Make fft work #1

Merged
goliath merged 3 commits from tyrolyean/shadermeh:master into master 2022-11-09 20:48:05 +01:00
2 changed files with 95 additions and 27 deletions
Showing only changes of commit 664f8d0305 - Show all commits

View file

@ -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;
}

View file

@ -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 {