diff --git a/leviathan.vcxproj b/leviathan.vcxproj
index 45d71f4..1126a45 100644
--- a/leviathan.vcxproj
+++ b/leviathan.vcxproj
@@ -606,6 +606,7 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag
true
true
+
@@ -621,6 +622,7 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag
true
true
+
diff --git a/leviathan.vcxproj.filters b/leviathan.vcxproj.filters
index 1a02fb0..1a4a55f 100644
--- a/leviathan.vcxproj.filters
+++ b/leviathan.vcxproj.filters
@@ -5,6 +5,7 @@
+
@@ -19,6 +20,7 @@
+
diff --git a/src/main.cpp b/src/main.cpp
index 208b136..97ed18b 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -30,6 +30,7 @@
#endif
#include "fft.h"
+#include "waveGenerator.h"
#pragma data_seg(".pids")
// static allocation saves a few bytes
@@ -127,6 +128,9 @@ int __cdecl main(int argc, char* argv[])
static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4];
+ static float wave[WAVE_SIZE];
+ static float wave_uniform[WAVE_SIZE];
+
do
{
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
@@ -206,6 +210,24 @@ int __cdecl main(int argc, char* argv[])
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
+ /******************
+ * WAVE GENERATOR
+ *******************/
+
+ waveGenerator(syncs[4], wave);
+ for (int i = 0; i < (WAVE_SIZE); i++)
+ {
+ float gain = 1.2f;
+ float alpha = 0.15f; // "Hidastaa" FFT:n piikkejä
+ float threshhold = 0.1f; // Alin arvo mikä päästetään shaderille (vähentää "noisea")
+ float x_t = wave[i] * gain;
+ // Exponential smoothing kaava
+ // s(t) = alpha*x(t)+(1-alpha)*s(t-1)
+ wave_uniform[i] = (x_t < threshhold) ? 0.f : alpha * (x_t)+(1 - alpha) * wave_uniform[i];
+ }
+
+ glUniform1fvProc(1000, WAVE_SIZE, wave);
+
glRects(-1, -1, 1, 1);
//syncs[0] = -syncs[0];
@@ -243,5 +265,11 @@ int __cdecl main(int argc, char* argv[])
lastPlayCursor = playCursor;
} while(!GetAsyncKeyState(VK_ESCAPE));
+
+
+
ExitProcess(0);
}
+
+
+
diff --git a/src/shaders/fragment.frag b/src/shaders/fragment.frag
index 78359b1..03c57ee 100644
--- a/src/shaders/fragment.frag
+++ b/src/shaders/fragment.frag
@@ -6,11 +6,13 @@ const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[7];
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
+layout(location = 1000) uniform float wave[512]; // FFT_SIZE / 4
float u_time = syncs[0];
-vec2 getUV() {
- const vec2 scale = vec2(0.00104166667, 0.00185185185);
- return gl_FragCoord.xy * scale - 1.0;
+vec2 getUV(vec2 offset) {
+ vec2 uv = 2.0 * ((gl_FragCoord.xy + offset *0.5) / vec2(1920,1080) - 0.5);
+ uv.x *= 1920/1080;
+ return uv;
}
float noise(in vec2 xy, in float seed) {
@@ -30,12 +32,21 @@ float sdHex(vec3 pos, float i, float angle) {
return d1;
}
+float sdSphere(vec3 p, float r) {
+ return length(p)-r;
+}
+
+mat2 rot2D(float angle) {
+ float s = sin(angle), c = cos(angle);
+ return mat2(c, -s, s, c);
+}
+
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
- float raw = fft_output[index];
+ float raw = wave[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
@@ -52,6 +63,39 @@ vec2 mapScene(in vec3 p) {
float rippleFreq = 1.0;
float rippleDecay = 0.25;
+ // big sphere
+ a = sdSphere(vec3(p.x, p.y - 16., p.z - 10.), 2.);
+ d = min(d,a);
+ if (d==a) {
+ mat = 1.;
+ }
+
