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7 commits
4123b78a81
...
f3bf686a52
Author | SHA1 | Date | |
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f3bf686a52 | |||
770deae6cd | |||
8c47f2726c | |||
542669ef04 | |||
22b2fd4864 | |||
6bfa914582 | |||
e58028ae18 |
4 changed files with 201 additions and 12 deletions
1
shader.c
1
shader.c
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@ -31,6 +31,7 @@ static const char *frag_src_pre =
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"uniform vec4 iDate;\n"
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"uniform float iSampleRate;\n"
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"uniform vec3 iChannelResolution[4];\n"
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"uniform sampler2D iChannel0;"
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"\n";
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static const char *frag_src_post =
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167
shadermeh.c
167
shadermeh.c
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@ -20,6 +20,42 @@ static GLfloat vertex_buffer[] = {
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1.0f, 1.0f, 1.0f,
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};
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static GLubyte audio_buffer[AUDIO_SAMPLES * AUDIO_CHANNELS];
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static float audio_sample_data[AUDIO_SAMPLES];
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static int try_fetch_audio(void)
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{
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size_t i, count = 0;
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int ret;
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for (;;) {
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ret = read(STDIN_FILENO,
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(char *)audio_sample_data + count,
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sizeof(audio_sample_data) - count);
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if (ret < 0) {
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if (errno == EINTR)
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continue;
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if (errno == EAGAIN)
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break;
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perror("stdin");
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return -1;
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}
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if (ret == 0)
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break;
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count += ret;
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}
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for (i = 0; i < (count / sizeof(float)); ++i) {
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audio_buffer[i + AUDIO_SAMPLES] = audio_sample_data[i] * 127.0f + 127.0f;
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audio_buffer[i] = 0.0f;
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}
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return 0;
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}
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static double diff_timespec(const struct timespec *time1,
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const struct timespec *time0)
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{
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@ -45,6 +81,39 @@ static void convert_for_ffmpeg(const uint8_t *in, uint8_t *out,
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}
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}
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static int wait_fd_event(int fd, int events)
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{
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struct pollfd pfd;
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int ret;
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for (;;) {
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pfd.fd = fd;
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pfd.events = events;
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pfd.revents = 0;
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ret = poll(&pfd, 1, -1);
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if (ret > 0) {
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if (pfd.revents & events)
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break;
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if (pfd.revents & (POLLERR | POLLHUP)) {
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fputs("poll reported error\n", stderr);
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return -1;
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}
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}
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if (ret < 0) {
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if (errno == EINTR)
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continue;
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perror("poll");
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return -1;
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}
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}
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return 0;
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}
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static int write_retry(int fd, const void *buffer, size_t size)
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{
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while (size > 0) {
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@ -53,6 +122,13 @@ static int write_retry(int fd, const void *buffer, size_t size)
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if (ret < 0) {
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if (errno == EINTR)
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continue;
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if (errno == EAGAIN) {
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if (wait_fd_event(fd, POLLOUT))
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return -1;
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continue;
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}
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perror("write");
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return -1;
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}
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@ -72,10 +148,11 @@ static const struct option long_opts[] = {
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{ "height", required_argument, NULL, 'h' },
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{ "shader", required_argument, NULL, 's' },
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{ "to-stdout", no_argument, NULL, 'S' },
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{ "stdin-audio", no_argument, NULL, 'a' },
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{ NULL, 0, NULL, 0 },
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};
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static const char *short_opts = "w:h:s:S";
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static const char *short_opts = "w:h:s:Sa";
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static const char *usage_str =
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"shadermeh OPTIONS...\n"
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@ -85,21 +162,23 @@ static const char *usage_str =
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" --width, -w <pixels>\n"
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" --height, -h <pixels>\n"
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"\n"
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" --to-stdout, -S\n"
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" --to-stdout, -S Poop raw RGB24 frames to stdout (blocking)\n"
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" --stdin-audio, -a Read raw PCM audio from stdin (non-blocking)\n"
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"\n"
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" --shader, -s <shader file>\n"
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"\n";
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int main(int argc, char **argv)
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{
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GLuint vao, vbo, fbo, fbo_tex, sound_tex, sampler_sound;
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GLuint u_iResolution, u_iTime, u_iTimeDelta, u_iFrame;
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struct timespec start, frame_start, frame_end;
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unsigned int width, height, iFrame = 0;
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void *fb32 = NULL, *fb24 = NULL;
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const char *shader_file = NULL;
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GLuint vao, vbo, fbo, fbo_tex;
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GLint major, minor, prog;
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float iTime, iTimeDelta;
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bool have_audio = false;
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bool to_stdout = false;
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window *wnd;
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int i;
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@ -126,12 +205,24 @@ int main(int argc, char **argv)
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case 'S':
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to_stdout = true;
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break;
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case 'a':
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have_audio = true;
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break;
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default:
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fputs(usage_str, stderr);
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return EXIT_FAILURE;
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}
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}
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if (have_audio) {
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int flags = fcntl(STDIN_FILENO, F_GETFL, 0);
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if (fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK)) {
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perror("making stdin non-blocking");
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return EXIT_FAILURE;
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}
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}
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if (!shader_file) {
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fputs(usage_str, stderr);
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fputs("No shader file specified!\n", stderr);
