Funkin/source/funkin/audio/waveform/WaveformSprite.hx

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