+ // rotating spheres
+ vec3 q = vec3(p.x, p.y - 16., p.z - 10.);
+ q.xy = rot2D(u_time*2.)*q.xy;
+ float smallSphereDist = 4.;
+ float smallSphereSize = 0.2;
+
+ a = sdSphere(vec3(q.x + smallSphereDist, q.y, q.z), smallSphereSize),
+ d = min(d,a);
+ if (d==a) mat = 1.0;
+
+ a = sdSphere(vec3(q.x - smallSphereDist, q.y, q.z), smallSphereSize),
+ d = min(d,a);
+ if (d==a) mat = 1.0;
+
+ a = sdSphere(vec3(q.x, q.y + smallSphereDist, q.z), smallSphereSize),
+ d = min(d,a);
+ if (d==a) mat = 1.0;
+
+ a = sdSphere(vec3(q.x, q.y - smallSphereDist, q.z), smallSphereSize),
+ d = min(d,a);
+ if (d==a) mat = 1.0;
+
+
+
+
+
// Hexagonal grid
float hexGap = 0.2;
@@ -98,7 +142,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
pos = ro + rd * t;
vec2 res = mapScene(pos);
// Increase step size multiplier for faster marching
- t += res.x;
+ t += res.x * 1.2;
mat = res.y;
if(t > 100.) { // Reduced max distance
break;
@@ -247,7 +291,7 @@ vec3 postProcess(vec3 col) {
//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
// Normalized pixel coordinates (from 0 to 1)
- vec2 screenCoord = getUV();
+ vec2 screenCoord = getUV(vec2(0., 0.)); //gl_FragCoord.xy / u_resolution.xy;
// Vignette
float radius = 0.8;
@@ -278,7 +322,7 @@ vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
vec3 camUp = normalize(cross(camForward, camRight));
- vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
+ vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward);
return rayDir;
}
@@ -286,11 +330,11 @@ vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
// Camera positioning function
vec3 getCameraPosition(float time, int cameraMode) {
vec3 camPos;
- camPos = vec3(0.0, 30.0, -10.0);
+ camPos = vec3(0.0, 10.0, -10.0);
if(cameraMode == 1) {
// Orbiting camera
- vec3 camTarget = vec3(0.0, 0.0, -20.0);
+ vec3 camTarget = vec3(0.0, 50.0, -20.0);
float orbitRadius = 20.0;
float orbitSpeed = 0.2;
float orbitHeight = 10.0;
@@ -304,6 +348,8 @@ vec3 getCameraPosition(float time, int cameraMode) {
// First person style movement
float walkSpeed = 2.0;
camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
+ } else if(cameraMode == 4) {
+ camPos = vec3(0., 30., 25.);
}
return camPos;
@@ -312,7 +358,7 @@ vec3 getCameraPosition(float time, int cameraMode) {
// Main camera function that combines everything
vec3 setupCamera(vec2 uv, float time, int positionMode) {
vec3 camPos = getCameraPosition(time, positionMode);
- vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
+ vec3 camTarget = vec3(0.0, 10.0, 10.0); // Adjust target as needed
float fov = 1.;
return getCameraRay(uv, camPos, camTarget, fov);
@@ -323,7 +369,7 @@ vec3 render(vec2 uv) {
// Choose camera modes:
// Position: 0=static, 1=orbit, 2=smooth, 3=walk
// Ray: 0=standard, 1=zoom, 2=dof
- int positionMode = 2; // Static
+ int positionMode = 4; // Static
vec3 rayDir = setupCamera(uv, u_time, positionMode);
vec3 camPos = getCameraPosition(u_time, positionMode);
@@ -342,7 +388,7 @@ vec3 render(vec2 uv) {
void main() {
- vec3 finalColor = render(getUV());
+ vec3 finalColor = render(getUV(vec2(0., 0.)));
//finalColor = postProcess(finalColor);
diff --git a/src/shaders/fragment.inl b/src/shaders/fragment.inl
