leviathan-2.0

This commit is contained in:
2025-06-15 10:24:37 +03:00
parent 957a823d24
commit 076ee0be68
29 changed files with 16509 additions and 1 deletions

19
src/4klang/4klang.h Normal file
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// some useful song defines for 4klang
#define SAMPLE_RATE 44100
#define BPM 120.000000
#define MAX_INSTRUMENTS 5
#define MAX_PATTERNS 136
#define PATTERN_SIZE_SHIFT 3
#define PATTERN_SIZE (1 << PATTERN_SIZE_SHIFT)
#define MAX_TICKS (MAX_PATTERNS*PATTERN_SIZE)
#define SAMPLES_PER_TICK 5512
#define MAX_SAMPLES (SAMPLES_PER_TICK*MAX_TICKS)
#define POLYPHONY 2
#define INTEGER_16BIT
#define SAMPLE_TYPE short
#define WINDOWS_OBJECT
// declaration of the external synth render function, you'll always need that
extern "C" void __stdcall _4klang_render(void*);
// declaration of the external envelope buffer. access only if you're song was exported with that option

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src/debug.h Normal file
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// This header contains some useful functions for debugging OpenGL.
// Remember to disable them when building your final releases.
#include <windows.h>
#include <GL/gl.h>
#include "glext.h"
#define STRINGIFY2(x) #x // Thanks sooda!
#define STRINGIFY(x) STRINGIFY2(x)
#define CHECK_ERRORS() assertGlError(STRINGIFY(__LINE__))
static GLchar* getErrorString(GLenum errorCode)
{
if (errorCode == GL_NO_ERROR) {
return (GLchar*) "No error";
}
else if (errorCode == GL_INVALID_VALUE) {
return (GLchar*) "Invalid value";
}
else if (errorCode == GL_INVALID_ENUM) {
return (GLchar*) "Invalid enum";
}
else if (errorCode == GL_INVALID_OPERATION) {
return (GLchar*) "Invalid operation";
}
else if (errorCode == GL_STACK_OVERFLOW) {
return (GLchar*) "Stack overflow";
}
else if (errorCode == GL_STACK_UNDERFLOW) {
return (GLchar*) "Stack underflow";
}
else if (errorCode == GL_OUT_OF_MEMORY) {
return (GLchar*) "Out of memory";
}
return (GLchar*) "Unknown";
}
static void assertGlError(const char* error_message)
{
const GLenum ErrorValue = glGetError();
if (ErrorValue == GL_NO_ERROR) return;
const char* APPEND_DETAIL_STRING = ": %s\n";
const size_t APPEND_LENGTH = strlen(APPEND_DETAIL_STRING) + 1;
const size_t message_length = strlen(error_message);
MessageBox(NULL, error_message, getErrorString(ErrorValue), 0x00000000L);
ExitProcess(0);
}

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src/definitions.h Normal file
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// This header contains necessary structures for setting up correct screen modes,
// pixel formats, audio formats, and so on.
// minify windows.h
#define WIN32_LEAN_AND_MEAN
#define WIN32_EXTRA_LEAN
#define VC_LEANMEAN
#define VC_EXTRALEAN
#include <windows.h>
#include <GL/gl.h>
// global resolution
#define XRES 1920
#define YRES 1080
// declare this symbol if your code uses floating point types
// extern "C" int _fltused;
#pragma data_seg(".pixelfmt")
static const PIXELFORMATDESCRIPTOR pfd = {
#if BREAK_COMPATIBILITY
#if POST_PASS
0, 0, PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER, PFD_TYPE_RGBA,
0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0
#else
0, 0, PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER, PFD_TYPE_RGBA,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0
#endif
#else
sizeof(pfd), 1, PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER, PFD_TYPE_RGBA,
32, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 32, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0
#endif
};
#pragma data_seg(".screensettings")
static DEVMODE screenSettings = {
{0}, 0, 0, sizeof(screenSettings), 0, DM_PELSWIDTH|DM_PELSHEIGHT,
{0}, 0, 0, 0, 0, 0, {0}, 0, 0, XRES, YRES, 0, 0,
#if(WINVER >= 0x0400)
0, 0, 0, 0, 0, 0,
#if (WINVER >= 0x0500) || (_WIN32_WINNT >= 0x0400)
0, 0
#endif
#endif
};
#if USE_AUDIO
#include <mmsystem.h>
#include <mmreg.h>
// this file is auto generated by 4klang
#include "4klang/4klang.h"
#pragma data_seg(".4klangout")
static SAMPLE_TYPE lpSoundBuffer[MAX_SAMPLES * 2];
static HWAVEOUT hWaveOut;
#pragma data_seg(".wavefmt")
static WAVEFORMATEX WaveFMT =
{
#ifdef FLOAT_32BIT
WAVE_FORMAT_IEEE_FLOAT,
#else
WAVE_FORMAT_PCM,
#endif
2, // channels
SAMPLE_RATE, // samples per sec
SAMPLE_RATE*sizeof(SAMPLE_TYPE) * 2, // bytes per sec
sizeof(SAMPLE_TYPE) * 2, // block alignment;
sizeof(SAMPLE_TYPE) * 8, // bits per sample
0 // extension not needed
};
#pragma data_seg(".wavehdr")
static WAVEHDR WaveHDR =
{
(LPSTR)lpSoundBuffer, MAX_SAMPLES * sizeof(SAMPLE_TYPE) * 2, 0, 0, 0, 0, 0, 0
};
static MMTIME MMTime =
{
TIME_SAMPLES, 0
};
#endif
// currently unused definitions
#ifdef EDITOR_CONTROLS
#define FAIL_KILL false
#define PID_QUALIFIER
#else
#define FAIL_KILL true
#define PID_QUALIFIER const
#endif

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src/editor.cpp Normal file
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#include "editor.h"
#include "song.h"
#include "stdio.h"
#include "windows.h"
#include "GL/gl.h"
#include "glext.h"
using namespace Leviathan;
#define USE_MESSAGEBOX 0
Editor::Editor() : lastFrameStart(0), lastFrameStop(0), trackPosition(0.0), trackEnd(0.0), state(Playing)
{
printf("Editor opened...\n");
}
void Editor::beginFrame(const unsigned long time)
{
lastFrameStart = time;
}
void Editor::endFrame(const unsigned long time)
{
lastFrameStop = time;
}
void Editor::printFrameStatistics()
{
const int frameTime = lastFrameStop - lastFrameStart;
// calculate average fps over 'windowSize' of frames
float fps = 0.0f;
for (int i = 0; i < windowSize - 1; ++i)
{
timeHistory[i] = timeHistory[i + 1];
fps += 1.0f / static_cast<float>(timeHistory[i]);
}
timeHistory[windowSize - 1] = frameTime;
fps += 1.0f / static_cast<float>(frameTime);
fps *= 1000.0f / static_cast<float>(windowSize);
printf("%s: %0.2i:%0.2i (%i%%), frame duration: %i ms (running fps average: %2.2f) \r",
state == Playing ? "Playing" : " Paused",
// assuming y'all won't be making intros more than an hour long
int(trackPosition/60.0), int(trackPosition) % 60, int(100.0f*trackPosition/trackEnd),
frameTime, fps);
}
double Editor::handleEvents(Leviathan::Song* track, double position)
{
if (GetAsyncKeyState(VK_MENU))
{
double seek = 0.0;
if (GetAsyncKeyState(VK_DOWN))
{
state = Paused;
track->pause();
}
if (GetAsyncKeyState(VK_UP))
{
state = Playing;
track->play();
}
if (GetAsyncKeyState(VK_RIGHT) && !GetAsyncKeyState(VK_SHIFT)) seek += 1.0;
if (GetAsyncKeyState(VK_LEFT) && !GetAsyncKeyState(VK_SHIFT)) seek -= 1.0;
if (GetAsyncKeyState(VK_RIGHT) && GetAsyncKeyState(VK_SHIFT)) seek += 0.1;
if (GetAsyncKeyState(VK_LEFT) && GetAsyncKeyState(VK_SHIFT)) seek -= 0.1;
if (position + seek != position)
{
position += seek;
track->seek(position);
}
}
if (GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState('S'))
shaderUpdatePending = true;
trackPosition = position;
trackEnd = track->getLength();
return position;
}
void Editor::updateShaders(int* mainShaderPID, int* postShaderPID, bool force_update)
{
if (shaderUpdatePending || force_update)
{
// make sure the file has finished writing to disk
if (timeGetTime() - previousUpdateTime > 200)
{
// only way i can think of to clear the line without "status line" residue
printf("Refreshing shaders... \n");
Sleep(100);
int newPID = reloadShaderSource("../src/shaders/fragment.frag");
if (newPID > 0)
*mainShaderPID = newPID;
newPID = reloadShaderSource("../src/shaders/post.frag");
if (newPID > 0)
*postShaderPID = newPID;
}
previousUpdateTime = timeGetTime();
shaderUpdatePending = false;
}
}
int Editor::reloadShaderSource(const char* filename)
{
long inputSize = 0;
// we're of course opening a text file, but should be opened in binary ('b')
// longer shaders are known to cause problems by producing garbage input when read
FILE* file = fopen(filename, "rb");
if (file)
{
fseek(file, 0, SEEK_END);
inputSize = ftell(file);
rewind(file);
char* shaderString = static_cast<char*>(calloc(inputSize + 1, sizeof(char)));
fread(shaderString, sizeof(char), inputSize, file);
fclose(file);
// just to be sure...
