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fourspectrogl.py
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from fourgl import FourGL
import numpy as np
from OpenGL.GLUT import *
from OpenGL.GL import *
class FourSpectroGL(FourGL):
def __init__(self, fourlights, spectro_length=2048, shader=True):
FourGL.__init__(self, fourlights)
self.shader = shader
glutInit()
self.fl = fourlights
self.spectrogram_length = spectro_length
# Setup OpenGL Window
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE)
self.win = glutCreateWindow('Fourlights')
self.spectrogram = glGenTextures(1)
self.frame_counter = 0
glBindTexture(GL_TEXTURE_2D, self.spectrogram)
# Tightly packed data
glPixelStorei(GL_PACK_ALIGNMENT, 1)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
# Compile shader for visualisation support
if self.shader:
self.spectre_shader, self.spectre_prog = build_frag_prog('spectre.frag')
glUseProgram(self.spectre_prog)
self.log_uniform = \
glGetUniformLocation(self.spectre_prog, 'logarithmic')
self.volume_uniform = \
glGetUniformLocation(self.spectre_prog, 'volume')
glUniform1f(self.log_uniform, -1.0)
glUniform1f(self.volume_uniform, -1.0)
# Clear texture (black)
texdata = np.zeros((self.spectrogram_length, self.fl.window / 2, 3), dtype=np.byte)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, self.spectrogram_length, self.fl.window / 2,
0, GL_RGB, GL_UNSIGNED_BYTE, texdata)
# Simple interpolation and repeat
#glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
#glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# Finally enable texture visiblity
glEnable(GL_TEXTURE_2D)
def draw(self):
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
#glOrtho(-1.0, -.8, -1.0, 1.0, -1.0, 1.0)
glMatrixMode(GL_MODELVIEW)
glClear(GL_COLOR_BUFFER_BIT)
if self.scroll_spectre:
base = self.frame_counter / float(self.spectrogram_length)
else:
base = 0.0
clamp = 0.0
if False:
clamp = 0.5
if self.shader:
if self.logarithmic_spectre:
glUniform1f(self.log_uniform, 1.0)
else:
glUniform1f(self.log_uniform, -1.0)
if self.volume_spectre:
glUniform1f(self.volume_uniform, 1.0)
else:
glUniform1f(self.volume_uniform, -1.0)
glBegin(GL_QUADS)
glTexCoord(base + 0.0, 1.0 - clamp)
glVertex(-1, 1)
glTexCoord(base + 0.0, 0.0)
glVertex(-1, -1)
glTexCoord(base + 1.0, 0.0)
glVertex( 1, -1)
glTexCoord(base + 1.0, 1.0 - clamp)
glVertex( 1, 1)
glEnd()
glutSwapBuffers()
def idle(self):
frl = np.reshape(np.array(np.minimum(self.fl.freql[:self.fl.window / 2] * 255 * 1, 255), dtype=np.ubyte), (-1, 1))
frr = np.reshape(np.array(np.minimum(self.fl.freqr[:self.fl.window / 2] * 255 * 1, 255), dtype=np.ubyte), (-1, 1))
texdata = np.hstack((frl, frr, frr / 2 + frl / 2))
#print texdata[1:5]
glTexSubImage2D(GL_TEXTURE_2D, 0, self.frame_counter, 0, 1, self.fl.window / 2,
GL_RGB, GL_UNSIGNED_BYTE, texdata)
self.frame_counter = (self.frame_counter + 1) % self.spectrogram_length
# helper function for compiling GLSL shaders
def build_frag_prog(filename):
frag_shader = glCreateShader(GL_FRAGMENT_SHADER)
#print open('frag.frag').read().split('\n')
glShaderSource(frag_shader, open(filename).read().split('\n'))
glCompileShader(frag_shader)
if glGetShaderiv(frag_shader, GL_COMPILE_STATUS) != GL_TRUE:
print "Compiling fragment shader '%s' failed" % filename
print glGetShaderInfoLog(frag_shader)
sys.exit(1)
# Build GPU program
frag_prog = glCreateProgram()
err = glAttachShader(frag_prog, frag_shader)
glLinkProgram(frag_prog)
if glGetProgramiv(frag_prog, GL_LINK_STATUS) != GL_TRUE:
print "Linking fragment program '%s' failed" % filename
return frag_shader, frag_prog