Properly fixed audio texture bug

This commit is contained in:
Digital Artifex
2025-11-09 04:33:12 -05:00
parent dc0439b008
commit 1b3f272004
3 changed files with 304 additions and 374 deletions

View File

@@ -70,14 +70,14 @@ Item
property var iDate
property real iTimeScale: 1 // This is used to scale the time for the shader, allowing for slow motion or fast forward effects per channel
property int frameBufferChannel: -1
property bool blending: true
property bool blending: false
property string materialTexture:""
property string materialShader:""
property bool mipmap: false
property int samples: 1
property bool mipmap: true
property int samples: 2
property var textureMirroring: ShaderEffectSource.NoMirroring
property var wrapMode: ShaderEffectSource.ClampToEdge
property var format: ShaderEffectSource.RGB8A
property var wrapMode: ShaderEffectSource.Repeat
property var format: ShaderEffectSource.RGBA8
property var windowModel
property bool invert: false
@@ -107,8 +107,10 @@ Item
id: channel
visible: false // Set to false by default, main shader needs be set to true in MainWindow.qml
width: iResolution.x
height: iResolution.y
width: channel.type === ShaderChannel.AudioChannel ? 512 : iResolution.x
height: channel.type === ShaderChannel.AudioChannel ? 2 : iResolution.y
anchors.left: parent.left
anchors.top: parent.top
// This is used to dynamically load the appropriate channel type based on the `type` property of the channel
Loader
@@ -168,23 +170,6 @@ Item
}
}
]
transform: Rotation
{
id: channelRotation
origin.x: channel.width / 2
origin.y: channel.height / 2
// For vertical flipping, we need to transform the x axis
axis
{
x: 1
y: 0
z: 0
}
angle: data.angle
}
}
//The image channel will be the default channel type for backwards compatability
@@ -263,56 +248,8 @@ Item
return;
autoStart()
//delayedStartTimer.start()
}
// onMediaStatusChanged:
// {
// switch(mediaStatus)
// {
// case MediaPlayer.NoMedia:
// console.log("No media loaded")
// break;
// case MediaPlayer.LoadingMedia:
// console.log("Video loading")
// break;
// case MediaPlayer.LoadedMedia:
// console.log("Video Loaded")
// break;
// case MediaPlayer.BufferingMedia:
// console.log("Video buffering")
// break;
// case MediaPlayer.StalledMedia:
// console.log("Video stalled")
// break;
// case MediaPlayer.BufferedMedia:
// console.log("Video buffered")
// break;
// case MediaPlayer.EndOfMedia:
// console.log("Video EOF")
// break;
// case MediaPlayer.InvalidMedia:
// console.log("Video invalid")
// break;
// }
// }
// onPlaybackStateChanged:
// {
// switch(playbackState)
// {
// case MediaPlayer.PlayingState:
// console.log("Video playback started")
// break;
// case MediaPlayer.PausedState:
// console.log("Video playback paused")
// break;
// case MediaPlayer.StoppedState:
// console.log("Video playback stopped")
// break;
// }
// }
Component.onCompleted:
{
videoComponent.loaded = true
@@ -351,199 +288,6 @@ Item
id: channelShaderContent
anchors.fill: parent
// Setup the shader effect sources for each channel
// These are needed to provide the uniform data to the shader channel buffers
ShaderEffectSource
{
id: channelSource0
live: false
smooth: true
recursive: false
hideSource: true
width: channel.iResolution.x
height: channel.iResolution.y
visible: false
format: channel.iChannel0 ? channel.iChannel0.format : ShaderEffectSource.RGB8A
sourceItem: channel.iChannel0 ? channel.iChannel0 : null
textureMirroring: channel.iChannel0 ? channel.iChannel0.textureMirroring : ShaderEffectSource.NoMirroring
wrapMode: channel.iChannel0 ? channel.iChannel0.wrapMode : ShaderEffectSource.Repeat
mipmap: channel.iChannel0 ? channel.iChannel0.mipmap : true
samples: channel.iChannel0 ? channel.iChannel0.samples : 1
sourceRect: sourceItem ? Qt.rect(0,0, sourceItem.width, sourceItem.height) : Qt.rect(0,0,0,0)
