diff --git a/leviathan.vcxproj b/leviathan.vcxproj
index dc331d3..ce644fe 100644
--- a/leviathan.vcxproj
+++ b/leviathan.vcxproj
@@ -84,10 +84,12 @@
out\
bin\debug\
- false
+
+
$(SolutionDir);$(ExecutablePath)
leviathan-debug
false
+ true
out\
@@ -138,12 +140,13 @@
true
Win32
.\bin/Debug/Leviathan.tlb
-
+
+
MinSpace
../;%(AdditionalIncludeDirectories)
- _DEBUG;WINDOWS;DEBUG;SIMD;A32BITS;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)
+ EDITOR_CONTROLS;_DEBUG;WINDOWS;DEBUG;SIMD;A32BITS;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)
Default
MultiThreaded
@@ -161,29 +164,50 @@
true
Size
true
- false
+ Sync
false
StdCall
- stdcpp14
+ false
+
+
_DEBUG;%(PreprocessorDefinitions)
0x0409
- winmm.lib;opengl32.lib;src/sointu/song.obj;%(AdditionalDependencies)
- out/leviathan-debug.exe
+ opengl32.lib;winmm.lib;src/sointu/song.obj;%(AdditionalDependencies)
+ out\leviathan-debug.exe
true
+ true
+ Windows
+ entrypoint
true
bin\debug\$(TargetName).pdb
- Windows
false
MachineX86
entrypoint
true
+ bin\release\$(TargetName).pdb
bin\debug\$(TargetName).pgd
+
+
+
+
+
+
+ true
+ .\bin/Release/Leviathan.bsc
+
+
+ false
+
+
+ shader_minifier.exe -v -o src\shaders\fragment.inl src\shaders\fragment.frag shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag
+ Minify user-supplied shader files.
+
true
$(OutDir)Leviathan.bsc
@@ -324,7 +348,7 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag
0x0409
- /CRINKLER /RANGE:opengl32 /HASHTRIES:300 /COMPMODE:SLOW /ORDERTRIES:9000 /REPORT:out.html /PROGRESSGUI /HASHSIZE:1000 /UNSAFEIMPORT /UNALIGNCODE /SATURATE /NOINITIALIZERS /TRANSFORM:CALLS /TRUNCATEFLOATS:32 %(AdditionalOptions)
+ /RANGE:opengl32 /HASHTRIES:300 /COMPMODE:SLOW /ORDERTRIES:9000 /REPORT:out.html /PROGRESSGUI /HASHSIZE:1000 /UNSAFEIMPORT /UNALIGNCODE /SATURATE /NOINITIALIZERS /TRANSFORM:CALLS /TRUNCATEFLOATS:32 %(AdditionalOptions)
opengl32.lib;winmm.lib;src/sointu/song.obj;%(AdditionalDependencies)
out\leviathan-release.exe
@@ -562,7 +586,6 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag
true
true
-
false
false
@@ -571,6 +594,7 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag
+
true
false
diff --git a/leviathan.vcxproj.filters b/leviathan.vcxproj.filters
index c84e9d0..0576a43 100644
--- a/leviathan.vcxproj.filters
+++ b/leviathan.vcxproj.filters
@@ -16,7 +16,6 @@
-
@@ -40,7 +39,4 @@
{84f225d6-acf8-4151-aab3-e246410cdeba}
-
-
-
\ No newline at end of file
diff --git a/pbr-leviathan-2.0.sln b/pbr-leviathan-2.0.sln
index 3606bb6..a6f7b70 100644
--- a/pbr-leviathan-2.0.sln
+++ b/pbr-leviathan-2.0.sln
@@ -1,34 +1,34 @@
-
-Microsoft Visual Studio Solution File, Format Version 12.00
-# Visual Studio 15
-VisualStudioVersion = 15.0.28307.168
-MinimumVisualStudioVersion = 10.0.40219.1
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Leviathan 2.0", "leviathan.vcxproj", "{59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Editor|Win32 = Editor|Win32
- Heavy Release|Win32 = Heavy Release|Win32
- Release|Win32 = Release|Win32
- Snapshot|Win32 = Snapshot|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Debug|Win32.ActiveCfg = Debug|Win32
- {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Debug|Win32.Build.0 = Debug|Win32
- {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Editor|Win32.ActiveCfg = Editor|Win32
- {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Editor|Win32.Build.0 = Editor|Win32
- {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Heavy Release|Win32.ActiveCfg = Heavy Release|Win32
- {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Heavy Release|Win32.Build.0 = Heavy Release|Win32
- {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Release|Win32.ActiveCfg = Release|Win32
- {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Release|Win32.Build.0 = Release|Win32
- {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Snapshot|Win32.ActiveCfg = Snapshot|Win32
- {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Snapshot|Win32.Build.0 = Snapshot|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
- GlobalSection(ExtensibilityGlobals) = postSolution
- SolutionGuid = {BFFCE7AC-AF44-47A1-9B82-AB82AB604DD0}
- EndGlobalSection
-EndGlobal
+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio Version 17
+VisualStudioVersion = 17.14.36212.18 d17.14
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Leviathan 2.0", "leviathan.vcxproj", "{59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|Win32 = Debug|Win32
+ Editor|Win32 = Editor|Win32
+ Heavy Release|Win32 = Heavy Release|Win32