index bcae441..0fe190d 100644
--- a/src/shaders/fragment.inl
+++ b/src/shaders/fragment.inl
@@ -1,43 +1,79 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_
# define FRAGMENT_INL_
-# define VAR_fft_output "n"
-# define VAR_o "f"
+# define VAR_fft_output "l"
+# define VAR_o "i"
# define VAR_syncs "m"
+# define VAR_wave "n"
const char *fragment_frag =
"#version 460\n"
"precision mediump float;"
- "out vec4 f;"
- "const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
+ "out vec4 i;"
+ "const float f=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float m[7];"
- "layout(location=8)uniform float n[512];"
- "float c=m[0];"
+ "layout(location=8)uniform float l[512];"
+ "layout(location=1000)uniform float n[512];"
+ "float x=m[0];"
+ "vec2 t()"
+ "{"
+ "vec2 i=2.*((gl_FragCoord.xy+vec2(0)*.5)/vec2(1920,1080)-.5);"
+ "i.x*=1;"
+ "return i;"
+ "}"
"float t(vec3 v,vec2 i)"
"{"
"v=abs(v);"
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
"}"
- "float t(int v)"
+ "float t(vec3 v,float i)"
+ "{"
+ "return length(v)-i;"
+ "}"
+ "mat2 e()"
+ "{"
+ "float v=x*2.,i=sin(v);"
+ "v=cos(v);"
+ "return mat2(v,-i,i,v);"
+ "}"
+ "float e(int v)"
"{"
"v=clamp(v,0,511);"
"float i=n[v];"
"return log(1.+i*15.);"
"}"
- "vec2 t(vec3 v)"
+ "vec2 e(vec3 v)"
"{"
"float i=0.,f=1e9,m=0.;"
"vec2 n=vec2(7);"
- "for(float r=0.;r<16.;r++)"
+ "m=t(vec3(v.x,v.y-16.,v.z-10.),2.);"
+ "f=min(f,m);"
+ "if(f==m)"
+ "i=1.;"
+ "vec3 l=vec3(v.x,v.y-16.,v.z-10.);"
+ "l.xy=e()*l.xy;"
+ "m=t(vec3(l.x+4.,l.yz),.2),f=min(f,m);"
+ "if(f==m)"
+ "i=1.;"
+ "m=t(vec3(l.x-4.,l.yz),.2),f=min(f,m);"
+ "if(f==m)"
+ "i=1.;"
+ "m=t(vec3(l.x,l.y+4.,l.z),.2),f=min(f,m);"
+ "if(f==m)"
+ "i=1.;"
+ "m=t(vec3(l.x,l.y-4.,l.z),.2),f=min(f,m);"
+ "if(f==m)"
+ "i=1.;"
+ "for(float l=0.;l<16.;l++)"
"{"
- "vec3 c=v+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);"
+ "vec3 x=v+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*l);"
"for(float v=0.;v<16.;v++)"
"{"
- "c=mod(v,2.)==0.?"
- "c-vec3(1.8,0,1):"
- "c+vec3(-1.8,0,1);"
- "int y=int(length(vec2(v,r)-n.xy));"
- "m=t(c,vec2(.86,1.+t(y)*2.));"
+ "x=mod(v,2.)==0.?"
+ "x-vec3(1.8,0,1):"
+ "x+vec3(-1.8,0,1);"
+ "int y=int(length(vec2(v,l)-n.xy));"
+ "m=t(x,vec2(.86,1.+e(y)*2.));"
"f=min(f,m);"
"if(f==m)"
"i=1.;"
@@ -45,108 +81,103 @@ const char *fragment_frag =
"}"
"return vec2(f,i);"
"}"
- "vec3 t(vec3 v,vec3 i,inout vec3 f)"
+ "vec3 e(vec3 v,vec3 i,inout vec3 f)"
"{"
- "float r=0.,m=0.,y=0.;"
- "for(int c=0;c<30;c++)"
+ "float m=0.,l=0.,y=0.;"
+ "for(int r=0;r<30;r++)"
"{"
- "f=v+i*r;"
- "vec2 n=t(f);"
- "r+=n.x;"
- "m=n.y;"
- "if(r>1e2)"
+ "f=v+i*m;"
+ "vec2 n=e(f);"
+ "m+=n.x*1.2;"
+ "l=n.y;"
+ "if(m>1e2)"
"break;"
- "if(n.x<.001*r)"
+ "if(n.x<.001*m)"
"{"
"y=1.;"
"break;"
"}"
"}"
- "if(r>1e2)"
- "r=0.;"
- "return vec3(r,m,y);"
+ "if(m>1e2)"
+ "m=0.;"
+ "return vec3(m,l,y);"
"}"
- "float t(vec3 v,vec3 i,float y)"
+ "float e(vec3 v,vec3 m,float i)"
"{"
- "float f=1.,r=.02;"
- "for(int c=0;c<6;c++)"
+ "float f=1.,l=.02;"
+ "for(int r=0;r<6;r++)"
"{"
- "if(r>y)"
+ "if(l>i)"
"break;"
- "float m=t(v+r*i).x;"
- "f=min(f,m/(4.*r));"
- "r+=clamp(m,.1,.8);"
+ "float x=e(v+l*m).x;"
+ "f=min(f,x/(4.*l));"
+ "l+=clamp(x,.1,.8);"
"if(f<-1.)"
