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https://github.com/cyberboy666/r_e_c_u_r.git
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297 lines
13 KiB
Python
297 lines
13 KiB
Python
import os
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from statistics import mean
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import display_centre.menu as menu
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from data_centre.plugin_collection import ModulationReceiverPlugin
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class Shaders(object):
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MENU_HEIGHT = 10
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EMPTY_SHADER = dict(name='none', is_shader=True, shad_type='-', param_number=4, path='-')
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MAX_MOD_SLOTS = 4
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def __init__(self, root, osc_client, message_handler, data):
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self.root = root
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self.osc_client = osc_client
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self.message_handler = message_handler
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self.message_handler.shaders = self
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self.data = data
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self.shaders_menu = menu.ShadersMenu(self.data, self.message_handler, self.MENU_HEIGHT)
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self.selected_shader_list = [self.EMPTY_SHADER for i in range(3)]
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self.focused_param = 0
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self.shaders_menu_list = self.generate_shaders_list()
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self.selected_modulation_slot = 0
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self.selected_status_list = ['-', '-', '-'] ## going to try using symbols for this : '-' means empty, '▶' means running, '■' means not running, '!' means error
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self.selected_param_list = [[0.0, 0.0, 0.0, 0.0] for i in range(3)]
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self.selected_speed_list = [1.0, 1.0, 1.0]
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self.selected_modulation_slot = 0
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# self.modulation_level = [[[0.0,0.0,0.0,0.0] for i in range(4)] for i in range(3)]
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self.modulation_value = [0.0] * self.MAX_MOD_SLOTS # ,0.0,0.0,0.0]
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# self.load_selected_shader()
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@property
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def modulation_level(self):
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return self.data.settings['shader'].setdefault('modulation_level',
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[[[0.0, 0.0, 0.0, 0.0] for i in range(4)] for i in range(3)])
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def set_modulation_levels(self, levels):
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self.data.settings['shader']['modulation_level'] = levels
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def generate_shaders_list(self):
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shaders_menu_list = []
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raw_list = self.shaders_menu.generate_raw_shaders_list()
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for line in raw_list:
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if line['is_shader']:
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stripped_name = line['name'].lstrip()
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has_path, path = self.get_path_for_shader(stripped_name)
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shad_type = self.determine_shader_type(path)
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parameter_number = self.determine_shader_parameter_number(path)
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shaders_menu_list.append(dict(name=line['name'], is_shader=True, shad_type=shad_type, param_number=parameter_number, path=path))
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else:
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shaders_menu_list.append(dict(name=line['name'], is_shader=False, shad_type='', param_number=None, path=None))
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return shaders_menu_list
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def get_path_for_shader(self, file_name):
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######## returns full path for a given file name ########
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for path in self.data.PATHS_TO_SHADERS:
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for root, dirs, files in os.walk(path):
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if file_name in files:
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return True, '{}/{}'.format(root, file_name)
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return False, ''
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def determine_shader_type(self, path):
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with open(path, 'r', errors='ignore') as selected_shader:
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shader_text = selected_shader.read()
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if '//0-input' in shader_text:
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return '0in'
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elif '//1-input' in shader_text:
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return '1in'
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elif '//2-input' in shader_text:
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return '2in'
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else:
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return '-'
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def determine_shader_parameter_number(self, path):
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max_amount = 4
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if True: # for now always assume 4 params
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return max_amount
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with open(path, 'r') as selected_shader:
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shader_text = selected_shader.read()
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for i in range(max_amount):
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if 'uniform float u_x{}'.format(i) not in shader_text:
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return i
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return max_amount
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def load_shader_layer(self, layer):
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selected_shader = self.selected_shader_list[layer]
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# self.selected_param_list[self.data.shader_layer] = [0.0,0.0,0.0,0.0]
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print("select shader: ", selected_shader)
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self.osc_client.send_message("/shader/{}/load".format(str(layer)), [selected_shader['path'], selected_shader['shad_type'] == '2in', selected_shader['param_number']])
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if not self.selected_status_list[layer] == '▶':
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self.selected_status_list[layer] = '■'