+ Release|Win32 = Release|Win32
+ Snapshot|Win32 = Snapshot|Win32
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Debug|Win32.ActiveCfg = Debug|Win32
+ {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Debug|Win32.Build.0 = Debug|Win32
+ {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Editor|Win32.ActiveCfg = Editor|Win32
+ {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Editor|Win32.Build.0 = Editor|Win32
+ {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Heavy Release|Win32.ActiveCfg = Heavy Release|Win32
+ {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Heavy Release|Win32.Build.0 = Heavy Release|Win32
+ {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Release|Win32.ActiveCfg = Release|Win32
+ {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Release|Win32.Build.0 = Release|Win32
+ {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Snapshot|Win32.ActiveCfg = Snapshot|Win32
+ {59C1D4F3-AE93-4A0A-B4FE-60841CA865E5}.Snapshot|Win32.Build.0 = Snapshot|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+ GlobalSection(ExtensibilityGlobals) = postSolution
+ SolutionGuid = {BFFCE7AC-AF44-47A1-9B82-AB82AB604DD0}
+ EndGlobalSection
+EndGlobal
diff --git a/song.yml b/song.yml
index 02b88c4..b1fa35f 100644
--- a/song.yml
+++ b/song.yml
@@ -20,9 +20,6 @@ score:
- numvoices: 1
order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1]
patterns: [[88, 0, 83, 0, 84, 0, 81, 0, 88, 0, 83, 0, 84, 0, 81, 0], [91, 0, 83, 0, 84, 0, 81, 0, 91, 0, 83, 0, 84, 0, 81, 0], [89, 0, 83, 0, 84, 0, 81, 0, 89, 0, 83, 0, 84, 0, 81, 0], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
- - numvoices: 1
- order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, -1, -1, -1, -1]
- patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
- numvoices: 1
order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
patterns: [[83, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 81, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 74, 1, 76, 1, 1, 1], [71, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1], [69, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 86, 1, 1, 1, 1, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [88, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1]]
@@ -62,6 +59,9 @@ patch:
- type: filter
id: 1133
parameters: {bandpass: 0, frequency: 10, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 88, stereo: 1}
+ - type: sync
+ id: 1141
+ parameters: {}
- type: outaux
id: 1097
parameters: {auxgain: 34, outgain: 34, stereo: 1}
@@ -165,6 +165,15 @@ patch:
- type: outaux
id: 266
parameters: {auxgain: 14, outgain: 50, stereo: 1}
+ - type: oscillator
+ id: 1134
+ parameters: {color: 64, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 64, stereo: 0, transpose: 52, type: 0}
+ - type: sync
+ id: 1135
+ parameters: {}
+ - type: pop
+ id: 1136
+ parameters: {stereo: 0}
- name: snare edm 3
comment: 'Suggested range: E-4'
numvoices: 1
@@ -225,7 +234,7 @@ patch:
parameters: {amount: 32, port: 0, sendpop: 1, target: 202}
- name: SuperSaw 4
comment: Automate filter frequency for the classic trance sound
- numvoices: 2
+ numvoices: 1
units:
- type: envelope
id: 1109
@@ -268,6 +277,15 @@ patch:
id: 29
parameters: {damp: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1}
varargs: [32, 36]
+ - type: loadnote
+ id: 1140
+ parameters: {stereo: 0}
+ - type: sync
+ id: 1138
+ parameters: {}
+ - type: pop
+ id: 1139
+ parameters: {stereo: 0}
- type: outaux
id: 30
parameters: {auxgain: 23, outgain: 25, stereo: 1}
diff --git a/song_new.yml b/song_new.yml
new file mode 100644
index 0000000..9f381b6
--- /dev/null
+++ b/song_new.yml
@@ -0,0 +1,378 @@
+bpm: 138
+rowsperbeat: 4
+score:
+ tracks:
+ - numvoices: 2
+ order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, 2, -1, 3, 5, 2, 6, 0, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 0, -1, 1, -1]
+ patterns: [[33, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [29, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [26, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [31, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 28, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 31, 1, 1, 1, 1, 1, 1, 1]]
+ - numvoices: 2
+ order: [-1, -1, -1, -1, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 2, -1, 1, -1, 4, -1, 1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 2, -1, -1, -1, 2, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 4, -1, 2, -1, 0, -1, -1, -1, 0, -1, -1, -1, 5, -1, 5, -1, 6, 7, 5, 8, 9, -1, -1, -1, 9, -1, 1, -1, 9, -1, 1, -1, 0, -1, 1, -1]
