import display_centre.menu as menu import os from statistics import mean class Shaders(object): MENU_HEIGHT = 10 EMPTY_SHADER = dict(name='none',is_shader=True,shad_type='-',param_number=4,path='-') def __init__(self, root, osc_client, message_handler, data): self.root = root self.osc_client = osc_client self.message_handler = message_handler self.message_handler.shaders = self self.data = data self.shaders_menu = menu.ShadersMenu(self.data, self.message_handler, self.MENU_HEIGHT ) self.selected_shader_list = [self.EMPTY_SHADER for i in range(3)] self.focused_param = 0 self.shaders_menu_list = self.generate_shaders_list() self.selected_modulation_slot = 0 self.selected_status_list = ['-','-','-'] ## going to try using symbols for this : '-' means empty, '▶' means running, '■' means not running, '!' means error self.selected_param_list = [[0.0,0.0,0.0,0.0] for i in range(3)] self.selected_speed_list = [1.0, 1.0, 1.0] self.selected_modulation_slot = 0 self.selected_modulation_level = [[[0.0,0.0,0.0,0.0] for i in range(4)] for i in range(3)] self.modulation_value = [0.0,0.0,0.0,0.0] #self.load_selected_shader() def generate_shaders_list(self): shaders_menu_list = [] raw_list = self.shaders_menu.generate_raw_shaders_list() for line in raw_list: if line['is_shader']: stripped_name = line['name'].lstrip() has_path, path = self.get_path_for_shader(stripped_name) shad_type = self.determine_shader_type(path) parameter_number = self.determine_shader_parameter_number(path) shaders_menu_list.append(dict(name=line['name'],is_shader=True,shad_type=shad_type,param_number=parameter_number,path=path)) else: shaders_menu_list.append(dict(name=line['name'],is_shader=False,shad_type='',param_number=None,path=None)) return shaders_menu_list def get_path_for_shader(self, file_name): ######## returns full path for a given file name ######## for path in self.data.PATHS_TO_SHADERS: for root, dirs, files in os.walk(path): if file_name in files: return True, '{}/{}'.format(root, file_name) return False, '' def determine_shader_type(self, path): with open(path, 'r', errors='ignore') as selected_shader: shader_text = selected_shader.read() if '//0-input' in shader_text: return '0in' elif '//1-input' in shader_text: return '1in' elif '//2-input' in shader_text: return '2in' else: return '-' def determine_shader_parameter_number(self, path): max_amount = 4 if True: # for now always assume 4 params return max_amount with open(path, 'r') as selected_shader: shader_text = selected_shader.read() for i in range(max_amount): if 'uniform float u_x{}'.format(i) not in shader_text: return i return max_amount def load_shader_layer(self, layer): selected_shader = self.selected_shader_list[layer] #self.selected_param_list[self.data.shader_layer] = [0.0,0.0,0.0,0.0] print("select shader: ", selected_shader) self.osc_client.send_message("/shader/{}/load".format(str(layer)), [selected_shader['path'],selected_shader['shad_type'] == '2in',selected_shader['param_number']]) if not self.selected_status_list[layer] == '▶': self.selected_status_list[layer] = '■' def load_selected_shader(self): self.load_shader_layer(self.data.shader_layer) def start_shader(self, layer): self.osc_client.send_message("/shader/{}/is_active".format(str(layer)), True) if self.selected_status_list[layer] != '-': self.selected_status_list[layer] = '▶' def stop_shader(self, layer): self.osc_client.send_message("/shader/{}/is_active".format(str(layer)), False) if self.selected_status_list[layer] != '-': self.selected_status_list[layer] = '■' def start_selected_shader(self): self.start_shader(self.data.shader_layer) def stop_selected_shader(self): self.stop_shader(self.data.shader_layer) def map_on_shaders_selection(self): index = self.shaders_menu.selected_list_index is_file, name = self.shaders_menu.extract_file_type_and_name_from_menu_format( self.shaders_menu_list[index]['name']) if is_file: is_successful = self.data.create_new_shader_mapping_in_first_open(name) if not is_successful: self.message_handler.set_message('INFO', 'current bank is full') else: self.message_handler.set_message('INFO', 'can not map folder') def enter_on_shaders_selection(self): selected_shader = self.selected_shader_list[self.data.shader_layer] index = self.shaders_menu.selected_list_index is_file, name = self.shaders_menu.extract_file_type_and_name_from_menu_format( self.shaders_menu_list[index]['name']) is_selected_shader = False if is_file and name == selected_shader['name'].lstrip(): is_selected_shader = True elif is_file: self.selected_shader_list[self.data.shader_layer] = self.shaders_menu_list[index] self.load_selected_shader() else: self.shaders_menu.update_open_folders(name) self.shaders_menu_list = self.generate_shaders_list() return is_file, is_selected_shader, selected_shader def play_that_shader(self, layer, slot): if self.data.shader_bank_data[layer][slot]['path']: if self.selected_shader_list[layer].get('slot') is None or self.selected_shader_list[layer]['slot'] != slot: self.selected_shader_list[layer] = self.data.shader_bank_data[layer][slot] self.selected_shader_list[layer]['slot'] = slot self.load_shader_layer(layer) else: self.message_handler.set_message('INFO', "shader slot %s:%s is empty"%(layer,slot)) def play_this_shader(self, slot): print(self.data.shader_bank_data[self.data.shader_layer]) self.play_that_shader(self.data.shader_layer, slot) def increase_this_param(self, amount_change): param = self.focused_param current_amount = self.selected_param_list[self.data.shader_layer][param] amount = self.get_new_param_amount(current_amount,amount_change) self.set_param_to_amount(param, amount) def decrease_this_param(self, amount_change): param = self.focused_param current_amount = self.selected_param_list[self.data.shader_layer][param] amount = self.get_new_param_amount(current_amount,-amount_change) self.set_param_to_amount(param, amount) def toggle_shader_speed(self): if self.selected_speed_list[self.data.shader_layer] > 0.62: self.set_speed_to_amount(0.5) else: self.set_speed_to_amount(0.75) def set_x3_as_speed(self, status): self.data.settings['shader']['X3_AS_SPEED']['value'] = 'enabled' if status else 'disabled' def select_shader_modulation_slot(self, slot): self.selected_modulation_slot = slot def reset_modulation(self, slot): for layer in self.selected_modulation_level: for layer,levels in enumerate(layer): levels[slot] = 0.0 def reset_selected_modulation(self): self.reset_modulation(self.selected_modulation_slot) @staticmethod def get_new_param_amount(current, change): if current + change > 1: return 1 elif current + change < 0: return 0 else: return current + change def set_param_to_amount(self, param, amount, layer_offset=None): start_layer = self.data.shader_layer if self.data.settings['shader']['FIX_PARAM_OFFSET_LAYER']['value'] == 'enabled': start_layer = 0 if layer_offset is None: start_layer = self.data.shader_layer layer_offset = 0 layer = (start_layer + layer_offset) % 3 self.set_param_layer_to_amount(param, layer, amount) def set_param_layer_to_amount(self, param, layer, amount): if self.data.settings['shader']['X3_AS_SPEED']['value'] == 'enabled' and param == 3: self.set_speed_to_amount(amount, layer) #layer_offset=layer-self.data.shader_layer) else: self.selected_param_list[layer][param] = amount self.update_param_layer(param,layer) def get_modulation_value_list(self, amount, values, levels): l = [] for i,v in enumerate(values): l.append(self.get_modulation_value(amount, v, levels[i])) #print ("got mean %s from amount %s with %s*%s" % (mean(l), amount, values, levels)) return mean(l) def get_modulation_value(self, amount, value, level): if level==0: return amount # TODO: read from list of input formulas, from plugins etc to modulate the value temp_amount = amount + (value * level) #print("from amount %s, modulation is %s, temp_amount is %s" % (amount, modulation, temp_amount)) if temp_amount < 0: temp_amount = 0 # input range is 0-1 so convert back if temp_amount > 1: temp_amount = 1 # modulation however is -1 to +1 return temp_amount def send_param_layer_amount_message(self, param, layer, amount): self.osc_client.send_message("/shader/{}/param".format(str(layer)), [param, amount] ) def modulate_param_to_amount(self, param, value): self.modulation_value[param] = (value-0.5)*2 for layer,params in enumerate(self.selected_param_list): for ip,p in enumerate(params): for p2,v in enumerate(self.selected_modulation_level[layer][ip]): if v!