shaderString[inputSize] = '\0';
if (!compileAndDebugShader(shaderString, filename, false))
{
free(shaderString);
// return an invalid PID value if compilation fails
return -1;
}
int pid = ((PFNGLCREATESHADERPROGRAMVPROC)wglGetProcAddress("glCreateShaderProgramv"))(GL_FRAGMENT_SHADER, 1, &shaderString);
free(shaderString);
printf("Loaded shader from \"%s\"\n", filename);
return pid;
}
else
{
printf("Input shader file at \"%s\" not found, shader not reloaded\n", filename);
return -1;
}
}
bool Editor::compileAndDebugShader(const char* shader, const char* filename, bool kill_on_failure)
{
// try and compile the shader
int result = 0;
const int debugid = ((PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader"))(GL_FRAGMENT_SHADER);
((PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource"))(debugid, 1, &shader, 0);
((PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader"))(debugid);
// get compile result
((PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv"))(debugid, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
// display compile log on failure
static char errorBuffer[shaderErrorBufferLength];
((PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog"))(debugid, shaderErrorBufferLength-1, NULL, static_cast<char*>(errorBuffer));
#if USE_MESSAGEBOX
MessageBox(NULL, errorBuffer, "", 0x00000000L);
#endif
printf("Compilation errors in %s:\n\n %s\n", filename, errorBuffer);
if (kill_on_failure)
{
ExitProcess(0);
}
else
{
return false;
}
}
else
{
((PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader"))(debugid);
return true;
}
}

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namespace Leviathan
{
// forward declaration
class Song;
}
namespace Leviathan
{
// simpler wrapper class for the editor functionality
class Editor
{
public:
Editor();
void beginFrame(const unsigned long time);
void endFrame(const unsigned long time);
void printFrameStatistics();
double handleEvents(Song* track, double position);
void updateShaders(int* mainShaderPID, int* postShaderPID, bool force_update = false);
private:
int reloadShaderSource(const char* filename);
bool compileAndDebugShader(const char* shader, const char* filename, bool kill_on_failure = true);
enum PlayState {Playing, Paused};
PlayState state;
unsigned long lastFrameStart;
unsigned long lastFrameStop;
static const int shaderErrorBufferLength = 4096;
static const int windowSize = 10;
int timeHistory[windowSize] = {};
bool shaderUpdatePending = false;
int previousUpdateTime;
double trackPosition;
double trackEnd;
};
}

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// This header is by iq of RGBA and includes some float constants.
// I've never used these myself but I guess they're useful???
#ifndef _FPCONSTANTS_H_
#define _FPCONSTANTS_H_
#define p0d00 0.0000000000f // 0.00f 0x00000000
#define p0d01 0.0100097656f // 0.01f 0x3c240000
#define p0d02 0.0200195313f // 0.02f 0x3ca40000
#define p0d03 0.0300292969f // 0.03f 0x3cf60000
#define p0d04 0.0400390625f // 0.04f 0x3d240000
#define p0d05 0.0500488281f // 0.05f 0x3d4d0000
#define p0d06 0.0600585938f // 0.06f 0x3d760000
#define p0d07 0.0698242188f // 0.07f 0x3d8f0000
#define p0d08 0.0800781250f // 0.08f 0x3da40000
#define p0d09 0.0898437500f // 0.09f 0x3db80000
#define p0d10 0.1000976563f // 0.10f 0x3dcd0000
#define p0d11 0.1098632813f // 0.11f 0x3de10000
#define p0d12 0.1201171875f // 0.12f 0x3df60000
#define p0d13 0.1298828125f // 0.13f 0x3e050000
#define p0d14 0.1396484375f // 0.14f 0x3e0f0000
#define p0d15 0.1503906250f // 0.15f 0x3e1a0000
#define p0d16 0.1601562500f // 0.16f 0x3e240000
#define p0d17 0.1699218750f // 0.17f 0x3e2e0000
#define p0d18 0.1796875000f // 0.18f 0x3e380000
#define p0d19 0.1904296875f // 0.19f 0x3e430000
#define p0d20 0.2001953125f // 0.20f 0x3e4d0000
#define p0d21 0.2099609375f // 0.21f 0x3e570000
#define p0d22 0.2197265625f // 0.22f 0x3e610000
#define p0d23 0.2304687500f // 0.23f 0x3e6c0000
#define p0d24 0.2402343750f // 0.24f 0x3e760000
#define p0d25 0.2500000000f // 0.25f 0x3e800000
#define p0d26 0.2597656250f // 0.26f 0x3e850000
#define p0d27 0.2695312500f // 0.27f 0x3e8a0000
#define p0d28 0.2792968750f // 0.28f 0x3e8f0000
#define p0d29 0.2890625000f // 0.29f 0x3e940000
#define p0d30 0.3007812500f // 0.30f 0x3e9a0000
#define p0d31 0.3105468750f // 0.31f 0x3e9f0000
#define p0d32 0.3203125000f // 0.32f 0x3ea40000
#define p0d33 0.3300781250f // 0.33f 0x3ea90000
#define p0d34 0.3398437500f // 0.34f 0x3eae0000
#define p0d35 0.3496093750f // 0.35f 0x3eb30000
#define p0d36 0.3593750000f // 0.36f 0x3eb80000
#define p0d37 0.3691406250f // 0.37f 0x3ebd0000
#define p0d38 0.3808593750f // 0.38f 0x3ec30000
#define p0d39 0.3906250000f // 0.39f 0x3ec80000
#define p0d40 0.4003906250f // 0.40f 0x3ecd0000
#define p0d41 0.4101562500f // 0.41f 0x3ed20000
#define p0d42 0.4199218750f // 0.42f 0x3ed70000
#define p0d43 0.4296875000f // 0.43f 0x3edc0000
#define p0d44 0.4394531250f // 0.44f 0x3ee10000
#define p0d45 0.4492187500f // 0.45f 0x3ee60000
#define p0d46 0.4609375000f // 0.46f 0x3eec0000
#define p0d47 0.4707031250f // 0.47f 0x3ef10000
#define p0d48 0.4804687500f // 0.48f 0x3ef60000
#define p0d49 0.4902343750f // 0.49f 0x3efb0000
#define p0d50 0.5000000000f // 0.50f 0x3f000000
#define p0d51 0.5117187500f // 0.51f 0x3f030000
#define p0d52 0.5195312500f // 0.52f 0x3f050000
#define p0d53 0.5312500000f // 0.53f 0x3f080000
#define p0d54 0.5390625000f // 0.54f 0x3f0a0000
#define p0d55 0.5507812500f // 0.55f 0x3f0d0000
#define p0d56 0.5585937500f // 0.56f 0x3f0f0000
#define p0d57 0.5703125000f // 0.57f 0x3f120000
#define p0d58 0.5781250000f // 0.58f 0x3f140000
#define p0d59 0.5898437500f // 0.59f 0x3f170000
#define p0d60 0.6015625000f // 0.60f 0x3f1a0000
#define p0d61 0.6093750000f // 0.61f 0x3f1c0000
#define p0d62 0.6210937500f // 0.62f 0x3f1f0000
#define p0d63 0.6289062500f // 0.63f 0x3f210000
#define p0d64 0.6406250000f // 0.64f 0x3f240000