+ patterns: [[45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [41, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [38, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [43, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 52, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 55, 1, 1, 1, 1, 1, 1, 1], [57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
+ - numvoices: 1
+ order: [-1, -1, -1, -1, 0, -1, 1, -1, 2, -1, 1, -1, 3, -1, 1, -1, 4, -1, 1, -1, 3, -1, 1, -1, 5, -1, 1, -1, 6, 7, 6, 7, 6, 7, 6, 8, 6, 7, 6, 7, 6, 7, 6, 7, 9, 10, 9, 10, 9, 10, 9, 10, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 6, 7, 5, -1, 3, -1, 6, 7, 6, 7, 11, 12, 9, 10, 6, 7, 6, 13, 6, 7, 6, 7, 9, 10, 9, 14, 15, 16, 9, 17, 6, 6, 6, 6, 0, -1, 1, -1, 0, -1, 1, -1, 2, -1, 1, -1]
+ patterns: [[57, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [53, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [50, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [55, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 67, 0, 69, 0], [57, 0, 57, 0, 57, 0, 57, 0, 64, 1, 62, 1, 60, 1, 55, 1], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 63, 0, 65, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0], [55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 55, 0, 65, 0, 67, 0], [57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 57, 0, 69, 0, 57, 0], [53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 53, 0, 65, 0], [50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0, 50, 0], [50, 0, 50, 0, 50, 0, 50, 0, 52, 0, 52, 0, 52, 0, 52, 0], [53, 0, 53, 0, 53, 0, 53, 0, 55, 0, 55, 0, 55, 0, 55, 0]]
+ - numvoices: 1
+ order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
+ patterns: [[60, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 1, 1, 1, 1], [60, 1, 1, 1, 1, 1, 1, 1, 1, 1, 60, 1, 1, 1, 60, 1], [60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1, 60, 1, 1, 1]]
+ - numvoices: 1
+ order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
+ patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1, 72, 1, 1, 1], [1, 1, 1, 1, 72, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1]]
+ - numvoices: 1
+ order: [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 1, 1, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, -1, 4, -1]
+ patterns: [[88, 0, 83, 0, 84, 0, 81, 0, 88, 0, 83, 0, 84, 0, 81, 0], [91, 0, 83, 0, 84, 0, 81, 0, 91, 0, 83, 0, 84, 0, 81, 0], [89, 0, 83, 0, 84, 0, 81, 0, 89, 0, 83, 0, 84, 0, 81, 0], [45, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
+ - numvoices: 1
+ order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, -1, 2, 3, 4, 5, -1, 0, 6, -1, -1, 0, 6, -1, 7, 0, -1, -1, -1, 8, -1, -1, 9, -1, -1, -1, -1, 10, 7, 11, 12, 0, -1, -1, 13, 10, 7, 11, 7, 8, -1, 14, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
+ patterns: [[83, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 81, 1], [1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 74, 1, 76, 1, 1, 1], [71, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 72, 1, 1, 1], [69, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 84, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 86, 1, 1, 1, 1, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [88, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1]]
+ - numvoices: 4
+ order: [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, -1, 13, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]
+ patterns: [[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 81, 83, 84, 86], [88, 83, 84, 81, 88, 83, 84, 81, 88, 83, 84, 81, 88, 83, 84, 81], [91, 83, 84, 81, 91, 83, 84, 81, 91, 83, 84, 81, 91, 83, 84, 81], [93, 83, 84, 81, 93, 83, 84, 81, 93, 83, 84, 81, 93, 83, 84, 81], [89, 81, 83, 84, 86, 88, 89, 91, 89, 81, 83, 84, 83, 84, 86, 88], [89, 79, 81, 83, 81, 83, 84, 86, 84, 86, 88, 89, 88, 84, 86, 83], [91, 88, 89, 86, 88, 84, 86, 83, 84, 81, 83, 79, 81, 77, 79, 76], [77, 74, 76, 72, 74, 71, 72, 69, 71, 67, 69, 65, 67, 69, 71, 74], [77, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 76, 1, 77, 76], [74, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 69, 71, 72, 76], [84, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 83, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 79, 1, 1, 1], [81, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]]
+ rowsperpattern: 16
+ length: 108
+patch:
+ - name: 80s lead
+ numvoices: 4
+ units:
+ - type: oscillator
+ id: 1089
+ parameters: {color: 128, detune: 80, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 76, type: 1, unison: 3}
