From 9f5eb82fe144e4aecacefa22394f8de8ab364de0 Mon Sep 17 00:00:00 2001 From: Sem Date: Fri, 10 Apr 2026 00:05:30 +0200 Subject: [PATCH] Add cava and TODO for frequency graph --- cava/config | 330 +++++++++++++++++++ cava/shaders/bar_spectrum.frag | 73 ++++ cava/shaders/eye_of_phi.frag | 117 +++++++ cava/shaders/northern_lights.frag | 34 ++ cava/shaders/pass_through.vert | 14 + cava/shaders/spectrogram.frag | 53 +++ cava/shaders/winamp_line_style_spectrum.frag | 112 +++++++ cava/themes/solarized_dark | 15 + cava/themes/tricolor | 10 + quickshell/ui/BluetoothIcon.qml | 16 +- quickshell/ui/NowPlaying.qml | 13 + quickshell/ui/TopBar.qml | 7 +- 12 files changed, 789 insertions(+), 5 deletions(-) create mode 100644 cava/config create mode 100644 cava/shaders/bar_spectrum.frag create mode 100644 cava/shaders/eye_of_phi.frag create mode 100644 cava/shaders/northern_lights.frag create mode 100644 cava/shaders/pass_through.vert create mode 100644 cava/shaders/spectrogram.frag create mode 100644 cava/shaders/winamp_line_style_spectrum.frag create mode 100644 cava/themes/solarized_dark create mode 100644 cava/themes/tricolor diff --git a/cava/config b/cava/config new file mode 100644 index 0000000..18ce8de --- /dev/null +++ b/cava/config @@ -0,0 +1,330 @@ +## Configuration file for CAVA. +# Remove the ; to change parameters. + + +[general] + +# Auto reload config if the configuration file has changed. 1 = on, 0 = off. +; live-config = 0 + +# Smoothing mode. Can be 'normal', 'scientific' or 'waves'. DEPRECATED as of 0.6.0 +; mode = normal + +# Accepts only non-negative values. +; framerate = 60 + +# 'autosens' will attempt to decrease sensitivity if the bars peak. 1 = on, 0 = off +# new as of 0.6.0 autosens of low values (dynamic range) +# 'overshoot' allows bars to overshoot (in % of terminal height) without initiating autosens. DEPRECATED as of 0.6.0 +; autosens = 1 +; overshoot = 20 + +# Manual sensitivity in %. If autosens is enabled, this will only be the initial value. +# 200 means double height. Accepts only non-negative values. +; sensitivity = 100 + +# The number of bars (0-512). 0 sets it to auto (fill up console). +# Bars' width and space between bars in number of characters. +bars = 64 +; bar_width = 2 +; bar_spacing = 1 +# bar_height is only used for output in "noritake" format +; bar_height = 32 + +# For SDL width and space between bars is in pixels, defaults are: +; bar_width = 20 +; bar_spacing = 5 + +# sdl_glsl have these default values, they are only used to calculate max number of bars. +; bar_width = 1 +; bar_spacing = 0 + +# ceter bars in terminal, if there is space. +; center_align = 1 + +# max height of bars in terminal, in percent of terminal height. +; max_height = 100 + + +# Lower and higher cutoff frequencies for lowest and highest bars +# the bandwidth of the visualizer. +# Note: there is a minimum total bandwidth of 43Mhz x number of bars. +# Cava will automatically increase the higher cutoff frequency if needed to satisfy the minimum bandwidth. +; lower_cutoff_freq = 50 +; higher_cutoff_freq = 10000 + + +# Seconds with no input before cava goes to sleep mode. Cava will not perform FFT or drawing and +# only check for input once per second. Cava will wake up once input is detected. 