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Author SHA1 Message Date
tyrolyean 12396a8bb0
Add more audio shaders
Signed-off-by: tyrolyean <tyrolyean@tyrolyean.net>
2022-07-20 23:45:51 +02:00
tyrolyean 664f8d0305
Make fft work, add sample rate to stabilize waveform
This adds a sliding window buffer approach to the audio sample data as well as
force the user to set the sampling rate of the input data. This was needed to
stabilize fft output to a usable degree. Also the fft output is now in db, which
makes it a lot better to look at.

Signed-off-by: tyrolyean <tyrolyean@tyrolyean.net>
2022-07-20 23:43:41 +02:00
tyrolyean b2fa322e30
Set c standard to c11
Signed-off-by: tyrolyean <tyrolyean@tyrolyean.net>
2022-07-20 23:43:00 +02:00
7 changed files with 441 additions and 28 deletions

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@ -1,4 +1,4 @@
CFLAGS = -ansi -pedantic -Wall -Wextra -O2 -Ofast -D_DEFAULT_SOURCE
CFLAGS = -std=c11 -pedantic -Wall -Wextra -O2 -Ofast -D_DEFAULT_SOURCE
LDFLAGS = -lX11 -lGL -lGLEW -lfftw3 -lm -lrt
shadermeh: shadermeh.o window.o shader.o

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@ -21,47 +21,101 @@ static GLfloat vertex_buffer[] = {
};
static GLubyte audio_buffer[AUDIO_SAMPLES * AUDIO_CHANNELS];
static float audio_sample_data[AUDIO_SAMPLES];
static fftw_complex fftw_in[AUDIO_SAMPLES];
static fftw_complex fftw_out[AUDIO_SAMPLES];
size_t sample_pointer = 0;
size_t sample_data_pointer = 0;
size_t sample_rate = 0;
static float *audio_sample_data;
static float *audio_receive_data;
static double *fftw_in;
static fftw_complex *fftw_out;
static fftw_plan plan;
static int try_fetch_audio(void)
static int try_fetch_audio(float iTimeDelta)
{
size_t i, count = 0;
int ret;
/* To avoid generating stale images, we keep our own sample buffer,
* which is then used to move a sliding window of data for the fft and
* wave samples. We need to do this, as otherwise we would set an upper
* limit of fps (20 at 4800kHz sample rate), which would not be good.
* The size of the window is set in the header file. The with our
* approach is that the buffer allows for drifting to occur within the
* buffer limits. If you buffer is 3s long the delay can grow to 3s.
* Choose your buffer size wisely for your application.
*/
size_t i;
ssize_t ret = 0;
memset(audio_receive_data, 0, AUDIO_BUFFER_SIZE *
sizeof(*audio_receive_data));
sample_pointer += (sample_rate * iTimeDelta);
for (;;) {
ret = read(STDIN_FILENO,
(char *)audio_sample_data + count,
sizeof(audio_sample_data) - count);
ret = read(STDIN_FILENO, (char *)audio_receive_data,
sizeof(*audio_receive_data)*AUDIO_BUFFER_SIZE);
if (ret < 0) {
if (errno == EINTR)
continue;
if (errno == EAGAIN)
if (errno == EAGAIN || errno == EWOULDBLOCK)
break;
perror("stdin");
return -1;
}
if (ret == 0)
if (ret == 0 || ret % sizeof(float) != 0){
break;
}
count += ret;
ret /= 4;
if((ret + sample_pointer) > AUDIO_BUFFER_SIZE){
/* Not enough storage space to store all new audio data,
* will override not output data with new one */
memset(audio_sample_data, 0,
AUDIO_BUFFER_SIZE * sizeof(*audio_sample_data));