"break;"
"}"
"f=max(f,-1.);"
"return.25*(1.+f)*(1.+f)*(2.-f);"
"}"
- "vec3 e(vec3 v)"
+ "vec3 t(vec3 v)"
"{"
"vec2 i=vec2(.01,0);"
- "return normalize(vec3(t(v+i.xyy).x-t(v-i.xyy).x,t(v+i.yxy).x-t(v-i.yxy).x,t(v+i.yyx).x-t(v-i.yyx).x));"
+ "return normalize(vec3(e(v+i.xyy).x-e(v-i.xyy).x,e(v+i.yxy).x-e(v-i.yxy).x,e(v+i.yyx).x-e(v-i.yyx).x));"
"}"
- "vec3 e(vec3 v,vec3 i,vec3 f,vec3 r,vec3 c,float m)"
+ "vec3 e(vec3 v,vec3 f,vec3 m,vec3 i,vec3 x,float l)"
"{"
- "v-=f;"
- "float y=length(v);"
+ "v-=m;"
+ "float r=length(v);"
"v=normalize(v);"
- "float n=3./(1.+.09*y+.032*y*y),p=max(dot(c,v),0.);"
- "r=normalize(v-r);"
- "vec3 e=vec3(.04);"
- "e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);"
- "y=t(f+c*.01,v,y);"
- "return(i*p*n+i*pow(max(dot(c,r),0.),mix(128.,8.,m))*n*e)*y;"
+ "float n=3./(1.+.09*r+.032*r*r),y=max(dot(x,v),0.);"
+ "i=normalize(v-i);"
+ "vec3 z=vec3(.04);"
+ "z+=(1.-z)*pow(clamp(1.-max(dot(i,v),0.),0.,1.),5.);"
+ "r=e(m+x*.01,v,r);"
+ "return(f*y*n+f*pow(max(dot(x,i),0.),mix(128.,8.,l))*n*z)*r;"
"}"
- "vec3 e(vec3 v,vec3 f,vec3 i,float y)"
+ "vec3 e(vec3 v,vec3 f,vec3 i,float m)"
"{"
- "float m=.01;"
- "vec3 c=vec3(0);"
- "if(y==0.)"
- "c=vec3(.8314,.2941,.2941),m=.1;"
- "else if(y==1.)"
- "c=vec3(.6196,.6118,.6118),m=.7;"
- "else if(y==2.)"
- "c=vec3(.3255,.4784,.3255),m=.2;"
- "else if(y==3.)"
- "c=vec3(.2471,.3059,.6314),m=1.;"
- "else if(y==4.)"
- "c=vec3(.9961,1,.9922),m=.1;"
- "else if(y==5.)"
- "c=vec3(.9961,1,.9922),m=.3;"
- "v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,i,f,m)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,i,f,m)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,i,f,m)+vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
- "return c*max(vec3(0),v);"
+ "float l=.01;"
+ "vec3 x=vec3(0);"
+ "if(m==0.)"
+ "x=vec3(.8314,.2941,.2941),l=.1;"
+ "else if(m==1.)"
+ "x=vec3(.6196,.6118,.6118),l=.7;"
+ "else if(m==2.)"
+ "x=vec3(.3255,.4784,.3255),l=.2;"
+ "else if(m==3.)"
+ "x=vec3(.2471,.3059,.6314),l=1.;"
+ "else if(m==4.)"
+ "x=vec3(.9961,1,.9922),l=.1;"
+ "else if(m==5.)"
+ "x=vec3(.9961,1,.9922),l=.3;"
+ "v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,i,f,l)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,i,f,l)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,i,f,l)+vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
+ "return x*max(vec3(0),v);"
"}"
"vec3 e(vec2 v,vec3 f)"
"{"
- "f=normalize(vec3(0,-1,10)-f);"
+ "f=normalize(vec3(0,10,10)-f);"
"vec3 m=normalize(cross(vec3(0,1,0),f));"
"return normalize(v.x*m+v.y*normalize(cross(f,m))+f);"
"}"
- "vec3 e()"
+ "vec3 d()"
"{"
- "vec3 f;"
- "{"
- "float v=c*.06;"
- "f=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
- "}"
- "return f;"
+ "return vec3(0,30,25);"
"}"
- "vec3 e(vec2 v)"
+ "vec3 d(vec2 v)"
"{"
- "vec3 f=e(v,e()),m=vec3(.102,.2431,.3412),y=vec3(0),i=t(e(),f,y);"
- "if(i.x>0.)"