0 = disable. +; sleep_timer = 0 + + +[input] + +# Audio capturing method. Possible methods are: 'fifo', 'portaudio', 'pipewire', 'alsa', 'pulse', 'sndio', 'oss', 'jack' or 'shmem' +# Defaults to 'oss', 'pipewire', 'sndio', 'jack', 'pulse', 'alsa', 'portaudio' or 'fifo', in that order, dependent on what support cava was built with. +# On Mac it defaults to 'portaudio' or 'fifo' +# On windows this is automatic and no input settings are needed. +# +# All input methods uses the same config variable 'source' +# to define where it should get the audio. +# +# For pulseaudio and pipewire 'source' will be the source. Default: 'auto', which uses the monitor source of the default sink +# (all pulseaudio sinks(outputs) have 'monitor' sources(inputs) associated with them). +# +# For pipewire 'source' will be the object name or object.serial of the device to capture from. +# Both input and output devices are supported. To capture the monitor source of a sink node, append '.monitor' to the sink's object name. +# +# For alsa 'source' will be the capture device. +# For fifo 'source' will be the path to fifo-file. +# For shmem 'source' will be /squeezelite-AA:BB:CC:DD:EE:FF where 'AA:BB:CC:DD:EE:FF' will be squeezelite's MAC address +# +# For sndio 'source' will be a raw recording audio descriptor or a monitoring sub-device, e.g. 'rsnd/2' or 'snd/1'. Default: 'default'. +# README.md contains further information on how to setup CAVA for sndio. +# +# For oss 'source' will be the path to a audio device, e.g. '/dev/dsp2'. Default: '/dev/dsp', i.e. the default audio device. +# README.md contains further information on how to setup CAVA for OSS on FreeBSD. +# +# For jack 'source' will be the name of the JACK server to connect to, e.g. 'foobar'. Default: 'default'. +# README.md contains further information on how to setup CAVA for JACK. +# +; method = pulse +; source = auto + +; method = pipewire +; source = auto + +; method = alsa +; source = hw:Loopback,1 + +; method = fifo +; source = /tmp/mpd.fifo + +; method = shmem +; source = /squeezelite-AA:BB:CC:DD:EE:FF + +; method = portaudio +; source = auto + +; method = sndio +; source = default + +; method = oss +; source = /dev/dsp + +; method = jack +; source = default + +# The options 'sample_rate', 'sample_bits', 'channels' and 'autoconnect' can be configured for some input methods: +# sample_rate: fifo, pipewire, sndio, oss +# sample_bits: fifo, pipewire, sndio, oss +# channels: sndio, oss, jack +# autoconnect: jack +# Other methods ignore these settings. +# For pipewire, sample_rate will default to 48000, for all other input methods, sample_rate will default to 44100. +# +# For 'sndio' and 'oss' they are only preferred values, i.e. if the values are not supported +# by the chosen audio device, the device will use other supported values instead. +# Example: 48000, 32 and 2, but the device only supports 44100, 16 and 1, then it +# will use 44100, 16 and 1. +# +# +# The 'pipewire' input method has three options to control linking and mixing: +# active: Force the node to always process. Useful for monitoring sources when no other application is active. +# remix: Allow pipewire to remix audio channels to match cava's channel count. Useful for surround sound. +# virtual: Set the node to virtual, to avoid recording notifications from the DE. +# +; sample_rate = 44100 +; sample_bits = 16 +; channels = 2 +; autoconnect = 2 +; active = 1 +; remix = 1 +; virtual = 1 + + +[output] + +# Output method. Can be 'ncurses', 'noncurses', 'raw', 'noritake', 'sdl' +# or 'sdl_glsl'. +# 'noncurses' (default) uses a buffer and cursor movements to only print +# changes from frame to frame in the terminal. Uses less resources and is less +# prone to tearing (vsync issues) than 'ncurses'. +# +# 'raw' is an 8 or 16 bit (configurable via the 'bit_format' option) data +# stream of the bar heights that can be used to send to other applications. +# 'raw' defaults to 1024 bars stereo (512 bars mono), which can be adjusted in the 'bars' option above. +# +# 'noritake' outputs a bitmap in the format expected by a Noritake VFD display +# in graphic mode. It only support the 3000 series graphical VFDs for now. +# +# 'sdl' uses the Simple DirectMedia Layer to render in a graphical context. +# 'sdl_glsl' uses SDL to create an OpenGL context. Write your own shaders or +# use one of the predefined ones. +method = raw + +# Orientation of the visualization. Can be 'bottom', 'top', 'left', 'right' or +# 'horizontal'. Default is 'bottom'. 