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- # A visualizer for the Python client (or any other client) rendering to a mapped file
- import optparse
- import mmap
- import os
- import time
- import struct
- import colorsys
- import math
- parser = optparse.OptionParser()
- parser.add_option('-E', '--engine', dest='engine', default='pygame', help='Rendering engine to use')
- parser.add_option('--map-file', dest='map_file', default='client_map', help='File mapped by -G mapped')
- parser.add_option('--map-samples', dest='map_samples', type='int', default=4096, help='Number of samples in the map file (MUST agree with client)')
- parser.add_option('--pg-samp-width', dest='samp_width', type='int', help='Set the width of the sample pane (by default display width / 2)')
- parser.add_option('--pg-fullscreen', dest='fullscreen', action='store_true', help='Use a full-screen video mode')
- parser.add_option('--pg-no-colback', dest='no_colback', action='store_true', help='Don\'t render a colored background')
- parser.add_option('--pg-low-freq', dest='low_freq', type='int', default=40, help='Low frequency for colored background')
- parser.add_option('--pg-high-freq', dest='high_freq', type='int', default=1500, help='High frequency for colored background')
- parser.add_option('--pg-log-base', dest='log_base', type='int', default=2, help='Logarithmic base for coloring (0 to make linear)')
- options, args = parser.parse_args()
- while not os.path.exists(options.map_file):
- print 'Waiting for file to exist...'
- time.sleep(1)
- f = open(options.map_file)
- mapping = mmap.mmap(f.fileno(), 0, access=mmap.ACCESS_READ)
- f.close()
- fixfmt = '>f'
- fixfmtsz = struct.calcsize(fixfmt)
- sigfmt = '>' + 'f' * options.map_samples
- sigfmtsz = struct.calcsize(sigfmt)
- strfmtsz = len(mapping) - fixfmtsz - sigfmtsz
- print 'Map size:', len(mapping), 'Appendix size:', strfmtsz
- print 'Size triple:', fixfmtsz, sigfmtsz, strfmtsz
- STREAMS = strfmtsz / struct.calcsize('>Lf')
- strfmt = '>' + 'Lf' * STREAMS
- print 'Detected', STREAMS, 'streams'
- if options.engine == 'pygame':
- import pygame
- import pygame.gfxdraw
- pygame.init()
- WIDTH, HEIGHT = 640, 480
- dispinfo = pygame.display.Info()
- if dispinfo.current_h > 0 and dispinfo.current_w > 0:
- WIDTH, HEIGHT = dispinfo.current_w, dispinfo.current_h
- flags = 0
- if options.fullscreen:
- flags |= pygame.FULLSCREEN
- disp = pygame.display.set_mode((WIDTH, HEIGHT), flags)
- WIDTH, HEIGHT = disp.get_size()
- SAMP_WIDTH = WIDTH / 2
- if options.samp_width:
- SAMP_WIDTH = options.samp_width
- BGR_WIDTH = WIDTH - SAMP_WIDTH
- HALFH = HEIGHT / 2
- PFAC = HEIGHT / 128.0
- sampwin = pygame.Surface((SAMP_WIDTH, HEIGHT))
- sampwin.set_colorkey((0, 0, 0))
- lastsy = HALFH
- bgrwin = pygame.Surface((BGR_WIDTH, HEIGHT))
- bgrwin.set_colorkey((0, 0, 0))
- clock = pygame.time.Clock()
- font = pygame.font.SysFont(pygame.font.get_default_font(), 24)
- def rgb_for_freq_amp(f, a):
- a = max((min((a, 1.0)), 0.0))
- pitchval = float(f - options.low_freq) / (options.high_freq - options.low_freq)
- if options.log_base == 0:
- try:
- pitchval = math.log(pitchval) / math.log(options.log_base)
- except ValueError:
- pass
- bgcol = colorsys.hls_to_rgb(min((1.0, max((0.0, pitchval)))), 0.5 * (a ** 2), 1.0)
- return [int(i*255) for i in bgcol]
- while True:
- DISP_FACTOR = struct.unpack(fixfmt, mapping[:fixfmtsz])[0]
- LAST_SAMPLES = struct.unpack(sigfmt, mapping[fixfmtsz:fixfmtsz+sigfmtsz])
- VALUES = struct.unpack(strfmt, mapping[fixfmtsz+sigfmtsz:])
- FREQS, AMPS = VALUES[::2], VALUES[1::2]
- if options.no_colback:
- disp.fill((0, 0, 0), (0, 0, WIDTH, HEIGHT))
- else:
- gap = WIDTH / STREAMS
- for i in xrange(STREAMS):
- FREQ = FREQS[i]
- AMP = AMPS[i]
- if FREQ > 0:
- bgcol = rgb_for_freq_amp(FREQ, AMP)
- else:
- bgcol = (0, 0, 0)
- disp.fill(bgcol, (i*gap, 0, gap, HEIGHT))
- bgrwin.scroll(-1, 0)
- bgrwin.fill((0, 0, 0), (BGR_WIDTH - 1, 0, 1, HEIGHT))
- for i in xrange(STREAMS):
- FREQ = FREQS[i]
- AMP = AMPS[i]
- if FREQ > 0:
- try:
- pitch = 12 * math.log(FREQ / 440.0, 2) + 69
- except ValueError:
- pitch = 0
- else:
- pitch = 0
- col = [min(max(int(AMP * 255), 0), 255)] * 3
- bgrwin.fill(col, (BGR_WIDTH - 1, HEIGHT - pitch * PFAC - PFAC, 1, PFAC))
- sampwin.fill((0, 0, 0), (0, 0, SAMP_WIDTH, HEIGHT))
- x = 0
- for i in LAST_SAMPLES:
- sy = int(i * HALFH + HALFH)
- pygame.gfxdraw.line(sampwin, x - 1, lastsy, x, sy, (0, 255, 0))
- x += 1
- lastsy = sy
- disp.blit(bgrwin, (0, 0))
- disp.blit(sampwin, (BGR_WIDTH, 0))
- if DISP_FACTOR != 0:
- tsurf = font.render('%+011.6g'%(DISP_FACTOR,), True, (255, 255, 255), (0, 0, 0))
- disp.fill((0, 0, 0), tsurf.get_rect())
- disp.blit(tsurf, (0, 0))
- pygame.display.flip()
- for ev in pygame.event.get():
- if ev.type == pygame.KEYDOWN:
- if ev.key == pygame.K_ESCAPE:
- pygame.quit()
- exit()
- elif ev.type == pygame.QUIT:
- pygame.quit()
- exit()
- if not os.path.exists(options.map_file):
- pygame.quit()
- exit()
- clock.tick(60)
- elif options.engine == 'glfw':
- import array, ctypes
- import glfw
- from OpenGL import GL
- from OpenGL.GL import *
- if not glfw.init():
- print 'GLFW: Init failed'
- exit()
- monitor = glfw.get_primary_monitor()
- mode = glfw.get_video_mode(monitor)
- glfw.window_hint(glfw.RED_BITS, mode.bits.red)
- glfw.window_hint(glfw.GREEN_BITS, mode.bits.green)
- glfw.window_hint(glfw.BLUE_BITS, mode.bits.blue)
- glfw.window_hint(glfw.REFRESH_RATE, mode.refresh_rate)
- glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 4)
- glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
- glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
-
- win = glfw.create_window(mode.size.width, mode.size.height, 'render', monitor, None)
- if not win:
- print 'GLFW: Window creation failed'
- glfw.terminate()
- exit()
- glfw.make_context_current(win)
- print 'Version:', glGetString(GL_VERSION)
- print 'Renderer:', glGetString(GL_RENDERER)
- rect_data = array.array('f', [
- -1.0, -1.0,
- 1.0, -1.0,
- 1.0, 1.0,
- -1.0, -1.0,
- 1.0, 1.0,
- -1.0, 1.0,
- ])
- rect = glGenBuffers(1)
- glBindBuffer(GL_ARRAY_BUFFER, rect)
- glBufferData(GL_ARRAY_BUFFER, rect_data.tostring(), GL_STATIC_DRAW)
- rect_zo_data = array.array('f', [
- 0.0, 0.0,
- 1.0, 0.0,
- 1.0, 1.0,
- 0.0, 0.0,
- 1.0, 1.0,
- 0.0, 1.0,
- ])
- rect_zo = glGenBuffers(1)
- glBindBuffer(GL_ARRAY_BUFFER, rect_zo)
- glBufferData(GL_ARRAY_BUFFER, rect_zo_data.tostring(), GL_STATIC_DRAW)
- samp_buf = glGenBuffers(1)
- glBindBuffer(GL_ARRAY_BUFFER, samp_buf)
- glBufferData(GL_ARRAY_BUFFER, mapping[fixfmtsz:fixfmtsz+sigfmtsz], GL_STREAM_DRAW)
- glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, samp_buf)
- freq_buf = glGenBuffers(1)
- glBindBuffer(GL_ARRAY_BUFFER, freq_buf)
- glBufferData(GL_ARRAY_BUFFER, STREAMS * 4, None, GL_STREAM_DRAW)
- glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, freq_buf)
- amp_buf = glGenBuffers(1)
- glBindBuffer(GL_ARRAY_BUFFER, amp_buf)
- glBufferData(GL_ARRAY_BUFFER, STREAMS * 4, None, GL_STREAM_DRAW)
- glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, amp_buf)
- lin_buf = glGenBuffers(1)
- glBindBuffer(GL_ARRAY_BUFFER, lin_buf)
- lin_arr = array.array('f', [(float(i) / options.map_samples) * 2.0 - 1.0 for i in range(options.map_samples)])
- #print lin_arr
- glBufferData(GL_ARRAY_BUFFER, lin_arr.tostring(), GL_STATIC_DRAW)
- bg_tex = glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, bg_tex)
- bg_data = array.array('B', [0 for i in range(mode.size.width * mode.size.height)])
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, mode.size.width, mode.size.height, 0, GL_RED, GL_UNSIGNED_BYTE, bg_data.tostring())
- glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
- glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
- glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
- glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
- bg_swp = glGenTextures(1)
- glBindTexture(GL_TEXTURE_2D, bg_swp)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, mode.size.width, mode.size.height, 0, GL_RED, GL_UNSIGNED_BYTE, bg_data.tostring())
- glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
- glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
- glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
- glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
- # Some *4s below because the texture is packed as RGBA8 despite only indexing R
- bar_pfac = mode.size.height / 128.0
- bg_bar_h = int(bar_pfac)
- bg_bar_sz = (bg_bar_h*4)
- block_d = '\x7f' * (64*64*4)
- clear_d = '\x00' * (mode.size.height*4)
-
- fbs = glGenFramebuffers(1)
- fbd = glGenFramebuffers(1)
- def make_prog(vss, fss):
- vs = glCreateShader(GL_VERTEX_SHADER)
- glShaderSource(vs, vss)
- glCompileShader(vs)
- if not glGetShaderiv(vs, GL_COMPILE_STATUS):
- print 'Vertex error:', glGetShaderInfoLog(vs)
- exit()
- fs = glCreateShader(GL_FRAGMENT_SHADER)
- glShaderSource(fs, fss)
- glCompileShader(fs)
- if not glGetShaderiv(fs, GL_COMPILE_STATUS):
- print 'Fragment error:', glGetShaderInfoLog(fs)
- exit()
- prog = glCreateProgram()
- glAttachShader(prog, vs)
- glAttachShader(prog, fs)
- glLinkProgram(prog)
- if not glGetProgramiv(prog, GL_LINK_STATUS):
- print 'Program error:', glGetProgramInfoLog(prog)
- exit()
- return prog
- prog_bg = make_prog('''
- #version 430
- in vec2 vPosition;
- in vec2 vTex;
- out vec2 vUV;
- void main(void) {
- gl_Position = vec4(vPosition,0.0,1.0);
- vUV = vTex;
- }''', '''
- #version 430
- in vec2 vUV;
- layout (location = 0) out vec4 FragColor;
- layout (std430, binding = 2) buffer bfreq {
- uint freq[];
- };
- layout (std430, binding = 3) buffer bamp {
- float amp[];
- };
- vec3 map_col(uint fr, float intensity) {
- if(fr == 0) return vec3(0.0,0.0,0.0);
- return vec3(
- 0.66 * clamp((float(fr) - 40.0) / (1500.0 - 40.0), 0.0, 1.0),
- 1.0,
- clamp(intensity, 0.0, 1.0)
- );
- }
- vec3 hsv2rgb(vec3 c)
- {
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
- }
- void main(void) {
- float zox = (vUV.x + 1.0) / 2.0;
- uint v = uint(zox * freq.length());
- FragColor = vec4(
- hsv2rgb(map_col(freq[v], amp[v])),
- 1.0
- );
- }''')
- glUseProgram(prog_bg)
- vao_bg = glGenVertexArrays(1)
- glBindVertexArray(vao_bg)
- glBindBuffer(GL_ARRAY_BUFFER, rect)
- a_vPosition = glGetProgramResourceLocation(prog_bg, GL_PROGRAM_INPUT, 'vPosition')
- print 'prog_bg a_vPosition', a_vPosition
- glVertexAttribPointer(a_vPosition, 2, GL_FLOAT, False, 0, None)
- glEnableVertexAttribArray(a_vPosition)
- a_vTex = glGetProgramResourceLocation(prog_bg, GL_PROGRAM_INPUT, 'vTex')
- print 'prog_bg a_vTex', a_vTex
- glVertexAttribPointer(a_vTex, 2, GL_FLOAT, False, 0, None)
- glEnableVertexAttribArray(a_vTex)
- prog_scope = make_prog('''
- #version 430
- in float vX;
- in float vY;
- void main(void) {
- gl_Position = vec4(vX, vY, 0.0, 1.0);
- }
- ''', '''
- #version 430
- layout (location = 0) out vec4 FragColor;
- void main(void) {
- FragColor = vec4(0.0, 1.0, 0.0, 1.0);
- }
- ''')
- glUseProgram(prog_scope)
- vao_scope = glGenVertexArrays(1)
- glBindVertexArray(vao_scope)
- glBindBuffer(GL_ARRAY_BUFFER, lin_buf)
- a_vX = glGetProgramResourceLocation(prog_scope, GL_PROGRAM_INPUT, 'vX')
- print 'prog_scope a_vX', a_vX
- glVertexAttribPointer(a_vX, 1, GL_FLOAT, False, 0, None)
- glEnableVertexAttribArray(a_vX)
- glBindBuffer(GL_ARRAY_BUFFER, samp_buf)
- a_vY = glGetProgramResourceLocation(prog_scope, GL_PROGRAM_INPUT, 'vY')
- print 'prog_scope a_vY', a_vY
- glVertexAttribPointer(a_vY, 1, GL_FLOAT, False, 0, None)
- glEnableVertexAttribArray(a_vY)
- prog_bar = make_prog('''
- #version 430
- in vec2 vPosition;
- in vec2 vTex;
- out vec2 vUV;
- void main(void) {
- gl_Position = vec4(vPosition, 0.0, 1.0);
- vUV = vTex;
- }''', '''
- #version 430
- in vec2 vUV;
- layout (location = 0) out vec4 FragColor;
- uniform sampler2D uTex;
- void main(void) {
- vec4 col = texture(uTex, vUV);
- FragColor = vec4(1.0, 1.0, 1.0, col.r);
- }''')
- glUseProgram(prog_bar)
- vao_bar = glGenVertexArrays(1)
- glBindVertexArray(vao_bar)
- glBindBuffer(GL_ARRAY_BUFFER, rect)
- a_vPosition = glGetProgramResourceLocation(prog_bar, GL_PROGRAM_INPUT, 'vPosition')
- print 'prog_bar a_vPosition', a_vPosition
- glVertexAttribPointer(a_vPosition, 2, GL_FLOAT, False, 0, None)
- glEnableVertexAttribArray(a_vPosition)
- a_vTex = glGetProgramResourceLocation(prog_bar, GL_PROGRAM_INPUT, 'vTex')
- print 'prog_bar a_vTex', a_vTex
- glBindBuffer(GL_ARRAY_BUFFER, rect_zo)
- glVertexAttribPointer(a_vTex, 2, GL_FLOAT, False, 0, None)
- glEnableVertexAttribArray(a_vTex)
- u_uTex = glGetProgramResourceLocation(prog_bar, GL_UNIFORM, 'uTex')
- print 'prog_bar u_uTex', u_uTex
- glUniform1i(u_uTex, 0)
- glActiveTexture(GL_TEXTURE0)
- glBindTexture(GL_TEXTURE_2D, bg_tex)
- glClearColor(0.2, 0.0, 0.0, 1.0)
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
- while not glfw.window_should_close(win):
- if not os.path.exists(options.map_file):
- glfw.terminate()
- exit()
- glfw.make_context_current(win)
- glClear(GL_COLOR_BUFFER_BIT)
- arr = array.array('f')
- arr.fromstring(mapping[fixfmtsz:fixfmtsz+sigfmtsz])
- arr.byteswap()
- glBindBuffer(GL_ARRAY_BUFFER, samp_buf)
- glBufferSubData(GL_ARRAY_BUFFER, 0, arr.tostring())
- arr = array.array('I')
- arr.fromstring(mapping[fixfmtsz+sigfmtsz:])
- #print len(arr)
- arr.byteswap()
- glBindBuffer(GL_ARRAY_BUFFER, freq_buf)
- glBufferSubData(GL_ARRAY_BUFFER, 0, arr[::2].tostring())
- arr_fq = arr[::2]
- arr = array.array('f')
- arr.fromstring(mapping[fixfmtsz+sigfmtsz:])
- #print len(arr)
- arr.byteswap()
- glBindBuffer(GL_ARRAY_BUFFER, amp_buf)
- glBufferSubData(GL_ARRAY_BUFFER, 0, arr[1::2].tostring())
- arr_am = arr[1::2]
- #print len(arr_fq), len(arr_am)
- #print zip(arr_fq, arr_am)
- glBindFramebuffer(GL_READ_FRAMEBUFFER, fbs)
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbd)
- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, bg_tex, 0)
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, bg_swp, 0)
- stat = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER)
- if stat != GL_FRAMEBUFFER_COMPLETE:
- print 'Incomplete read buffer:', stat
- stat = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)
- if stat != GL_FRAMEBUFFER_COMPLETE:
- print 'Incomplete draw buffer:', stat
- glBlitFramebuffer(
- 1, 0, mode.size.width, mode.size.height,
- 0, 0, mode.size.width - 1, mode.size.height,
- GL_COLOR_BUFFER_BIT, GL_NEAREST
- )
- glBindFramebuffer(GL_FRAMEBUFFER, 0)
- bg_swp, bg_tex = bg_tex, bg_swp
- glBindTexture(GL_TEXTURE_2D, bg_tex)
- glTexSubImage2D(GL_TEXTURE_2D, 0, mode.size.width - 1, 0, 1, mode.size.height, GL_RED, GL_UNSIGNED_BYTE, clear_d)
- for f, a in zip(arr_fq, arr_am):
- if f == 0:
- continue
- try:
- pitch = 12 * math.log(f / 440.0, 2) + 69
- except ValueError:
- pitch = 0
- bg_bar_d = chr(int(255 * max((0.0, min((1.0, a)))))) * bg_bar_sz
- glTexSubImage2D(GL_TEXTURE_2D, 0, mode.size.width - 1, int(pitch * bar_pfac), 1, bg_bar_h, GL_RED, GL_UNSIGNED_BYTE, bg_bar_d)
- #print 'plot', mode.size.width - 1, int(pitch * bg_bar_h), 1, bg_bar_h, repr(bg_bar_d)
- #glTexSubImage2D(GL_TEXTURE_2D, 0, mode.size.width - 64, int(pitch * bg_bar_h), 64, 64, GL_RED, GL_UNSIGNED_BYTE, block_d)
- #glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RED, GL_UNSIGNED_BYTE, block_d)
- #glTexSubImage2D(GL_TEXTURE_2D, 0, mode.size.width - 64, mode.size.height - 64, 64, 64, GL_RED, GL_UNSIGNED_BYTE, block_d)
- glActiveTexture(GL_TEXTURE0)
- glBindTexture(GL_TEXTURE_2D, 0)
- glUseProgram(prog_bg)
- glBindVertexArray(vao_bg)
- glDrawArrays(GL_TRIANGLES, 0, 6)
- glUseProgram(prog_bar)
- glBindVertexArray(vao_bar)
- glBindTexture(GL_TEXTURE_2D, bg_tex)
- #print bg_tex, bg_swp
- #print glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH), glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT)
- glEnable(GL_BLEND)
- glDrawArrays(GL_TRIANGLES, 0, 6)
- glDisable(GL_BLEND)
- glBindTexture(GL_TEXTURE_2D, 0)
- glUseProgram(prog_scope)
- glBindVertexArray(vao_scope)
- glDrawArrays(GL_LINE_STRIP, 0, options.map_samples)
- glfw.swap_buffers(win)
- glfw.poll_events()
- glfw.terminate()
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