Esempio n. 1
0
bool WOverviewRGB::drawNextPixmapPart() {
    ScopedTimer t("WOverviewRGB::drawNextPixmapPart");

    //qDebug() << "WOverview::drawNextPixmapPart() - m_waveform" << m_waveform;

    int currentCompletion;

    ConstWaveformPointer pWaveform = getWaveform();
    if (!pWaveform) {
        return false;
    }

    const int dataSize = pWaveform->getDataSize();
    if (dataSize == 0) {
        return false;
    }

    if (!m_pWaveformSourceImage) {
        // Waveform pixmap twice the height of the viewport to be scalable
        // by total_gain
        // We keep full range waveform data to scale it on paint
        m_pWaveformSourceImage = new QImage(dataSize / 2, 2 * 255,
                QImage::Format_ARGB32_Premultiplied);
        m_pWaveformSourceImage->fill(QColor(0,0,0,0).value());
    }

    // Always multiple of 2
    const int waveformCompletion = pWaveform->getCompletion();
    // Test if there is some new to draw (at least of pixel width)
    const int completionIncrement = waveformCompletion - m_actualCompletion;

    int visiblePixelIncrement = completionIncrement * width() / dataSize;
    if (completionIncrement < 2 || visiblePixelIncrement == 0) {
        return false;
    }

    const int nextCompletion = m_actualCompletion + completionIncrement;

    //qDebug() << "WOverview::drawNextPixmapPart() - nextCompletion:"
    //         << nextCompletion
    //         << "m_actualCompletion:" << m_actualCompletion
    //         << "waveformCompletion:" << waveformCompletion
    //         << "completionIncrement:" << completionIncrement;

    QPainter painter(m_pWaveformSourceImage);
    painter.translate(0.0,static_cast<double>(m_pWaveformSourceImage->height())/2.0);

    QColor color;

    qreal lowColor_r, lowColor_g, lowColor_b;
    m_signalColors.getRgbLowColor().getRgbF(&lowColor_r, &lowColor_g, &lowColor_b);

    qreal midColor_r, midColor_g, midColor_b;
    m_signalColors.getRgbMidColor().getRgbF(&midColor_r, &midColor_g, &midColor_b);

    qreal highColor_r, highColor_g, highColor_b;
    m_signalColors.getRgbHighColor().getRgbF(&highColor_r, &highColor_g, &highColor_b);

    for (currentCompletion = m_actualCompletion;
            currentCompletion < nextCompletion; currentCompletion += 2) {

        unsigned char left = pWaveform->getAll(currentCompletion);
        unsigned char right = pWaveform->getAll(currentCompletion + 1);

        // Retrieve "raw" LMH values from waveform
        qreal low = static_cast<qreal>(pWaveform->getLow(currentCompletion));
        qreal mid = static_cast<qreal>(pWaveform->getMid(currentCompletion));
        qreal high = static_cast<qreal>(pWaveform->getHigh(currentCompletion));

        // Do matrix multiplication
        qreal red = low * lowColor_r + mid * midColor_r + high * highColor_r;
        qreal green = low * lowColor_g + mid * midColor_g + high * highColor_g;
        qreal blue = low * lowColor_b + mid * midColor_b + high * highColor_b;

        // Normalize and draw
        qreal max = math_max3(red, green, blue);
        if (max > 0.0) {
            color.setRgbF(red / max, green / max, blue / max);
            painter.setPen(color);
            painter.drawLine(currentCompletion / 2, -left, currentCompletion / 2, 0);
        }

        // Retrieve "raw" LMH values from waveform
        low = static_cast<qreal>(pWaveform->getLow(currentCompletion + 1));
        mid = static_cast<qreal>(pWaveform->getMid(currentCompletion + 1));
        high = static_cast<qreal>(pWaveform->getHigh(currentCompletion + 1));

        // Do matrix multiplication
        red = low * lowColor_r + mid * midColor_r + high * highColor_r;
        green = low * lowColor_g + mid * midColor_g + high * highColor_g;
        blue = low * lowColor_b + mid * midColor_b + high * highColor_b;