memcpy(audio_sample_data, audio_receive_data,
ret * sizeof(*audio_sample_data));
sample_pointer = 0;
sample_data_pointer = ret;
}else{
memmove(audio_sample_data,
&audio_sample_data[sample_pointer],
(AUDIO_BUFFER_SIZE - sample_pointer)*
sizeof(*audio_sample_data));
if(sample_data_pointer <= sample_pointer){
sample_data_pointer = 0;
}else{
sample_data_pointer -= sample_pointer;
}
sample_pointer = 0;
size_t len = ret;
if((ret + sample_data_pointer) >= AUDIO_BUFFER_SIZE){
len = AUDIO_BUFFER_SIZE - sample_data_pointer;
}
memcpy(&audio_sample_data[sample_data_pointer],
audio_receive_data, len * sizeof(float));
sample_data_pointer += len;
break;
}
}
if((sample_pointer+AUDIO_FFT_SIZE) >= sample_data_pointer){
fprintf(stderr, "shadermeh input to slow %zu > %zu! wrapping around!\n", sample_pointer+AUDIO_FFT_SIZE, sample_data_pointer);
sample_pointer = 0;
}
for (i = 0; i < AUDIO_SAMPLES; ++i)
fftw_in[i][0] = audio_sample_data[i];
memset(fftw_in, 0, sizeof(*fftw_in) * AUDIO_BUFFER_SIZE);
memset(fftw_out, 0, sizeof(*fftw_out) * AUDIO_BUFFER_SIZE);
for (i = 0; i < AUDIO_FFT_SIZE; ++i)
fftw_in[i] = audio_sample_data[sample_pointer+i];
fftw_execute(plan);
for (i = 0; i < AUDIO_SAMPLES; ++i) {
float x = fftw_out[i][0], y = fftw_out[i][1];
float a = sqrt(x * x + y * y);
float a = cabs(fftw_out[i]);
audio_buffer[i + AUDIO_SAMPLES] = audio_sample_data[i] * 127.0f + 127.0f;
audio_buffer[i] = 127.0f + a * 127.0f;
audio_buffer[i + AUDIO_SAMPLES] = audio_sample_data[sample_pointer+i] * 127.0f + 127.0f;
audio_buffer[i] = log(fabsf(a)+1) * 50;
}
return 0;
@ -159,11 +213,11 @@ static const struct option long_opts[] = {
{ "height", required_argument, NULL, 'h' },
{ "shader", required_argument, NULL, 's' },
{ "to-stdout", no_argument, NULL, 'S' },
{ "stdin-audio", no_argument, NULL, 'a' },
{ "stdin-audio", required_argument, NULL, 'a' },
{ NULL, 0, NULL, 0 },
};
static const char *short_opts = "w:h:s:Sa";
static const char *short_opts = "w:a:h:s:S";
static const char *usage_str =
"shadermeh OPTIONS...\n"
@ -174,7 +228,7 @@ static const char *usage_str =
" --height, -h <pixels>\n"
"\n"
" --to-stdout, -S Poop raw RGB24 frames to stdout (blocking)\n"
" --stdin-audio, -a Read raw PCM audio from stdin (non-blocking)\n"
" --stdin-audio, -a <sample rate> Read raw PCM audio from stdin (non-blocking)\n"
"\n"
" --shader, -s <shader file>\n"
"\n";
@ -188,7 +242,7 @@ int main(int argc, char **argv)
void *fb32 = NULL, *fb24 = NULL;
const char *shader_file = NULL;
GLint major, minor, prog;
float iTime, iTimeDelta;
float iTime, iTimeDelta = 0;
bool have_audio = false;
bool to_stdout = false;
window *wnd;
@ -218,6 +272,11 @@ int main(int argc, char **argv)
break;
case 'a':
have_audio = true;
sample_rate = strtol(optarg, NULL, 10);
audio_sample_data = malloc(AUDIO_BUFFER_SIZE *
sizeof(float));
audio_receive_data = malloc(AUDIO_BUFFER_SIZE *
sizeof(float));
break;
default:
fputs(usage_str, stderr);
@ -341,8 +400,12 @@ int main(int argc, char **argv)
glBindSampler(0, sampler_sound);
if (have_audio) {
plan = fftw_plan_dft_1d(AUDIO_SAMPLES, fftw_in, fftw_out,
FFTW_FORWARD, FFTW_ESTIMATE);
