tän pitäisi tehdä shapeja

This commit is contained in:
Teemu Järvisalo
2025-07-22 22:22:35 +03:00
parent be7398cc91
commit 3110e64236
3 changed files with 189 additions and 97 deletions

View File

@ -127,6 +127,42 @@ int __cdecl main(int argc, char* argv[])
static float fft_output[FFT_SIZE / 2]; // Magnitudes static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4]; static float fft_uniform[FFT_SIZE / 4];
// main note effect
boolean beenPlaying = false;
const int SHAPES_SIZE = 15;
float shapeIncrement = 0.02f;
/**
* Definition of shape with 3 parameters in a vec3
*
* h position, v position, length
*
*/
float vec3ShapeArray[5][3] = {
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f }
};
float test[3] = { 0.0f, 0.1f, 0.0f }; // test float of one shape
int currentShape = 0; // mark location which shape we are currently building
boolean isPlaying = false;
float lastPlayPos = 0;
float lastNote = 0.0f;
/*GLfloat shapes[5][3] = {
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f }
};*/
do do
{ {
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL); direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
@ -202,6 +238,68 @@ int __cdecl main(int argc, char* argv[])
syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i]; syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
} }
//////////////////////////////////////////////////////
// Shape builder
//////////////////////////////////////////////////////
// if sound is playing, start a shape, if shape is already started - add length
// if sound has stopped, end shape
// if shape is finished, move shape forward
float captureSync = syncs[5];
if (captureSync >= 0.001f) {
isPlaying = true;
}
if (isPlaying) {
vec3ShapeArray[currentShape][1] = captureSync;
vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
test[0] = captureSync; // y position
test[1] = test[1] + shapeIncrement; // x position
test[2] = 0.3f; // length
}
// when note changes -- reset
if (lastNote != captureSync) {
test[1] = 0.1f;
test[2] = 0.0f;
lastNote = captureSync;
}
// shape mover, if the shape isnt the current one - move it
for (int i = 0; i < SHAPES_SIZE; ++i) {
if (i != currentShape) {
vec3ShapeArray[i][0] = vec3ShapeArray[i][0] + shapeIncrement;
}
}
beenPlaying = isPlaying;
// go through the array and start from the first when all shapes have been used
if (beenPlaying) {
if (currentShape <= SHAPES_SIZE) {
++currentShape;
}
else {
currentShape = 0;
}
}
float flatShapes[15] = {
vec3ShapeArray[0][0], vec3ShapeArray[0][1], vec3ShapeArray[0][2],
vec3ShapeArray[1][0], vec3ShapeArray[1][1], vec3ShapeArray[1][2],
vec3ShapeArray[2][0], vec3ShapeArray[2][1], vec3ShapeArray[2][2],
vec3ShapeArray[3][0], vec3ShapeArray[3][1], vec3ShapeArray[3][2],
vec3ShapeArray[4][0], vec3ShapeArray[4][1], vec3ShapeArray[4][2]
};
PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
glUniform3fvProc(10, 3, flatShapes); // array of shapes
glUniform3fvProc(40, 1, test); // test shape
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv")); PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs); glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform); glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);

View File

@ -6,6 +6,8 @@ const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5; const float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[7]; layout(location = 0) uniform float syncs[7];
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4 layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
layout(location = 700) uniform vec3 test; // shapes test
float u_time = syncs[0]; float u_time = syncs[0];
vec2 getUV() { vec2 getUV() {
@ -41,6 +43,10 @@ float getScaledFFT(int index, float scale, float offset) {
return log(1.0 + raw * scale) + offset; return log(1.0 + raw * scale) + offset;
} }
float sdSphere(vec3 p, float r){
return length(p) -r;
}
// Modify your mapScene function // Modify your mapScene function
vec2 mapScene(in vec3 p) { vec2 mapScene(in vec3 p) {
float mat = 0.; float mat = 0.;
@ -54,7 +60,7 @@ vec2 mapScene(in vec3 p) {
// Hexagonal grid // Hexagonal grid
float hexGap = 0.2; float hexGap = 0.2;
/*
for(float j = 0.; j < 16.; j++) { for(float j = 0.; j < 16.; j++) {
vec3 po = p; vec3 po = p;
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10); po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
@ -85,6 +91,14 @@ vec2 mapScene(in vec3 p) {
} }
} }
} }
*/
// main note effect shapes
a = sdSphere(vec3(p.x + test.y, p.y + test.x, p.z), test.z + 2.);
d = min(d, a);
if (d == a) {
mat = 1.;
}
return vec2(d, mat); return vec2(d, mat);
} }

