Created
November 22, 2012 17:19
-
-
Save protospork/4132222 to your computer and use it in GitHub Desktop.
foo_wave_seekbar effect
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
//The x-component of tc indicates the position along the waveform. | |
//0.0 is snugly against the left side of the window, 1.0 is to the far right of the window. | |
//In the PS (pixel shader), a tc.x of 0.25 would be 25% from the left side of the window. | |
//The y-component of tc indicates at what absolute signal level the top and bottom of the window is at. | |
//The default of 1.0 makes the vertical range of the window from -fullscale to +fullscale. | |
//The pixel shader function runs once for every pixel (fragment) of the window, | |
//with the parameters interpolated from the values set in the corners by the vertex shader. | |
//The way the waveform is rasterised is that the x-component is used to | |
//sample the texture representing the amplitude data. The resulting data is | |
//then tested against the y-component to see if it's outside or inside the waveform, | |
//and coloured appropriately. If you get rid of the interpolations/smoothsteps at that border, | |
//you get an aliased sharp edge. | |
//You can have a predicate picking a particular colour for the fragment | |
//if the sampled value (min/max) is larger than 1.0, instead of the default color. | |
//As for the exact place to do that, you've got to find on your own as I do not use the default shader anymore. | |
//lerp() = linear interpolation (draws curves) | |
Texture1D tex : WAVEFORMDATA; | |
SamplerState sTex | |
{ | |
Filter = MIN_MAG_MIP_LINEAR; | |
AddressU = Clamp; | |
}; | |
struct VS_IN | |
{ | |
float2 pos : POSITION; | |
float2 tc : TEXCOORD0; | |
}; | |
struct PS_IN | |
{ | |
float4 pos : SV_POSITION; | |
float2 tc : TEXCOORD0; | |
}; | |
float4 backgroundColor : BACKGROUNDCOLOR; | |
float4 highlightColor : HIGHLIGHTCOLOR; | |
float4 selectionColor : SELECTIONCOLOR; | |
float4 textColor : TEXTCOLOR; | |
float cursorPos : CURSORPOSITION; | |
bool cursorVisible : CURSORVISIBLE; | |
float seekPos : SEEKPOSITION; | |
bool seeking : SEEKING; | |
float4 replayGain : REPLAYGAIN; // album gain, track gain, album peak, track peak | |
float2 viewportSize : VIEWPORTSIZE; | |
bool horizontal : ORIENTATION; | |
bool shade_played : SHADEPLAYED; | |
PS_IN VS( VS_IN input ) | |
{ | |
PS_IN output = (PS_IN)0; | |
float2 half_pixel = float2(1,-1) / viewportSize; | |
output.pos = float4(input.pos - half_pixel, 0, 1); | |
if (horizontal) | |
output.tc = float2((input.tc.x + 1.0) / 2.0, input.tc.y); | |
else | |
output.tc = float2((-input.tc.y + 1.0) / 2.0, input.tc.x); | |
return output; | |
} | |
float4 bar( float pos, float2 tc, float4 fg, float4 bg, float width, bool show ) | |
{ | |
float dist = abs(pos - tc.x); | |
float4 c = (show && dist < width) | |
? lerp(fg, bg, smoothstep(0, width, dist)) | |
: bg; | |
return c; | |
} | |
float4 evaluate(float4 bg, float4 fg, float factor) | |
{ | |
return saturate(lerp(bg, fg, factor)); | |
} | |
float4 played( float pos, float2 tc, float4 bg, float factor) | |
{ | |
float4 c = bg; | |
if (pos > tc.x) | |
{ | |
if (shade_played) | |
c = evaluate(backgroundColor, highlightColor, factor); | |
else | |
c = evaluate(highlightColor, textColor, factor); | |
} | |
return c; | |
} | |
float RMSfactor( float2 tc, float border ) | |
{ | |
// alpha 1 indicates biased texture | |
float4 minmaxrms = tex.Sample(sTex, tc.x); | |
if (replayGain.g != -1000) { | |
minmaxrms.rgb *= pow(10,(replayGain.g) / 20) * 2; //use track gain | |
} else if (replayGain.r != -1000) { | |
minmaxrms.rgb *= pow(10,(replayGain.r) / 20) * 2; //use album gain | |
} | |
minmaxrms.rgb -= 0.5 * minmaxrms.a; | |
minmaxrms.rgb *= 1.0 + minmaxrms.a; | |
float belowWave = tc.y + border - minmaxrms.r; | |
float aboveWave = tc.y - border - minmaxrms.g; | |
float factorWave = min(abs(belowWave), abs(aboveWave)); | |
bool insideWave = (belowWave > 0 && aboveWave < 0); | |
float diffRms = abs(tc.y) - border - minmaxrms.b; | |
float factorRms = abs(diffRms); | |
bool insideRms = diffRms < 0; //inner waveform. `= 0.0;` makes it go away | |
float factor = insideRms ? (1.0 - 0.5 * saturate(factorRms / border / 2)): 1.0; | |
factor = insideWave ? (factor * saturate(factorWave / border / 2)) : 0.0; | |
return factor; | |
} | |
// I guess this function does the actual drawing? | |
float4 PS( PS_IN input ) : SV_Target | |
{ | |
float dx, dy; | |
if (horizontal) | |
{ | |
dx = 1/viewportSize.x; | |
dy = 1/viewportSize.y; | |
} | |
else | |
{ | |
dx = 1/viewportSize.y; | |
dy = 1/viewportSize.x; | |
} | |
float seekWidth = 2.5 * dx; | |
float positionWidth = 1.5 * dx; | |
float factor = RMSfactor(input.tc, 0.0 * dy); // makes the edge of the waveform fuzzy (default was 2.5*d.y) | |
float4 c0 = evaluate(backgroundColor, textColor, factor); | |
c0 = played(cursorPos, input.tc, c0, factor); | |
c0 = bar(cursorPos, input.tc, selectionColor, c0, positionWidth, cursorVisible); //play position | |
c0 = bar(seekPos, input.tc, selectionColor, c0, seekWidth, seeking );//seeking (mouse) | |
return c0; | |
} | |
technique10 Render10 | |
{ | |
pass P0 | |
{ | |
SetGeometryShader( 0 ); | |
SetVertexShader( CompileShader( vs_4_0, VS() ) ); | |
SetPixelShader( CompileShader( ps_4_0, PS() ) ); | |
} | |
} | |
technique Render9 | |
{ | |
pass | |
{ | |
VertexShader = compile vs_2_0 VS(); | |
PixelShader = compile ps_2_0 PS(); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment