mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-05 22:34:36 +00:00
386 lines
14 KiB
Haxe
386 lines
14 KiB
Haxe
package funkin.audio.waveform;
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import funkin.audio.waveform.WaveformData;
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import funkin.audio.waveform.WaveformDataParser;
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import funkin.graphics.rendering.MeshRender;
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import flixel.util.FlxColor;
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class WaveformSprite extends MeshRender
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{
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static final DEFAULT_COLOR:FlxColor = FlxColor.WHITE;
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static final DEFAULT_DURATION:Float = 5.0;
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static final DEFAULT_ORIENTATION:WaveformOrientation = HORIZONTAL;
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static final DEFAULT_X:Float = 0.0;
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static final DEFAULT_Y:Float = 0.0;
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static final DEFAULT_WIDTH:Float = 100.0;
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static final DEFAULT_HEIGHT:Float = 100.0;
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static final DEFAULT_DURATION:Float = 5.0;
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/**
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* Set this to true to tell the waveform to rebuild itself.
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* Do this any time the data or drawable area of the waveform changes.
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* This often (but not always) needs to be done every frame.
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*/
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var isWaveformDirty:Bool = true;
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public var waveformData:WaveformData;
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function set_waveformData(value:WaveformData):WaveformData
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{
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waveformData = value;
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isWaveformDirty = true;
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return waveformData;
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}
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/**
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* The color to render the waveform with.
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*/
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public var waveformColor(default, set):FlxColor;
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function set_waveformColor(value:FlxColor):FlxColor
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{
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waveformColor = value;
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// We don't need to dirty the waveform geometry, just rebuild the texture.
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rebuildGraphic();
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return waveformColor;
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}
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public var orientation(default, set):WaveformOrientation;
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function set_orientation(value:WaveformOrientation):WaveformOrientation
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{
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orientation = value;
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isWaveformDirty = true;
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return orientation;
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}
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/**
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* Time, in seconds, at which the waveform starts.
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*/
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public var time(default, set):Float;
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function set_time(value:Float)
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{
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time = value;
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isWaveformDirty = true;
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return time;
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}
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/**
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* The duration, in seconds, that the waveform represents.
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* The section of waveform from `time` to `time + duration` and `width` are used to determine how many samples each pixel represents.
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*/
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public var duration(default, set):Float;
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function set_duration(value:Float)
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{
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duration = value;
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isWaveformDirty = true;
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return duration;
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}
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/**
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* Set the physical size of the waveform with `this.height = value`.
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*/
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override function set_height(value:Float):Float
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{
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isWaveformDirty = true;
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return super.set_height(value);
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}
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/**
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* Set the physical size of the waveform with `this.width = value`.
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*/
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override function set_width(value:Float):Float
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{
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isWaveformDirty = true;
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return super.set_width(value);
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}
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public function new(waveformData:WaveformData, ?orientation:WaveformOrientation, ?color:FlxColor, ?duration:Float)
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{
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super(DEFAULT_X, DEFAULT_Y, DEFAULT_COLOR);
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this.waveformColor = color ?? DEFAULT_COLOR;
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this.width = DEFAULT_WIDTH;
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this.height = DEFAULT_HEIGHT;
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this.waveformData = waveformData;
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this.orientation = orientation ?? DEFAULT_ORIENTATION;
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this.time = 0.0;
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this.duration = duration ?? DEFAULT_DURATION;
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}
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public override function update(elapsed:Float)
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{
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super.update(elapsed);
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if (isWaveformDirty)
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{
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// Recalculate the waveform vertices.
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drawWaveform();
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isWaveformDirty = false;
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}
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}
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function rebuildGraphic():Void
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{
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// The waveform is rendered using a single colored pixel as a texture.
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// If you want something more elaborate, make sure to modify `build_vertex` below to use the UVs you want.
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makeGraphic(1, 1, this.waveformColor);
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}
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/**
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* @param offsetX Horizontal offset to draw the waveform at, in samples.
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*/
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function drawWaveform():Void
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{
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// For each sample in the waveform...
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// Add a MAX vertex and a MIN vertex.
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// If previous MAX/MIN is empty, store.
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// If previous MAX/MIN is not empty, draw a quad using current and previous MAX/MIN. Then store current MAX/MIN.
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// Continue until end of waveform.
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this.clear();
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// Center point of the waveform. When horizontal this is half the height, when vertical this is half the width.
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var waveformCenterPos:Int = orientation == HORIZONTAL ? Std.int(this.height / 2) : Std.int(this.width / 2);
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var oneSecondInIndices:Int = waveformData.secondsToIndex(1);
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var startTime:Float = time;
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var endTime:Float = time + duration;
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var startIndex:Int = waveformData.secondsToIndex(startTime);
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var endIndex:Int = waveformData.secondsToIndex(endTime);
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var pixelsPerIndex:Float = (orientation == HORIZONTAL ? this.width : this.height) / (endIndex - startIndex);
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var indexesPerPixel:Float = 1 / pixelsPerIndex;
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var topLeftVertexIndex:Int = -1;
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var topRightVertexIndex:Int = -1;
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var bottomLeftVertexIndex:Int = -1;
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var bottomRightVertexIndex:Int = -1;
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if (clipRect != null)
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{
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topLeftVertexIndex = this.build_vertex(clipRect.x, clipRect.y);
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topRightVertexIndex = this.build_vertex(clipRect.x + clipRect.width, clipRect.y);
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bottomLeftVertexIndex = this.build_vertex(clipRect.x, clipRect.y + clipRect.height);
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bottomRightVertexIndex = this.build_vertex(clipRect.x + clipRect.width, clipRect.y + clipRect.height);
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}
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if (pixelsPerIndex >= 1.0)
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{
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// Each index is at least one pixel wide, so we render each index.
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var prevVertexTopIndex:Int = -1;
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var prevVertexBottomIndex:Int = -1;
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for (i in startIndex...endIndex)
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{
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var pixelPos:Int = Std.int((i - startIndex) * pixelsPerIndex);
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var isOutsideClipRectHorizontal:Bool = (clipRect != null) && (pixelPos < clipRect.x || pixelPos > (clipRect.x + clipRect.width));
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var isOutsideClipRectVertical:Bool = (clipRect != null) && (pixelPos < clipRect.y || pixelPos > (clipRect.y + clipRect.height));
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var isOutsideClipRect:Bool = orientation == HORIZONTAL ? isOutsideClipRectHorizontal : isOutsideClipRectVertical;
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// This index is outside the clipRect, so we can just skip rendering it. Fantastic!
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if (isOutsideClipRect) continue;
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var vertexTopY:Int = Std.int(waveformCenterPos
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- (waveformData.channel(0).maxSampleMapped(i) * (orientation == HORIZONTAL ? this.height : this.width) / 2));
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var vertexBottomY:Int = Std.int(waveformCenterPos
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+ (-waveformData.channel(0).minSampleMapped(i) * (orientation == HORIZONTAL ? this.height : this.width) / 2));
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var vertexTopIndex:Int = -1;
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var vertexBottomIndex:Int = -1;
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if (clipRect != null)
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{
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if (orientation == HORIZONTAL)
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{
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vertexTopIndex = buildClippedVertex(pixelPos, vertexTopY, topLeftVertexIndex, topRightVertexIndex, bottomLeftVertexIndex, bottomRightVertexIndex);
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vertexBottomIndex = buildClippedVertex(pixelPos, vertexBottomY, topLeftVertexIndex, topRightVertexIndex, bottomLeftVertexIndex,
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bottomRightVertexIndex);
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}
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else
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{
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vertexTopIndex = buildClippedVertex(vertexTopY, pixelPos, topLeftVertexIndex, topRightVertexIndex, bottomLeftVertexIndex, bottomRightVertexIndex);
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vertexBottomIndex = buildClippedVertex(vertexBottomY, pixelPos, topLeftVertexIndex, topRightVertexIndex, bottomLeftVertexIndex,
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bottomRightVertexIndex);
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}
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}
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else
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{
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if (orientation == HORIZONTAL)
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{
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vertexTopIndex = this.build_vertex(pixelPos, vertexTopY);
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vertexBottomIndex = this.build_vertex(pixelPos, vertexBottomY);
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}
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else
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{
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vertexTopIndex = this.build_vertex(vertexTopY, pixelPos);
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vertexBottomIndex = this.build_vertex(vertexBottomY, pixelPos);
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}
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}
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// Don't render if we don't have a previous different set of vertices to create a quad from.
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if (prevVertexTopIndex != -1
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&& prevVertexBottomIndex != -1
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&& prevVertexTopIndex != vertexTopIndex
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&& prevVertexBottomIndex != vertexBottomIndex)
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{
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switch (orientation) // the line of code that makes you gay
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{
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case HORIZONTAL:
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this.add_quad(prevVertexTopIndex, vertexTopIndex, vertexBottomIndex, prevVertexBottomIndex);
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case VERTICAL:
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this.add_quad(prevVertexBottomIndex, prevVertexTopIndex, vertexTopIndex, vertexBottomIndex);
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}
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}
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prevVertexTopIndex = vertexTopIndex;
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prevVertexBottomIndex = vertexBottomIndex;
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}
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}
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else
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{
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// Indexes are less than one pixel wide, so for each pixel we render the maximum of the samples that fall within it.
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var prevVertexTopIndex:Int = -1;
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var prevVertexBottomIndex:Int = -1;
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var waveformLengthPixels:Int = orientation == HORIZONTAL ? Std.int(this.width) : Std.int(this.height);
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for (i in 0...waveformLengthPixels)
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{
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// Wrap Std.int around the whole range calculation, not just indexesPerPixel, otherwise you get weird issues with zooming.
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var rangeStart:Int = Std.int(i * indexesPerPixel + startIndex);
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var rangeEnd:Int = Std.int((i + 1) * indexesPerPixel + startIndex);
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var pixelPos:Int = i;
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var isOutsideClipRectHorizontal:Bool = (clipRect != null) && (pixelPos < clipRect.x || pixelPos > (clipRect.x + clipRect.width));
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var isOutsideClipRectVertical:Bool = (clipRect != null) && (pixelPos < clipRect.y || pixelPos > (clipRect.y + clipRect.height));
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var isOutsideClipRect:Bool = orientation == HORIZONTAL ? isOutsideClipRectHorizontal : isOutsideClipRectVertical;
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// This index is outside the clipRect, so we can just skip rendering it. Fantastic!