        // Normalize and draw
        max = math_max3(red, green, blue);
        if (max > 0.0) {
            color.setRgbF(red / max, green / max, blue / max);
            painter.setPen(color);
            painter.drawLine(currentCompletion / 2, 0, currentCompletion / 2, right);
        }
    }

    // Evaluate waveform ratio peak
    for (currentCompletion = m_actualCompletion;
            currentCompletion < nextCompletion; currentCompletion += 2) {
        m_waveformPeak = math_max3(
                m_waveformPeak,
                static_cast<float>(pWaveform->getAll(currentCompletion)),
                static_cast<float>(pWaveform->getAll(currentCompletion + 1)));
    }

    m_actualCompletion = nextCompletion;
    m_waveformImageScaled = QImage();
    m_diffGain = 0;

    // Test if the complete waveform is done
    if (m_actualCompletion >= dataSize - 2) {
        m_pixmapDone = true;
        //qDebug() << "m_waveformPeakRatio" << m_waveformPeak;
    }

    return true;
}
void GLSLWaveformRendererSignal::draw(QPainter* painter, QPaintEvent* /*event*/) {
    if (!m_frameBuffersValid || !m_shadersValid) {
        return;
    }

    TrackPointer trackInfo = m_waveformRenderer->getTrackInfo();
    if (!trackInfo) {
        return;
    }

    ConstWaveformPointer waveform = trackInfo->getWaveform();
    if (waveform.isNull()) {
        return;
    }

    int dataSize = waveform->getDataSize();
    if (dataSize <= 1) {
        return;
    }

    const WaveformData* data = waveform->data();
    if (data == NULL) {
        return;
    }

    // save the GL state set for QPainter
    painter->beginNativePainting();

    //NOTE: (vRince) completion can change during loadTexture
    //do not remove currenCompletion temp variable !
    const int currentCompletion = waveform->getCompletion();
    if (m_loadedWaveform < currentCompletion) {
        loadTexture();
        m_loadedWaveform = currentCompletion;
    }

    // Per-band gain from the EQ knobs.
    float lowGain(1.0), midGain(1.0), highGain(1.0), allGain(1.0);
    getGains(&allGain, &lowGain, &midGain, &highGain);

    double firstVisualIndex = m_waveformRenderer->getFirstDisplayedPosition() * dataSize/2.0;
    double lastVisualIndex = m_waveformRenderer->getLastDisplayedPosition() * dataSize/2.0;

    // const int firstIndex = int(firstVisualIndex+0.5);
    // firstVisualIndex = firstIndex - firstIndex%2;

    // const int lastIndex = int(lastVisualIndex+0.5);
    // lastVisualIndex = lastIndex + lastIndex%2;

    //qDebug() << "GAIN" << allGain << lowGain << midGain << highGain;

    //paint into frame buffer
    {
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
        glLoadIdentity();
        glOrtho(firstVisualIndex, lastVisualIndex, -1.0, 1.0, -10.0, 10.0);

        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glLoadIdentity();
        glTranslatef(.0f,.0f,.0f);

        m_frameShaderProgram->bind();

        glViewport(0, 0, m_framebuffer->width(), m_framebuffer->height());

        m_frameShaderProgram->setUniformValue("framebufferSize", QVector2D(
            m_framebuffer->width(), m_framebuffer->height()));
        m_frameShaderProgram->setUniformValue("waveformLength", dataSize);
        m_frameShaderProgram->setUniformValue("textureSize", waveform->getTextureSize());
        m_frameShaderProgram->setUniformValue("textureStride", waveform->getTextureStride());

        m_frameShaderProgram->setUniformValue("firstVisualIndex", (float)firstVisualIndex);
        m_frameShaderProgram->setUniformValue("lastVisualIndex", (float)lastVisualIndex);

        m_frameShaderProgram->setUniformValue("allGain", allGain);
        m_frameShaderProgram->setUniformValue("lowGain", lowGain);
        m_frameShaderProgram->setUniformValue("midGain", midGain);
        m_frameShaderProgram->setUniformValue("highGain", highGain);

        m_frameShaderProgram->setUniformValue("axesColor", QVector4D(m_axesColor_r, m_axesColor_g,
                                                                     m_axesColor_b, m_axesColor_a));