+ - type: oscillator
+ id: 1090
+ parameters: {color: 128, detune: 57, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 2}
+ - type: addp
+ id: 1091
+ parameters: {stereo: 1}
+ - type: envelope
+ id: 1092
+ parameters: {attack: 37, decay: 66, gain: 90, release: 54, stereo: 1, sustain: 81}
+ - type: mulp
+ id: 1098
+ parameters: {stereo: 1}
+ - type: pan
+ id: 1096
+ parameters: {panning: 60, stereo: 1}
+ - type: filter
+ id: 1108
+ parameters: {bandpass: 0, frequency: 84, highpass: 0, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 128, stereo: 1}
+ - type: gain
+ id: 1119
+ parameters: {gain: 64, stereo: 1}
+ - type: filter
+ id: 1133
+ parameters: {bandpass: 0, frequency: 10, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 88, stereo: 1}
+ - type: outaux
+ id: 1097
+ parameters: {auxgain: 34, outgain: 34, stereo: 1}
+ - name: 80s bass
+ numvoices: 1
+ units:
+ - type: oscillator
+ id: 3
+ parameters: {color: 128, detune: 64, gain: 128, lfo: 0, phase: 64, shape: 64, stereo: 1, transpose: 64, type: 1, unison: 0}
+ - type: oscillator
+ id: 4
+ parameters: {color: 128, detune: 76, gain: 128, lfo: 0, phase: 30, shape: 64, stereo: 1, transpose: 52, type: 1, unison: 1}
+ - type: addp
+ id: 1084
+ parameters: {stereo: 1}
+ - type: envelope
+ id: 1085
+ parameters: {attack: 0, decay: 69, gain: 100, release: 68, stereo: 1, sustain: 50}
+ - type: send
+ id: 1088
+ parameters: {amount: 100, port: 0, sendpop: 0, stereo: 1, target: 1087, voice: 0}
+ - type: mulp
+ id: 1086
+ parameters: {stereo: 1}
+ - type: distort
+ id: 1107
+ parameters: {drive: 112, stereo: 1}
+ - type: filter
+ id: 1087
+ parameters: {bandpass: 0, frequency: 30, highpass: 1, lowpass: 1, negbandpass: 1, neghighpass: 0, resonance: 40, stereo: 1}
+ - type: pan
+ id: 284
+ parameters: {panning: 64, stereo: 1}
+ - type: gain
+ id: 1121
+ parameters: {gain: 110, stereo: 1}
+ - type: outaux
+ id: 15
+ parameters: {auxgain: 30, outgain: 30, stereo: 1}
+ - name: Kick
+ comment: 'Suggested note: C-3'
+ numvoices: 1
+ units:
+ - type: envelope
+ id: 261
+ parameters: {attack: 0, decay: 49, gain: 128, release: 0, stereo: 0, sustain: 0}
+ - type: noise
+ id: 269
+ parameters: {gain: 128, shape: 74, stereo: 0}
+ - type: send
+ id: 268
+ parameters: {amount: 96, port: 0, sendpop: 1, stereo: 0, target: 262, voice: 0}
+ - type: oscillator
+ id: 262
+ parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
+ - type: filter
+ id: 281
+ parameters: {bandpass: 0, frequency: 91, highpass: 0, lowpass: 0, negbandpass: 1, neghighpass: 1, resonance: 98, stereo: 0}
+ - type: mulp
+ id: 263
+ parameters: {stereo: 0}
+ - type: envelope
+ id: 280
+ parameters: {attack: 0, decay: 64, gain: 80, release: 64, stereo: 0, sustain: 0}
+ - type: send
+ id: 1110
+ parameters: {amount: 75, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
+ - type: noise
+ id: 275
+ parameters: {gain: 72, shape: 24, stereo: 0}
+ - type: send
+ id: 276
+ parameters: {amount: 84, port: 0, sendpop: 1, stereo: 0, target: 277, voice: 0}
+ - type: envelope
+ id: 274
+ parameters: {attack: 45, decay: 70, gain: 128, release: 0, stereo: 0, sustain: 0}
+ - type: send
+ id: 1118
+ parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1119, voice: 0}
+ - type: send
+ id: 1122
+ parameters: {amount: 0, port: 0, sendpop: 0, stereo: 0, target: 1121, voice: 0}
+ - type: send
+ id: 1124
+ parameters: {amount: 32, port: 0, sendpop: 0, stereo: 0, target: 1123, voice: 0}
+ - type: oscillator
+ id: 277
+ parameters: {color: 128, detune: 64, gain: 128, phase: 0, shape: 64, stereo: 0, transpose: 45, type: 0}
+ - type: mulp
+ id: 279
+ parameters: {stereo: 0}
+ - type: addp
+ id: 271
+ parameters: {stereo: 0}
+ - type: pan
+ id: 294
+ parameters: {panning: 64, stereo: 0}
+ - type: filter
+ id: 1132
+ parameters: {bandpass: 0, frequency: 11, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 1}
+ - type: outaux
+ id: 266
+ parameters: {auxgain: 14, outgain: 50, stereo: 1}
+ - type: oscillator
+ id: 1134
+ parameters: {color: 64, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 64, stereo: 0, transpose: 52, type: 0}
+ - type: sync
+ id: 1135
+ parameters: {}
+ - type: pop
+ id: 1136
+ parameters: {stereo: 0}
+ - name: snare edm 3
+ comment: 'Suggested range: E-4'
+ numvoices: 1
+ units:
+ - type: envelope
+ id: 217
+ parameters: {attack: 0, decay: 67, gain: 29, release: 0, stereo: 0, sustain: 0}
+ - type: oscillator
+ id: 218
+ parameters: {color: 128, detune: 64, gain: 80, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 57, type: 0, unison: 0}
