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AudioScopeOpenGL.cs
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182 lines (149 loc) · 7.23 KB
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//-----------------------------------------------------------------------------
// Filename: AudioScopeOpenGL.cs
//
// Description: Initialise the OpenGL portion of the Audio Scope demo.
// Author(s):
// Aaron Clauson (aaron@sipsorcery.com)
//
// History:
// 29 Feb 2020 Aaron Clauson Created, Dublin, Ireland.
//
// License:
// BSD 3-Clause "New" or "Revised" License, see included LICENSE.md file.
//-----------------------------------------------------------------------------
using System.IO;
using SharpGL;
using SharpGL.Shaders;
using SharpGL.VertexBuffers;
namespace AudioScope
{
public class AudioScopeOpenGL
{
private const string VERTEX_SHADER_PATH = "shaders/line/line.vert";
private const string FRAGMENT_SHADER_PATH = "shaders/line/line.frag";
private const string GEOMETRY_SHADER_PATH = "shaders/line/line.geom";
private const string CLEAR_VERTEX_SHADER_PATH = "shaders/clear/clear.vert";
private const string CLEAR_FRAGMENT_SHADER_PATH = "shaders/clear/clear.frag";
/// <summary>
/// Length of each vector element passed to main GL program.
/// - X coordinate,
/// - Y coordinate,
/// - Angle,
/// - Output.
/// </summary>
private const int MAIN_DATA_STRIDE = 4;
/// <summary>
/// Length of each vector element passed to main GL program.
/// - X coordinate,
/// - Y coordinate,
/// </summary>
private const int CLEAR_DATA_STRIDE = 2;
private AudioScope _audioScope = new AudioScope();
private SharpGL.Shaders.ShaderProgram _prog;
private SharpGL.Shaders.ShaderProgram _clearProg;
private float[] _clearRectangle;
public AudioScopeOpenGL(AudioScope audioScope)
{
_audioScope = audioScope;
}
public void Initialise(OpenGL gl)
{
// Load the main program.
string fragmentShaderCode = null;
using (StreamReader sr = new StreamReader(FRAGMENT_SHADER_PATH))
{
fragmentShaderCode = sr.ReadToEnd();
}
string vertexShaderCode = null;
using (StreamReader sr = new StreamReader(VERTEX_SHADER_PATH))
{
vertexShaderCode = sr.ReadToEnd();
}
_prog = new SharpGL.Shaders.ShaderProgram();
_prog.Create(gl, vertexShaderCode, fragmentShaderCode, null);
string geometryShaderCode = null;
if (File.Exists(GEOMETRY_SHADER_PATH))
{
using (StreamReader sr = new StreamReader(GEOMETRY_SHADER_PATH))
{
geometryShaderCode = sr.ReadToEnd();
}
Shader geometryShader = new Shader();
geometryShader.Create(gl, OpenGL.GL_GEOMETRY_SHADER, geometryShaderCode);
gl.AttachShader(_prog.ShaderProgramObject, geometryShader.ShaderObject);
}
gl.LinkProgram(_prog.ShaderProgramObject);
// Now that we've compiled and linked the shader, check it's link status.If it's not linked properly, we're
// going to throw an exception.
if (_prog.GetLinkStatus(gl) == false)
{
throw new SharpGL.Shaders.ShaderCompilationException($"Failed to link shader program with ID {_prog.ShaderProgramObject}.", _prog.GetInfoLog(gl));
}
// Load clear program.
string clearFragShaderCode = null;
using (StreamReader sr = new StreamReader(CLEAR_FRAGMENT_SHADER_PATH))
{
clearFragShaderCode = sr.ReadToEnd();
}
string clearVertexShaderCode = null;
using (StreamReader sr = new StreamReader(CLEAR_VERTEX_SHADER_PATH))
{
clearVertexShaderCode = sr.ReadToEnd();
}
_clearProg = new SharpGL.Shaders.ShaderProgram();
_clearProg.Create(gl, clearVertexShaderCode, clearFragShaderCode, null);
gl.LinkProgram(_clearProg.ShaderProgramObject);
// Now that we've compiled and linked the shader, check it's link status. If it's not linked properly, we're
// going to throw an exception.
if (_clearProg.GetLinkStatus(gl) == false)
{
throw new SharpGL.Shaders.ShaderCompilationException($"Failed to link the clear shader program with ID {_clearProg.ShaderProgramObject}.", _clearProg.GetInfoLog(gl));
}
_clearRectangle = new float[] { -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f };
}
public void Draw(OpenGL gl, int width, int height)
{
// Uncomment lne below to change the background color.
//gl.ClearColor(1.0f, 0.0f, 1.0f, 1.0f);
gl.Viewport(0, 0, width, height);
gl.Ortho2D(0, width, 0, height);
gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
int windowID = gl.GetUniformLocation(_prog.ShaderProgramObject, "window");
int nID = gl.GetUniformLocation(_prog.ShaderProgramObject, "n");
int baseHueID = gl.GetUniformLocation(_prog.ShaderProgramObject, "base_hue");
int colorizeID = gl.GetUniformLocation(_prog.ShaderProgramObject, "colorize");
int thicknessID = gl.GetUniformLocation(_prog.ShaderProgramObject, "thickness");
int minThicknessID = gl.GetUniformLocation(_prog.ShaderProgramObject, "min_thickness");
int thinningID = gl.GetUniformLocation(_prog.ShaderProgramObject, "thinning");
int decayID = gl.GetUniformLocation(_prog.ShaderProgramObject, "decay");
int desaturationID = gl.GetUniformLocation(_prog.ShaderProgramObject, "desaturation");
gl.Uniform2(windowID, (float)width, (float)height);
gl.Uniform1(nID, 5);
gl.Uniform1(thicknessID, 5.0f);
gl.Uniform1(minThicknessID, 1.5f);
gl.Uniform1(thinningID, 0.05f);
gl.Uniform1(baseHueID, 0.0f);
gl.Uniform1(colorizeID, 1);
gl.Uniform1(decayID, 0.3f);
gl.Uniform1(desaturationID, 0.1f);
// Run the clear program.
gl.UseProgram(_clearProg.ShaderProgramObject);
VertexBuffer clearVertexBuffer = new VertexBuffer();
clearVertexBuffer.Create(gl);
clearVertexBuffer.Bind(gl);
clearVertexBuffer.SetData(gl, 0, _clearRectangle, false, CLEAR_DATA_STRIDE);
// Attempt to get an available audio sample.
var data = _audioScope.GetSample();
if (data != null)
{
// Run the main program.
gl.UseProgram(_prog.ShaderProgramObject);
VertexBuffer vertexBuffer = new VertexBuffer();
vertexBuffer.Create(gl);
vertexBuffer.Bind(gl);
vertexBuffer.SetData(gl, 0, data, false, MAIN_DATA_STRIDE);
gl.DrawArrays(OpenGL.GL_LINE_STRIP_ADJACENCY, 0, data.Length);
}
}
}
}