carpman
When you say "how do I get a fixed height", do you mean you want all waveforms to have maximum size in the panel, irrespective of the existence of replay gain values?
If so, you may also be interested in my waveform seekbar script for Direct3D . . .
View this screenshot:
Here is my script:
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 chan_mag : CHANNELMAGNITUDE; // Requires "foo_wave_seekbar" version 0.2.34 or better
float4 track_mag : TRACKMAGNITUDE; // Requires "foo_wave_seekbar" version 0.2.34 or better
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);
//- - - - - NORMALIZE/RESCALE ALL WAVEFORMS TO FILL PANEL EDGE-TO-EDGE - - - - - - - -
//Requires "foo_wave_seekbar" version 0.2.34 or better - see changelog
//This variation will map the range [-1,1] to [min_peak,max_peak].
input.tc.y = (input.tc.y + 1)/2 * (chan_mag.g - chan_mag.r) + chan_mag.r;
//This variation will map the range [-1,1] to [-largest_peak,largest_peak]
//input.tc.y = input.tc.y * max(abs(chan_mag.r), abs(chan_mag.g));
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 evaluate(float4 bg, float4 fg, float factor)
{
return saturate(lerp(bg, fg, factor));
}
float4 played( float pos, float2 tc, float4 bg, float factor)
{
float4 c = bg;
if (pos > tc.x)
{
c = evaluate(backgroundColor, highlightColor, factor);
}
return c;
}
float RMSfactor( float2 tc, float border )
{
float4 minmaxrms = tex1D(sTex, tc.x);
minmaxrms.rgb -= .1 * minmaxrms.a;
//- - - - - CHANGES THE OVERALL WAVE SIZE IN THE PANEL - - - - - - - -
//minmaxrms.rgb *= 0.8 + minmaxrms.a; <<<<<backup original
minmaxrms.rgb *= 0.95 + minmaxrms.a;
float belowWave = tc.y + border - minmaxrms.r;
float aboveWave = tc.y - border - minmaxrms.g;
float factorWave = min(abs(belowWave), abs(aboveWave));
bool insideWave = (belowWave > 0 && aboveWave < 0);
float diffRms = abs(tc.y) - border - minmaxrms.b;
float factorRms = abs(diffRms);
//- - - - - ENABLE/DISABLE THE INSIDE WAVE - - - - - - - -
// [TO DISABLE: bool insideRms = 0;] [TO ENABLE: bool insideRms = diffRms < 0; <<<<<backup original]
//bool insideRms = diffRms < 0;
//bool insideRms = (belowWave > 0 && aboveWave < 0);
bool insideRms = (diffRms > 0 && diffRms < 0);
//- - - - - CHANGES LOOK OF INSIDE WAVE - - - - - - - -
//float factor = insideRms ? ( 1 + 0.2 * saturate(factorRms / border / 2)): 1.0; <<<<<backup original
float factor = insideRms ? ( 6 * saturate(factorRms / border / 20)): 10.0;
//- - - - - CHANGES LOOK OF OUTSIDE WAVE & PANEL BACKGROUND - - - - - - - -
//factor = insideWave ? (factor * saturate(factorWave / border / 1)) : 0.0; <<<<<backup original
factor = insideWave ? (factorRms * 6.0 + 0.8 * saturate(factorWave / border / 0.5)) : 0.0;
//return factor; <<<<<<backup original
return insideWave - saturate(factorWave);
}
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 = 1 * dx;
float positionWidth = 1 * dx;
float factor = RMSfactor(input.tc, 2.5 * dy);
float4 c0 = evaluate(backgroundColor, textColor, factor);
if (shade_played)
c0 = played(cursorPos, input.tc, c0, factor);
c0 = bar(cursorPos, input.tc, selectionColor, c0, positionWidth, cursorVisible);
c0 = bar(seekPos, input.tc, selectionColor, c0, seekWidth, seeking );
return c0;
}
technique10 Render10
{
pass P0
{
SetGeometryShader( 0 );
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
}
}
technique Render9
{
pass
{
VertexShader = compile vs_2_0 VS();
PixelShader = compile ps_2_0 PS();
}
}
BIG THANKS to Zao for updating his component to allow this "faux normalized" effect +++++++++++++++++++++++++++++++