Created
November 1, 2011 01:37
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Line-drawing seekbar effect
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texture tex : WAVEFORMDATA; | |
sampler sTex = sampler_state | |
{ | |
Texture = (tex); | |
MipFilter = LINEAR; | |
MinFilter = LINEAR; | |
MagFilter = LINEAR; | |
AddressU = Clamp; | |
}; | |
struct VS_IN | |
{ | |
float2 pos : POSITION; | |
float2 tc : TEXCOORD0; | |
}; | |
struct PS_IN | |
{ | |
float4 pos : SV_POSITION; | |
float2 tc : TEXCOORD0; | |
}; | |
float4 backgroundColor : BACKGROUNDCOLOR; | |
float4 highlightColor : HIGHLIGHTCOLOR; | |
float4 selectionColor : SELECTIONCOLOR; | |
float4 textColor : TEXTCOLOR; | |
float cursorPos : CURSORPOSITION; | |
bool cursorVisible : CURSORVISIBLE; | |
float seekPos : SEEKPOSITION; | |
bool seeking : SEEKING; | |
float4 replayGain : REPLAYGAIN; // album gain, track gain, album peak, track peak | |
float2 viewportSize : VIEWPORTSIZE; | |
bool horizontal : ORIENTATION; | |
bool flipped : FLIPPED; | |
bool shade_played : SHADEPLAYED; | |
PS_IN VS( VS_IN input ) | |
{ | |
PS_IN output = (PS_IN)0; | |
float2 half_pixel = float2(1,-1) / viewportSize; | |
output.pos = float4(input.pos - half_pixel, 0, 1); | |
if (horizontal) | |
{ | |
output.tc = float2((input.tc.x + 1.0) / 2.0, input.tc.y); | |
} | |
else | |
{ | |
output.tc = float2((-input.tc.y + 1.0) / 2.0, input.tc.x); | |
} | |
if (flipped) | |
output.tc.x = 1.0 - output.tc.x; | |
return output; | |
} | |
float4 bar( float pos, float2 tc, float4 fg, float4 bg, float width, bool show ) | |
{ | |
float dist = abs(pos - tc.x); | |
float4 c = (show && dist < width) | |
? lerp(fg, bg, smoothstep(0, width, dist)) | |
: bg; | |
return c; | |
} | |
float4 faded_bar( float pos, float2 tc, float4 fg, float4 bg, float width, bool show, float vert_from, float vert_to ) | |
{ | |
float dist = abs(pos - tc.x); | |
float fluff = smoothstep(vert_from, vert_to, abs(tc.y)); | |
float4 c = show | |
? lerp(fg, bg, max(fluff, smoothstep(0, width, dist))) | |
: bg; | |
return c; | |
} | |
// #define BORDER_ON_HIGHLIGHT | |
float4 played( float pos, float2 tc, float4 fg, float4 bg, float alpha) | |
{ | |
float4 c = bg; | |
float2 d = 1 / viewportSize; | |
if (pos > tc.x) | |
{ | |
#ifdef BORDER_ON_HIGHLIGHT | |
if (tc.x < d.x || tc.y >= (1 - d.y) || tc.y <= (2 * d.y - 1)) | |
c = selectionColor; | |
else | |
#endif | |
c = lerp(c, fg, saturate(alpha)); | |
} | |
return c; | |
} | |
void adjust_range(inout float4 sample) | |
{ | |
sample.rgb -= 0.5 * sample.a; | |
sample.rgb *= 1.0 + sample.a; | |
} | |
float sq_dist_point_segment(float2 a, float2 b, float2 c) | |
{ | |
float2 ab = b - a, ac = c - a, bc = c - b; | |
float e = dot(ac, ab); | |
if (e <= 0.0) return dot(ac, ac); | |
float f = dot(ab, ab); | |
if (e >= f) return dot(bc, bc); | |
return dot(ac, ac) - e * e / f; | |
} | |
float4 evaluate( float2 tc ) | |
{ | |
float W = viewportSize.x; | |
float H = viewportSize.y; | |
// alpha 1 indicates biased texture | |
float4 mmr_left = tex1D(sTex, tc.x - 1/W); | |
float4 mmr_mid = tex1D(sTex, tc.x); | |
float4 mmr_right = tex1D(sTex, tc.x + 1/W); | |
adjust_range(mmr_left); | |
adjust_range(mmr_mid); | |
adjust_range(mmr_right); | |
float2 us = float2( 0, tc.y*H); | |
float2 top_left = float2(-1, mmr_left.y * H); | |
float2 top_mid = float2( 0, mmr_mid.y * H); | |
float2 top_right = float2( 1, mmr_right.y * H); | |
float2 bot_left = float2(-1, mmr_left.x * H); | |
float2 bot_mid = float2( 0, mmr_mid.x * H); | |
float2 bot_right = float2( 1, mmr_right.x * H); | |
float top = min(sq_dist_point_segment(top_left, top_mid, us), | |
sq_dist_point_segment(top_mid, top_right, us)); | |
float bot = min(sq_dist_point_segment(bot_left, bot_mid, us), | |
sq_dist_point_segment(bot_mid, bot_right, us)); | |
float4 wave = lerp(textColor, backgroundColor, smoothstep(0, 1, sqrt(min(top, bot))/2)); | |
return saturate(wave); | |
} | |
float4 PS( PS_IN input ) : SV_Target | |
{ | |
float dx, dy; | |
if (horizontal) | |
{ | |
dx = 1/viewportSize.x; | |
dy = 1/viewportSize.y; | |
} | |
else | |
{ | |
dx = 1/viewportSize.y; | |
dy = 1/viewportSize.x; | |
} | |
float seekWidth = 2.5 * dx; | |
float positionWidth = 2.5 * dx; | |
float4 c0 = evaluate(input.tc); | |
c0 = bar(cursorPos, input.tc, selectionColor, c0, positionWidth, cursorVisible); | |
c0 = bar(seekPos, input.tc, selectionColor, c0, seekWidth, seeking ); | |
if (shade_played) | |
c0 = played(cursorPos, input.tc, highlightColor, c0, 0.3); | |
return c0; | |
} | |
technique Render9 | |
{ | |
pass | |
{ | |
VertexShader = compile vs_2_0 VS(); | |
PixelShader = compile ps_2_a PS(); | |
} | |
} |
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