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2026-04-02 21:47:00 +02:00
commit 57af0a439d
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main.go Normal file
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package main
import (
"fmt"
"image/color"
"math"
"os"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/text"
"github.com/hajimehoshi/ebiten/v2/vector"
"golang.org/x/image/font/basicfont"
)
const (
screenW = 900
screenH = 480
fps = 60
vuRiseTime = 0.15
vuFallTime = 0.25
peakHoldSec = 2.5
mFaceW = 360
mFaceH = 260
mGap = 50
mStartX = (screenW - mFaceW*2 - mGap) / 2
mStartY = 80
scaleStartDeg = -35.0
scaleEndDeg = 35.0
needleLen = 140.0
pivotOffX = 180.0
pivotOffY = 225.0
dbMin = -20.0
dbMax = 3.0
)
func dbToDeg(db float64) float64 {
// Clamp the dB value so the needle physically cannot drop out of the screen
if db < dbMin {
db = dbMin
}
if db > dbMax {
db = dbMax
}
return scaleStartDeg + (db-dbMin)/(dbMax-dbMin)*(scaleEndDeg-scaleStartDeg)
}
func volToDB(v float64) float64 {
if v <= 0 {
return dbMin
}
// The incoming volume from PipeWire is 0 to 100, representing -60 dBFS to 0 dBFS
dbFS := (v/100.0)*60.0 - 60.0
// Calibrate the VU meter: -12 dBFS equals 0 VU (creates headroom so it doesn't constantly peak)
vu := dbFS + 12.0
return vu
}
type vuState struct {
level float64
peak float64
peakAt time.Time
}
func newVU() *vuState {
return &vuState{level: dbMin, peak: dbMin, peakAt: time.Now()}
}
func (v *vuState) tick(target float64, dt float64) {
coeff := 1 - math.Exp(-dt/vuRiseTime)
if target < v.level {
coeff = 1 - math.Exp(-dt/vuFallTime)
}
v.level += (target - v.level) * coeff
if v.level > v.peak {
v.peak = v.level
v.peakAt = time.Now()
} else if time.Since(v.peakAt).Seconds() > peakHoldSec {
v.peak -= peakDecayDBs * dt
if v.peak < v.level {
v.peak = v.level
}
}
}
const peakDecayDBs = 15.0
func (v *vuState) peaked() bool {
// Trigger the peak LED if we exceed +1 VU
return v.peak > 1.0 && time.Since(v.peakAt).Seconds() < peakHoldSec
}
type Game struct {
ds *DataSource
l, r *vuState
prev time.Time
}
func NewGame() *Game {
return &Game{
ds: NewDataSource(),
l: newVU(),
r: newVU(),
prev: time.Now(),
}
}
func (g *Game) Update() error {
now := time.Now()
dt := now.Sub(g.prev).Seconds()
if dt > 0.1 {
dt = 0.1
}
g.prev = now
lv, rv := g.ds.GetLevels()
g.l.tick(volToDB(lv), dt)
g.r.tick(volToDB(rv), dt)
return nil
}
func (g *Game) Draw(s *ebiten.Image) {
s.Fill(color.RGBA{25, 25, 30, 255})
drawBox(s, mStartX-16, mStartY-16, mFaceW*2+mGap+32, mFaceH+48, 10, color.RGBA{50, 48, 45, 255})
drawBox(s, mStartX-10, mStartY-10, mFaceW*2+mGap+20, mFaceH+36, 8, color.RGBA{35, 33, 30, 255})
g.drawFace(s, mStartX, mStartY, "LEFT", g.l)
g.drawFace(s, mStartX+mFaceW+mGap, mStartY, "RIGHT", g.r)
f := basicfont.Face7x13
text.Draw(s, "VU METER", f, screenW/2-30, 45, color.RGBA{180, 170, 150, 255})
}