#define p0d65 0.6484375000f // 0.65f 0x3f260000
#define p0d66 0.6601562500f // 0.66f 0x3f290000
#define p0d67 0.6718750000f // 0.67f 0x3f2c0000
#define p0d68 0.6796875000f // 0.68f 0x3f2e0000
#define p0d69 0.6914062500f // 0.69f 0x3f310000
#define p0d70 0.6992187500f // 0.70f 0x3f330000
#define p0d71 0.7109375000f // 0.71f 0x3f360000
#define p0d72 0.7187500000f // 0.72f 0x3f380000
#define p0d73 0.7304687500f // 0.73f 0x3f3b0000
#define p0d74 0.7382812500f // 0.74f 0x3f3d0000
#define p0d75 0.7500000000f // 0.75f 0x3f400000
#define p0d76 0.7617187500f // 0.76f 0x3f430000
#define p0d77 0.7695312500f // 0.77f 0x3f450000
#define p0d78 0.7812500000f // 0.78f 0x3f480000
#define p0d79 0.7890625000f // 0.79f 0x3f4a0000
#define p0d80 0.8007812500f // 0.80f 0x3f4d0000
#define p0d81 0.8085937500f // 0.81f 0x3f4f0000
#define p0d82 0.8203125000f // 0.82f 0x3f520000
#define p0d83 0.8281250000f // 0.83f 0x3f540000
#define p0d84 0.8398437500f // 0.84f 0x3f570000
#define p0d85 0.8515625000f // 0.85f 0x3f5a0000
#define p0d86 0.8593750000f // 0.86f 0x3f5c0000
#define p0d87 0.8710937500f // 0.87f 0x3f5f0000
#define p0d88 0.8789062500f // 0.88f 0x3f610000
#define p0d89 0.8906250000f // 0.89f 0x3f640000
#define p0d90 0.8984375000f // 0.90f 0x3f660000
#define p0d91 0.9101562500f // 0.91f 0x3f690000
#define p0d92 0.9218750000f // 0.92f 0x3f6c0000
#define p0d93 0.9296875000f // 0.93f 0x3f6e0000
#define p0d94 0.9414062500f // 0.94f 0x3f710000
#define p0d95 0.9492187500f // 0.95f 0x3f730000
#define p0d96 0.9609375000f // 0.96f 0x3f760000
#define p0d97 0.9687500000f // 0.97f 0x3f780000
#define p0d98 0.9804687500f // 0.98f 0x3f7b0000
#define p0d99 0.9882812500f // 0.99f 0x3f7d0000
#define p1d00 1.0000000000f // 1.00f 0x3f800000
#define p1d01 1.0078125000f // 1.01f 0x3f810000
#define p1d02 1.0234375000f // 1.02f 0x3f830000
#define p1d03 1.0312500000f // 1.03f 0x3f840000
#define p1d04 1.0390625000f // 1.04f 0x3f850000
#define p1d05 1.0468750000f // 1.05f 0x3f860000
#define p1d06 1.0625000000f // 1.06f 0x3f880000
#define p1d07 1.0703125000f // 1.07f 0x3f890000
#define p1d08 1.0781250000f // 1.08f 0x3f8a0000
#define p1d09 1.0937500000f // 1.09f 0x3f8c0000
#define p1d10 1.1015625000f // 1.10f 0x3f8d0000
#define p1d11 1.1093750000f // 1.11f 0x3f8e0000
#define p1d12 1.1171875000f // 1.12f 0x3f8f0000
#define p1d13 1.1328125000f // 1.13f 0x3f910000
#define p1d14 1.1406250000f // 1.14f 0x3f920000
#define p1d15 1.1484375000f // 1.15f 0x3f930000
#define p1d16 1.1562500000f // 1.16f 0x3f940000
#define p1d17 1.1718750000f // 1.17f 0x3f960000
#define p1d18 1.1796875000f // 1.18f 0x3f970000
#define p1d19 1.1875000000f // 1.19f 0x3f980000
#define p1d20 1.2031250000f // 1.20f 0x3f9a0000
#define p1d21 1.2109375000f // 1.21f 0x3f9b0000
#define p1d22 1.2187500000f // 1.22f 0x3f9c0000
#define p1d23 1.2265625000f // 1.23f 0x3f9d0000
#define p1d24 1.2421875000f // 1.24f 0x3f9f0000
#define p1d25 1.2500000000f // 1.25f 0x3fa00000
#define p1d26 1.2578125000f // 1.26f 0x3fa10000
#define p1d27 1.2734375000f // 1.27f 0x3fa30000
#define p1d28 1.2812500000f // 1.28f 0x3fa40000
#define p1d29 1.2890625000f // 1.29f 0x3fa50000
#define p1d30 1.2968750000f // 1.30f 0x3fa60000
#define p1d31 1.3125000000f // 1.31f 0x3fa80000
#define p1d32 1.3203125000f // 1.32f 0x3fa90000
#define p1d33 1.3281250000f // 1.33f 0x3faa0000
#define p1d34 1.3437500000f // 1.34f 0x3fac0000
#define p1d35 1.3515625000f // 1.35f 0x3fad0000
#define p1d36 1.3593750000f // 1.36f 0x3fae0000
#define p1d37 1.3671875000f // 1.37f 0x3faf0000
#define p1d38 1.3828125000f // 1.38f 0x3fb10000
#define p1d39 1.3906250000f // 1.39f 0x3fb20000
#define p1d40 1.3984375000f // 1.40f 0x3fb30000
#define p1d41 1.4062500000f // 1.41f 0x3fb40000
#define p1d42 1.4218750000f // 1.42f 0x3fb60000
#define p1d43 1.4296875000f // 1.43f 0x3fb70000
#define p1d44 1.4375000000f // 1.44f 0x3fb80000
#define p1d45 1.4531250000f // 1.45f 0x3fba0000
#define p1d46 1.4609375000f // 1.46f 0x3fbb0000
#define p1d47 1.4687500000f // 1.47f 0x3fbc0000
#define p1d48 1.4765625000f // 1.48f 0x3fbd0000
#define p1d49 1.4921875000f // 1.49f 0x3fbf0000
#define p1d50 1.5000000000f // 1.50f 0x3fc00000
#define p1d51 1.5078125000f // 1.51f 0x3fc10000
#define p1d52 1.5234375000f // 1.52f 0x3fc30000
#define p1d53 1.5312500000f // 1.53f 0x3fc40000
#define p1d54 1.5390625000f // 1.54f 0x3fc50000
#define p1d55 1.5468750000f // 1.55f 0x3fc60000
#define p1d56 1.5625000000f // 1.56f 0x3fc80000
#define p1d57 1.5703125000f // 1.57f 0x3fc90000
#define p1d58 1.5781250000f // 1.58f 0x3fca0000
#define p1d59 1.5937500000f // 1.59f 0x3fcc0000
#define p1d60 1.6015625000f // 1.60f 0x3fcd0000
#define p1d61 1.6093750000f // 1.61f 0x3fce0000
#define p1d62 1.6171875000f // 1.62f 0x3fcf0000
#define p1d63 1.6328125000f // 1.63f 0x3fd10000
#define p1d64 1.6406250000f // 1.64f 0x3fd20000
#define p1d65 1.6484375000f // 1.65f 0x3fd30000
#define p1d66 1.6562500000f // 1.66f 0x3fd40000
#define p1d67 1.6718750000f // 1.67f 0x3fd60000
#define p1d68 1.6796875000f // 1.68f 0x3fd70000
#define p1d69 1.6875000000f // 1.69f 0x3fd80000
#define p1d70 1.7031250000f // 1.70f 0x3fda0000
#define p1d71 1.7109375000f // 1.71f 0x3fdb0000
#define p1d72 1.7187500000f // 1.72f 0x3fdc0000
#define p1d73 1.7265625000f // 1.73f 0x3fdd0000
#define p1d74 1.7421875000f // 1.74f 0x3fdf0000
#define p1d75 1.7500000000f // 1.75f 0x3fe00000
#define p1d76 1.7578125000f // 1.76f 0x3fe10000
#define p1d77 1.7734375000f // 1.77f 0x3fe30000
#define p1d78 1.7812500000f // 1.78f 0x3fe40000
#define p1d79 1.7890625000f // 1.79f 0x3fe50000
#define p1d80 1.7968750000f // 1.80f 0x3fe60000
#define p1d81 1.8125000000f // 1.81f 0x3fe80000
#define p1d82 1.8203125000f // 1.82f 0x3fe90000
#define p1d83 1.8281250000f // 1.83f 0x3fea0000
#define p1d84 1.8437500000f // 1.84f 0x3fec0000
#define p1d85 1.8515625000f // 1.85f 0x3fed0000
#define p1d86 1.8593750000f // 1.86f 0x3fee0000