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if (isOutsideClipRect) continue;
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var vertexTopY:Int = Std.int(waveformCenterPos
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- (waveformData.channel(0).maxSampleRangeMapped(rangeStart, rangeEnd) * (orientation == HORIZONTAL ? this.height : this.width) / 2));
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var vertexBottomY:Int = Std.int(waveformCenterPos
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+ (-waveformData.channel(0).minSampleRangeMapped(rangeStart, rangeEnd) * (orientation == HORIZONTAL ? this.height : this.width) / 2));
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var vertexTopIndex:Int = -1;
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var vertexBottomIndex:Int = -1;
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if (clipRect != null)
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{
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if (orientation == HORIZONTAL)
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{
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vertexTopIndex = buildClippedVertex(pixelPos, vertexTopY, topLeftVertexIndex, topRightVertexIndex, bottomLeftVertexIndex, bottomRightVertexIndex);
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vertexBottomIndex = buildClippedVertex(pixelPos, vertexBottomY, topLeftVertexIndex, topRightVertexIndex, bottomLeftVertexIndex,
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bottomRightVertexIndex);
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}
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else
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{
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vertexTopIndex = buildClippedVertex(vertexTopY, pixelPos, topLeftVertexIndex, topRightVertexIndex, bottomLeftVertexIndex, bottomRightVertexIndex);
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vertexBottomIndex = buildClippedVertex(vertexBottomY, pixelPos, topLeftVertexIndex, topRightVertexIndex, bottomLeftVertexIndex,
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bottomRightVertexIndex);
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}
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}
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else
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{
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if (orientation == HORIZONTAL)
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{
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vertexTopIndex = this.build_vertex(pixelPos, vertexTopY);
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vertexBottomIndex = this.build_vertex(pixelPos, vertexBottomY);
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}
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else
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{
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vertexTopIndex = this.build_vertex(vertexTopY, pixelPos);
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vertexBottomIndex = this.build_vertex(vertexBottomY, pixelPos);
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}
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}
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if (prevVertexTopIndex != -1 && prevVertexBottomIndex != -1)
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{
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switch (orientation)
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{
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case HORIZONTAL:
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this.add_quad(prevVertexTopIndex, vertexTopIndex, vertexBottomIndex, prevVertexBottomIndex);
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case VERTICAL:
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this.add_quad(prevVertexBottomIndex, prevVertexTopIndex, vertexTopIndex, vertexBottomIndex);
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}
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}
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prevVertexTopIndex = vertexTopIndex;
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prevVertexBottomIndex = vertexBottomIndex;
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}
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}
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trace('Rendering waveform of ${duration} seconds with ${this.vertex_count} vertices.');
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}
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function buildClippedVertex(x:Int, y:Int, topLeftVertexIndex:Int, topRightVertexIndex:Int, bottomLeftVertexIndex:Int, bottomRightVertexIndex:Int):Int
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{
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var shouldClipXLeft = x < clipRect.x;
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var shouldClipXRight = x > (clipRect.x + clipRect.width);
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var shouldClipYTop = y < clipRect.y;
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var shouldClipYBottom = y > (clipRect.y + clipRect.height);
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// If the vertex is fully outside the clipRect, use a pre-existing vertex.
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// Else, if the vertex is outside the clipRect on one axis, create a new vertex constrained on that axis.
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// Else, create a whole new vertex.
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if (shouldClipXLeft && shouldClipYTop)
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{
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return topLeftVertexIndex;
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}
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else if (shouldClipXRight && shouldClipYTop)
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{
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return topRightVertexIndex;
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}
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else if (shouldClipXLeft && shouldClipYBottom)
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{
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return bottomLeftVertexIndex;
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}
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else if (shouldClipXRight && shouldClipYBottom)
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{
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return bottomRightVertexIndex;
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}
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else if (shouldClipXLeft)
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{
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return this.build_vertex(clipRect.x, y);
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}
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else if (shouldClipXRight)
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{
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return this.build_vertex(clipRect.x + clipRect.width, y);
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}
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else if (shouldClipYTop)
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{
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return this.build_vertex(x, clipRect.y);
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}
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else if (shouldClipYBottom)
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{
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return this.build_vertex(x, clipRect.y + clipRect.height);
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}
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else
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{
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return this.build_vertex(x, y);
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}
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}
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public static function buildFromWaveformData(data:WaveformData, ?orientation:WaveformOrientation, ?color:FlxColor, ?duration:Float)
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{
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return new WaveformSprite(data, orientation, color, duration);
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}
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public static function buildFromFunkinSound(sound:FunkinSound, ?orientation:WaveformOrientation, ?color:FlxColor, ?duration:Float)
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{
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// TODO: Build waveform data from FunkinSound.
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var data = null;
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return buildFromWaveformData(data, orientation, color, duration);
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}
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}
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enum WaveformOrientation
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{
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HORIZONTAL;
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VERTICAL;
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}
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