func (g *Game) drawFace(s *ebiten.Image, ox, oy int, ch string, m *vuState) {
cream := color.RGBA{248, 243, 230, 255}
drawBox(s, ox, oy, mFaceW, mFaceH, 8, cream)
boxOutline(s, ox+5, oy+5, mFaceW-10, mFaceH-10, 6, color.RGBA{80, 70, 55, 255}, 1)
px := float64(ox) + pivotOffX
py := float64(oy) + pivotOffY
g.drawArcAndLabels(s, px, py, ox, oy, m)
needleDeg := dbToDeg(m.level)
drawNeedle(s, px, py, needleDeg, needleLen, color.RGBA{25, 25, 25, 255}, 2.5)
drawFilledCircle(s, int(px), int(py), 9, color.RGBA{70, 65, 55, 255})
drawFilledCircle(s, int(px), int(py), 6, color.RGBA{110, 105, 95, 255})
drawFilledCircle(s, int(px), int(py), 3, color.RGBA{150, 145, 135, 255})
f := basicfont.Face7x13
text.Draw(s, ch, f, ox+mFaceW/2-8, oy+mFaceH-12, color.RGBA{100, 90, 70, 255})
text.Draw(s, "VU", f, ox+mFaceW/2-6, oy+22, color.RGBA{140, 60, 50, 255})
}
func drawPeakLED(s *ebiten.Image, ox, oy, faceW int, active bool) {
ledX := ox + faceW - 28
ledY := oy + 30
drawFilledCircle(s, ledX, ledY, 9, color.RGBA{40, 35, 30, 255})
drawFilledCircle(s, ledX, ledY, 7, color.RGBA{30, 25, 20, 255})
if active {
drawFilledCircle(s, ledX, ledY, 12, color.RGBA{255, 60, 20, 50})
drawFilledCircle(s, ledX, ledY, 10, color.RGBA{255, 50, 15, 70})
drawFilledCircle(s, ledX, ledY, 6, color.RGBA{255, 45, 15, 255})
drawFilledCircle(s, ledX-1, ledY-1, 3, color.RGBA{255, 140, 100, 200})
} else {
drawFilledCircle(s, ledX, ledY, 6, color.RGBA{80, 20, 15, 255})
drawFilledCircle(s, ledX-1, ledY-1, 2, color.RGBA{100, 30, 20, 150})
}
f := basicfont.Face7x13
text.Draw(s, "PEAK", f, ledX-14, ledY+18, color.RGBA{100, 90, 70, 255})
}
func (g *Game) drawArcAndLabels(s *ebiten.Image, px, py float64, ox, oy int, m *vuState) {
f := basicfont.Face7x13
arcCol := color.RGBA{160, 150, 130, 255}
for a := scaleStartDeg; a <= scaleEndDeg; a += 0.3 {
x, y := polar(px, py, a, needleLen+18)
s.Set(int(x), int(y), arcCol)
}
type mark struct {
db float64
label string
major bool
}
marks := []mark{
{-20, "-20", true},
{-10, "-10", true},
{-7, "-7", false},
{-5, "-5", false},
{-3, "-3", false},
{-2, "-2", false},
{-1, "-1", false},
{0, "0", true},
{1, "+1", false},
{2, "+2", false},
{3, "+3", true},
}
for _, m := range marks {
deg := dbToDeg(m.db)
inner := needleLen + 10
outer := needleLen + 22
if m.major {
outer = needleLen + 28
}
x1, y1 := polar(px, py, deg, inner)
x2, y2 := polar(px, py, deg, outer)
tickCol := color.RGBA{70, 60, 45, 255}
if m.db == 0 {
tickCol = color.RGBA{210, 45, 35, 255}
}
drawLine(s, x1, y1, x2, y2, tickCol, 1.5) // Increased width slightly for antialiasing
if m.major {
lx, ly := polar(px, py, deg, needleLen+40)
lblCol := color.RGBA{70, 60, 45, 255}
if m.db == 0 {
lblCol = color.RGBA{210, 45, 35, 255}
}
text.Draw(s, m.label, f, int(lx)-len(m.label)*3, int(ly)+4, lblCol)
}
}
for db := -20.0; db <= 3.0; db += 1.0 {
isMajor := false
for _, m := range marks {
if m.db == db && m.major {