textureSize: Qt.size(channel.iResolution.x, channel.iResolution.y)
Connections
{
target: channel.iChannel0
function onTypeChanged()
{
if(channel.iChannel0.type === ShaderChannel.AudioChannel)
{
//channelSource0.wrapMode = ShaderEffectSource.ClampToEdge
channelSource0.live = true
}
else
{
//channelSource0.wrapMode = ShaderEffectSource.Repeat
channelSource0.live = false
}
// if(!channelSource0.live)
// channelSource0.scheduleUpdate()
}
}
}
ShaderEffectSource
{
id: channelSource1
live: false
smooth: false
recursive: false
hideSource: true
width: channel.iResolution.x
height: channel.iResolution.y
visible: false
format: channel.iChannel1 ? channel.iChannel1.format : ShaderEffectSource.RGB8A
sourceItem: channel.iChannel1 ? channel.iChannel1 : null
textureMirroring: channel.iChannel1 ? channel.iChannel1.textureMirroring : ShaderEffectSource.NoMirroring
wrapMode: channel.iChannel1 ? channel.iChannel1.wrapMode : ShaderEffectSource.Repeat
mipmap: channel.iChannel1 ? channel.iChannel1.mipmap : true
samples: channel.iChannel1 ? channel.iChannel1.samples : 1
sourceRect: sourceItem ? Qt.rect(0,0, sourceItem.width, sourceItem.height) : Qt.rect(0,0,0,0)
textureSize: Qt.size(channel.iResolution.x, channel.iResolution.y)
Connections
{
target: channel.iChannel1
function onTypeChanged()
{
if(channel.iChannel1.type === ShaderChannel.AudioChannel)
{
//channelSource1.wrapMode = ShaderEffectSource.ClampToEdge
channelSource1.live = true
}
else
{
//channelSource1.wrapMode = ShaderEffectSource.Repeat
channelSource1.live = false
}
// if(!channelSource1.live)
// channelSource1.scheduleUpdate()
}
}
}
ShaderEffectSource
{
id: channelSource2
live: false
smooth: false
recursive: true
hideSource: true
width: channel.iResolution.x
height: channel.iResolution.y
visible: false
format: channel.iChannel2 ? channel.iChannel2.format : ShaderEffectSource.RGB8A
sourceItem: channel.iChannel2 ? channel.iChannel2 : null
textureMirroring: channel.iChannel2 ? channel.iChannel2.textureMirroring : ShaderEffectSource.NoMirroring
wrapMode: channel.iChannel2 ? channel.iChannel2.wrapMode : ShaderEffectSource.Repeat
mipmap: channel.iChannel2 ? channel.iChannel2.mipmap : true
samples: channel.iChannel2 ? channel.iChannel2.samples : 1
sourceRect: sourceItem ? Qt.rect(0,0, sourceItem.width, sourceItem.height) : Qt.rect(0,0,0,0)
textureSize: Qt.size(channel.iResolution.x, channel.iResolution.y)
Connections
{
target: channel.iChannel2
function onTypeChanged()
{
if(channel.iChannel2.type === ShaderChannel.AudioChannel)
{
//channelSource2.wrapMode = ShaderEffectSource.ClampToEdge
channelSource2.live = true
}
else
{
//channelSource2.wrapMode = ShaderEffectSource.Repeat
channelSource2.live = false
}
// if(!channelSource2.live)
// channelSource2.scheduleUpdate()
}
}
}
ShaderEffectSource
{
id: channelSource3
live: false
smooth: false
recursive: true
hideSource: true
width: channel.iResolution.x
height: channel.iResolution.y
visible: false
format: channel.iChannel3 ? channel.iChannel1.format : ShaderEffectSource.RGB8A
sourceItem: channel.iChannel3 ? channel.iChannel3 : null
textureMirroring: channel.iChannel3 ? channel.iChannel3.textureMirroring : ShaderEffectSource.NoMirroring
wrapMode: channel.iChannel3 ? channel.iChannel3.wrapMode : ShaderEffectSource.Repeat
mipmap: channel.iChannel3 ? channel.iChannel3.mipmap : true
samples: channel.iChannel3 ? channel.iChannel3.samples : 1
sourceRect: sourceItem ? Qt.rect(0,0, sourceItem.width, sourceItem.height) : Qt.rect(0,0,0,0)
textureSize: Qt.size(channel.iResolution.x, channel.iResolution.y)
Connections
{
target: channel.iChannel3
function onTypeChanged()
{
if(channel.iChannel3.type === ShaderChannel.AudioChannel)
{
//channelSource3.wrapMode = ShaderEffectSource.ClampToEdge
