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);