#define p1d87 1.8671875000f // 1.87f 0x3fef0000
#define p1d88 1.8828125000f // 1.88f 0x3ff10000
#define p1d89 1.8906250000f // 1.89f 0x3ff20000
#define p1d90 1.8984375000f // 1.90f 0x3ff30000
#define p1d91 1.9062500000f // 1.91f 0x3ff40000
#define p1d92 1.9218750000f // 1.92f 0x3ff60000
#define p1d93 1.9296875000f // 1.93f 0x3ff70000
#define p1d94 1.9375000000f // 1.94f 0x3ff80000
#define p1d95 1.9531250000f // 1.95f 0x3ffa0000
#define p1d96 1.9609375000f // 1.96f 0x3ffb0000
#define p1d97 1.9687500000f // 1.97f 0x3ffc0000
#define p1d98 1.9765625000f // 1.98f 0x3ffd0000
#define p1d99 1.9921875000f // 1.99f 0x3fff0000
#define p2d00 2.0000000000f
#define p2d10 2.0937500000f
#endif

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// custom build and feature flags
#ifdef DEBUG
#define OPENGL_DEBUG 1
#define FULLSCREEN 0
#define DESPERATE 0
#define BREAK_COMPATIBILITY 0
#else
#define OPENGL_DEBUG 0
#define FULLSCREEN 1
#define DESPERATE 0
#define BREAK_COMPATIBILITY 0
#endif
#define POST_PASS 0
#define USE_MIPMAPS 1
#define USE_AUDIO 1
#define NO_UNIFORMS 0
#include "definitions.h"
#if OPENGL_DEBUG
#include "debug.h"
#endif
#include "glext.h"
#pragma data_seg(".shader")
#include "shaders/fragment.inl"
#if POST_PASS
#pragma data_seg(".shader")
#include "shaders/post.inl"
#endif
#pragma data_seg(".pids")
// static allocation saves a few bytes
static int pidMain;
static int pidPost;
// static HDC hDC;
#ifndef EDITOR_CONTROLS
#pragma code_seg(".main")
void entrypoint(void)
#else
#include "editor.h"
#include "song.h"
int __cdecl main(int argc, char* argv[])
#endif
{
// initialize window
#if FULLSCREEN
ChangeDisplaySettings(&screenSettings, CDS_FULLSCREEN);
ShowCursor(0);
const HDC hDC = GetDC(CreateWindow((LPCSTR)0xC018, 0, WS_POPUP | WS_VISIBLE | WS_MAXIMIZE, 0, 0, 0, 0, 0, 0, 0, 0));
#else
#ifdef EDITOR_CONTROLS
HWND window = CreateWindow("static", 0, WS_POPUP | WS_VISIBLE, 0, 0, XRES, YRES, 0, 0, 0, 0);
HDC hDC = GetDC(window);
#else
// you can create a pseudo fullscreen window by similarly enabling the WS_MAXIMIZE flag as above
// in which case you can replace the resolution parameters with 0s and save a couple bytes
// this only works if the resolution is set to the display device's native resolution
HDC hDC = GetDC(CreateWindow((LPCSTR)0xC018, 0, WS_POPUP | WS_VISIBLE, 0, 0, XRES, YRES, 0, 0, 0, 0));
#endif
#endif
// initalize opengl context
SetPixelFormat(hDC, ChoosePixelFormat(hDC, &pfd), &pfd);
wglMakeCurrent(hDC, wglCreateContext(hDC));
// create and compile shader programs
pidMain = ((PFNGLCREATESHADERPROGRAMVPROC)wglGetProcAddress("glCreateShaderProgramv"))(GL_FRAGMENT_SHADER, 1, &fragment_frag);
#if POST_PASS
pidPost = ((PFNGLCREATESHADERPROGRAMVPROC)wglGetProcAddress("glCreateShaderProgramv"))(GL_FRAGMENT_SHADER, 1, &post_frag);
#endif
// initialize sound
#ifndef EDITOR_CONTROLS
#if USE_AUDIO
CreateThread(0, 0, (LPTHREAD_START_ROUTINE)_4klang_render, lpSoundBuffer, 0, 0);
waveOutOpen(&hWaveOut, WAVE_MAPPER, &WaveFMT, NULL, 0, CALLBACK_NULL);
waveOutPrepareHeader(hWaveOut, &WaveHDR, sizeof(WaveHDR));
waveOutWrite(hWaveOut, &WaveHDR, sizeof(WaveHDR));
#endif
#else
Leviathan::Editor editor = Leviathan::Editor();
editor.updateShaders(&pidMain, &pidPost, true);
// absolute path always works here
// relative path works only when not ran from visual studio directly
Leviathan::Song track(L"audio.wav");
track.play();
double position = 0.0;
#endif
// main loop
do
{
#ifdef EDITOR_CONTROLS
editor.beginFrame(timeGetTime());
#endif
#if !(DESPERATE)
// do minimal message handling so windows doesn't kill your application
// not always strictly necessary but increases compatibility and reliability a lot
// normally you'd pass an msg struct as the first argument but it's just an
// output parameter and the implementation presumably does a NULL check
PeekMessage(0, 0, 0, 0, PM_REMOVE);
#endif
// render with the primary shader
((PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"))(pidMain);
#ifndef EDITOR_CONTROLS
// if you don't have an audio system figure some other way to pass time to your shader
#if USE_AUDIO
waveOutGetPosition(hWaveOut, &MMTime, sizeof(MMTIME));
// it is possible to upload your vars as vertex color attribute (gl_Color) to save one function import
#if NO_UNIFORMS
glColor3ui(MMTime.u.sample, 0, 0);
#else
// remember to divide your shader time variable with the SAMPLE_RATE (44100 with 4klang)
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, MMTime.u.sample);
#endif
#endif
#else
position = track.getTime();
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, (static_cast<int>(position*44100.0)));
#endif
glRects(-1, -1, 1, 1);
// render "post process" using the opengl backbuffer
#if POST_PASS
glBindTexture(GL_TEXTURE_2D, 1);
#if USE_MIPMAPS
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, XRES, YRES, 0);
((PFNGLGENERATEMIPMAPPROC)wglGetProcAddress("glGenerateMipmap"))(GL_TEXTURE_2D);
#else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, XRES, YRES, 0);
#endif
((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"))(GL_TEXTURE0);
((PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"))(pidPost);
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, 0);
glRects(-1, -1, 1, 1);
#endif
SwapBuffers(hDC);
// handle functionality of the editor
#ifdef EDITOR_CONTROLS
editor.endFrame(timeGetTime());
position = editor.handleEvents(&track, position);
editor.printFrameStatistics();
editor.updateShaders(&pidMain, &pidPost);
#endif
} while(!GetAsyncKeyState(VK_ESCAPE)
#if USE_AUDIO
&& MMTime.u.sample < MAX_SAMPLES
#endif
);
ExitProcess(0);
}

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/* uses some snippets from:
* "Seascape" by Alexander Alekseev aka TDM - 2014
* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
* Contact: tdmaav@gmail.com
*/
//precision mediump float;
#version 460
uniform int m;
out vec4 o;
float u_time = m/float(44100);