+ - type: mulp
+ id: 221
+ parameters: {stereo: 0}
+ - type: envelope
+ id: 222
+ parameters: {attack: 0, decay: 69, gain: 54, release: 0, stereo: 0, sustain: 0}
+ - type: noise
+ id: 223
+ parameters: {gain: 31, shape: 14, stereo: 0}
+ - type: mulp
+ id: 224
+ parameters: {stereo: 0}
+ - type: filter
+ id: 201
+ parameters: {bandpass: 0, frequency: 78, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 127, stereo: 0}
+ - type: filter
+ id: 225
+ parameters: {bandpass: 0, frequency: 122, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 112, stereo: 0}
+ - type: addp
+ id: 226
+ parameters: {stereo: 0}
+ - type: distort
+ id: 338
+ parameters: {drive: 108, stereo: 0}
+ - type: pan
+ id: 231
+ parameters: {panning: 63, stereo: 0}
+ - type: outaux
+ id: 232
+ parameters: {auxgain: 52, outgain: 58, stereo: 1}
+ - type: envelope
+ id: 233
+ parameters: {attack: 37, decay: 47, gain: 128, release: 0, stereo: 0, sustain: 0}
+ - type: send
+ id: 234
+ parameters: {amount: 69, port: 0, sendpop: 1, target: 218}
+ - type: envelope
+ id: 235
+ parameters: {attack: 53, decay: 58, gain: 128, release: 0, stereo: 0, sustain: 0}
+ - type: send
+ id: 236
+ parameters: {amount: 0, port: 0, sendpop: 1, target: 201}
+ - type: envelope
+ id: 237
+ parameters: {attack: 53, decay: 73, gain: 128, release: 0, stereo: 0, sustain: 0}
+ - type: send
+ id: 238
+ parameters: {amount: 32, port: 0, sendpop: 1, target: 202}
+ - name: SuperSaw 4
+ comment: Automate filter frequency for the classic trance sound
+ numvoices: 1
+ units:
+ - type: envelope
+ id: 1109
+ parameters: {attack: 0, decay: 0, gain: 64, release: 64, stereo: 0, sustain: 85}
+ - type: oscillator
+ id: 1099
+ parameters: {color: 128, detune: 96, gain: 64, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
+ - type: oscillator
+ id: 12
+ parameters: {color: 128, detune: 77, gain: 80, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
+ - type: addp
+ id: 13
+ parameters: {stereo: 0}
+ - type: mulp
+ id: 16
+ parameters: {stereo: 0}
+ - type: envelope
+ id: 17
+ parameters: {attack: 18, decay: 67, gain: 64, release: 64, stereo: 0, sustain: 99}
+ - type: oscillator
+ id: 18
+ parameters: {color: 128, detune: 46, gain: 81, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
+ - type: oscillator
+ id: 19
+ parameters: {color: 128, detune: 38, gain: 76, lfo: 0, phase: 64, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 3}
+ - type: addp
+ id: 20
+ parameters: {stereo: 0}
+ - type: mulp
+ id: 23
+ parameters: {stereo: 0}
+ - type: gain
+ id: 1123
+ parameters: {gain: 120, stereo: 1}
+ - type: delay
+ id: 24
+ parameters: {damp: 0, dry: 0, feedback: 0, notetracking: 0, pregain: 128, stereo: 0}
+ varargs: [420]
+ - type: delay
+ id: 29
+ parameters: {damp: 0, dry: 71, feedback: 32, notetracking: 2, pregain: 71, stereo: 1}
+ varargs: [32, 36]
+ - type: loadnote
+ id: 1140
+ parameters: {stereo: 0}
+ - type: sync
+ id: 1138
+ parameters: {}
+ - type: pop
+ id: 1139
+ parameters: {stereo: 0}
+ - type: outaux
+ id: 30
+ parameters: {auxgain: 23, outgain: 25, stereo: 1}
+ - name: pad
+ numvoices: 1
+ units:
+ - type: envelope
+ id: 1
+ parameters: {attack: 72, decay: 96, gain: 128, release: 88, stereo: 0, sustain: 96}
+ - type: send
+ id: 2
+ parameters: {amount: 64, port: 4, sendpop: 0, target: 1}
+ - type: oscillator
+ id: 1125
+ parameters: {color: 80, detune: 60, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 2}
+ - type: oscillator
+ id: 1126
+ parameters: {color: 96, detune: 72, gain: 128, lfo: 0, phase: 32, shape: 64, stereo: 0, transpose: 64, type: 1}
+ - type: oscillator
+ id: 5
+ parameters: {color: 128, detune: 64, gain: 128, lfo: 1, phase: 0, shape: 90, stereo: 0, transpose: 32, type: 0}
+ - type: send
+ id: 6
+ parameters: {amount: 68, port: 1, sendpop: 0, target: 1125}
+ - type: send
+ id: 78
+ parameters: {amount: 61, port: 1, sendpop: 1, target: 1126}
+ - type: addp
+ id: 80
+ parameters: {stereo: 0}
+ - type: mulp
+ id: 10
+ parameters: {stereo: 0}
+ - type: filter
+ id: 11
+ parameters: {bandpass: 0, frequency: 26, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 1, resonance: 128, stereo: 0}
+ - type: filter
+ id: 1127
+ parameters: {bandpass: 0, frequency: 64, highpass: 0, lowpass: 1, negbandpass: 0, neghighpass: 0, resonance: 64, stereo: 0}
+ - type: distort
+ id: 1128
+ parameters: {drive: 109, stereo: 0}
+ - type: pan
+ id: 1129
+ parameters: {panning: 64, stereo: 0}
+ - type: delay
+ id: 1130
