Even tough the sound visualizer has `channels` as one of its parameters
it wasn't using it properly.
### Problem description
The biggest problem is that at each frame the index was being advanced
per channel frame_count increments. The number of channels also
determines how many graph will be needed to display the graphs of the
visualized sound files. Besides these two problems there were many
others like incorrect playback time, cracking audio, etc. which will not
be mentioned.
### Implementation description
To sample the signal a channel sampler was created based on the one used
previously that returns as many sampled signals as there are channels.
This PR aims hopefully at fixing all the problems encountered, and it
has been tested extensively using `Audacity` exported samples to ensure
the visualizer fidelity on playback and graph appearance.
### Screenshots
![image](https://github.com/user-attachments/assets/03453860-693f-4af4-b6c6-e828a102c389)
### Problem description
The only time textures would update was through the file picker. Once UV
coordinates were used, disabling them didn't have any effect because the
vertex array didn't invalidate the corresponding buffer array. When
`shouldUpdate` is true, the light source needs to know as well,
otherwise it will set the location at 0,0.
### Implementation description
Textures were fixed by creating a member variable that holds the file
name of the texture used in the last model rendering.
Instead of invalidating buffer arrays it is much simpler to define a
default UV coordinate set for the case when no UV is specified. if a
texture is not present then the values of UV will not be used. If there
is a texture it must be a minimum of 1 pixel in size. So we choose the
UV coordinates so that every vertex gets assigned the color at the 0,0
coordinate of the texture.
When `shouldUpdate` is on, we also turn `shouldUpdateLightSource` on.
Also included are some formatting changes that are purely aesthetic.
---------
Co-authored-by: Nik <werwolv98@gmail.com>
changes needed were:
1) add an extra dummy empty widget so that width of child and parent are
not always the same. 2) Width of reset button needs to be adjusted when
the width of the child is decreased so that the parent is decreased too.
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### Problem description
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implemented, or link to an existing issue describing it -->
### Implementation description
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### Problem description
There are some obvious constrains in the various array data sizes that
we can use to determine if their sizes and in some cases their values
are correct.
### Implementation description
To test their validity, the most important of the various arrays are the
indices, so their definition and use has been simplified a great deal.
In order to treat all variables in a similar manner the changes to the
uv variable posted in an earlier PR were also added here.
With this one, all the recently opened PR's combined should contain
exactly the same changes and fixes as the older 3-d visualizer PR #1850
which I will close shortly after this one is opened.
---------
Co-authored-by: Nik <werwolv98@gmail.com>
### Problem description
Older image format use to store color values in a small lookup table so
that the image could simply store an index to the table. The pattern
language is not designed to handle this sort of operation which makes
this extension necessary to be able to visualize images of this type.
### Implementation description
The changes add an optional parameter to the bitmap visualizer which
holds the color lookup table. If the image contains values that are
outside the range of possible colors then the first color in the map is
chosen. The dimensions of the image can be equal to or smaller than
rows*columns depending on how the indices to the color map are stored.
For example, you can use 4 bit indices which would make the image half
the size (in bytes) but that limits the number of colors to 16. To store
colors in sizes larger than one byte use an array of the appropriate
sized integers.
### Screenshots
![image](https://github.com/user-attachments/assets/d068cb7e-3ff3-450d-8ac2-1bfc6e38043f)
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### Problem description
Because of `s_drawTexture` never being set to true, textures rarely or
never drew in the 3D visualizer.
### Implementation description
Set `s_drawTexture` to true when correct (valid texture file/object).