//uniform float u_time;
const float PI = 22./7.;
vec3 no(vec3 v) { return normalize(v); }
float cl(float a, float b, float c) { return clamp(a,b,c); }
// Rotate
mat2 rot2D(float angle) {
float s = sin(angle), c = cos(angle);
return mat2(c, -s, s, c);
}
float smax( float a, float b, float k )
{
float h = max(k-abs(a-b),0.0);
return max(a, b) + h*h*0.25/k;
}
float hash(vec2 p, int algo)
{
if (algo == 1) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
p = 50. * fract( p*0.3183099);
return fract( p.x*p.y*(p.x+p.y) );
}
float noise(vec2 p, float scale, int a)
{
vec2 i = floor( p ),
f = fract( p ),
u = f*f*(3.-2.*f);
float sc = scale;
if (a == 1) sc = 2.;
return -scale+sc*mix( mix( hash( i + vec2(0.), a),
hash( i + vec2(1.0,0.0), a ), u.x),
mix( hash( i + vec2(0.0,1.0), a),
hash( i + vec2(1.), a), u.x), u.y);
}
/////////////////
// GEOMETRY //
/////////////////
/*float sdSphere(vec3 p, float r) {
return length(p)-r;
}*/
float sdCappedCylinder( vec3 p, float h, float r )
{
vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h);
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdBox2(vec3 p, vec3 b) {
vec3 q = abs(p) - b;
return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.);
}
float sdTriPrism( vec3 p, vec2 h, float rot )
{
p.xy *= rot2D(rot);
vec3 q = abs(p);
return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5);
}
float sdPyramid( vec3 p, float s)
{
p = abs(p);
return (p.x+p.y+p.z-s)*0.577;// 35027;
}
//////////////////
// ANIMATION //
//////////////////
// POSITIONS
//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
//const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
//const vec3 glyph4Pos = vec3(0.0,2.0,0.0)
//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
// DELAYS
float STARTDELAY = 9., glow = 0.;
// POSITIONS
// COLORS
vec3 chevronColor = vec3(0.36, 0.9, 0.0);
// with duration d, startTime s and speed up with timeFact
float timedSine(vec3 i) {
return min((u_time - i.y)*i.z, i.x*PI);
}
float calcFactor (float startTime)
{
return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
}
// Animate ring movements
vec3 ringAnim(vec3 p) {
for (float i = 0.; i < 7.; i++) {
float rotateDelay = STARTDELAY + (i * 3.), o=1.;
if(u_time > rotateDelay) {
if(mod(i,2.) >= 1.) o = -1.;
p.xy *= rot2D(calcFactor(rotateDelay)*o);
}
}
return p;
}
// Animate prism movements
float prismAnim(vec2 i) {
if(u_time >= i.y) {
i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8));
}
return i.x;
}
//////////////
// SCENE //
//////////////
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv, 1., 1);
vec2 wv = 1.0-abs(sin(uv));
wv = mix(wv, abs(cos(uv)),wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
vec3 map(vec3 p, int displace)
{
float mat = 0., glo = 1e3,
// Ring boxes
an = PI/12.,
step,
anRot = floor(atan(p.y,p.x)/an + .5)*an;
vec3 q = p;
q.xy = rot2D(anRot)*q.xy;
float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02,
// Main ring
d2 = abs(length(p.xy) - 1.8) - .2;
d = min(d,d2);
// Inner ring
d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 );
d = max(-d2,d);
// Depth slice rings
d = smax( d, abs(p.z)-.1, .02 );
//Rotating glyphs
vec3 p2 = ringAnim(p), q2=p2;
an = PI/16.;
q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy;
d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0);
d = min(d, d2);
if (d==d2) mat = 6.;
// Gate Base
d2 = 1e3;
float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
for(int i = 0; i < 4; i++) {
step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05;
d2 = min(d2, step);
stepDist += .2;
}
d2 += noise(p.xz * 50.+200., .007, 0);
d = min(d, d2);
if (d==d2) mat = 2.0;
if (displace == 1) {
vec2 uv = p.xy;
for(int i = 0; i < 4; i++) {
d3 = sea_octave((uv+u_time)*freq,choppy);
d3 += sea_octave((uv-u_time)*freq,choppy);
h += d3 * amp;
uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.4);
}
}
d2 = max(-sdCappedCylinder(p, 2.0, min((1.7 - (u_time - 28.9)*2.5),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15);
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
d = min(d, d2);
if (d==d2) {
mat = 1.0;
}
// sand
d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time);
d = min(d,d2);
if (d==d2) mat = 3.0;
// pyradmid
d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.);
d = min(d, d2);
if (d==d2) mat=3.;
// Prisms
for(float i = 0.; i < 8.; i++ ) {
q = p;
anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.;
// Nudge first and the last prism out of the ground
if (i == 1.) anRot += .2;
if (i == 7.) anRot -= .2;
q.xy = rot2D(anRot) * q.xy;
float rotateDelay = STARTDELAY + (i - 1.) * 3. + 1.5;
// We can now call each prism by it's index
// draw all except the middle bottom prism
if (i > 0.) {
q.x -= 1.95;
vec3 q2 = q; // new point for movable parts
if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay));
float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01;
d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02);
d2 = min(d2, prismTop);
d = min(d, d2);
// glyph locking thing material
if (d == d2) mat = 4.;
// glyph locking prism material
if( d == prismTop) if(u_time > rotateDelay + .2) {
mat = 5.;
glo = min(d2, prismTop);
}
}
}
return vec3( d, mat, glo);
}
////////////////
// DRAWING //
////////////////
float rayMarch(vec3 ro, vec3 rd, int a) {
vec3 d;
float t = 0.; // total distance travelled
// Raymarching
for (int i = 0; i < 100; i++) {
d = map(ro + rd * t, 0); // Get distance to objects
if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6;
t += d.x; // "march" the ray
if (d.x < 1e-3 || t > 500.) break;
}
return t;
}
vec3 getNormal(vec3 p) {
vec2 e = vec2(.01, 0.);
vec3 n = map(p, 1).x - vec3(
map(p-e.xyy,1).x,
map(p-e.yxy,1).x,
map(p-e.yyx,1).x);
return no(n);
}
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, float atte) {
vec3 l = no(lightPos - p);
float len = length( lightPos - p ); // Distance from the light to the surface point.
