GUI: new osc renderer, part 22

or just use highp

to-do: rewrite using fixed point math?
This commit is contained in:
tildearrow 2024-02-19 17:26:58 -05:00
parent cfee9b3810
commit d046713be4
5 changed files with 11 additions and 6 deletions

View file

@ -606,7 +606,7 @@ void FurnaceGUI::drawChanOsc() {
ImGui::ItemSize(size,style.FramePadding.y);
if (ImGui::ItemAdd(rect,ImGui::GetID("chOscDisplay"))) {
if (!e->isRunning()) {
if (settings.shaderOsc) {
if (rend->supportsDrawOsc() && settings.shaderOsc) {
memset(fft->oscTex,0,2048*sizeof(float));
} else {
for (unsigned short j=0; j<precision; j++) {
@ -631,7 +631,7 @@ void FurnaceGUI::drawChanOsc() {
}
if (maxavg>0.0000001) maxavg=0.5/maxavg;
if (settings.shaderOsc) {
if (rend->supportsDrawOsc() && settings.shaderOsc) {
for (unsigned short j=0; j<precision && j<2048; j++) {
float y;
if (j>=precision/2) {
@ -680,7 +680,7 @@ void FurnaceGUI::drawChanOsc() {
}
dcOff=(minLevel+maxLevel)*0.5f;
if (settings.shaderOsc) {
if (rend->supportsDrawOsc() && settings.shaderOsc) {
for (unsigned short j=0; j<precision; j++) {
float y=(float)buf->data[(unsigned short)(fft->needle+(j*displaySize/precision))]/32768.0f;
y-=dcOff;

View file

@ -583,6 +583,10 @@ void FurnaceGUI::drawMobileControls() {
if (ImGui::Button("XYOsc")) {
xyOscOpen=!xyOscOpen;
}
ImGui::SameLine();
if (ImGui::Button("Meter")) {
volMeterOpen=!volMeterOpen;
}
ImGui::Separator();

View file

@ -4629,6 +4629,7 @@ bool FurnaceGUI::loop() {
MEASURE(osc,drawOsc());
MEASURE(chanOsc,drawChanOsc());
MEASURE(xyOsc,drawXYOsc());
MEASURE(volMeter,drawVolMeter());
MEASURE(grooves,drawGrooves());
MEASURE(regView,drawRegView());
} else {

View file

@ -307,7 +307,7 @@ void FurnaceGUI::drawOsc() {
} else {
for (int i=0; i<oscWidth-24; i++) {
float x=(float)i/(float)(oscWidth-24);
float y=oscValuesAverage[i+12]*oscZoom;
float y=oscValuesAverage[i+12];
if (!settings.oscEscapesBoundary) {
if (y<-0.5f) y=-0.5f;
if (y>0.5f) y=0.5f;

View file

@ -95,6 +95,7 @@ const char* sh_oscRender_srcV=
// thank you akumanatt
const char* sh_oscRender_srcF=
"precision highp float;\n"
"uniform vec4 uColor;\n"
"uniform vec2 uResolution;\n"
"uniform float uLineWidth;\n"
@ -116,8 +117,7 @@ const char* sh_oscRender_srcF=
" float slope=abs(valmax-valmin)*uResolution.y*0.5;\n"
" float slopeDiv=min(uAdvance,(uAdvance/slope));\n"
" float xRight=uv.x+((uLineWidth)/uResolution.x);\n"
" for (float s=0.0; s<max(1,slope); s+=1.0) {\n"
" float x=max(0.0,uv.x-(uLineWidth/uResolution.x)+s*slopeDiv);\n"
" for (float x=max(0.0,uv.x-(uLineWidth/uResolution.x)); x<=xRight; x+=slopeDiv) {\n"
" float val=texture2D(oscVal,vec2(x,1.0)).x*uResolution.y*0.5;\n"
" alpha+=clamp(uLineWidth-distance(vec2(fur_fragCoord.x,fur_fragCoord.y),vec2(x*uResolution.x,val)),0.0,1.0);\n"
" }\n"