View File

@ -1,152 +1,132 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/) // Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_ #ifndef FRAGMENT_INL_
# define FRAGMENT_INL_ # define FRAGMENT_INL_
# define VAR_fft_output "n" # define VAR_fft_output "f"
# define VAR_o "f" # define VAR_o "i"
# define VAR_shapes "C"
# define VAR_syncs "m" # define VAR_syncs "m"
# define VAR_test "k"
const char *fragment_frag = const char *fragment_frag =
"#version 460\n" "#version 460\n"
"precision mediump float;" "precision mediump float;"
"out vec4 f;" "out vec4 i;"
"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;" "const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float m[7];" "layout(location=0)uniform float m[7];"
"layout(location=8)uniform float n[512];" "layout(location=8)uniform float f[512];"
"float c=m[0];" "layout(location=600)uniform vec3 C[15];"
"float t(vec3 v,vec2 i)" "layout(location=700)uniform vec3 k;"
"{" "float l=m[0];"
"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)"
"{"
"v=clamp(v,0,511);"
"float i=n[v];"
"return log(1.+i*15.);"
"}"
"vec2 t(vec3 v)" "vec2 t(vec3 v)"
"{" "{"
"float i=0.,f=1e9,m=0.;" "float n=0.,i=1e9,m=length(vec3(v.x+k.y,v.y+k.x,v.z))-k.z-2.;"
"vec2 n=vec2(7);" "i=min(i,m);"
"for(float r=0.;r<16.;r++)" "if(i==m)"
"{" "n=1.;"
"vec3 c=v+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);" "return vec2(i,n);"
"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.));"
"f=min(f,m);"
"if(f==m)"
"i=1.;"
"}"
"}"
"return vec2(f,i);"
"}" "}"
"vec3 t(vec3 v,vec3 i,inout vec3 f)" "vec3 t(vec3 v,vec3 i,inout vec3 n)"
"{" "{"
"float r=0.,m=0.,y=0.;" "float f=0.,r=0.,m=0.;"
"for(int c=0;c<30;c++)" "for(int e=0;e<30;e++)"
"{" "{"
"f=v+i*r;" "n=v+i*f;"
"vec2 n=t(f);" "vec2 l=t(n);"
"r+=n.x;" "f+=l.x;"
"m=n.y;" "r=l.y;"
"if(r>1e2)" "if(f>1e2)"
"break;" "break;"
"if(n.x<.001*r)" "if(l.x<.001*f)"
"{" "{"
"y=1.;" "m=1.;"
"break;" "break;"
"}" "}"
"}" "}"
"if(r>1e2)" "if(f>1e2)"
"r=0.;" "f=0.;"
"return vec3(r,m,y);" "return vec3(f,r,m);"
"}" "}"
"float t(vec3 v,vec3 i,float y)" "float t(vec3 v,vec3 f,float n)"
"{" "{"
"float f=1.,r=.02;" "float i=1.,m=.02;"
"for(int c=0;c<6;c++)" "for(int e=0;e<6;e++)"
"{" "{"
"if(r>y)" "if(m>n)"
"break;" "break;"
"float m=t(v+r*i).x;" "float l=t(v+m*f).x;"
"f=min(f,m/(4.*r));" "i=min(i,l/(4.*m));"
"r+=clamp(m,.1,.8);" "m+=clamp(l,.1,.8);"
"if(f<-1.)" "if(i<-1.)"
"break;" "break;"
"}" "}"
"f=max(f,-1.);" "i=max(i,-1.);"
"return.25*(1.+f)*(1.+f)*(2.-f);" "return.25*(1.+i)*(1.+i)*(2.-i);"
"}" "}"
"vec3 e(vec3 v)" "vec3 e(vec3 v)"
"{" "{"
"vec2 i=vec2(.01,0);" "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(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));"
"}" "}"
"vec3 e(vec3 v,vec3 i,vec3 f,vec3 r,vec3 c,float m)" "vec3 e(vec3 v,vec3 i,vec3 l,vec3 f,vec3 m,float n)"