float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len),
d = rayMarch(p+n*.0025, l, 1);
if(d<length(lightPos-p)) dif *= shadow;
return dif;
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
float nrm = (specular + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
vec3 color = vec3(0.0, 0.1, 0.3) + diffuse(n,l,60.0) * vec3(0.11, 0.16, 0.18) * 0.3;
color -= vec3(0.73, 0.15, 0.66) * pow(cl(1.-dot(n, -eye), 0., 1.), .7);
color += vec3(specular(n,l,eye,60.0))*0.2;
return color;
}
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
vec3 fogColor = mix( vec3(0.34, 0.11, 0.34), // blue
vec3(0.93, 0.37, 0.16), // yellow
pow(max( dot(rd, lightDir), 0.) ,8.));
return mix( col, fogColor, 1.0 - exp(-t*b) );
}
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
{
vec3 f = no(l-p),
r = no(cross(vec3(0.,1.,0.), f)),
u = cross(f,r),
c = f*z,
i = c + uv.x*r + uv.y*u,
d = no(i);
return d;
}
vec3 postProcess(vec3 col) {
// Vignette
//col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
// Colour mapping
col *= vec3(.9, 0.8, 0.7);
// gamma
col = pow( col, vec3(.45) );
// Contrast = a
col = smoothstep(0., 1., col);
// fade out at the end
col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
return col;
}
vec3 cameraPos()
{
// first zoom in to the gate
vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.));
if (u_time > 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.);
// close up shot for 1st glyph lock
if (u_time > 10.5) cPos = vec3(2.,-1.,1.);
// zoom away for 2nd glyph animation
if (u_time > 12.) cPos = vec3(-1., -.7, 4.);
if (u_time > 14.5) {
cPos = vec3(0., 0., 4.);
cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.05);
cPos.xz *= rot2D(sin((u_time-16.5)*0.1));
}
if (u_time > 23.5)
{
cPos = vec3(3., -.7, 4.);
}
if (u_time > 32.5)
{
cPos = vec3(-20.,10.,50.);
}
if (u_time > 36.5) {
cPos = vec3(3., -.7, 4.);
cPos.yz *= rot2D(((1.-cos(u_time-36.5))*-0.025));
cPos.xz *= rot2D(sin((u_time-36.5)*0.07));
}
return cPos;
}
vec3 cameraPointAt() {
vec3 p = vec3(0., -.5, 0.);
// look at 1st glyph
if (u_time > 10.5) p = vec3(1.7,-1.1,0.);
// look gate at distance
if(u_time > 12.) p = vec3(0.);
if(u_time > 14.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-16.5)*0.13);
if(u_time > 23.5) p = vec3(0.);
return p;
}
// flash screen with glyph color when it is locked
vec3 colorFlashesAnim(vec3 col) {
if(u_time > 10.75) {
float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.)));
col = mix(col, chevronColor * (x * 1.4), x *.76);
}
return col;
}
vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong)
{
return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount;
}
vec3 sceneGate(vec2 uv)
{
// Initialization
vec3 ro = cameraPos(),
rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((43.-u_time)*-2.,2.,25.)),
col = vec3(0.);
float d = rayMarch(ro, rd,0), mat = 0.;
if (d < 500.) {
// Lighting
vec3 p = ro + rd * d,
n = getNormal(p);
mat = map(p,0).y;
// Light 1 Arguments
// 1: Ray starting point
// 2: Light position
// 3: Light intensity
// 4: Shadow intensity
// Lights
col += vec3(0.82, 0.5, 0.9) * getLight(p, vec3( 10., 15., 25.), 1., .2,n,1e-10);
col += vec3(0.79, 0.66, 0.43) * getLight(p, vec3( 4., 2., -15.), 1., 1.,n,1e-10);
col += vec3(0.0, 0.06, 0.7) * getLight(p, vec3( 0., 0., 5.),cl((u_time-29.0)*100.,0.,50.), 0.0,n,3.1);
// indirect lightning -> vec3 in normalize is light direction
col += vec3(0.29, 0.28, 0.33) * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.);
if(mat==0.)
col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.);
if(mat==1.)
col *= getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd));
if(mat==2.)
col *= vec3(0.7, 0.7, 0.4) + noise (p.xz*3.+1.5, 0.1,0);
if(mat==3.)
col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0);
if(mat==4.)
col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
if(mat ==5.)
col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3);
if(mat == 6.)
col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
}
col += glow * chevronColor*.25;
return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)));
}
void main() {
vec2 u_resolution = vec2(1920,1080);
vec2 qor = gl_FragCoord.xy/u_resolution.xy;
vec2 resoultion = -1.0+2.0*qor;
resoultion.x *= u_resolution.x/u_resolution.y;
o = vec4(sceneGate( resoultion ),1.);
}

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/* File generated with Shader Minifier 1.2
* http://www.ctrl-alt-test.fr
*/
#ifndef FRAGMENT_INL_
# define FRAGMENT_INL_
# define VAR_M "v"
# define VAR_O "i"
const char *fragment_frag =
"#version 460\n"
"uniform int v;"
"out vec4 i;"
"float m=3.1416,y=v/float(44100);"
"const float z=22./7.;"
"vec3 f(vec3 v)"
"{"
"return normalize(v);"
"}"
"float f(float v,float f,float y)"
"{"
"return clamp(v,f,y);"
"}"
"mat2 n(float v)"
"{"
"float f=sin(v),y=cos(v);"
"return mat2(y,-f,f,y);"
"}"
"float n(float v,float y,float m)"
"{"
"float z=max(m-abs(v-y),0.);"
"return max(v,y)+z*z*.25/m;"
"}"
"float f(vec2 v,int y)"
"{"
"if(y==1)"
"{"
"float m=dot(v,vec2(127.1,311.7));"
"return fract(sin(m)*43758.5453123);"
"}"
"v=50.*fract(v*.3183099);"
"return fract(v.x*v.y*(v.x+v.y));"
"}"
"float x(vec2 v,float y,int m)"
"{"
"vec2 a=floor(v),z=fract(v),i=z*z*(3.-2.*z);"
"float x=y;"
"if(m==1)"
"x=2.;"
"return-y+x*mix(mix(f(a+vec2(0.),m),f(a+vec2(1.,0.),m),i.x),mix(f(a+vec2(0.,1.),m),f(a+vec2(1.),m),i.x),i.y);"
"}"
"float s(vec3 v,float y,float m)"
"{"
"vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);"
"return min(max(f.x,f.y),0.)+length(max(f,0.));"
"}"
"float n(vec3 v,vec3 y)"
"{"
"vec3 f=abs(v)-y;"
"return length(max(f,0.))+min(max(f.x,max(f.y,f.z)),0.);"
"}"
"float t(vec3 v,vec2 y,float m)"
"{"
"v.xy*=n(m);"
"vec3 f=abs(v);"
"return max(f.z-y.y,max(f.x*.866025+v.y*.5,-v.y)-y.x*.5);"
"}"
"float s(vec3 v,float y)"
"{"
"return v=abs(v),(v.x+v.y+v.z-y)*.577;"
"}"
"float a=9.,p=0.;"
"vec3 c=vec3(.36,.9,0.);"
"float s(vec3 v)"
"{"
"return min((y-v.y)*v.z,v.x*z);"
"}"
"float t(float v)"
"{"
"return a+a*f(sin(s(vec3(1.5,v,4.))*.06),-.9,.9);"
"}"
"vec3 x(vec3 v)"
"{"
"for(float f=0.;f<7.;f++)"
"{"
"float m=a+f*3.,z=1.;"
"if(y>m)"
"{"
"if(mod(f,2.)>=1.)"