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def load_selected_shader(self):
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self.load_shader_layer(self.data.shader_layer)
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def start_shader(self, layer):
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self.osc_client.send_message("/shader/{}/is_active".format(str(layer)), True)
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if self.selected_status_list[layer] != '-':
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self.selected_status_list[layer] = '▶'
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def stop_shader(self, layer):
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self.osc_client.send_message("/shader/{}/is_active".format(str(layer)), False)
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if self.selected_status_list[layer] != '-':
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self.selected_status_list[layer] = '■'
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def start_selected_shader(self):
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self.start_shader(self.data.shader_layer)
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def stop_selected_shader(self):
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self.stop_shader(self.data.shader_layer)
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def map_on_shaders_selection(self):
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index = self.shaders_menu.selected_list_index
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is_file, name = self.shaders_menu.extract_file_type_and_name_from_menu_format(
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self.shaders_menu_list[index]['name'])
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if is_file:
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is_successful = self.data.create_new_shader_mapping_in_first_open(name)
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if not is_successful:
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self.message_handler.set_message('INFO', 'current bank is full')
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else:
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self.message_handler.set_message('INFO', 'can not map folder')
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def enter_on_shaders_selection(self):
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selected_shader = self.selected_shader_list[self.data.shader_layer]
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index = self.shaders_menu.selected_list_index
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is_file, name = self.shaders_menu.extract_file_type_and_name_from_menu_format(
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self.shaders_menu_list[index]['name'])
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is_selected_shader = False
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if is_file and name == selected_shader['name'].lstrip():
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is_selected_shader = True
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elif is_file:
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self.selected_shader_list[self.data.shader_layer] = self.shaders_menu_list[index]
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self.load_selected_shader()
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else:
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self.shaders_menu.update_open_folders(name)
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self.shaders_menu_list = self.generate_shaders_list()
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return is_file, is_selected_shader, selected_shader
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def play_that_shader(self, layer, slot):
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if self.data.shader_bank_data[layer][slot]['path']:
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if self.selected_shader_list[layer].get('slot') is None or self.selected_shader_list[layer]['slot'] != slot:
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self.selected_shader_list[layer] = self.data.shader_bank_data[layer][slot]
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self.selected_shader_list[layer]['slot'] = slot
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self.load_shader_layer(layer)
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else:
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self.message_handler.set_message('INFO', "shader slot %s:%s is empty" % (layer, slot))
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def play_this_shader(self, slot):
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print(self.data.shader_bank_data[self.data.shader_layer])
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self.play_that_shader(self.data.shader_layer, slot)
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def increase_this_param(self, amount_change):
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param = self.focused_param
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current_amount = self.selected_param_list[self.data.shader_layer][param]
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amount = self.get_new_param_amount(current_amount, amount_change)
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self.set_param_to_amount(param, amount)
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def decrease_this_param(self, amount_change):
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param = self.focused_param
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current_amount = self.selected_param_list[self.data.shader_layer][param]
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amount = self.get_new_param_amount(current_amount, -amount_change)
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self.set_param_to_amount(param, amount)
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def toggle_shader_speed(self):
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if self.selected_speed_list[self.data.shader_layer] > 0.62:
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self.set_speed_to_amount(0.5)
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else:
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self.set_speed_to_amount(0.75)
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def set_x3_as_speed(self, status):
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self.data.settings['shader']['X3_AS_SPEED']['value'] = 'enabled' if status else 'disabled'
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def select_shader_modulation_slot(self, slot):
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self.selected_modulation_slot = slot
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def select_next_shader_modulation_slot(self):
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self.selected_modulation_slot += 1
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if self.selected_modulation_slot >= self.MAX_MOD_SLOTS:
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self.selected_modulation_slot = 0
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def select_previous_shader_modulation_slot(self):
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self.selected_modulation_slot -= 1
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if self.selected_modulation_slot < 0:
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self.selected_modulation_slot = self.MAX_MOD_SLOTS - 1
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def reset_modulation(self, slot):
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for layer in self.modulation_level:
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for layer, levels in enumerate(layer):
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levels[slot] = 0.0