+ parameters: {damp: 64, dry: 128, feedback: 96, notetracking: 2, pregain: 96, stereo: 1}
+ varargs: [24, 48]
+ - type: outaux
+ id: 1131
+ parameters: {auxgain: 15, outgain: 15, stereo: 1}
+ - name: HappyLead
+ numvoices: 4
+ units:
+ - type: oscillator
+ id: 164
+ parameters: {color: 84, detune: 62, gain: 128, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 0}
+ - type: oscillator
+ id: 165
+ parameters: {color: 128, detune: 62, gain: 92, lfo: 0, phase: 0, shape: 64, stereo: 0, transpose: 64, type: 1, unison: 2}
+ - type: addp
+ id: 166
+ parameters: {stereo: 0}
+ - type: envelope
+ id: 163
+ parameters: {attack: 44, decay: 64, gain: 72, release: 64, stereo: 0, sustain: 92}
+ - type: mulp
+ id: 167
+ parameters: {stereo: 0}
+ - type: pan
+ id: 168
+ parameters: {panning: 60, stereo: 0}
+ - type: delay
+ id: 169
+ parameters: {damp: 0, dry: 64, feedback: 64, notetracking: 0, pregain: 54, stereo: 1}
+ varargs: [12550, 24402, 21265, 32419]
+ - type: outaux
+ id: 172
+ parameters: {auxgain: 64, outgain: 64, stereo: 1}
+ - name: Global
+ numvoices: 1
+ units:
+ - type: in
+ id: 7
+ parameters: {channel: 2, stereo: 1}
+ - type: delay
+ id: 8
+ parameters: {damp: 25, dry: 0, feedback: 120, notetracking: 0, pregain: 40, stereo: 1}
+ varargs: [1116, 1188, 1276, 1356, 1422, 1492, 1556, 1618, 1140, 1212, 1300, 1380, 1446, 1516, 1580, 1642]
+ - type: out
+ id: 9
+ parameters: {gain: 64, stereo: 1}
diff --git a/src/definitions.h b/src/definitions.h
index 4078d54..ffb5025 100644
--- a/src/definitions.h
+++ b/src/definitions.h
@@ -48,10 +48,15 @@ static DEVMODE screenSettings = {
#if USE_AUDIO
#include
#include
-
// this file is auto generated by sointu
#include "sointu/song.h"
+ #pragma bss_seg(".syncbuf")
+ extern "C" {
+ int _fltused = 1;
+ float syncBuf[SU_SYNCBUFFER_LENGTH+1];
+ }
+
#pragma data_seg(".sointuout")
static SUsample lpSoundBuffer[(int)SU_LENGTH_IN_SAMPLES * 2];
static HWAVEOUT hWaveOut;
diff --git a/src/main.cpp b/src/main.cpp
index 5b92fb3..7e86827 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -28,9 +28,8 @@
#pragma data_seg(".shader")
#include "shaders/post.inl"
#endif
-#ifdef SU_LOAD_GMDLS
-su_load_gmdls();
-#endif // SU_LOAD_GMDLS
+
+
#pragma data_seg(".pids")
// static allocation saves a few bytes
static int pidMain;
@@ -66,13 +65,15 @@ int __cdecl main(int argc, char* argv[])
// 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
-
+ #ifdef SU_LOAD_GMDLS
+ su_load_gmdls();
+ #endif // SU_LOAD_GMDLS
// initialize sound
#ifndef EDITOR_CONTROLS
#if USE_AUDIO
@@ -81,6 +82,7 @@ int __cdecl main(int argc, char* argv[])
waveOutPrepareHeader(hWaveOut, &WaveHDR, sizeof(WaveHDR));
waveOutWrite(hWaveOut, &WaveHDR, sizeof(WaveHDR));
#endif
+
#else
Leviathan::Editor editor = Leviathan::Editor();
editor.updateShaders(&pidMain, &pidPost, true);
@@ -92,10 +94,13 @@ int __cdecl main(int argc, char* argv[])
double position = 0.0;
#endif
- // main loop
+ // main loop
do
{
- #ifdef EDITOR_CONTROLS
+ float syncs[1 + SU_NUMSYNCS];
+
+
+ #ifdef EDITOR_CONTROLS
editor.beginFrame(timeGetTime());
#endif
@@ -118,15 +123,32 @@ int __cdecl main(int argc, char* argv[])
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);
+ //((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, MMTime.u.sample);
#endif
#endif
#else
position = track.getTime();
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, (static_cast(position*44100.0)));
+
#endif
+
+ syncs[0] = MMTime.u.sample / (2 * sizeof(SUsample));
+
+ for (int i = 0; i < SU_NUMSYNCS; ++i)
+ {
+ syncs[i + 1] = syncBuf[
+ (MMTime.u.sample >> 8) * SU_NUMSYNCS + i
+ ];
+ }
+
+ PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
+ glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
+
glRects(-1, -1, 1, 1);
+ //syncs[0] = -syncs[0];
+ //glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
+
// render "post process" using the opengl backbuffer
#if POST_PASS
glBindTexture(GL_TEXTURE_2D, 1);
diff --git a/src/shaders/_fragment.frag b/src/shaders/_fragment.frag
new file mode 100644
index 0000000..2629ab9
--- /dev/null
+++ b/src/shaders/_fragment.frag
@@ -0,0 +1,439 @@
+/* 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);
+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 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.);
+}
\ No newline at end of file
diff --git a/src/shaders/fragment.frag b/src/shaders/fragment.frag
index 2629ab9..9d4428a 100644
--- a/src/shaders/fragment.frag
+++ b/src/shaders/fragment.frag
@@ -1,439 +1,31 @@
-/* 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);