+ "vec3 f=e(v,d()),i=vec3(.102,.2431,.3412),m=vec3(0),l=e(d(),f,m);"
+ "if(l.x>0.)"
"{"
- "vec3 v=e(y);"
- "m=e(y,v,f,i.y);"
+ "vec3 v=t(m);"
+ "i=e(m,v,f,l.y);"
"}"
- "return m;"
+ "return i;"
"}"
"void main()"
"{"
- "vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
- "f=vec4(v,1);"
+ "vec3 v=d(t());"
+ "i=vec4(v,1);"
"}";
#endif // FRAGMENT_INL_
diff --git a/src/waveGenerator.cpp b/src/waveGenerator.cpp
new file mode 100644
index 0000000..35f0cd1
--- /dev/null
+++ b/src/waveGenerator.cpp
@@ -0,0 +1,87 @@
+#include "waveGenerator.h"
+#include
+
+const float DECAY_FACTOR = 0.80f; // Amplitude decay per iteration
+const float PI = 3.14159265f;
+
+const float WAVE_LENGTH = 3.0f;
+const float WAVE_SPEED = 0.5f;
+const int speed = 1;
+
+float waveOffset = 0.0f;
+float temp[WAVE_SIZE] = { 0.0f }; // Temp buffer for propagation
+
+//float wave[WAVE_SIZE] = { 0.0f }; // Wave buffer
+float clamp(float value) {
+ if (value > 4.f) {
+ value = 4.f;
+ }
+
+ if (value < 0.f) {
+ value = 0.f;
+ }
+ return value;
+}
+
+// Generate a sine wave into the beginning of the array
+void generateSineWave(float amplitude, float* wave) {
+ for (int i = 0; i < WAVE_SIZE; ++i) {
+ float sine = std::sin(2.0f * PI * i / WAVE_LENGTH);
+ float sample = 1.0f + sine;
+ wave[i] = clamp(sample * amplitude);
+ }
+}
+
+// Shift wave and apply decay
+void propagateWave(float* wave) {
+
+
+ for (int i = WAVE_SIZE - 1; i >= speed; --i) {
+ wave[i] = wave[i - speed] * DECAY_FACTOR;
+ }
+
+ // Decay the front section that no longer receives new values
+ for (int i = 0; i < speed; ++i) {
+ wave[i] = wave[i] * DECAY_FACTOR;
+ }
+}
+
+
+/*
+void propagateWave(float* wave) {
+ waveOffset += WAVE_SPEED;
+
+ for (int i = 0; i < WAVE_SIZE; ++i) {
+ float srcIndex = i - waveOffset;
+
+ if (srcIndex < 0 || srcIndex >= WAVE_SIZE - 1) {
+ temp[i] = 0.0f;
+ }
+ else {
+ int index0 = srcIndex - (srcIndex < 0 && srcIndex != (int)srcIndex);
+ int index1 = index0 + 1;
+ float t = srcIndex - index0;
+
+ float value = (1.0f - t) * wave[index0] + t * wave[index1];
+ temp[i] = clamp(value * DECAY_FACTOR);
+ }
+ }
+
+ //// Copy temp back to wave
+ for (int i = 0; i < WAVE_SIZE; ++i) {
+ wave[i] = temp[i];
+ }
+
+ //// Prevent offset overflow
+ if (waveOffset >= 1.0f) {
+ waveOffset -= waveOffset - (waveOffset < 0 && srcIndex != (int)srcIndex);
+ }
+}
+*/
+
+void waveGenerator(float sound, float* wave) {
+ generateSineWave(sound, wave);
+ propagateWave(wave);
+}
+
+
diff --git a/src/waveGenerator.h b/src/waveGenerator.h
new file mode 100644
index 0000000..b753843
--- /dev/null
+++ b/src/waveGenerator.h
@@ -0,0 +1,7 @@
+#pragma once
+#include
+
+#define WAVE_SIZE 512
+void generateSineWave(float amplitude, float* wave);
+void propagateWave(float* wave);
+void waveGenerator(float sound, float* wave);
\ No newline at end of file