"{" "{"
"v-=f;" "v-=l;"
"float y=length(v);" "float e=length(v);"
"v=normalize(v);" "v=normalize(v);"
"float n=3./(1.+.09*y+.032*y*y),p=max(dot(c,v),0.);" "float y=3./(1.+.09*e+.032*e*e),r=max(dot(m,v),0.);"
"r=normalize(v-r);" "f=normalize(v-f);"
"vec3 e=vec3(.04);" "vec3 x=vec3(.04);"
"e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);" "x+=(1.-x)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
"y=t(f+c*.01,v,y);" "e=t(l+m*.01,v,e);"
"return(i*p*n+i*pow(max(dot(c,r),0.),mix(128.,8.,m))*n*e)*y;" "return(i*r*y+i*pow(max(dot(m,f),0.),mix(128.,8.,n))*y*x)*e;"
"}" "}"
"vec3 e(vec3 v,vec3 f,vec3 i,float y)" "vec3 e(vec3 v,vec3 i,vec3 f,float n)"
"{" "{"
"float m=.01;" "float m=.01;"
"vec3 c=vec3(0);" "vec3 l=vec3(0);"
"if(y==0.)" "if(n==0.)"
"c=vec3(.8314,.2941,.2941),m=.1;" "l=vec3(.8314,.2941,.2941),m=.1;"
"else if(y==1.)" "else if(n==1.)"
"c=vec3(.6196,.6118,.6118),m=.7;" "l=vec3(.6196,.6118,.6118),m=.7;"
"else if(y==2.)" "else if(n==2.)"
"c=vec3(.3255,.4784,.3255),m=.2;" "l=vec3(.3255,.4784,.3255),m=.2;"
"else if(y==3.)" "else if(n==3.)"
"c=vec3(.2471,.3059,.6314),m=1.;" "l=vec3(.2471,.3059,.6314),m=1.;"
"else if(y==4.)" "else if(n==4.)"
"c=vec3(.9961,1,.9922),m=.1;" "l=vec3(.9961,1,.9922),m=.1;"
"else if(y==5.)" "else if(n==5.)"
"c=vec3(.9961,1,.9922),m=.3;" "l=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;" "v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,f,i,m)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,f,i,m)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,f,i,m)+vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return c*max(vec3(0),v);" "return l*max(vec3(0),v);"
"}" "}"
"vec3 e(vec2 v,vec3 f)" "vec3 e(vec2 v,vec3 i)"
"{" "{"
"f=normalize(vec3(0,-1,10)-f);" "i=normalize(vec3(0,-1,10)-i);"
"vec3 m=normalize(cross(vec3(0,1,0),f));" "vec3 m=normalize(cross(vec3(0,1,0),i));"
"return normalize(v.x*m+v.y*normalize(cross(f,m))+f);" "return normalize(v.x*m+v.y*normalize(cross(i,m))+i);"
"}" "}"
"vec3 e()" "vec3 e()"
"{" "{"
"vec3 f;" "vec3 i;"
"{" "{"
"float v=c*.06;" "float v=l*.06;"
"f=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);" "i=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
"}" "}"
"return f;" "return i;"
"}" "}"
"vec3 e(vec2 v)" "vec3 e(vec2 v)"
"{" "{"
"vec3 f=e(v,e()),m=vec3(.102,.2431,.3412),y=vec3(0),i=t(e(),f,y);" "vec3 i=e(v,e()),m=vec3(.102,.2431,.3412),n=vec3(0),l=t(e(),i,n);"
"if(i.x>0.)" "if(l.x>0.)"
"{" "{"
"vec3 v=e(y);" "vec3 v=e(n);"
"m=e(y,v,f,i.y);" "m=e(n,v,i,l.y);"
"}" "}"
"return m;" "return m;"
"}" "}"
"void main()" "void main()"
"{" "{"
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);" "vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"f=vec4(v,1);" "i=vec4(v,1);"
"}"; "}";
#endif // FRAGMENT_INL_ #endif // FRAGMENT_INL_