=0: self.update_param_layer(ip,layer) break def set_param_layer_offset_modulation_level(self, param, layer, level): layer = (self.data.shader_layer + layer) % 3 self.set_param_layer_modulation_level(param, layer, level) def set_param_layer_modulation_level(self, param, layer, level): self.selected_modulation_level[layer][param][self.selected_modulation_slot] = level self.update_param_layer(param, layer) def update_param_layer(self, param, layer): # merge all applicable layers self.send_param_layer_amount_message(param, layer, self.get_modulation_value_list( self.selected_param_list[layer][param], self.modulation_value,#[0], #param], self.selected_modulation_level[layer][param] ) ) def set_speed_offset_to_amount(self, layer_offset, amount): self.set_speed_to_amount(amount, layer_offset) def set_speed_to_amount(self, amount, layer_offset=0): layer = (self.data.shader_layer + layer_offset) % 3 self.set_speed_to_amount_layer(layer) def set_speed_layer_to_amount(self, layer, amount): self.osc_client.send_message("/shader/{}/speed".format(str(layer)), amount ) self.selected_speed_list[layer] = amount # methods for helping dealing with storing and recalling shader parameter frame states def get_live_frame(self): #print("get_live_frame: %s" % self.pc.message_handler.shaders.selected_param_list) import copy #from copy import deepcopy frame = { 'selected_shader_slots': [ shader.get('slot',None) for shader in self.selected_shader_list ], 'shader_params': copy.deepcopy(self.selected_param_list), 'layer_active_status': copy.deepcopy(self.selected_status_list), 'feedback_active': self.data.feedback_active, 'x3_as_speed': self.data.settings['shader']['X3_AS_SPEED']['value'], 'shader_speeds': copy.deepcopy(self.selected_speed_list), 'strobe_amount': self.data.settings['shader']['STROBE_AMOUNT']['value'] / 10.0 } #print("built frame: %s" % frame['shader_params']) return frame def recall_frame_params(self, preset): if preset is None: return #print("recall_frame_params got: %s" % preset.get('shader_params')) for (layer, param_list) in enumerate(preset.get('shader_params',[])): if param_list: for param,value in enumerate(param_list): #if (ignored is not None and ignored['shader_params'][layer][param] is not None): # print ("ignoring %s,%s because value is %s" % (layer,param,ignored['shader_params'][layer][param])) # continue if (value is not None): #print("recalling layer %s param %s: value %s" % (layer,param,value)) self.data.plugins.actions.call_method_name('set_the_shader_param_%s_layer_%s_continuous' % (param,layer), value) if preset.get('feedback_active') is not None: self.data.feedback_active = preset.get('feedback_active',self.data.feedback_active) if self.data.feedback_active: self.data.plugins.actions.call_method_name('enable_feedback') else: self.data.plugins.actions.call_method_name('disable_feedback') if preset.get('x3_as_speed') is not None: self.data.settings['shader']['X3_AS_SPEED']['value'] = preset.get('x3_as_speed',self.data.settings['shader']['X3_AS_SPEED']['value']) """if self.data.settings['shader']['X3_AS_SPEED']['value']: self.data.plugins.actions.call_method_name('enable_x3_as_speed') else: self.data.plugins.actions.call_method_name('disable_x3_as_speed')""" for (layer, speed) in enumerate(preset.get('shader_speeds',[])): if speed is not None: self.data.plugins.actions.call_method_name('set_shader_speed_layer_%s_amount' % layer, speed) if preset.get('strobe_amount') is not None: self.data.plugins.actions.set_strobe_amount_continuous(preset.get('strobe_amount')) def recall_frame(self, preset): self.data.settings['shader']['X3_AS_SPEED']['value'] = preset.get('x3_as_speed') # x3_as_speed affects preset recall, so do that first self.recall_frame_params(preset) for (layer, slot) in enumerate(preset.get('selected_shader_slots',[])): if slot is not None: #print("setting layer %s to slot %s" % (layer, slot)) self.data.plugins.actions.call_method_name('play_shader_%s_%s' % (layer, slot)) for (layer, active) in enumerate(preset.get('layer_active_status',[])): # print ("got %s layer with status %s " % (layer,active)) if active=='▶': self.data.plugins.actions.call_method_name('start_shader_layer_%s' % layer) else: self.data.plugins.actions.call_method_name('stop_shader_layer_%s' % layer) DEBUG_FRAMES = False # overlay frame2 on frame1 def merge_frames(self, frame1, frame2): from copy import deepcopy f = deepcopy(frame1) #frame1.copy() if self.DEBUG_FRAMES: print("merge_frames: got frame1\t%s" % frame1) if self.DEBUG_FRAMES: print("merge_frames: got frame2\t%s" % frame2) for i,f2 in enumerate(frame2['shader_params']): for i2,p in enumerate(f2): if p is not None: f['shader_params'][i][i2] = p if frame2['feedback_active'] is not None: f['feedback_active'] = frame2['feedback_active'] if frame2['x3_as_speed'] is not None: f['x3_as_speed'] = frame2['x3_as_speed'] if f.get('shader_speeds') is None: f['shader_speeds'] = frame2.get('shader_speeds') else: for i,s in enumerate(frame2['shader_speeds']): if s is not None: f['shader_speeds'][i] = s if frame2.get('strobe_amount'): f['strobe_amount'] = frame2.get('strobe_amount') if self.DEBUG_FRAMES: print("merge_frames: got return\t%s" % f) return f def get_frame_ignored(self, frame, ignored): from copy import deepcopy f = deepcopy(frame) #frame1.copy() if self.DEBUG_FRAMES: print("get_frame_ignored: got frame\t%s" % frame) for i,f2 in enumerate(frame['shader_params']): for i2,p in enumerate(f2): if ignored['shader_params'][i][i2] is not None: f['shader_params'][i][i2] = None if ignored.get('feedback_active') is not None: f['feedback_active'] = None if ignored.get('x3_as_speed') is not None: f['x3_as_speed'] = None if ignored.get('shader_speeds') is not None and frame.get('shader_speeds'): for i,s in enumerate(frame.get('shader_speeds')): if ignored['shader_speeds'][i] is not None: f['shader_speeds'][i] = None if ignored.get('strobe_amount') is not None: f['strobe_amount'] = None if self.DEBUG_FRAMES: print("get_frame_ignored: got return\t%s" % f) return f def is_frame_empty(self, frame): #from copy import deepcopy #f = deepcopy(frame) #frame1.copy() if self.DEBUG_FRAMES: print("is_frame_empty: got frame\t%s" % frame) if frame.get('feedback_active') is not None: return False if frame.get('x3_as_speed') is not None: return False if frame.get('strobe_amount') is not None: return False for i,f in enumerate(frame['shader_params']): for i2,p in enumerate(f): if p is not None: #ignored['shader_params'][i][i2] is not None: return False if frame.get('shader_speeds') is not None: for i,f in enumerate(frame['shader_speeds']): if f is not None: return False if self.DEBUG_FRAMES: print("is_frame_empty: got return true") return True def get_frame_diff(self, last_frame, current_frame): if not last_frame: return current_frame if self.DEBUG_FRAMES: print(">>>>get_frame_diff>>>>") print("last_frame: \t%s" % last_frame['shader_params']) print("current_frame: \t%s" % current_frame['shader_params']) param_values = [[None]*4,[None]*4,[None]*4] for layer,params in enumerate(current_frame.get('shader_params',[[None]*4]*3)): #if self.DEBUG_FRAMES: print("got layer %s params: %s" % (layer, params)) for param,p in enumerate(params): if p is not None and p != last_frame.get('shader_params')[layer][param]: if self.DEBUG_FRAMES: print("setting layer %s param %s to %s" % (layer,param,p)) param_values[layer][param] = p if current_frame['feedback_active'] is not None and last_frame['feedback_active'] != current_frame['feedback_active']: feedback_active = current_frame['feedback_active'] else: feedback_active = None if current_frame['x3_as_speed'] is not None and last_frame['x3_as_speed'] != current_frame['x3_as_speed']: x3_as_speed = current_frame['x3_as_speed'] else: x3_as_speed = None speed_values = [None]*3 for layer,param in enumerate(current_frame.get('shader_speeds',[None]*3)): if param is not None and param != last_frame['shader_speeds'][layer]: speed_values[layer] = param if current_frame['strobe_amount'] is not None and last_frame['strobe_amount'] != current_frame['strobe_amount']: strobe_amount = current_frame['strobe_amount'] else: strobe_amount = None if self.DEBUG_FRAMES: print("param_values is\t%s" % param_values) print("speed_values is\t%s" % speed_values) diff = { 'shader_params': param_values, 'feedback_active': feedback_active, 'x3_as_speed': x3_as_speed, 'shader_speeds': speed_values, 'strobe_amount': strobe_amount, } if self.DEBUG_FRAMES: print("returning\t%s\n^^^^" % diff['shader_params']) return diff