isMajor = true
}
}
if !isMajor {
x1, y1 := polar(px, py, dbToDeg(db), needleLen+12)
x2, y2 := polar(px, py, dbToDeg(db), needleLen+17)
drawLine(s, x1, y1, x2, y2, color.RGBA{160, 150, 130, 255}, 1)
}
}
for a := dbToDeg(0); a <= scaleEndDeg; a += 0.4 {
for r := needleLen + 10; r < needleLen+15; r++ {
x, y := polar(px, py, a, float64(r))
s.Set(int(x), int(y), color.RGBA{220, 80, 70, 60})
}
}
text.Draw(s, "dB", f, int(px)+50, int(py)-15, color.RGBA{120, 110, 90, 255})
drawPeakLED(s, ox, oy, mFaceW, m.peaked())
}
func polar(px, py, deg, r float64) (float64, float64) {
rad := (deg - 90) * math.Pi / 180
return px + r*math.Cos(rad), py + r*math.Sin(rad)
}
// Uses vector drawing with anti-aliasing (true flag)
func drawNeedle(s *ebiten.Image, px, py, deg, length float64, col color.Color, w float64) {
ex, ey := polar(px, py, deg, length)
vector.StrokeLine(s, float32(px), float32(py), float32(ex), float32(ey), float32(w), col, true)
}
// Uses vector drawing with anti-aliasing
func drawLine(s *ebiten.Image, x1, y1, x2, y2 float64, col color.Color, w float64) {
vector.StrokeLine(s, float32(x1), float32(y1), float32(x2), float32(y2), float32(w), col, true)
}
// Replaced pixel-by-pixel rendering with anti-aliased vector rendering
func drawFilledCircle(s *ebiten.Image, cx, cy, r int, col color.Color) {
vector.DrawFilledCircle(s, float32(cx), float32(cy), float32(r), col, true)
}
func drawBox(s *ebiten.Image, x, y, w, h, r int, col color.Color) {
ebitenutil.DrawRect(s, float64(x+r), float64(y), float64(w-2*r), float64(h), col)
ebitenutil.DrawRect(s, float64(x), float64(y+r), float64(w), float64(h-2*r), col)
for dy := 0; dy < r; dy++ {
for dx := 0; dx < r; dx++ {
if dx*dx+dy*dy <= r*r {
s.Set(x+r-dx, y+r-dy, col)
s.Set(x+w-r+dx, y+r-dy, col)
s.Set(x+r-dx, y+h-r+dy, col)
s.Set(x+w-r+dx, y+h-r+dy, col)
}
}
}
}
func boxOutline(s *ebiten.Image, x, y, w, h, r int, col color.Color, t int) {
for i := 0; i < t; i++ {
ebitenutil.DrawRect(s, float64(x+r), float64(y+i), float64(w-2*r), 1, col)
ebitenutil.DrawRect(s, float64(x+r), float64(y+h-1-i), float64(w-2*r), 1, col)
ebitenutil.DrawRect(s, float64(x+i), float64(y+r), 1, float64(h-2*r), col)
ebitenutil.DrawRect(s, float64(x+w-1-i), float64(y+r), 1, float64(h-2*r), col)
}
for dy := 0; dy < r; dy++ {
for dx := 0; dx < r; dx++ {
d := dx*dx + dy*dy
if d >= (r-t)*(r-t) && d <= r*r {
s.Set(x+r-dx, y+r-dy, col)
s.Set(x+w-r+dx, y+r-dy, col)
s.Set(x+r-dx, y+h-r+dy, col)
s.Set(x+w-r+dx, y+h-r+dy, col)
}
}
}
}
func maxInt(a, b int) int {
if a > b {
return a
}
return b
}
func (g *Game) Layout(ow, oh int) (int, int) { return screenW, screenH }
func main() {
g := NewGame()
g.ds.Start()
defer g.ds.Stop()
ebiten.SetWindowSize(screenW, screenH)
ebiten.SetWindowTitle("VU Meter")
ebiten.SetTPS(fps)
if err := ebiten.RunGame(g); err != nil {
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
}
}