outputShader->setUniform("uTime", time);
outputShader->setUniform("uGlow", (float) settings.getGlow());
outputShader->setUniform("uResizeForCanvas", lineTexture.width / 1024.0f);
juce::Colour colour = juce::Colour::fromHSV(settings.getHue() / 360.0f, 1.0, 1.0, 1.0);
outputShader->setUniform("uColour", colour.getFloatRed(), colour.getFloatGreen(), colour.getFloatBlue());
drawTexture(lineTexture, blur1Texture, blur3Texture, screenTexture);
}
Texture VisualiserComponent::createScreenTexture() {
using namespace juce::gl;
if (settings.getSmudgesEnabled()) {
screenOpenGLTexture.loadImage(screenTextureImage);
} else {
screenOpenGLTexture.loadImage(emptyScreenImage);
}
Texture texture = { screenOpenGLTexture.getTextureID(), screenTextureImage.getWidth(), screenTextureImage.getHeight() };
if (settings.getGraticuleEnabled()) {
activateTargetTexture(texture);
setNormalBlending();
setShader(simpleShader.get());
glColorMask(true, false, false, true);
std::vector<float> data;
int step = 45;
for (int i = 0; i < 11; i++) {
float s = i * step;
// Inserting at the beginning of the vector (equivalent to splice(0,0,...))
data.insert(data.begin(), {0, s, 10.0f * step, s});
data.insert(data.begin(), {s, 0, s, 10.0f * step});
if (i != 0 && i != 10) {
for (int j = 0; j < 51; j++) {
float t = j * step / 5;
if (i != 5) {
data.insert(data.begin(), {t, s - 2, t, s + 1});
data.insert(data.begin(), {s - 2, t, s + 1, t});
} else {
data.insert(data.begin(), {t, s - 5, t, s + 4});
data.insert(data.begin(), {s - 5, t, s + 4, t});
}
}
}
}
for (int j = 0; j < 51; j++) {
float t = j * step / 5;
if (static_cast<int>(t) % 5 == 0) continue;
data.insert(data.begin(), {t - 2, 2.5f * step, t + 2, 2.5f * step});
data.insert(data.begin(), {t - 2, 7.5f * step, t + 2, 7.5f * step});
}
// Normalize the data
for (size_t i = 0; i < data.size(); i++) {
data[i] = (data[i] + 31.0f) / 256.0f - 1;
}
glEnableVertexAttribArray(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"));
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * data.size(), data.data(), GL_STATIC_DRAW);
glVertexAttribPointer(glGetAttribLocation(simpleShader->getProgramID(), "vertexPosition"), 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
simpleShader->setUniform("colour", 0.01f, 0.1f, 0.01f, 1.0f);
glLineWidth(1.0f);
glDrawArrays(GL_LINES, 0, data.size());
glBindTexture(GL_TEXTURE_2D, targetTexture.value().id);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
return texture;
}
void VisualiserComponent::checkGLErrors(const juce::String& location) {
using namespace juce::gl;
GLenum error;
while ((error = glGetError()) != GL_NO_ERROR) {
juce::String errorMessage;
switch (error) {
case GL_INVALID_ENUM: errorMessage = "GL_INVALID_ENUM"; break;
case GL_INVALID_VALUE: errorMessage = "GL_INVALID_VALUE"; break;
case GL_INVALID_OPERATION: errorMessage = "GL_INVALID_OPERATION"; break;
case GL_STACK_OVERFLOW: errorMessage = "GL_STACK_OVERFLOW"; break;
case GL_STACK_UNDERFLOW: errorMessage = "GL_STACK_UNDERFLOW"; break;
case GL_OUT_OF_MEMORY: errorMessage = "GL_OUT_OF_MEMORY"; break;
case GL_INVALID_FRAMEBUFFER_OPERATION: errorMessage = "GL_INVALID_FRAMEBUFFER_OPERATION"; break;
default: errorMessage = "Unknown OpenGL error"; break;
}
DBG("OpenGL error at " + location + ": " + errorMessage);
}
}
void VisualiserComponent::paint(juce::Graphics& g) {
g.setColour(juce::Colours::black);
g.fillRect(buttonRow);
if (!active) {
g.setColour(juce::Colours::white);
g.setFont(30.0f);
juce::String text = child == nullptr ? "Paused" : "Open in another window";
g.drawText(text, viewportArea, juce::Justification::centred);
}
}