fftw_in = fftw_alloc_real(AUDIO_BUFFER_SIZE);
fftw_out = fftw_alloc_complex(AUDIO_BUFFER_SIZE);
if(fftw_in == NULL || fftw_out == NULL)
goto fail_vao;
plan = fftw_plan_dft_r2c_1d(AUDIO_BUFFER_SIZE, fftw_in, fftw_out,
FFTW_MEASURE);
}
/******************** framebuffer object ********************/
@ -377,7 +440,7 @@ int main(int argc, char **argv)
glClear(GL_COLOR_BUFFER_BIT);
if (have_audio) {
if (try_fetch_audio())
if (try_fetch_audio(iTimeDelta))
break;
glBindTexture(GL_TEXTURE_2D, sound_tex);
@ -451,6 +514,8 @@ fail_vao:
window_make_current(NULL);
free(fb32);
free(fb24);
fftw_free(fftw_in);
fftw_free(fftw_out);
window_destroy(wnd);
return EXIT_SUCCESS;
}

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@ -27,10 +27,13 @@
#include <poll.h>
#include <time.h>
#include <fftw3.h>
#include <math.h>
#include <complex.h>
#include <fftw3.h>
#define AUDIO_SAMPLES (512)
#define AUDIO_SAMPLES (4096)
#define AUDIO_BUFFER_SIZE (sample_rate * 3)
#define AUDIO_FFT_SIZE (AUDIO_SAMPLES * 2)
#define AUDIO_CHANNELS (2)
typedef struct {

84
shaders/eclipse.frag Normal file
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@ -0,0 +1,84 @@
// credit: https://www.shadertoy.com/view/4tGXzt
#define BEATMOVE 1
const float FREQ_RANGE = 64.0;
const float PI = 3.1415;
const float RADIUS = 0.6;
const float BRIGHTNESS = 0.2;
const float SPEED = 0.5;
//convert HSV to RGB
vec3 hsv2rgb(vec3 c){
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
float luma(vec3 color) {
return dot(color, vec3(0.299, 0.587, 0.114));
}
float getfrequency(float x) {
return texture(iChannel0, vec2(floor(x * FREQ_RANGE + 1.0) / FREQ_RANGE, 0.25)).x + 0.06;
}
float getfrequency_smooth(float x) {
float index = floor(x * FREQ_RANGE) / FREQ_RANGE;
float next = floor(x * FREQ_RANGE + 1.0) / FREQ_RANGE;
return mix(getfrequency(index), getfrequency(next), smoothstep(0.0, 1.0, fract(x * FREQ_RANGE)));
}
float getfrequency_blend(float x) {
return mix(getfrequency(x), getfrequency_smooth(x), 0.5);
}
vec3 doHalo(vec2 fragment, float radius) {
float dist = length(fragment);
float ring = 1.0 / abs(dist - radius);
float b = dist < radius ? BRIGHTNESS * 0.3 : BRIGHTNESS;
vec3 col = vec3(0.0);
float angle = atan(fragment.x, fragment.y);
col += hsv2rgb( vec3( ( angle + iTime * 0.25 ) / (PI * 2.0), 1.0, 1.0 ) ) * ring * b;
float frequency = max(getfrequency_blend(abs(angle / PI)) - 0.02, 0.0);
col *= frequency;
// Black halo
col *= smoothstep(radius * 0.5, radius, dist);
return col;
}
vec3 doLine(vec2 fragment, float radius, float x) {
vec3 col = hsv2rgb(vec3(x * 0.23 + iTime * 0.12, 1.0, 1.0));
float freq = abs(fragment.x * 0.5);
col *= (1.0 / abs(fragment.y)) * BRIGHTNESS * getfrequency(freq);
col = col * smoothstep(radius, radius * 1.8, abs(fragment.x));
return col;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 fragPos = fragCoord / iResolution.xy;
fragPos = (fragPos - 0.5) * 2.0;
fragPos.x *= iResolution.x / iResolution.y;
vec3 color = vec3(0.0134, 0.052, 0.1);
color += doHalo(fragPos, RADIUS);
float c = cos(iTime * SPEED);
float s = sin(iTime * SPEED);
vec2 rot = mat2(c,s,-s,c) * fragPos;
color += doLine(rot, RADIUS, rot.x);