-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 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.);
-}
\ No newline at end of file
+#version 460
+precision mediump float;
+out vec4 o;
+const float PI = 22./7.;
+layout(location = 0) uniform float syncs[7];
+float u_time = syncs[0]/44100.;
+
+vec3 render(vec2 uv, float time) {
+
+ if (uv.y >= 0.0 && uv.y <= 0.01 ) {
+ return vec3(abs(syncs[5]));
+ }
+
+ if (uv.y >= -0.21 && uv.y <= -0.2 ) {
+ return vec3(abs(syncs[6]*1.3));
+ }
+
+
+ return vec3(0.1, 0.2, 0.3);
+
+}
+
+
+void main() {
+ vec2 u_resolution = vec2(1920,1080);
+ vec2 qor = gl_FragCoord.xy/u_resolution.xy;
+ vec2 uv = -1.0+2.0*qor;
+ uv.x *= uv.x/u_resolution.y;
+ vec3 col = render(uv, u_time);
+ o = vec4(col,1.0);
+}
diff --git a/src/shaders/fragment.inl b/src/shaders/fragment.inl
index c156550..fd56c00 100644
--- a/src/shaders/fragment.inl
+++ b/src/shaders/fragment.inl
@@ -1,303 +1,27 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_
# define FRAGMENT_INL_
-# define VAR_m "v"
-# define VAR_o "i"
+# define VAR_o "f"
+# define VAR_syncs "v"
const char *fragment_frag =
"#version 460\n"
- "uniform int v;"
- "out vec4 i;"
- "float y=v/float(44100);"
+ "precision mediump float;"
+ "out vec4 f;"
"const float m=22./7.;"
- "vec3 f(vec3 v)"
- "{"
- "return normalize(v);"
- "}"
- "float f(float v,float f,float y)"
- "{"
- "return clamp(v,f,y);"
- "}"
- "mat2 f(float v)"
- "{"
- "float f=sin(v);"
- "v=cos(v);"
- "return mat2(v,-f,f,v);"
- "}"
- "float n(float v,float f,float y)"
- "{"
- "float z=max(y-abs(v-f),0.);"
- "return max(v,f)+z*z*.25/y;"
- "}"
- "float f(vec2 v,int y)"
- "{"
- "if(y==1)"
- "{"
- "float y=dot(v,vec2(127.1,311.7));"
- "return fract(sin(y)*43758.5453123);"
- "}"
- "v=50.*fract(v*.3183099);"
- "return fract(v.x*v.y*(v.x+v.y));"
- "}"
- "float f(vec2 v,float y,int m)"
- "{"
- "vec2 s=floor(v);"
- "v=fract(v);"
- "v=v*v*(3.-2.*v);"
- "float z=y;"
- "if(m==1)"
- "z=2.;"
- "return-y+z*mix(mix(f(s+vec2(0),m),f(s+vec2(1,0),m),v.x),mix(f(s+vec2(0,1),m),f(s+vec2(1),m),v.x),v.y);"
- "}"
- "float f(vec3 v,float f,float y)"
- "{"
- "vec2 m=abs(vec2(length(v.xy),v.z))-vec2(y,f);"
- "return min(max(m.x,m.y),0.)+length(max(m,0.));"
- "}"
- "float f(vec3 v,vec3 y)"
- "{"
- "v=abs(v)-y;"
- "return length(max(v,0.))+min(max(v.x,max(v.y,v.z)),0.);"
- "}"
- "float f(vec3 v,vec2 y)"
- "{"
- "v.xy*=f(.5);"
- "vec3 m=abs(v);"
- "return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);"
- "}"
- "float n(vec3 v)"
- "{"
- "v=abs(v);"
- "return(v.x+v.y+v.z-60.)*.577;"
- "}"
- "float x=0.;"
- "vec3 z=vec3(.36,.9,0);"
- "float s(vec3 v)"
- "{"
- "return min((y-v.y)*v.z,v.x*m);"
- "}"
- "vec3 t(vec3 v)"
- "{"
- "for(float i=0.;i<7.;i++)"
- "{"
- "float m=9.+i*3.,z=1.;"
- "if(y>m)"
- "{"
- "if(mod(i,2.)>=1.)"
- "z=-1.;"
- "v.xy*=f((9.+9.*f(sin(s(vec3(1.5,m,4))*.06),-.9,.9))*z);"
- "}"
- "}"
- "return v;"
- "}"
- "float f(vec2 v)"
- "{"
- "if(y>=v.y)"
- "v.x+=.045*f(sin(s(vec3(3,v.y,40))*.4),-.8,.8);"
- "return v.x;"
- "}"
- "float f(vec2 v,float y)"
- "{"
- "v+=f(v,1.,1);"
- "vec2 m=1.-abs(sin(v));"
- "m=mix(m,abs(cos(v)),m);"
- "return pow(1.-pow(m.x*m.y,.65),y);"
- "}"
- "vec3 f(vec3 v,int s)"
- "{"
- "float z=0.,i=1e3,r=m/12.,x,a=floor(atan(v.y,v.x)/r+.5)*r;"
- "vec3 d=v;"
- "d.xy=f(a)*d.xy;"
- "float p=length(max(abs(d.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,c=abs(length(v.xy)-1.8)-.2;"
- "p=min(p,c);"
- "c=n(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);"
- "p=n(max(-c,p),abs(v.z)-.1,.02);"
- "vec3 l=t(v),o=l;"
- "r=m/16.;"
- "o.xy=f(floor(atan(l.y,l.x)/r+.5)*r)*o.xy;"
- "c=f(o.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02+f(v.xy*1e2,.001,0);"
- "p=min(p,c);"
- "if(p==c)"
- "z=6.;"
- "c=1e3;"
- "r=1.5;"
- "float e=0.,b,C=4.,F=.6,G=.2;"
- "for(int i=0;i<4;i++)"
- "x=f(vec3(v.x,v.y+r+.05,v.z),vec3(2,.2,r))-.05,c=min(c,x),r+=.2;"
- "c+=f(v.xz*50.+2e2,.007,0);"
- "p=min(p,c);"
- "if(p==c)"
- "z=2.;"
- "if(s==1)"
- "{"
- "vec2 m=v.xy;"
- "for(int i=0;i<4;i++)"
- "b=f((m+y)*F,C)+f((m-y)*F,C),e+=b*G,m*=mat2(1.6,1.2,-1.2,1.6),F*=1.9,G*=.22,C=mix(C,1.,.4);"
- "}"
- "c=max(max(-f(v,2.,min(1.7-(y-28.9)*2.5,2.3)),f(v,.025,1.6)-e*.15),f(v,.3,1.7));"
- "p=min(p,c);"
- "if(p==c)"
- "z=1.;"
- "c=v.y+3.7+f(vec2(v.x,v.z*.44-40.)*.04+1e2,20.,0)+.25*sin(v.z*.5+y);"
- "p=min(p,c);"
- "if(p==c)"
- "z=3.;"
- "c=n(v+vec3(-75,0,100));"
- "p=min(p,c);"
- "if(p==c)"
- "z=3.;"
- "for(float r=0.;r<8.;r++)"
- "{"
- "d=v;"
- "a=24.67/(m*2.)+(r+1.)*m/4.;"
- "if(r==1.)"
- "a+=.2;"
- "if(r==7.)"
- "a-=.2;"
- "d.xy=f(a)*d.xy;"
- "float x=9.+(r-1.)*3.+1.5;"
- "if(r>0.)"