'left and 'right' are only supported on sdl +# and ncruses output. 'horizontal' (bars go up and down from center) is only supported +# on noncurses output. +# Note: many fonts have weird or missing glyphs for characters used in orientations +# other than 'bottom', which can make output not look right. +; orientation = bottom + +# Visual channels. Can be 'stereo' or 'mono'. +# 'stereo' mirrors both channels with low frequencies in center. +# 'mono' outputs left to right lowest to highest frequencies. +# 'mono_option' set mono to either take input from 'left', 'right' or 'average'. +# set 'reverse' to 1 to display frequencies the other way around. +; channels = stereo +; mono_option = average +; reverse = 0 + +# Only valid if orientation is set to 'horizontal'. +# Set 'horizontal_stereo' to 1 to have left channel bars at top and right channel at bottom. +# Set 'left_bottom' to 0 to have right channel at top and left channel at bottom. +; horizontal_stereo = 0 +; left_bottom = 1 + +# Raw output target. +# On Linux, a fifo will be created if target does not exist. +# On Windows, a named pipe will be created if target does not exist. +raw_target = /tmp/cava.fifo + +# Raw data format. Can be 'binary' or 'ascii'. +data_format = ascii + +# Binary bit format, can be '8bit' (0-255) or '16bit' (0-65530). +; bit_format = 16bit + +# Ascii max value. In 'ascii' mode range will run from 0 to value specified here +ascii_max_range = 100 + +# Ascii delimiters. In ascii format each bar and frame is separated by a delimiters. +# Use decimal value in ascii table (i.e. 59 = ';' and 10 = '\n' (line feed)). +; bar_delimiter = 59 +; frame_delimiter = 10 + +# sdl window size and position. -1,-1 is centered. +; sdl_width = 1024 +; sdl_height = 512 +; sdl_x = -1 +; sdl_y= -1 +; sdl_full_screen = 0 + +# set label on bars on the x-axis. Can be 'frequency' or 'none'. Default: 'none' +# 'frequency' displays the lower cut off frequency of the bar above. +# Only supported on ncurses and noncurses output. +; xaxis = none + +# enable synchronized sync. 1 = on, 0 = off +# removes flickering in alacritty terminal emulator. +# defaults to off since the behaviour in other terminal emulators is unknown +; synchronized_sync = 0 + +# Shaders for sdl_glsl, located in $HOME/.config/cava/shaders +; vertex_shader = pass_through.vert +; fragment_shader = bar_spectrum.frag + +; for glsl output mode, keep rendering even if no audio +; continuous_rendering = 0 + +# disable console blank (screen saver) in tty +# (Not supported on FreeBSD) +; disable_blanking = 0 + +# show a flat bar at the bottom of the screen when idle, 1 = on, 0 = off +; show_idle_bar_heads = 1 + +# show waveform instead of frequency spectrum, 1 = on, 0 = off +; waveform = 0 + +[color] + +# Colors can be one of seven predefined: black, blue, cyan, green, magenta, red, white, yellow. +# Or defined by hex code '#xxxxxx' (hex code must be within ''). User defined colors requires +# a terminal that can change color definitions such as Gnome-terminal or rxvt. +# default is to keep current terminal color +; background = default +; foreground = default + +# SDL and sdl_glsl only support hex code colors, these are the default: +; background = '#111111' +; foreground = '#33ffff' + + +# Gradient mode, only hex defined colors are supported, +# background must also be defined in hex or remain commented out. 1 = on, 0 = off. +# You can define as many as 8 different colors. They range from bottom to top of screen +; gradient = 0 +; gradient_color_1 = '#59cc33' +; gradient_color_2 = '#80cc33' +; gradient_color_3 = '#a6cc33' +; gradient_color_4 = '#cccc33' +; gradient_color_5 = '#cca633' +; gradient_color_6 = '#cc8033' +; gradient_color_7 = '#cc5933' +; gradient_color_8 = '#cc3333' + + +# Horizontal is only supported on noncurses output. +# Only one color will be calculated per bar. +; horizontal_gradient = 0 +; horizontal_gradient_color_1 = '#c45161' +; horizontal_gradient_color_2 = '#e094a0' +; horizontal_gradient_color_3 = '#f2b6c0' +; horizontal_gradient_color_4 = '#f2dde1' +; horizontal_gradient_color_5 = '#cbc7d8' +; horizontal_gradient_color_6 = '#8db7d2' +; horizontal_gradient_color_7 = '#5e62a9' +; horizontal_gradient_color_8 = '#434279' + + +# If both vertical and horizontal gradient is enabled, vertical will be blended in this direction. +# Can be 'up', 'down', 'left' or 'right'. 'up' means the vertical gradient will be blended in from +# bottom to top. I.e. the bottom will be only the horizontal +# and top will be only the color of the vertical gradient. +; blend_direction = 'up' + +# use theme file instead of defining colors in this file +# themes are located in $HOME/.config/cava/themes +; theme = 'none' + + +[smoothing] + +# Percentage value for integral smoothing. Takes values from 0 - 100. +# Higher values means smoother, but less precise. 0 to disable. +# DEPRECATED as of 0.8.0, use noise_reduction instead +; integral = 77 + +# Disables or enables the so-called "Monstercat smoothing" with or without "waves". Set to 0 to disable. +; monstercat = 0 +; waves = 0 + +# Set gravity percentage for "drop off". Higher values means bars will drop faster. +# Accepts only non-negative values. 50 means half gravity, 200 means double. Set to 0 to disable "drop off". +# DEPRECATED as of 0.8.0, use noise_reduction instead +gravity = 150 + + +# In bar height, bars that would have been lower that this will not be drawn. +# DEPRECATED as of 0.8.0 +; ignore = 0 + +# Noise reduction, int 0 - 100. default 77 +# the raw visualization is very noisy, this factor adjusts the integral and gravity filters to keep the signal smooth +# 100 will be very slow and smooth, 0 will be fast but noisy. +; noise_reduction = 77 + + +[eq] + +# This one is tricky. You can have as much keys as you want. +# Remember to uncomment more than one key! More keys = more precision. +# Look at readme.md on github for further explanations and examples. +; 1 = 1 # bass +; 2 = 1 +; 3 = 1 # midtone +; 4 = 1 +; 5 = 1 # treble diff --git a/cava/shaders/bar_spectrum.frag b/cava/shaders/bar_spectrum.frag new file mode 100644 index 0000000..473301c --- /dev/null +++ b/cava/shaders/bar_spectrum.frag @@ -0,0 +1,73 @@ +#version 330 + +in vec2 fragCoord; +out vec4 fragColor; + +// bar values. defaults to left channels first (low to high), then right (high to low). +uniform float bars[512]; + +uniform int bars_count; // number of bars (left + right) (configurable) +uniform int bar_width; // bar width (configurable), not used here +uniform int bar_spacing; // space between bars (configurable) + +uniform vec3 u_resolution; // window resolution + +// colors, configurable in cava config file (r,g,b) (0.0 - 1.0) +uniform vec3 bg_color; // background color +uniform vec3 fg_color; // foreground color + +uniform int gradient_count; +uniform vec3 gradient_colors[8]; // gradient colors + +uniform float shader_time; // shader execution time s (not used here) + +uniform sampler2D inputTexture; // Texture from the last render pass (not used here) + +vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) { + // create color based on fraction of this color and next color + float yr = (y - y_min) / (y_max - y_min); + return col_1 * (1.0 - yr) + col_2 * yr; +} + +void main() { + // find which bar to use based on where we are on the x axis + float x = u_resolution.x * fragCoord.x; + int bar = int(bars_count * fragCoord.x); + + // calculate a bar size + float bar_size = u_resolution.x / bars_count; + + // the y coordinate and bar values are the same + float y = bars[bar]; + + // make sure there is a thin line at bottom + if (y * u_resolution.y < 1.0) { + y = 1.0 / u_resolution.y; + } + + // draw the bar up to current height + if (y > fragCoord.y) { + // make some space between bars basen on settings + if (x > (bar + 1) * (bar_size)-bar_spacing) { + fragColor = vec4(bg_color, 1.0); + } else { + if (gradient_count == 0) { + fragColor = vec4(fg_color, 1.0); + } else { + // find which color in the configured gradient we are at + int color = int((gradient_count - 1) * fragCoord.y); + + // find where on y this and next color is supposed to be + float y_min = color / (gradient_count - 1.0); + float y_max = (color + 1.0) / (gradient_count - 1.0); + + // make color + fragColor = vec4(normalize_C(fragCoord.y, gradient_colors[color], + gradient_colors[color + 1], y_min, y_max), + 1.0); + } + } + } else { + fragColor = vec4(bg_color, 1.0); + } +} diff --git a/cava/shaders/eye_of_phi.frag b/cava/shaders/eye_of_phi.frag new file mode 100644 index 0000000..b66b607 --- /dev/null +++ b/cava/shaders/eye_of_phi.frag @@ -0,0 +1,117 @@ +#version 330 + +// this shader was stolen from shadertoy user ChunderFPV + +#define SCALE 8.0 +#define PI radians(180.0) +#define TAU (PI * 2.0) +#define CS(a) vec2(cos(a), sin(a)) +#define PT(u, r) smoothstep(0.0, r, r - length(u)) + +in vec2 fragCoord; +out vec4 fragColor; + +uniform float bars[512]; + +uniform int bars_count; // number of bars (left + right) (configurable) +uniform float shader_time; // shader execution time s +uniform int bar_width; // bar width (configurable), not used here +uniform int bar_spacing; // space between bars (configurable) + +uniform vec3 u_resolution; // window resolution + +// colors, configurable in cava config file (r,g,b) (0.0 - 1.0) +uniform vec3 bg_color; // background color +uniform vec3 fg_color; // foreground color + +uniform int gradient_count; +uniform vec3 gradient_colors[8]; // gradient colors + +// gradient map ( color, equation, time, width, shadow, reciprocal ) +vec3 gm(vec3 c, float n, float t, float w, float d, bool i) { + float g = min(abs(n), 1.0 / abs(n)); + float s = abs(sin(n * PI - t)); + if (i) + s = min(s, abs(sin(PI / n + t))); + return (1.0 - pow(abs(s), w)) * c * pow(g, d) * 6.0; +} + +// denominator spiral, use 1/n for numerator +// ( screen xy, spiral exponent, decimal, line width, hardness, rotation ) +float ds(vec2 u, float e, float n, float w, float h, float ro) { + float ur = length(u); // unit radius + float sr = pow(ur, e); // spiral radius + float a = round(sr) * n * TAU; // arc + vec2 xy = CS(a + ro) * ur; // xy coords + float l = PT(u - xy, w); // line + float s = mod(sr + 0.5, 1.0); // gradient smooth + s = min(s, 1.0 - s); // darken filter + return l * s * h; +} + +void main() { + float t = shader_time / PI * 2.0; + vec4 m = vec4(0, 0, 0, 0); // iMouse; + m.xy = m.xy * 2.0 / u_resolution.xy - 1.0; // ±1x, ±1y + if (m.z > 0.0) + t += m.y * SCALE; // move time with mouse y + float z = (m.z > 0.0) ? pow(1.0 - abs(m.y), sign(m.y)) : 1.0; // zoom (+) + float e = (m.z > 0.0) ? pow(1.0 - abs(m.x), -sign(m.x)) + : 1.0; // screen exponent (+) + float se = (m.z > 0.0) ? e * -sign(m.y) : 1.0; // spiral exponent + vec3 bg = vec3(0); // black background + + float aa = 3.0; // anti-aliasing + + for (float j = 0.0; j < aa; j++) + for (float k = 0.0; k < aa; k++) { + vec3 c = vec3(0); + vec2 o = vec2(j, k) / aa; + vec2 uv = (fragCoord * u_resolution.xy - 0.5 * u_resolution.xy + o) / + u_resolution.y * SCALE * z; // apply cartesian, scale and zoom + if (m.z > 0.0) + uv = + exp(log(abs(uv)) * e) * sign(uv); // warp screen space with exponent + + float px = length(fwidth(uv)); // pixel width + float x = uv.x; // every pixel on x + float y = uv.y; // every pixel