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r_e_c_u_r/video_centre/shaders.py
Ryan Jarvis 81a37df50e Whitespace
2020-05-01 11:28:50 -07:00

297 lines
13 KiB
Python

import os
from statistics import mean
import display_centre.menu as menu
from data_centre.plugin_collection import ModulationReceiverPlugin
class Shaders(object):
MENU_HEIGHT = 10
EMPTY_SHADER = dict(name='none', is_shader=True, shad_type='-', param_number=4, path='-')
MAX_MOD_SLOTS = 4
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.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] * self.MAX_MOD_SLOTS # ,0.0,0.0,0.0]
# self.load_selected_shader()
@property
def modulation_level(self):
return self.data.settings['shader'].setdefault('modulation_level',
[[[0.0, 0.0, 0.0, 0.0] for i in range(4)] for i in range(3)])
def set_modulation_levels(self, levels):
self.data.settings['shader']['modulation_level'] = levels
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 select_next_shader_modulation_slot(self):
self.selected_modulation_slot += 1
if self.selected_modulation_slot >= self.MAX_MOD_SLOTS:
self.selected_modulation_slot = 0
def select_previous_shader_modulation_slot(self):
self.selected_modulation_slot -= 1
if self.selected_modulation_slot < 0:
self.selected_modulation_slot = self.MAX_MOD_SLOTS - 1
def reset_modulation(self, slot):
for layer in self.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_layer_to_amount(layer, amount) # 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):
# incoming data here should be in format 0 to 1; needs changing to -1 to +1
self.modulation_value[param] = (value - 0.5) * 2 # normalise to -1 to +1
for plugin in self.data.plugins.get_plugins(ModulationReceiverPlugin):
plugin.set_modulation_value(param, self.modulation_value[param])
for layer, params in enumerate(self.selected_param_list):
for ip, p in enumerate(params):
for p2, v in enumerate(self.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.set_param_layer_slot_modulation_level(param, layer, self.selected_modulation_slot, level)
def set_param_layer_slot_modulation_level(self, param, layer, slot, level):
self.modulation_level[layer][param][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.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_layer_to_amount(layer, amount)
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