"z=-1.;"
"v.xy*=n(t(m)*z);"
"}"
"}"
"return v;"
"}"
"float w(vec2 v)"
"{"
"if(y>=v.y)"
"v.x+=.045*f(sin(s(vec3(3.,v.y,40.))*.4),-.8,.8);"
"return v.x;"
"}"
"float t(vec2 v,float f)"
"{"
"v+=x(v,1.,1);"
"vec2 y=1.-abs(sin(v));"
"y=mix(y,abs(cos(v)),y);"
"return pow(1.-pow(y.x*y.y,.65),f);"
"}"
"vec3 w(vec3 v,int m)"
"{"
"float f=0.,i=1e3,r=z/12.,p,d=floor(atan(v.y,v.x)/r+.5)*r;"
"vec3 c=v;"
"c.xy=n(d)*c.xy;"
"float l=length(max(abs(c.xy-vec2(1.8,0.))-vec2(.24,.14),0.))-.02,e=abs(length(v.xy)-1.8)-.2;"
"l=min(l,e);"
"e=n(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);"
"l=max(-e,l);"
"l=n(l,abs(v.z)-.1,.02);"
"vec3 h=x(v),o=h;"
"r=z/16.;"
"o.xy=n(floor(atan(h.y,h.x)/r+.5)*r)*o.xy;"
"e=n(o.xyz-vec3(1.75,0.,0.),vec3(.04,.14,.05))-.02+x(v.xy*100.,.001,0);"
"l=min(l,e);"
"if(l==e)"
"f=6.;"
"e=1e3;"
"float u=1.5,b=0.,g,F=4.,C=.6,k=.2;"
"for(int Z=0;Z<4;Z++)"
"p=n(vec3(v.x,v.y+u+.05,v.z),vec3(2.,.2,u))-.05,e=min(e,p),u+=.2;"
"e+=x(v.xz*50.+200.,.007,0);"
"l=min(l,e);"
"if(l==e)"
"f=2.;"
"if(m==1)"
"{"
"vec2 Z=v.xy;"
"for(int Y=0;Y<4;Y++)"
"g=t((Z+y)*C,F),g+=t((Z-y)*C,F),b+=g*k,Z*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,k*=.22,F=mix(F,1.,.4);"
"}"
"e=max(-s(v,2.,min(1.7-(y-28.9)*2.5,2.3)),s(v,.025,1.6)-b*.15);"
"e=max(e,s(v,.3,1.7));"
"l=min(l,e);"
"if(l==e)"
"f=1.;"
"e=v.y+3.7+x(vec2(v.x,v.z*.44-40.)*.04+100.,20.,0)+.25*sin(v.z*.5+y);"
"l=min(l,e);"
"if(l==e)"
"f=3.;"
"e=s(v+vec3(-75.,0.,100.),60.);"
"l=min(l,e);"
"if(l==e)"
"f=3.;"
"for(float Z=0.;Z<8.;Z++)"
"{"
"c=v;"
"d=24.67/(z*2.)+(Z+1.)*z/4.;"
"if(Z==1.)"
"d+=.2;"
"if(Z==7.)"
"d-=.2;"
"c.xy=n(d)*c.xy;"
"float Y=a+(Z-1.)*3.+1.5;"
"if(Z>0.)"
"{"
"c.x-=1.95;"
"vec3 X=c;"
"if(y>Y)"
"X.x=w(vec2(X.x,Y));"
"float W=t(vec3(c.x-.06,c.y,c.z),vec2(.1,.15),.5)-.01;"
"e=max(-t(vec3(X.x-.14,X.y,X.z),vec2(.22),.5)-.01,t(vec3(X.x,X.y,X.z),vec2(.2,.12),.5)-.02);"
"e=min(e,W);"
"l=min(l,e);"
"if(l==e)"
"f=4.;"
"if(l==W)"
"if(y>Y+.2)"
"f=5.,i=min(e,W);"
"}"
"}"
"return vec3(l,f,i);"
"}"
"float w(vec3 v,vec3 y,int m)"
"{"
"vec3 f;"
"float i=0.;"
"for(int l=0;l<100;l++)"
"{"
"f=w(v+y*i,0);"
"if(m==0&&f.z<.3)"
"p+=pow(.01/f.z,.8)*.6;"
"i+=f.x;"
"if(f.x<.001||i>500.)"
"break;"
"}"
"return i;"
"}"
"vec3 r(vec3 v)"
"{"
"vec2 y=vec2(.01,0.);"
"vec3 m=w(v,1).x-vec3(w(v-y.xyy,1).x,w(v-y.yxy,1).x,w(v-y.yyx,1).x);"
"return f(m);"
"}"
"float f(vec3 v,vec3 y,float m,float x,vec3 l,float z)"
"{"
"vec3 e=f(y-v);"
"float i=length(y-v),p=f(dot(l,e)*m,0.,m)/(1.+z*i),Z=w(v+l*.0025,e,1);"
"if(Z<length(y-v))"
"p*=x;"
"return p;"
"}"
"float r(vec3 v,vec3 y,float f)"
"{"
"return pow(dot(v,y)*.4+.6,f);"
"}"
"float f(vec3 v,vec3 y,vec3 m,float f)"
"{"
"float l=(f+8.)/(z*8.);"
"return pow(max(dot(reflect(m,v),y),0.),f)*l;"
"}"
"vec3 n(vec3 v,vec3 y,vec3 m,vec3 e)"
"{"
"vec3 i=vec3(0.,.1,.3)+r(y,m,60.)*vec3(.11,.16,.18)*.3;"
"i-=vec3(.73,.15,.66)*pow(f(1.-dot(y,-e),0.,1.),.7);"
"i+=vec3(f(y,m,e,60.))*.2;"
"return i;"
"}"
"vec3 f(vec3 v,float y,vec3 m,vec3 f,float z)"
"{"
"vec3 l=mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,f),0.),8.));"
"return mix(v,l,1.-exp(-y*z));"
"}"
"vec3 r(vec2 v,vec3 y,vec3 m,float z)"
"{"
"vec3 l=f(m-y),e=f(cross(vec3(0.,1.,0.),l)),i=cross(l,e),a=l*z,Z=a+v.x*e+v.y*i,g=f(Z);"
"return g;"
"}"
"vec3 h(vec3 v)"
"{"
"return v*=vec3(.9,.8,.7),v=pow(v,vec3(.45)),v=smoothstep(0.,1.,v),v+=1.-vec3(f((46.-y)*.5,0.,1.)),v;"
"}"
"vec3 f()"
"{"
"vec3 v=vec3(0.,f(6.-y,2.,6.),f(100.-y*11.,6.,100.));"
"if(y>7.5)"
"v+=vec3(0.,f(7.5-y,-1.,0.),0.);"
"if(y>10.5)"
"v=vec3(2.,-1.,1.);"
"if(y>12.)"
"v=vec3(-1.,-.7,4.);"
"if(y>14.5)"
"v=vec3(0.,0.,4.),v.yz*=n(-.6-cos(y-15.)*.05),v.xz*=n(sin((y-16.5)*.1));"
"if(y>23.5)"
"v=vec3(3.,-.7,4.);"
"if(y>32.5)"
"v=vec3(-20.,10.,50.);"
"if(y>36.5)"
"v=vec3(3.,-.7,4.),v.yz*=n((1.-cos(y-36.5))*-.025),v.xz*=n(sin((y-36.5)*.07));"
"return v;"
"}"
"vec3 h()"
"{"
"vec3 v=vec3(0.,-.5,0.);"
"if(y>10.5)"
"v=vec3(1.7,-1.1,0.);"
"if(y>12.)"