on y + float l = length(uv); // hypot of xy: sqrt(x*x+y*y) + + float mc = (x * x + y * y - 1.0) / y; // metallic circle at xy + float g = min(abs(mc), 1.0 / abs(mc)); // gradient + vec3 gold = vec3(1.0, 0.6, 0.0) * g * l; + vec3 blue = vec3(0.3, 0.5, 0.9) * (1.0 - g); + vec3 rgb = max(gold, blue); + + float w = 0.1; // line width + float d = 0.4; // shadow depth + c = max(c, gm(rgb, mc, -t, w * bars[0], d, false)); // metallic + c = max(c, gm(rgb, abs(y / x) * sign(y), -t, w * bars[1], d, + false)); // tangent + c = max(c, gm(rgb, (x * x) / (y * y) * sign(y), -t, w * bars[2], d, + false)); // sqrt cotangent + c = max(c, gm(rgb, (x * x) + (y * y), t, w * bars[3], d, + true)); // sqrt circles + + c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[4], 2.0, 0.0); // spiral 1a + c += rgb * ds(uv, se, t / TAU, px * 2.0 * bars[5], 2.0, PI); // spiral 1b + c += + rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[6], 2.0, 0.0); // spiral 2a + c += rgb * ds(uv, -se, t / TAU, px * 2.0 * bars[7], 2.0, PI); // spiral 2b + c = max(c, 0.0); // clear negative color + + c += pow(max(1.0 - l, 0.0), 3.0 / z); // center glow + + if (m.z > 0.0) // display grid on click + { + vec2 xyg = abs(fract(uv + 0.5) - 0.5) / px; // xy grid + c.gb += 0.2 * (1.0 - min(min(xyg.x, xyg.y), 1.0)); + } + bg += c; + } + bg /= aa * aa; + bg *= sqrt(bg) * 1.5; + + fragColor = vec4(bg, 1.0); +} diff --git a/cava/shaders/northern_lights.frag b/cava/shaders/northern_lights.frag new file mode 100644 index 0000000..ecd859a --- /dev/null +++ b/cava/shaders/northern_lights.frag @@ -0,0 +1,34 @@ +#version 330 + +in vec2 fragCoord; +out vec4 fragColor; + +// bar values. defaults to left channels first (low to high), then right (high to low). +uniform float bars[512]; + +uniform int bars_count; // number of bars (left + right) (configurable) + +uniform vec3 u_resolution; // window resolution, not used here + +//colors, configurable in cava config file +uniform vec3 bg_color; // background color(r,g,b) (0.0 - 1.0), not used here +uniform vec3 fg_color; // foreground color, not used here + +void main() +{ + // find which bar to use based on where we are on the x axis + int bar = int(bars_count * fragCoord.x); + + float bar_y = 1.0 - abs((fragCoord.y - 0.5)) * 2.0; + float y = (bars[bar]) * bar_y; + + float bar_x = (fragCoord.x - float(bar) / float(bars_count)) * bars_count; + float bar_r = 1.0 - abs((bar_x - 0.5)) * 2; + + bar_r = bar_r * bar_r * 2; + + // set color + fragColor.r = fg_color.x * y * bar_r; + fragColor.g = fg_color.y * y * bar_r; + fragColor.b = fg_color.z * y * bar_r; +} diff --git a/cava/shaders/pass_through.vert b/cava/shaders/pass_through.vert new file mode 100644 index 0000000..a4f20e5 --- /dev/null +++ b/cava/shaders/pass_through.vert @@ -0,0 +1,14 @@ +#version 330 + + +// Input vertex data, different for all executions of this shader. +layout(location = 0) in vec3 vertexPosition_modelspace; + +// Output data ; will be interpolated for each fragment. +out vec2 fragCoord; + +void main() +{ + gl_Position = vec4(vertexPosition_modelspace,1); + fragCoord = (vertexPosition_modelspace.xy+vec2(1,1))/2.0; +} diff --git a/cava/shaders/spectrogram.frag b/cava/shaders/spectrogram.frag new file mode 100644 index 0000000..18afbe3 --- /dev/null +++ b/cava/shaders/spectrogram.frag @@ -0,0 +1,53 @@ +#version 330 + +in vec2 fragCoord; +out vec4 fragColor; + +// bar values. defaults to left channels first (low to high), then right (high +// to low). +uniform float bars[512]; + +uniform int bars_count; // number of bars (left + right) (configurable) +uniform int bar_width; // bar width (configurable), not used here +uniform int bar_spacing; // space between bars (configurable) + +uniform vec3 u_resolution; // window resolution + +// colors, configurable in cava config file (r,g,b) (0.0 - 1.0) +uniform vec3 bg_color; // background color +uniform vec3 fg_color; // foreground color + +uniform int gradient_count; +uniform vec3 gradient_colors[8]; // gradient colors + +uniform sampler2D inputTexture; // Texture from the last render pass + +vec3 normalize_C(float y, vec3 col_1, vec3 col_2, float y_min, float y_max) { + // create color based on fraction of this color and next color + float yr = (y - y_min) / (y_max - y_min); + return col_1 * (1.0 - yr) + col_2 * yr; +} + +void main() { + // find which bar to use based on where we are on the y axis + int bar = int(bars_count * fragCoord.y); + float y = bars[bar]; + float band_size = 1.0 / float(bars_count); + float current_band_min = bar * band_size; + float current_band_max = (bar + 1) * band_size; + + int hist_length = 512; + float win_size = 1.0 / hist_length; + + if (fragCoord.x > 1.0 - win_size) { + + if (fragCoord.y > current_band_min && fragCoord.y < current_band_max) { + + fragColor = vec4(fg_color * y, 1.0); + } + } else { + vec2 offsetCoord = fragCoord; + offsetCoord.x += float(win_size); + fragColor = texture(inputTexture, offsetCoord); + } +} diff --git a/cava/shaders/winamp_line_style_spectrum.frag b/cava/shaders/winamp_line_style_spectrum.frag new file mode 100644 index 0000000..3bcc24a --- /dev/null +++ b/cava/shaders/winamp_line_style_spectrum.frag @@ -0,0 +1,112 @@ +#version 330 + +// Emulate the "line style" spectrum analyzer from Winamp 2. +// Try this config for a demonstration: + +/* +[general] +bar_width = 2 +bar_spacing = 0 +higher_cutoff_freq = 22000 + +[output] +method = sdl_glsl +channels = mono +fragment_shader = winamp_line_style_spectrum.frag + +[color] +background = '#000000' +gradient = 1 +gradient_color_1 = '#319C08' +gradient_color_2 = '#29CE10' +gradient_color_3 = '#BDDE29' +gradient_color_4 = '#DEA518' +gradient_color_5 = '#D66600' +gradient_color_6 = '#CE2910' + +[smoothing] +noise_reduction = 10 +*/ + +in vec2 fragCoord; +out vec4 fragColor; + +// bar values. defaults to left channels first (low to high), then right (high to low). +uniform float bars[512]; + +uniform int bars_count; // number of bars (left + right) (configurable) +uniform int bar_width; // bar width (configurable), not used here +uniform int bar_spacing; // space between bars (configurable) + +uniform vec3 u_resolution; // window resolution + +//colors, configurable in cava config file (r,g,b) (0.0 - 1.0) +uniform vec3 bg_color; // background color +uniform vec3 fg_color; // foreground color + +uniform int gradient_count; +uniform vec3 gradient_colors[8]; // gradient colors + +vec3 normalize_C(float y,vec3 col_1, vec3 col_2, float y_min, float y_max) +{ + //create color based on fraction of this color and next color + float yr = (y - y_min) / (y_max - y_min); + return col_1 * (1.0 - yr) + col_2 * yr; +} + +void main() +{ + // find which bar to use based on where we are on the x axis + float x = u_resolution.x * fragCoord.x; + int bar = int(bars_count * fragCoord.x); + + //calculate a bar size + float bar_size = u_resolution.x / bars_count; + + //the y coordinate is stretched by 4X to resemble Winamp + float y = min(bars[bar] * 4.0, 1.0); + + // make sure there is a thin line at bottom + if (y * u_resolution.y < 1.0) + { + y = 1.0 / u_resolution.y; + } + + vec4 bar_color; + + if (gradient_count == 0) + { + bar_color = vec4(fg_color,1.0); + } + else + { + //find color in the configured gradient for the top of the bar + int color = int((gradient_count - 1) * y); + + //find where on y this and next color is supposed to be + float y_min = float(color) / (gradient_count - 1.0); + float y_max = float(color + 1) / (gradient_count - 1.0); + + //make a solid color for the entire bar + bar_color = vec4(normalize_C(y, gradient_colors[color], gradient_colors[color + 1], y_min, y_max), 