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def reset_selected_modulation(self):
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self.reset_modulation(self.selected_modulation_slot)
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@staticmethod
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def get_new_param_amount(current, change):
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if current + change > 1:
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return 1
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elif current + change < 0:
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return 0
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else:
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return current + change
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def set_param_to_amount(self, param, amount, layer_offset=None):
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start_layer = self.data.shader_layer
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if self.data.settings['shader']['FIX_PARAM_OFFSET_LAYER']['value'] == 'enabled':
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start_layer = 0
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if layer_offset is None:
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start_layer = self.data.shader_layer
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layer_offset = 0
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layer = (start_layer + layer_offset) % 3
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self.set_param_layer_to_amount(param, layer, amount)
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def set_param_layer_to_amount(self, param, layer, amount):
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if self.data.settings['shader']['X3_AS_SPEED']['value'] == 'enabled' and param == 3:
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self.set_speed_layer_to_amount(layer, amount) # layer_offset=layer-self.data.shader_layer)
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else:
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self.selected_param_list[layer][param] = amount
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self.update_param_layer(param, layer)
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def get_modulation_value_list(self, amount, values, levels):
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l = []
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for i, v in enumerate(values):
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l.append(self.get_modulation_value(amount, v, levels[i]))
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# print ("got mean %s from amount %s with %s*%s" % (mean(l), amount, values, levels))
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return mean(l)
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def get_modulation_value(self, amount, value, level):
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if level == 0:
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return amount
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# TODO: read from list of input formulas, from plugins etc to modulate the value
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temp_amount = amount + (value * level)
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# print("from amount %s, modulation is %s, temp_amount is %s" % (amount, modulation, temp_amount))
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if temp_amount < 0:
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temp_amount = 0 # input range is 0-1 so convert back
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if temp_amount > 1:
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temp_amount = 1 # modulation however is -1 to +1
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return temp_amount
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def send_param_layer_amount_message(self, param, layer, amount):
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self.osc_client.send_message("/shader/{}/param".format(str(layer)), [param, amount])
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def modulate_param_to_amount(self, param, value):
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# incoming data here should be in format 0 to 1; needs changing to -1 to +1
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self.modulation_value[param] = (value - 0.5) * 2 # normalise to -1 to +1
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for plugin in self.data.plugins.get_plugins(ModulationReceiverPlugin):
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plugin.set_modulation_value(param, self.modulation_value[param])
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for layer, params in enumerate(self.selected_param_list):
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for ip, p in enumerate(params):
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for p2, v in enumerate(self.modulation_level[layer][ip]):
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if v != 0:
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self.update_param_layer(ip, layer)
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break
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def set_param_layer_offset_modulation_level(self, param, layer, level):
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layer = (self.data.shader_layer + layer) % 3
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self.set_param_layer_modulation_level(param, layer, level)
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def set_param_layer_modulation_level(self, param, layer, level):
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self.set_param_layer_slot_modulation_level(param, layer, self.selected_modulation_slot, level)
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def set_param_layer_slot_modulation_level(self, param, layer, slot, level):
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self.modulation_level[layer][param][slot] = level
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self.update_param_layer(param, layer)
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def update_param_layer(self, param, layer):
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# merge all applicable layers
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self.send_param_layer_amount_message(param, layer,
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self.get_modulation_value_list(
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self.selected_param_list[layer][param],
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self.modulation_value, # [0], #param],
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self.modulation_level[layer][param]
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)
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)
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def set_speed_offset_to_amount(self, layer_offset, amount):
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self.set_speed_to_amount(amount, layer_offset)
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def set_speed_to_amount(self, amount, layer_offset=0):
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layer = (self.data.shader_layer + layer_offset) % 3
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self.set_speed_layer_to_amount(layer, amount)
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def set_speed_layer_to_amount(self, layer, amount):
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self.osc_client.send_message("/shader/{}/speed".format(str(layer)), amount)
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self.selected_speed_list[layer] = amount
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