"v=vec3(0.);"
"if(y>14.5)"
"v=mix(vec3(1.5,1.4,0.),vec3(-1.5,1.4,0.),(y-16.5)*.13);"
"if(y>23.5)"
"v=vec3(0.);"
"return v;"
"}"
"vec3 d(vec3 v)"
"{"
"if(y>10.75)"
"{"
"float f=smoothstep(-1.,.8,sin(s(vec3(.8,10.75,8.))*2.));"
"v=mix(v,c*(f*1.4),f*.76);"
"}"
"return v;"
"}"
"vec3 d(vec3 v,vec3 y,float m,float e)"
"{"
"return vec3(f(v,f(vec3(0.,.3,.8)),f(y),pow(10.,e)))*m;"
"}"
"vec3 l(vec2 v)"
"{"
"vec3 m=f(),l=r(v,m,h(),f((43.-y)*-2.,2.,25.)),i=vec3(0.);"
"float e=w(m,l,0),Z=0.;"
"if(e<500.)"
"{"
"vec3 z=m+l*e,a=r(z);"
"Z=w(z,0).y;"
"i+=vec3(.82,.5,.9)*f(z,vec3(10.,15.,25.),1.,.2,a,1e-10);"
"i+=vec3(.79,.66,.43)*f(z,vec3(4.,2.,-15.),1.,1.,a,1e-10);"
"i+=vec3(0.,.06,.7)*f(z,vec3(0.,0.,5.),f((y-29.)*100.,0.,50.),0.,a,3.1);"
"i+=vec3(.29,.28,.33)*f(dot(a,f(vec3(0.,1.,10.))),0.,1.);"
"if(Z==0.)"
"i*=vec3(.2,.3,.3)+d(a,l,.5,2.);"
"if(Z==1.)"
"i*=n(z,a,f(vec3(0.,.3,.8)),f(l));"
"if(Z==2.)"
"i*=vec3(.7,.7,.4)+x(z.xz*3.+1.5,.1,0);"
"if(Z==3.)"
"i*=vec3(.8,.8,.5)+x(z.xz*500.+1e5,.3,0);"
"if(Z==4.)"
"i*=vec3(0.,.08,.11)+d(a,l,.3,.7);"
"if(Z==5.)"
"i=c*.4;"
"if(Z==6.)"
"i*=vec3(.01,.04,.06)+d(a,l,.1,2.5);"
"}"
"i+=p*c*.25;"
"return h(d(f(i,e,l,vec3(0.,-.1,-1.),.01)));"
"}"
"void main()"
"{"
"vec2 v=vec2(1920,1080),f=gl_FragCoord.xy/v.xy,y=-1.+2.*f;"
"y.x*=v.x/v.y;"
"i=vec4(l(y),1.);"
"}";
#endif // FRAGMENT_INL_

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// A simple chromatic aberration example
// Mipmap fake glossy thing!
#version 130
uniform sampler2D o;
out vec4 i;
float hash(float c){return fract(sin(dot(c, 12.9898)) * 43758.5453);}
void main(){
i = vec4(0);
for(int t = 0; t < 25; t++){
vec2 uv = gl_FragCoord.xy*2./vec2(1920,1080);
float s1 = hash(float(t+dot(uv,uv)));
float s2 = hash(float(1-t+dot(uv,uv)));
vec2 f = 0.01*(-1.0+2.0*vec2(s1,s2));
i += vec4(textureLod(o, uv, (0.3+0.7*s1)*texture(o, (1.0+1.0*f)*uv).a*8).rgb,1);
}
i /= vec4(25);
}

30
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/* File generated with Shader Minifier 1.2
* http://www.ctrl-alt-test.fr
*/
#ifndef POST_INL_
# define POST_INL_
# define VAR_I "v"
# define VAR_O "f"
const char *post_frag =
"#version 130\n"
"uniform sampler2D f;"
"out vec4 v;"
"float t(float f)"
"{"
"return fract(sin(dot(f,12.9898))*43758.5453);"
"}"
"void main()"
"{"
"v=vec4(0);"
"for(int s=0;s<25;s++)"
"{"
"vec2 i=gl_FragCoord.xy*2./vec2(1920,1080);"
"float d=t(float(s+dot(i,i))),o=t(float(1-s+dot(i,i)));"
"vec2 m=.01*(-1.+2.*vec2(d,o));"
"v+=vec4(textureLod(f,i,(.3+.7*d)*texture(f,(1.+m)*i).w*8).xyz,1);"
"}"
"v/=vec4(25);"
"}";
#endif // POST_INL_

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#include <string>
#include "song.h"
#pragma comment(lib, "strmiids.lib")
#pragma comment(lib, "ComCtl32.lib")
#pragma comment(lib, "winmm.lib")
#pragma comment(lib, "strmbase.lib")
using namespace Leviathan;
Song::Song()
{
}
Song::Song(LPCWSTR path) : playing(false)
{
__int64 trackLength;
IGraphBuilder * graph;
CoInitialize(0);
CoCreateInstance(CLSID_FilterGraph, 0, CLSCTX_INPROC, IID_IGraphBuilder, (void**)&graph);
graph->QueryInterface(IID_IMediaControl, (void**)&mediaControl);
graph->QueryInterface(IID_IMediaSeeking, (void**)&mediaSeeking);
graph->QueryInterface(IID_IBasicAudio, (void**)&audioControl);
audioControl->put_Volume(long(-90000));
HRESULT hr = graph->RenderFile(path, 0);
if (hr == S_OK)
printf("Audio file opened successfully\n");
else
printf("Failed to open audio file\n");
graph->Release();
mediaSeeking->SetTimeFormat(&TIME_FORMAT_MEDIA_TIME);
mediaSeeking->GetDuration(&trackLength);
length = (long double)(trackLength) / (long double)10000000.0;
__int64 position = 0;
mediaSeeking->SetPositions(&position, AM_SEEKING_AbsolutePositioning, &position, AM_SEEKING_NoPositioning);
pause();
}
Song::~Song()
{
audioControl->Release();
mediaControl->Release();
mediaSeeking->Release();
}
int Song::play()
{
mediaControl->Run();
playing = true;
return 0;
}
int Song::pause()
{
mediaControl->Stop();
playing = false;
return 0;
}
int Song::toggle()
{
playing = !playing;
if (playing)
play();
else
pause();
return 0;
}
bool Song::is_playing()
{
OAFilterState state;
mediaControl->GetState(INFINITE, &state);
__int64 trackLength, position;
mediaSeeking->GetDuration(&trackLength);
mediaSeeking->GetCurrentPosition(&position);
return position<trackLength;
}
int Song::seek(long double position)
{
if (position>length)
position = length;
if (position<.0)
position = .0;
__int64 seekPosition = __int64(10000000.0*position);
if (playing)
mediaControl->Stop();
mediaSeeking->SetPositions(&seekPosition, AM_SEEKING_AbsolutePositioning, &seekPosition, AM_SEEKING_NoPositioning);
if (playing)
mediaControl->Run();
return 0;
}
long double Song::getTime()
{
__int64 position;
mediaSeeking->GetCurrentPosition(&position);
return (long double)(position) / (long double)10000000.0;
}
long double Song::getLength()
{
return length;
}

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#pragma once
#pragma warning(disable:995)
#include <dshow.h>
#pragma warning(default:995)
namespace Leviathan
{
class Song
{
public:
Song();
Song(LPCWSTR path);
~Song();
int play();
int pause();
int toggle();
bool is_playing();
int seek(long double position);
long double getTime();
long double getLength();
private:
long double length;
bool playing;
IMediaControl * mediaControl;
IMediaSeeking * mediaSeeking;
IBasicAudio * audioControl;
};
}