1.0); + } + + + //draw the bar up to current height + if (y > fragCoord.y) + { + //make some space between bars based on settings + if (x > (bar + 1) * (bar_size) - bar_spacing) + { + fragColor = vec4(bg_color,1.0); + } + else + { + fragColor = bar_color; + } + } + else + { + fragColor = vec4(bg_color,1.0); + } +} diff --git a/cava/themes/solarized_dark b/cava/themes/solarized_dark new file mode 100644 index 0000000..200057c --- /dev/null +++ b/cava/themes/solarized_dark @@ -0,0 +1,15 @@ +[color] +background = '#001e26' +foreground = '#708183' + +gradient = 1 +gradient_color_1 = '#268bd2' +gradient_color_2 = '#6c71c4' +gradient_color_3 = '#cb4b16' + +horizontal_gradient = 1 +horizontal_gradient_color_1 = '#586e75' +horizontal_gradient_color_2 = '#b58900' +horizontal_gradient_color_3 = '#839496' + +blend_direction = 'up' \ No newline at end of file diff --git a/cava/themes/tricolor b/cava/themes/tricolor new file mode 100644 index 0000000..b908137 --- /dev/null +++ b/cava/themes/tricolor @@ -0,0 +1,10 @@ +[color] +horizontal_gradient = 1 +horizontal_gradient_color_1 = '#c45161' +horizontal_gradient_color_2 = '#e094a0' +horizontal_gradient_color_3 = '#f2b6c0' +horizontal_gradient_color_4 = '#f2dde1' +horizontal_gradient_color_5 = '#cbc7d8' +horizontal_gradient_color_6 = '#8db7d2' +horizontal_gradient_color_7 = '#5e62a9' +horizontal_gradient_color_8 = '#434279' \ No newline at end of file diff --git a/quickshell/ui/BluetoothIcon.qml b/quickshell/ui/BluetoothIcon.qml index 4b16389..cd1dd54 100644 --- a/quickshell/ui/BluetoothIcon.qml +++ b/quickshell/ui/BluetoothIcon.qml @@ -1,5 +1,7 @@ +import Quickshell import Quickshell.Io import QtQuick +import QtQuick.Layouts import "../constants" import "../services" @@ -7,8 +9,11 @@ import "../services" Text { id: root + required property TopBar parentWindow; + // Nerd Font Bluetooth icon (nf-fa-bluetooth) // cheat sheet: https://www.nerdfonts.com/cheat-sheet + // TODO make custom floating panel with animation and buttons to connect/disconnect devices property string iconGlyph: "\udb80\udcaf" property string connectedIconGlyph: "\udb80\udcb1" property string disconnectedIconGlyph: "\udb80\udcaf" @@ -42,9 +47,18 @@ Text { MouseArea { anchors.fill: parent hoverEnabled: true - + onClicked: { bluemanManagerProcess.running = true; + popupWindow.visible = true; } } + + PopupWindow { + id: popupWindow + visible: false + implicitWidth: 200 + implicitHeight: 100 + anchor.window: parentWindow + } } diff --git a/quickshell/ui/NowPlaying.qml b/quickshell/ui/NowPlaying.qml index 85fc560..624df41 100644 --- a/quickshell/ui/NowPlaying.qml +++ b/quickshell/ui/NowPlaying.qml @@ -14,6 +14,18 @@ Row { visible: title !== "" spacing: 6 + //TODO add service that reads the data from cava + // the fifo buffer is in /tmp/cava.fifo. Example data is: + // 5;3;3;3;2;1;1;3;6;18;42;16;6;6;1;1;2;6;2;3;6;6;5;11;11;12;13;66;4;4;24;2;2;24;4;4;66;13;12;11;11;5;6;6;3;2;3;2;1;1;6;6;16;42;19;5;2;1;1;2;3;4;3;7; + // where each number represents the amplitude of a frequency band. + // this can be used to create a simple visualizer + // also add cava to autostart + Canvas { + // implicitWidth: parent.implicitWidth + // implicitHeight: parent.implicitHeight + // anchors.fill: parent + } + Image { width: 18 height: 18 @@ -29,5 +41,6 @@ Row { font.pixelSize: Constants.fontSize elide: Text.ElideRight anchors.verticalCenter: parent.verticalCenter + z: 1 } } \ No newline at end of file diff --git a/quickshell/ui/TopBar.qml b/quickshell/ui/TopBar.qml index 1edcc4f..b8bc6c6 100644 --- a/quickshell/ui/TopBar.qml +++ b/quickshell/ui/TopBar.qml @@ -59,7 +59,9 @@ Item { LineSeparator {} - BluetoothIcon {} + BluetoothIcon { + parentWindow: root + } LineSeparator {} @@ -82,9 +84,6 @@ Item { value: gpuUsage } - LineSeparator {} - - LineSeparator {} Clock {}