        QVector4D lowColor = m_rgbShader ?
                QVector4D(m_rgbLowColor_r, m_rgbLowColor_g, m_rgbLowColor_b, 1.0) :
                QVector4D(m_lowColor_r, m_lowColor_g, m_lowColor_b, 1.0);
        QVector4D midColor = m_rgbShader ?
                QVector4D(m_rgbMidColor_r, m_rgbMidColor_g, m_rgbMidColor_b, 1.0) :
                QVector4D(m_midColor_r, m_midColor_g, m_midColor_b, 1.0);
        QVector4D highColor = m_rgbShader ?
                QVector4D(m_rgbHighColor_r, m_rgbHighColor_g, m_rgbHighColor_b, 1.0) :
                QVector4D(m_highColor_r, m_highColor_g, m_highColor_b, 1.0);
        m_frameShaderProgram->setUniformValue("lowColor", lowColor);
        m_frameShaderProgram->setUniformValue("midColor", midColor);
        m_frameShaderProgram->setUniformValue("highColor", highColor);

        glEnable(GL_TEXTURE_2D);
        glBindTexture(GL_TEXTURE_2D, m_textureId);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

        m_framebuffer->bind();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        //glCallList(m_unitQuadListId);

        glBegin(GL_QUADS);
        {
            glTexCoord2f(0.0,0.0);
            glVertex3f(firstVisualIndex, -1.0f, 0.0f);

            glTexCoord2f(1.0, 0.0);
            glVertex3f(lastVisualIndex, -1.0f, 0.0f);

            glTexCoord2f(1.0,1.0);
            glVertex3f(lastVisualIndex, 1.0f, 0.0f);

            glTexCoord2f(0.0,1.0);
            glVertex3f(firstVisualIndex, 1.0f, 0.0f);
        }
        glEnd();


        m_framebuffer->release();

        m_frameShaderProgram->release();

        glPopMatrix();
        glMatrixMode(GL_PROJECTION);
        glPopMatrix();

        if (m_bDumpPng) {
            m_framebuffer->toImage().save("m_framebuffer.png");
            m_bDumpPng = false;
        }
    }

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    glOrtho(-1.0, 1.0, -1.0, 1.0, -10.0, 10.0);

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();

    glTranslatef(0.0, 0.0, 0.0);

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_TEXTURE_2D);

    //paint buffer into viewport
    {
        glViewport(0, 0, m_waveformRenderer->getWidth(), m_waveformRenderer->getHeight());
        glBindTexture(GL_TEXTURE_2D, m_framebuffer->texture());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        glBegin(GL_QUADS);
        {
            glTexCoord2f(0.0, 0.0);
            glVertex3f(-1.0f, -1.0f, 0.0f);

            glTexCoord2f(1.0, 0.0);
            glVertex3f(1.0f, -1.0f, 0.0f);

            glTexCoord2f(1.0, 1.0);
            glVertex3f(1.0f, 1.0f, 0.0f);

            glTexCoord2f(0.0, 1.0);
            glVertex3f(-1.0f, 1.0f, 0.0f);
        }
        glEnd();

    }

    glDisable(GL_TEXTURE_2D);
    glDisable(GL_ALPHA_TEST);

    //DEBUG
    /*
    glBegin(GL_LINE_LOOP);
    {
        glColor4f(0.5,1.0,0.5,0.75);
        glVertex3f(-1.0f,-1.0f, 0.0f);
        glVertex3f(1.0f, 1.0f, 0.0f);
        glVertex3f(1.0f,-1.0f, 0.0f);
        glVertex3f(-1.0f, 1.0f, 0.0f);
    }
    glEnd();
    */

    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();

    painter->endNativePainting();
}
Esempio n. 3
0
bool WOverviewHSV::drawNextPixmapPart() {
    ScopedTimer t("WOverviewHSV::drawNextPixmapPart");

    //qDebug() << "WOverview::drawNextPixmapPart() - m_waveform" << m_waveform;

    int currentCompletion;

