// NewScreen creates a new output screen of a given size and sample density. func NewScreen(width int, height int, samplesPerPixel int) *Screen { s := Screen{ width, height, 1.0 / float64(samplesPerPixel), types.NewTypedBuffer(width * samplesPerPixel), nil, // lines } return &s }
// NewScreen creates a new output screen of a given size and sample density. func NewSpectrogramScreen(width int, height int, bpo int) *SpectrogramScreen { samplesPerPixel := 1 // HACK - parameterize? s := SpectrogramScreen{ width, height, bpo, 1.0 / float64(samplesPerPixel), types.NewTypedBuffer(width * samplesPerPixel), nil, // lines } return &s }
// RenderLinesWithEvents renders multiple channels of samples to screen, and draws events. func (s *SpectrogramScreen) RenderLineWithEvents(line *ComplexLine, events <-chan interface{}, sampleRate int) { s.line = line runtime.LockOSThread() // NOTE: It appears that glfw 3.1 uses its own internal error callback. // glfw.SetErrorCallback(func(err glfw.ErrorCode, desc string) { // log.Fatalf("%v: %s\n", err, desc) // }) if err := glfw.Init(); err != nil { log.Fatalf("Can't init glfw: %v!", err) } defer glfw.Terminate() window, err := glfw.CreateWindow(s.width, s.height, "Spectrogram", nil, nil) if err != nil { log.Fatalf("CreateWindow failed: %s", err) } if aw, ah := window.GetSize(); aw != s.width || ah != s.height { log.Fatalf("Window doesn't have the requested size: want %d,%d got %d,%d", s.width, s.height, aw, ah) } window.MakeContextCurrent() // Must gl.Init() *after* MakeContextCurrent if err := gl.Init(); err != nil { log.Fatalf("Can't init gl: %v!", err) } // Set window up to be [0, 0] -> [width, height], black. gl.MatrixMode(gl.MODELVIEW) gl.LoadIdentity() gl.Translated(-1, -1, 0) gl.Scaled(2/float64(s.width), 2/float64(s.height), 1.0) gl.ClearColor(0.0, 0.0, 0.0, 0.0) gl.ShadeModel(gl.FLAT) // Actually start writing data to the buffer s.line.valueBuffer = types.NewTypedBuffer(int(float64(s.width) / s.pixelsPerSample)) s.line.valueBuffer.GoPushChannel(hackWrapChannel(s.line.Values), sampleRate) if events != nil { s.eventBuffer.GoPushChannel(events, sampleRate) } gl.Hint(gl.POINT_SMOOTH_HINT, gl.FASTEST) // Keep drawing while we still can (and should). for !window.ShouldClose() && !s.bufferFinished() { if window.GetKey(glfw.KeyEscape) == glfw.Press { break } gl.Clear(gl.COLOR_BUFFER_BIT) s.drawSignal() window.SwapBuffers() glfw.PollEvents() } // Keep window around, only close on esc. for !window.ShouldClose() && window.GetKey(glfw.KeyEscape) != glfw.Press { glfw.PollEvents() } }