channelSource3.live = true
}
else
{
//channelSource3.wrapMode = ShaderEffectSource.Repeat
channelSource3.live = false
}
if(!channelSource3.live)
channelSource3.scheduleUpdate()
}
}
}
// recursive frame buffer
ShaderEffectSource
{
id: frameBufferSource
sourceItem: channel.frameBufferChannel === -1 ? null : channelShaderOutput
sourceRect: Qt.rect(0,0, channelShaderOutput.width, channelShaderOutput.height)
wrapMode: ShaderEffectSource.ClampToEdge
live: false
mipmap: true
recursive: true
textureSize: Qt.size(channelShaderOutput.width, channelShaderOutput.height)
visible: false
textureMirroring: ShaderEffectSource.NoMirroring
width: channel.iResolution.x
height: channel.iResolution.y
format: ShaderEffectSource.RGB8A
samples: 2
}
// The shader effect that will be used to render the shader
ShaderEffect
{
@@ -570,7 +314,180 @@ Item
id: channelShaderOutput
blending: true
blending: false
}
// Setup the shader effect sources for each channel
// These are needed to provide the uniform data to the shader channel buffers
ShaderEffectSource
{
id: channelSource0
live: true
smooth: true
recursive: true
hideSource: true
visible: false
format: channel.iChannel0 ? channel.iChannel0.format : ShaderEffectSource.RGBA8
sourceItem: channel.iChannel0
textureMirroring: channel.iChannel0 ? channel.iChannel0.textureMirroring : ShaderEffectSource.NoMirroring
wrapMode: channel.iChannel0 ? channel.iChannel0.wrapMode : ShaderEffectSource.ClampToEdge
mipmap: channel.iChannel0 ? channel.iChannel0.mipmap : true
samples: channel.iChannel0 ? channel.iChannel0.samples : 1
sourceRect: sourceItem ? Qt.rect(0,0, sourceItem.width, sourceItem.height) : Qt.rect(0,0,0,0)
textureSize: Qt.size(sourceItem.width, sourceItem.height)
Connections
{
target: channel.iChannel0
function onTypeChanged()
{
if(channel.iChannel0.type === ShaderChannel.AudioChannel)
{
channelSource0.wrapMode = ShaderEffectSource.ClampToEdge
channelSource0.live = true
}
else
{
channelSource0.wrapMode = ShaderEffectSource.Repeat
channelSource0.live = false
}
}
}
}
ShaderEffectSource
{
id: channelSource1
live: false
smooth: true
recursive: true
hideSource: true
visible: false
format: channel.iChannel1 ? channel.iChannel1.format : ShaderEffectSource.RGBA8
sourceItem: channel.iChannel1 ? channel.iChannel1 : null
textureMirroring: channel.iChannel1 ? channel.iChannel1.textureMirroring : ShaderEffectSource.NoMirroring
wrapMode: channel.iChannel1 ? channel.iChannel1.wrapMode : ShaderEffectSource.Repeat
mipmap: channel.iChannel1 ? channel.iChannel1.mipmap : true
samples: channel.iChannel1 ? channel.iChannel1.samples : 4
sourceRect: sourceItem ? Qt.rect(0,0, sourceItem.width, sourceItem.height) : Qt.rect(0,0,0,0)
textureSize: Qt.size(channel.iResolution.x, channel.iResolution.y)
Connections
{
target: channel.iChannel1
function onTypeChanged()
{
if(channel.iChannel1.type === ShaderChannel.AudioChannel)
{
channelSource1.wrapMode = ShaderEffectSource.ClampToEdge
channelSource1.live = true
}
else
{
channelSource1.wrapMode = ShaderEffectSource.Repeat
channelSource1.live = false
}
}
}
}
ShaderEffectSource
{
id: channelSource2
live: false
smooth: true
recursive: true
hideSource: true
visible: false
format: channel.iChannel2 ? channel.iChannel2.format : ShaderEffectSource.RGBA8
sourceItem: channel.iChannel2 ? channel.iChannel2 : null
textureMirroring: channel.iChannel2 ? channel.iChannel2.textureMirroring : ShaderEffectSource.NoMirroring
wrapMode: channel.iChannel2 ? channel.iChannel2.wrapMode : ShaderEffectSource.Repeat
mipmap: channel.iChannel2 ? channel.iChannel2.mipmap : true
samples: channel.iChannel2 ? channel.iChannel2.samples : 1
sourceRect: sourceItem ? Qt.rect(0,0, sourceItem.width, sourceItem.height) : Qt.rect(0,0,0,0)
textureSize: Qt.size(channel.iResolution.x, channel.iResolution.y)
Connections