    ConstWaveformPointer pWaveform = getWaveform();
    if (!pWaveform) {
        return false;
    }

    const int dataSize = pWaveform->getDataSize();
    if (dataSize == 0) {
        return false;
    }

    if (!m_pWaveformSourceImage) {
        // Waveform pixmap twice the height of the viewport to be scalable
        // by total_gain
        // We keep full range waveform data to scale it on paint
        m_pWaveformSourceImage = new QImage(dataSize / 2, 2 * 255,
                QImage::Format_ARGB32_Premultiplied);
        m_pWaveformSourceImage->fill(QColor(0,0,0,0).value());
    }

    // Always multiple of 2
    const int waveformCompletion = pWaveform->getCompletion();
    // Test if there is some new to draw (at least of pixel width)
    const int completionIncrement = waveformCompletion - m_actualCompletion;

    int visiblePixelIncrement = completionIncrement * width() / dataSize;
    if (completionIncrement < 2 || visiblePixelIncrement == 0) {
        return false;
    }

    const int nextCompletion = m_actualCompletion + completionIncrement;

    //qDebug() << "WOverview::drawNextPixmapPart() - nextCompletion:"
    // << nextCompletion
    // << "m_actualCompletion:" << m_actualCompletion
    // << "waveformCompletion:" << waveformCompletion
    // << "completionIncrement:" << completionIncrement;


    QPainter painter(m_pWaveformSourceImage);
    painter.translate(0.0,static_cast<double>(m_pWaveformSourceImage->height())/2.0);

    // Get HSV of low color. NOTE(rryan): On ARM, qreal is float so it's
    // important we use qreal here and not double or float or else we will get
    // build failures on ARM.
    qreal h, s, v;
    m_signalColors.getLowColor().getHsvF(&h, &s, &v);

    QColor color;
    float lo, hi, total;

    unsigned char maxLow[2] = {0, 0};
    unsigned char maxHigh[2] = {0, 0};
    unsigned char maxMid[2] = {0, 0};
    unsigned char maxAll[2] = {0, 0};

    for (currentCompletion = m_actualCompletion;
            currentCompletion < nextCompletion; currentCompletion += 2) {
        maxAll[0] = pWaveform->getAll(currentCompletion);
        maxAll[1] = pWaveform->getAll(currentCompletion+1);
        if (maxAll[0] || maxAll[1]) {
            maxLow[0] = pWaveform->getLow(currentCompletion);
            maxLow[1] = pWaveform->getLow(currentCompletion+1);
            maxMid[0] = pWaveform->getMid(currentCompletion);
            maxMid[1] = pWaveform->getMid(currentCompletion+1);
            maxHigh[0] = pWaveform->getHigh(currentCompletion);
            maxHigh[1] = pWaveform->getHigh(currentCompletion+1);

            total = (maxLow[0] + maxLow[1] + maxMid[0] + maxMid[1] +
                     maxHigh[0] + maxHigh[1]) * 1.2;

            // Prevent division by zero
            if (total > 0) {
                // Normalize low and high
                // (mid not need, because it not change the color)
                lo = (maxLow[0] + maxLow[1]) / total;
                hi = (maxHigh[0] + maxHigh[1]) / total;
            } else {
                lo = hi = 0.0;
            }

            // Set color
            color.setHsvF(h, 1.0-hi, 1.0-lo);

            painter.setPen(color);
            painter.drawLine(QPoint(currentCompletion / 2, -maxAll[0]),
                    QPoint(currentCompletion / 2, maxAll[1]));
        }
    }

    // Evaluate waveform ratio peak

    for (currentCompletion = m_actualCompletion;
            currentCompletion < nextCompletion; currentCompletion += 2) {
        m_waveformPeak = math_max3(
                m_waveformPeak,
                static_cast<float>(pWaveform->getAll(currentCompletion)),
                static_cast<float>(pWaveform->getAll(currentCompletion + 1)));
    }

    m_actualCompletion = nextCompletion;
    m_waveformImageScaled = QImage();
    m_diffGain = 0;

    // Test if the complete waveform is done
    if (m_actualCompletion >= dataSize - 2) {
        m_pixmapDone = true;
        //qDebug() << "m_waveformPeakRatio" << m_waveformPeak;
    }

    return true;
}