- "{"
- "d.x-=1.95;"
- "vec3 v=d;"
- "if(y>x)"
- "v.x=f(vec2(v.x,x));"
- "float m=f(vec3(d.x-.06,d.yz),vec2(.1,.15))-.01;"
- "c=min(max(-f(vec3(v.x-.14,v.yz),vec2(.22))-.01,f(vec3(v),vec2(.2,.12))-.02),m);"
- "p=min(p,c);"
- "if(p==c)"
- "z=4.;"
- "if(p==m)"
- "if(y>x+.2)"
- "z=5.,i=min(c,m);"
- "}"
- "}"
- "return vec3(p,z,i);"
- "}"
- "float f(vec3 v,vec3 y,int m)"
- "{"
- "vec3 p;"
- "float i=0.;"
- "for(int r=0;r<100;r++)"
- "{"
- "p=f(v+y*i,0);"
- "if(m==0&&p.z<.3)"
- "x+=pow(.01/p.z,.8)*.6;"
- "i+=p.x;"
- "if(p.x<.001||i>5e2)"
- "break;"
- "}"
- "return i;"
- "}"
- "vec3 w(vec3 v)"
- "{"
- "vec2 m=vec2(.01,0);"
- "return f(f(v,1).x-vec3(f(v-m.xyy,1).x,f(v-m.yxy,1).x,f(v-m.yyx,1)));"
- "}"
- "float f(vec3 v,vec3 y,float i,float m,vec3 p,float r)"
- "{"
- "vec3 c=f(y-v);"
- "i=f(dot(p,c)*i,0.,i)/(1.+r*length(y-v));"
- "r=f(v+p*.0025,c,1);"
- "if(r7.5)"
- "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*=f(-.6-cos(y-15.)*.05),v.xz*=f(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*=f((1.-cos(y-36.5))*-.025),v.xz*=f(sin((y-36.5)*.07));"
- "return v;"
- "}"
- "vec3 n()"
- "{"
- "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 r(vec3 v)"
- "{"
- "if(y>10.75)"
- "{"
- "float m=smoothstep(-1.,.8,sin(s(vec3(.8,10.75,8))*2.));"
- "v=mix(v,m*1.4*z,m*.76);"
- "}"
- "return v;"
- "}"
- "vec3 f(vec3 v,vec3 y,float m,float c)"
- "{"
- "return vec3(f(v,f(vec3(0,.3,.8)),f(y),pow(10.,c)))*m;"
- "}"
- "vec3 n(vec2 v)"
- "{"
- "vec3 m=f(),p=f(v,m,n(),f((43.-y)*-2.,2.,25.)),i=vec3(0);"
- "float c=f(m,p,0),s=0.;"
- "if(c<5e2)"
- "{"
- "vec3 v=m+p*c,r=w(v);"
- "s=f(v,0).y;"
- "i+=vec3(.82,.5,.9)*f(v,vec3(10,15,25),1.,.2,r,1e-10);"
- "i+=vec3(.79,.66,.43)*f(v,vec3(4,2,-15),1.,1.,r,1e-10);"
- "i+=vec3(0,.06,.7)*f(v,vec3(0,0,5),f((y-29.)*1e2,0.,50.),0.,r,3.1);"
- "i+=vec3(.29,.28,.33)*f(dot(r,f(vec3(0,1,10))),0.,1.);"
- "if(s==0.)"
- "i*=vec3(.2,.3,.3)+f(r,p,.5,2.);"
- "if(s==1.)"
- "i*=f(v,r,f(vec3(0,.3,.8)),f(p));"
- "if(s==2.)"
- "i*=vec3(.7,.7,.4)+f(v.xz*3.+1.5,.1,0);"
- "if(s==3.)"
- "i*=vec3(.8,.8,.5)+f(v.xz*5e2+1e5,.3,0);"
- "if(s==4.)"
- "i*=vec3(0,.08,.11)+f(r,p,.3,.7);"
- "if(s==5.)"
- "i=z*.4;"
- "if(s==6.)"
- "i*=vec3(.01,.04,.06)+f(r,p,.1,2.5);"
- "}"
- "i+=x*z*.25;"
- "return smoothstep(0.,1.,pow(r(mix(i,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(p,vec3(0,-.1,-1)),0.),8.)),1.-exp(-c*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.-vec3(f((46.-y)*.5,0.,1.));"
- "}"
+ "layout(location=0)uniform float v[7];"
+ "float n=v[0]/441e2;"
"void main()"
"{"
- "vec2 v=vec2(1920,1080),m=gl_FragCoord.xy/v.xy;"
- "m=-1.+2.*m;"
- "m.x*=v.x/v.y;"
- "i=vec4(n(m),1);"
+ "vec2 m=vec2(1920,1080),n=gl_FragCoord.xy/m.xy;"
+ "n=-1.+2.*n;"
+ "n.x*=n.x/m.y;"
+ "vec3 a=n.y>=0.&&n.y<=.01?"
+ "vec3(abs(v[5])):"
+ "n.y>=-.21&&n.y<=-.2?"
+ "vec3(abs(v[6]*1.3)):"
+ "vec3(.1,.2,.3);"
+ "f=vec4(a,1);"
"}";
#endif // FRAGMENT_INL_
diff --git a/src/sointu/song.h b/src/sointu/song.h
index 7a39178..c2b43bd 100644
--- a/src/sointu/song.h
+++ b/src/sointu/song.h
@@ -13,6 +13,8 @@
#define SU_LENGTH_IN_PATTERNS 108
#define SU_LENGTH_IN_ROWS (SU_LENGTH_IN_PATTERNS*SU_PATTERN_SIZE)
#define SU_SAMPLES_PER_ROW (SU_SAMPLE_RATE*60/(SU_BPM*SU_ROWS_PER_BEAT))
+#define SU_NUMSYNCS 6
+#define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS
#include
#if UINTPTR_MAX == 0xffffffff
@@ -33,6 +35,7 @@ typedef float SUsample;
#ifdef __cplusplus
extern "C" {
#endif
+#define SU_SYNC
void SU_CALLCONV su_render_song(SUsample *buffer);