From 919dfb06331cb3cce37132e5003ed3e64162bb26 Mon Sep 17 00:00:00 2001 From: doryan Date: Thu, 12 Sep 2024 22:02:51 +0400 Subject: [PATCH] feat: add cava and rofi configs --- cava/config | 277 ++++++++++++++++++++++++++++++ cava/shaders/bar_spectrum.frag | 79 +++++++++ cava/shaders/northern_lights.frag | 34 ++++ cava/shaders/pass_through.vert | 14 ++ rofi/config.rasi | 76 ++++++++ 5 files changed, 480 insertions(+) create mode 100644 cava/config create mode 100644 cava/shaders/bar_spectrum.frag create mode 100644 cava/shaders/northern_lights.frag create mode 100644 cava/shaders/pass_through.vert create mode 100644 rofi/config.rasi diff --git a/cava/config b/cava/config new file mode 100644 index 0000000..3940de3 --- /dev/null +++ b/cava/config @@ -0,0 +1,277 @@ +## Configuration file for CAVA. +# Remove the ; to change parameters. + + +[general] + +# Smoothing mode. Can be 'normal', 'scientific' or 'waves'. DEPRECATED as of 0.6.0 +mode = waves + +# 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 = 0 +; 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 calulate max number of bars. +; bar_width = 1 +; bar_spacing = 0 + + +# 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 if a too low band is specified. +; 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. +# +# 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 '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. +# +; sample_rate = 44100 +; sample_bits = 16 +; channels = 2 +; autoconnect = 2 + + +[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 200 bars, 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 = noncurses + +# Orientation of the visualization. Can be 'bottom', 'top', 'left' or 'right'. +# Default is 'bottom'. Other orientations are only supported on sdl and ncruses +# output. Note: many fonts have weird glyphs for 'top' and 'right' characters, +# which can make ncurses 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 + +# Raw output target. A fifo will be created if target does not exist. +; raw_target = /dev/stdout + +# Raw data format. Can be 'binary' or 'ascii'. +; data_format = binary + +# 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 = 1000 + +# 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 = 1000 +; sdl_height = 500 +; 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 alacritty synchronized updates. 1 = on, 0 = off +# removes flickering in alacritty terminal emulator. +# defaults to off since the behaviour in other terminal emulators is unknown +; alacritty_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 = 1 + +gradient_color_1 = '#478061' +gradient_color_2 = '#598C6E' +gradient_color_3 = '#6C987C' +gradient_color_4 = '#7EA489' +gradient_color_5 = '#8DAD94' +gradient_color_6 = '#9CB79F' +gradient_color_7 = '#ABC2AB' +gradient_color_8 = '#ABC2AB' + +[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 = 100 + + +# 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..b078913 --- /dev/null +++ b/cava/shaders/bar_spectrum.frag @@ -0,0 +1,79 @@ +#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 bewteen 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 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); + } +} \ No newline at end of file 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/rofi/config.rasi b/rofi/config.rasi new file mode 100644 index 0000000..dd8a398 --- /dev/null +++ b/rofi/config.rasi @@ -0,0 +1,76 @@ +/* ========================================================================== + Rofi color theme + + Based on the Gruvbox color scheme for Vim by morhetz + https://github.com/morhetz/gruvbox + + File: gruvbox-dark-hard.rasi + Desc: Gruvbox dark (hard contrast) color theme for Rofi + Author: bardisty + Source: https://github.com/bardisty/gruvbox-rofi + Modified: Mon Feb 12 2018 06:04:26 PST -0800 + ========================================================================== */ + +* { + /* Theme settings */ + highlight: bold italic; + scrollbar: true; + + /* Gruvbox dark colors */ + gruvbox-dark-bg0-hard: #1d2021; + gruvbox-dark-bg0: #282828; + gruvbox-dark-bg2: #504945; + gruvbox-dark-fg0: #ABC2AB; + gruvbox-dark-fg1: #478061; + gruvbox-dark-red-dark: #cc241d; + gruvbox-dark-red-light: #fb4934; + gruvbox-dark-yellow-dark: #478061; + gruvbox-dark-yellow-light: #ABC2AB; + gruvbox-dark-gray: #86a884; + + /* Theme colors */ + background: @gruvbox-dark-bg0-hard; + background-color: @background; + foreground: @gruvbox-dark-fg1; + border-color: @gruvbox-dark-gray; + separatorcolor: @border-color; + scrollbar-handle: @border-color; + + normal-background: @background; + normal-foreground: @foreground; + alternate-normal-background: @gruvbox-dark-bg0; + alternate-normal-foreground: @foreground; + selected-normal-background: @gruvbox-dark-bg2; + selected-normal-foreground: @gruvbox-dark-fg0; + + active-background: @gruvbox-dark-yellow-dark; + active-foreground: @background; + alternate-active-background: @active-background; + alternate-active-foreground: @active-foreground; + selected-active-background: @gruvbox-dark-yellow-light; + selected-active-foreground: @active-foreground; + + urgent-background: @gruvbox-dark-red-dark; + urgent-foreground: @background; + alternate-urgent-background: @urgent-background; + alternate-urgent-foreground: @urgent-foreground; + selected-urgent-background: @gruvbox-dark-red-light; + selected-urgent-foreground: @urgent-foreground; +} + +window { + padding: 2px; +} + +listview { + padding: 0; + lines: 8; + columns: 2; + + fixed-height: false; +} + +element { + padding: 8px; + spacing: 8px; +}