Created
April 21, 2013 20:22
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Seekbar I use in foobar for the foo_wave_seekbar;
It displays half the wave, with a double-width seeking bar.
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texture tex : WAVEFORMDATA; | |
sampler sTex = sampler_state { | |
Texture = (tex); | |
MipFilter = LINEAR; | |
MinFilter = LINEAR; | |
MagFilter = LINEAR; | |
AddressU = Clamp; | |
}; | |
struct VS_IN { | |
float2 pos : POSITION; | |
float2 tc : TEXCOORD0; | |
}; | |
struct PS_IN { | |
float4 pos : SV_POSITION; | |
float2 tc : TEXCOORD0; | |
}; | |
float4 backgroundColor : BACKGROUNDCOLOR; | |
float4 highlightColor : HIGHLIGHTCOLOR; | |
float4 selectionColor : SELECTIONCOLOR; | |
float4 textColor : TEXTCOLOR; | |
float cursorPos : CURSORPOSITION; | |
bool cursorVisible : CURSORVISIBLE; | |
float seekPos : SEEKPOSITION; | |
bool seeking : SEEKING; | |
float4 replayGain : REPLAYGAIN; // album gain, track gain, album peak, track peak | |
float2 viewportSize : VIEWPORTSIZE; | |
bool horizontal : ORIENTATION; | |
bool flipped : FLIPPED; | |
bool shade_played : SHADEPLAYED; | |
PS_IN VS( VS_IN input ) { | |
PS_IN output = (PS_IN)0; | |
float2 half_pixel = float2(1,-1) / viewportSize; | |
output.pos = float4(input.pos - half_pixel, 0, 1); | |
if (horizontal) { | |
output.tc = float2((input.tc.x + 1.0) / 2.0, input.tc.y); | |
output.tc.y = output.tc.y * 0.5 + 0.5; | |
} | |
else { | |
output.tc = float2((-input.tc.y + 1.0) / 2.0, input.tc.x); | |
} | |
if (flipped) | |
output.tc.x = 1.0 - output.tc.x; | |
return output; | |
} | |
float4 bar(float pos, float2 tc, float4 fg, float4 bg, float width, bool show) { | |
float dist = abs(pos - tc.x); | |
float4 c = (show && dist < width) | |
? lerp(fg, bg, smoothstep(0, width, dist)) | |
: bg; | |
return c; | |
} | |
float4 evaluate(float4 bg, float4 fg, float factor) { | |
return saturate(lerp(bg, fg, factor)); | |
} | |
float4 played(float pos, float2 tc, float4 bg, float factor) { | |
float4 c = bg; | |
if (pos > tc.x) { | |
c = evaluate(backgroundColor, highlightColor, factor); | |
} | |
return c; | |
} | |
float RMSfactor(float2 tc, float border) { | |
float4 minmaxrms = tex1D(sTex, tc.x); | |
minmaxrms.rgb -= 0.5 * minmaxrms.a; | |
minmaxrms.rgb *= 0.7 + minmaxrms.a; | |
float belowWave = tc.y + border - minmaxrms.r; | |
float aboveWave = tc.y - border - minmaxrms.g; | |
float factorWave = min(abs(belowWave), abs(aboveWave)); | |
bool insideWave = (belowWave > 0 && aboveWave < 0); | |
float diffRms = abs(tc.y) - border - minmaxrms.b; | |
float factorRms = abs(diffRms); | |
bool insideRms = diffRms < 0; | |
float factor = insideRms ? (1.1 + 0.15 * saturate(factorRms / border)): 1.0; | |
factor = insideWave ? (factor * saturate(factorWave / border / 1)) : 0.0; //1 = max sharp | |
return factor; | |
} | |
float4 PS(PS_IN input) : SV_Target { | |
float dx, dy; | |
if (horizontal) { | |
dx = 1/viewportSize.x; | |
dy = 1/viewportSize.y; | |
} | |
else { | |
dx = 1/viewportSize.y; | |
dy = 1/viewportSize.x; | |
} | |
float seekWidth = 1 * dx; | |
float positionWidth = 2 * dx; | |
float factor = RMSfactor(input.tc, 2.5 * dy); | |
float4 c0 = evaluate(backgroundColor, textColor, factor); | |
if (shade_played) | |
c0 = played(cursorPos, input.tc, c0, factor); | |
c0 = bar(cursorPos, input.tc, selectionColor, c0, positionWidth, cursorVisible); | |
c0 = bar(seekPos, input.tc, selectionColor, c0, seekWidth, seeking ); | |
return c0; | |
} | |
technique10 Render10 { | |
pass P0 { | |
SetGeometryShader( 0 ); | |
SetVertexShader( CompileShader( vs_4_0, VS() ) ); | |
SetPixelShader( CompileShader( ps_4_0, PS() ) ); | |
} | |
} | |
technique Render9 { | |
pass { | |
VertexShader = compile vs_2_0 VS(); | |
PixelShader = compile ps_2_0 PS(); | |
} | |
} |
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