{
target: channel.iChannel2
function onTypeChanged()
{
if(channel.iChannel2.type === ShaderChannel.AudioChannel)
{
channelSource2.wrapMode = ShaderEffectSource.ClampToEdge
channelSource2.live = true
}
else
{
channelSource2.wrapMode = ShaderEffectSource.Repeat
channelSource2.live = false
}
}
}
}
ShaderEffectSource
{
id: channelSource3
live: false
smooth: false
recursive: true
hideSource: true
visible: false
format: channel.iChannel3 ? channel.iChannel1.format : ShaderEffectSource.RGBA8
sourceItem: channel.iChannel3 ? channel.iChannel3 : null
textureMirroring: channel.iChannel3 ? channel.iChannel3.textureMirroring : ShaderEffectSource.NoMirroring
wrapMode: channel.iChannel3 ? channel.iChannel3.wrapMode : ShaderEffectSource.Repeat
mipmap: channel.iChannel3 ? channel.iChannel3.mipmap : true
samples: channel.iChannel3 ? channel.iChannel3.samples : 1
sourceRect: sourceItem ? Qt.rect(0,0, sourceItem.width, sourceItem.height) : Qt.rect(0,0,0,0)
textureSize: Qt.size(channel.iResolution.x, channel.iResolution.y)
Connections
{
target: channel.iChannel3
function onTypeChanged()
{
if(channel.iChannel3.type === ShaderChannel.AudioChannel)
{
channelSource3.wrapMode = ShaderEffectSource.ClampToEdge
channelSource3.live = true
}
else
{
channelSource3.wrapMode = ShaderEffectSource.Repeat
channelSource3.live = false
}
}
}
}
// recursive frame buffer
ShaderEffectSource
{
id: frameBufferSource
sourceItem: channel.channelShaderOutput === -1 ? null : channelShaderOutput
sourceRect: Qt.rect(0,0, channelShaderOutput.width, channelShaderOutput.height)
wrapMode: ShaderEffectSource.Repeat
live: false
mipmap: true
recursive: true
textureSize: Qt.size(channelShaderOutput.width, channelShaderOutput.height)
visible: false
textureMirroring: ShaderEffectSource.NoMirroring
width: channelShaderOutput.width
height: channelShaderOutput.height
format: ShaderEffectSource.RGBA8
samples: 2
}
Connections
@@ -578,9 +495,6 @@ Item
target: channel
function onIFrameChanged()
{
// skip first frame. frame 0 is a blank screen
if(channel.frameBufferChannel > -1 )//&& channel.iFrame > 1)
frameBufferSource.scheduleUpdate()
if(channel.iChannel0 !== undefined && !channelSource0.live)
channelSource0.scheduleUpdate()
@@ -593,6 +507,10 @@ Item
if(channel.iChannel3 !== undefined && !channelSource3.live)
channelSource3.scheduleUpdate()
// skip first frame. frame 0 is a blank screen
if(channel.frameBufferChannel > -1 )//&& channel.iFrame > 1)
frameBufferSource.scheduleUpdate()
}
}
}
@@ -665,35 +583,17 @@ Item
Rectangle
{
anchors.fill: parent
width: 512
height: 2
color: "black"
anchors.top: parent.top
Image
{
width: 512
height: 2
anchors.top: !channel.invert ? undefined : parent.top
anchors.bottom: !channel.invert ? parent.bottom : undefined
anchors.fill: parent
id: textureImage
source: "image://audiotexture/frame"
fillMode: Image.Pad
// we need to flip the texture when the channel itself is flipped
// so the orientation of the audio data is preserved
transform: Rotation
{
origin.x: textureImage.width / 2
origin.y: textureImage.height / 2
// For vertical flipping, we need to transform the x axis
axis
{
x: 1
y: 0
z: 0
}
angle: data.angle + 180
}
cache: false
}
Timer
@@ -701,23 +601,27 @@ Item
property int frame: 0
interval: 16
repeat: true
triggeredOnStart: true
running: true
triggeredOnStart: false
running: false
id: audioFrameTimer
onTriggered:
onTriggered: () =>
{
frame++
//lets hope there's no auto caching and we can prevent overflow like this
frame = frame === 0 ? 1 : 0
textureImage.source = "image://audiotexture/frame" + frame
}
}
Component.onCompleted:
Component.onCompleted: () =>
{
Komplex.AudioModel.startCapture()
audioFrameTimer.start()
}
Component.onDestruction:
Component.onDestruction: () =>
{
audioFrameTimer.stop()
Komplex.AudioModel.stopCapture()
}
}