color += max(luma(color) - 1.0, 0.0);
fragColor = vec4(color, 1.0);
}

65
shaders/fft.frag Normal file
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@ -0,0 +1,65 @@
/*
Linear vs Logarithmic FFT
some good test songs:
https://soundcloud.com/kraddy/winning
https://soundcloud.com/grey-houston/soothing-piano-melody
https://soundcloud.com/pointpoint/life-in-gr
*/
//from https://stackoverflow.com/questions/35799286
float toLog(float value, float min, float max){
float exp = (value-min) / (max-min);
return min * pow(max/min, exp);
}
float getLevel(float samplePos){
// the sound texture is 512x2
int tx = int(samplePos*512.0);
// first row is frequency data (48Khz/4 in 512 texels, meaning 23 Hz per texel)
return texelFetch( iChannel0, ivec2(tx,0), 0 ).x;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
float xPos;
float fft;
if (uv.y > 0.5){
//linear sampling
xPos = uv.x;
fft = getLevel(xPos);
}else{
//crop bottom and top of range
uv.x = mix(0.3,0.7, uv.x);
//logarithmic sampling
xPos = toLog(uv.x, 0.01, 1.0);
fft = getLevel(xPos);
//boost contrast
fft = pow(fft,3.0);
//boost gain
fft *= 1.5;
//contrast / brightness
float contrast = 1.4;
float brightness = 0.;
fft = (fft - 0.5) * contrast + 0.5 + brightness;
}
fragColor = vec4(vec3(fft),1.0);
}

158
shaders/grid.frag Normal file
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@ -0,0 +1,158 @@
//https://www.shadertoy.com/view/XlBXRh with mic not soundcloud
#define preset4
#ifdef preset1
#define cells vec2(14.,14.)
#define persp 1.5
#define height 1.
#define linewidth .5
#define lineexp 4.
#define brightness .7
#endif
#ifdef preset2
#define cells vec2(10.,5.)
#define persp 2.5
#define height 1.
#define linewidth 3.
#define lineexp 6.
#define brightness .4
#endif
#ifdef preset3
#define OPAQUE_MODE
#define INVERSE
#define cells vec2(16.,16.)
#define persp 1.
#define height 1.5
#define linewidth .1
#define lineexp .5
#define brightness .8
#endif
#ifdef preset4
#define OPAQUE_MODE
#define cells vec2(10.,10.)
#define persp 2.
#define height .75
#define linewidth .2
#define lineexp 1.
#define brightness 1.5
#endif
#ifdef preset5
#define INVERSE
#define cells vec2(6.,25.)
#define persp 1.
#define height 2.
#define linewidth .07
#define lineexp .3
#define brightness .35
#endif
#ifdef preset6
#define INVERSE
#define OPAQUE_MODE
#define cells vec2(15.,15.)
#define persp 2.5
#define height 1.
#define linewidth .05
#define lineexp .5
#define brightness 1.
#endif
#define hcells (cells*.5)
vec3 segment(vec2 p, vec3 from, vec3 to, float width, float dist) {
width=1./width;
vec2 seg=from.xy-to.xy;
float halfdist=distance(from.xy,to.xy)*.5;
float ang=atan(seg.y,seg.x);
float sine=sin(ang);
float cose=cos(ang);
p-=from.xy;
p*=mat2(cose,sine,-sine,cose);
float dx=abs(p.x+halfdist)-halfdist;
float dy=abs(p.y);
float h=1.-abs(p.x+halfdist*2.)/halfdist/2.;
float pz=-from.z-(to.z-from.z)*h;
float l=1.-clamp(max(dx,dy)*width/(pz+dist)*dist*dist,0.,.1)/.1;
l=pow(abs(l),lineexp)*(1.-pow(clamp(abs(dist-pz)*.45,0.,1.),.5))*4.;
return normalize(.25+abs(mix(from,to,h)))*l;
}
mat3 rotmat(vec3 v, float angle)
{