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@ -179,7 +270,9 @@ int main(int argc, char **argv)
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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printf("OpenGL version %d.%d\n", major, minor);
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if (!to_stdout)
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printf("OpenGL version %d.%d\n", major, minor);
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/******************** initialization ********************/
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glViewport(0, 0, width, height);
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@ -207,6 +300,7 @@ int main(int argc, char **argv)
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if (!shader_program_get_build_status(prog)) {
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shader_program_print_info_log(prog);
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goto fail_vao;
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}
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glUseProgram(prog);
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@ -215,11 +309,25 @@ int main(int argc, char **argv)
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u_iResolution = glGetUniformLocation(prog, "iResolution");
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u_iTime = glGetUniformLocation(prog, "iTime");
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u_iTimeDelta = glGetUniformLocation(prog, "iTimeDelta");
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u_iFrame = glGetUniformLocation(prog, "iFrame;");
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u_iFrame = glGetUniformLocation(prog, "iFrame");
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glUniform3f(u_iResolution, width, height, 0.0f);
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clock_gettime(CLOCK_MONOTONIC_RAW, &start);
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glUniform1i(glGetUniformLocation(prog, "iChannel0"), 0);
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/************************* textures *************************/
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glGenTextures(1, &sound_tex);
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glBindTexture(GL_TEXTURE_2D, sound_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8,
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AUDIO_SAMPLES, AUDIO_CHANNELS, 0,
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GL_RED, GL_UNSIGNED_BYTE, audio_buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenSamplers(1, &sampler_sound);
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glSamplerParameteri(sampler_sound, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(sampler_sound, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindSampler(0, sampler_sound);
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/******************** framebuffer object ********************/
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if (to_stdout) {
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@ -229,20 +337,46 @@ int main(int argc, char **argv)
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glBindTexture(GL_TEXTURE_2D, fbo_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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fbo_tex, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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} else {
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window_show(wnd);
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}
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/******************** drawing loop ********************/
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for (i = 0; i < AUDIO_SAMPLES; ++i) {
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audio_sample_data[i] = (float)i / (float)AUDIO_SAMPLES;
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}
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clock_gettime(CLOCK_MONOTONIC_RAW, &start);
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while (to_stdout || window_handle_events()) {
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/* render image to FBO */
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clock_gettime(CLOCK_MONOTONIC_RAW, &frame_start);
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if (to_stdout)
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glClear(GL_COLOR_BUFFER_BIT);
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if (have_audio) {
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if (try_fetch_audio())
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break;
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glBindTexture(GL_TEXTURE_2D, sound_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8,
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AUDIO_SAMPLES, AUDIO_CHANNELS, 0,
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GL_RED, GL_UNSIGNED_BYTE, audio_buffer);
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}
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (to_stdout) {
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glFlush();
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@ -252,9 +386,14 @@ int main(int argc, char **argv)
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/* get image from FBO, dump to stdout */
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if (to_stdout) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, fbo_tex);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, fb32);
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glBindTexture(GL_TEXTURE_2D, 0);
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convert_for_ffmpeg(fb32, fb24, width, height);
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if (write_retry(STDOUT_FILENO, fb24,
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@ -276,12 +415,8 @@ int main(int argc, char **argv)
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}
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/******************** cleanup ********************/
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glUseProgram(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &vbo);
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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glDeleteProgram(prog);
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glDeleteTextures(1, &sound_tex);
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glDeleteSamplers(1, &sampler_sound);
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if (to_stdout) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -289,6 +424,14 @@ int main(int argc, char **argv)
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glDeleteTextures(1, &fbo_tex);
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}
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glUseProgram(0);
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glDeleteProgram(prog);
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fail_vao:
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &vbo);
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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window_make_current(NULL);
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free(fb32);
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free(fb24);
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@ -23,8 +23,13 @@
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#include <unistd.h>
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#include <stdio.h>
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#include <errno.h>
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#include <fcntl.h>
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#include <poll.h>
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#include <time.h>
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#define AUDIO_SAMPLES (512)
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#define AUDIO_CHANNELS (2)
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typedef struct {
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Window wnd;
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GLXContext gl;
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40
shaders/osci.frag
Normal file
40
shaders/osci.frag
Normal file
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@ -0,0 +1,40 @@
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// Created by inigo quilez - iq/2013
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// https://www.youtube.com/c/InigoQuilez
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// https://iquilezles.org/
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// See also:
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//
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// Input - Keyboard : https://www.shadertoy.com/view/lsXGzf
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// Input - Microphone : https://www.shadertoy.com/view/llSGDh
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// Input - Mouse : https://www.shadertoy.com/view/Mss3zH
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// Input - Sound : https://www.shadertoy.com/view/Xds3Rr
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// Input - SoundCloud : https://www.shadertoy.com/view/MsdGzn
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// Input - Time : https://www.shadertoy.com/view/lsXGz8
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// Input - TimeDelta : https://www.shadertoy.com/view/lsKGWV
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// Inout - 3D Texture : https://www.shadertoy.com/view/4llcR4
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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// create pixel coordinates
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vec2 uv = fragCoord.xy / iResolution.xy;
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// the sound texture is 512x2
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int tx = int(uv.x * 512.0);
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// first row is frequency data (48Khz/4 in 512 texels, meaning 23 Hz per texel)
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float fft = texelFetch( iChannel0, ivec2(tx,0), 0 ).x;
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// second row is the sound wave, one texel is one mono sample
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float wave = texelFetch( iChannel0, ivec2(tx,1), 0 ).x;
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// convert frequency to colors
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vec3 col = vec3( fft, 4.0*fft*(1.0-fft), 1.0-fft ) * fft;
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// add wave form on top
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col += 1.0 - smoothstep(0.0, 0.15, abs(wave - uv.y));
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// output final color
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fragColor = vec4(col,1.0);
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}
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Loading…
Reference in a new issue