angle=radians(angle);
float c = cos(angle);
float s = sin(angle);
return mat3(c + (1.0 - c) * v.x * v.x, (1.0 - c) * v.x * v.y - s * v.z, (1.0 - c) * v.x * v.z + s * v.y,
(1.0 - c) * v.x * v.y + s * v.z, c + (1.0 - c) * v.y * v.y, (1.0 - c) * v.y * v.z - s * v.x,
(1.0 - c) * v.x * v.z - s * v.y, (1.0 - c) * v.y * v.z + s * v.x, c + (1.0 - c) * v.z * v.z
);
}
float getz(vec2 xy) {
xy=xy*10.+hcells;
//float pos=length(pow(abs(xy/cells),vec2(3.)))*8.;
float pos=(xy.y*cells.x+xy.x)/(cells.x*cells.y);
float s=texture(iChannel0,vec2(.5+pos*.5,.1)).x;
return .25-pow(s,1.5)*height;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (gl_FragCoord.xy / iResolution.xy-.5)*2.;
uv.y*=iResolution.y/iResolution.x;
mat3 camrot=rotmat(normalize(vec3(0.,0.,1.)),iTime*25.)*rotmat(normalize(vec3(1.,0.*sin(iTime*.5),0.)),60.+30.*sin(iTime*.5));
float s=.1,maxc=0.;
vec3 p1,p2,p3;
vec3 rotv=vec3(0.,0.,1.);
float h;
vec3 col=vec3(0.);
float dist=1.2+pow(abs(sin(iTime*.3)),5.)*.5;
vec3 c=vec3(0.);
for (float y=0.; y<cells.y; y++) {
for (float x=0.; x<cells.x; x++) {
p1=vec3(x-hcells.x,y-hcells.y,0.)*.1; p1.z=getz(p1.xy);
p2=vec3(p1.x+.1,p1.y ,0.); p2.z=getz(p2.xy);
p3=vec3(p1.x ,p1.y+.1,0.); p3.z=getz(p3.xy);
p1*=camrot; p2*=camrot; p3*=camrot;
p1.xy*=persp/max(0.1,p1.z+dist);
p2.xy*=persp/max(0.1,p2.z+dist);
p3.xy*=persp/max(0.1,p3.z+dist);
if (max(p1.x,p2.x)>uv.x-linewidth/4. && min(p1.x,p2.x)<uv.x+linewidth/4. && x<cells.x-1.) {
if (max(p1.y,p2.y)>uv.y-linewidth/4. && min(p1.y,p2.y)<uv.y+linewidth/4.) {
#ifdef OPAQUE_MODE
c=max(c,segment(uv,p1,p2,linewidth,dist)*1.5);
#else
c+=segment(uv,p1,p2,linewidth,dist);
#endif
}
}
if (max(p1.x,p3.x)>uv.x-linewidth/4. && min(p1.x,p3.x)<uv.x+linewidth/4. && y<cells.y-1.) {
if (max(p1.y,p3.y)>uv.y-linewidth/4. && min(p1.y,p3.y)<uv.y+linewidth/4.) {
#ifdef OPAQUE_MODE
c=max(c,segment(uv,p1,p3,linewidth,dist)*1.5);
#else
c+=segment(uv,p1,p3,linewidth,dist);
#endif
}
}
}
}
c*=brightness;
#ifdef INVERSE
fragColor = vec4(1.-c,1.);
#else
fragColor = vec4(c,1.);
#endif
}

38
shaders/spectrum.frag Normal file
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@ -0,0 +1,38 @@
/*
2D LED Spectrum - Visualiser
Based on Led Spectrum Analyser by: simesgreen - 27th February, 2013 https://www.shadertoy.com/view/Msl3zr
2D LED Spectrum by: uNiversal - 27th May, 2015
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
*/
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// create pixel coordinates
vec2 uv = fragCoord.xy / iResolution.xy;
// quantize coordinates
const float bands = 30.0;
const float segs = 40.0;
vec2 p;
p.x = floor(uv.x*bands)/bands;
p.y = floor(uv.y*segs)/segs;
// read frequency data from first row of texture
float fft = texture( iChannel0, vec2(p.x,0.0) ).x;
// led color
vec3 color = mix(vec3(0.0, 2.0, 0.0), vec3(2.0, 0.0, 0.0), sqrt(uv.y));
// mask for bar graph
float mask = (p.y < fft) ? 1.0 : 0.1;
// led shape
vec2 d = fract((uv - p) *vec2(bands, segs)) - 0.5;
float led = smoothstep(0.5, 0.35, abs(d.x)) *
smoothstep(0.5, 0.35, abs(d.y));
vec3 ledColor = led*color*mask;
// output final color
fragColor = vec4(ledColor, 1.0);
}