valot menee heksakoodin mukaan

This commit is contained in:
Teemu Järvisalo
2025-07-24 23:13:03 +03:00
parent d33042e30a
commit 62e58d0e1f
4 changed files with 307 additions and 84 deletions

View File

@ -130,7 +130,7 @@ int __cdecl main(int argc, char* argv[])
// main note effect
boolean beenPlaying = false;
const int SHAPES_SIZE = 15;
float shapeIncrement = 0.02f;
float shapeIncrement = 0.15f;
/**
* Definition of shape with 3 parameters in a vec3
@ -163,6 +163,14 @@ int __cdecl main(int argc, char* argv[])
{ 0.0f, 0.0f, 0.0f }
};*/
struct Vec3 {
float x, y, z;
};
#define GRID 32
#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel
do
{
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
@ -246,30 +254,31 @@ int __cdecl main(int argc, char* argv[])
// if sound has stopped, end shape
// if shape is finished, move shape forward
float captureSync = 0.0;
float captureSync = syncs[5];
if (captureSync >= 0.001f) {
isPlaying = true;
}
//if (isPlaying) {
vec3ShapeArray[currentShape][1] = captureSync;
vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
if (isPlaying) {
// vec3ShapeArray[currentShape][1] = captureSync;
// vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
test[0] = test[0] + shapeIncrement; // x position
test[1] = captureSync; // y position
test[2] = 0.3f; // length
//}
}
// when note changes -- reset
if (lastNote != captureSync) {
test[0] = 0.0f;
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;
@ -297,17 +306,73 @@ int __cdecl main(int argc, char* argv[])
};
PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
glUniform3fvProc(10, 3, flatShapes); // array of shapes
glUniform3fvProc(40, 1, test); // test shape
glUniform3fvProc(600, 1, flatShapes); // array of shapes
glUniform3fvProc(700, 1, test); // test shape
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
glUniform1fvProc(20, FFT_SIZE / 4, fft_uniform);
glRects(-1, -1, 1, 1);
//syncs[0] = -syncs[0];
//glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
static float hexGridData[HEX_TEX_SIZE];
float gap = 0.3f;
float cellW = 1.6f + 0.2f; // flat-to-flat width
float cellH = (sqrtf(3.0f) / 2.0f) * cellW; // height based on regular hex geometry
float horizontalSpacing = 0.75f * cellW * (1.0f + gap); // 3/4 of width per column
float verticalSpacing = cellH * (1.0f + gap); // full height per row
float rippleCenterX = 7.0f;
float rippleCenterY = 7.0f;
Vec3 gridOffset = { horizontalSpacing * (GRID - 1) * 0.24f, -5.0f, verticalSpacing * (GRID - 1) * 0.24f };
for (int j = 0; j < GRID; ++j) {
for (int i = 0; i < GRID; ++i) {
// Offset every other column vertically
float offsetZ = (i % 2 == 0) ? 0.0f : 0.5f * verticalSpacing;
float x = i * horizontalSpacing;
float z = j * verticalSpacing + offsetZ;
float y = 0.0f;
Vec3 hexPos = { x - gridOffset.x, y - gridOffset.y, z - gridOffset.z };
float dx = (float)i - rippleCenterX;
float dy = (float)j - rippleCenterY;
float hexDist = sqrtf(dx * dx + dy * dy);
int idx = (j * GRID + i) * 4;
hexGridData[idx + 0] = hexPos.x;
hexGridData[idx + 1] = hexPos.y;
hexGridData[idx + 2] = hexPos.z;
hexGridData[idx + 3] = hexDist;
}
}
GLuint hexGridTex;
glGenTextures(1, &hexGridTex);
glBindTexture(GL_TEXTURE_2D, hexGridTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, GRID, GRID, 0, GL_RGBA, GL_FLOAT, hexGridData);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0 + 2);
glUniform1i(glGetUniformLocation(pidMain, "u_hexGridTex"), 2);
// render "post process" using the opengl backbuffer
#if POST_PASS

View File

@ -8,8 +8,17 @@ layout(location = 0) uniform float syncs[12];
layout(location = 20) 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
uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
float u_time = syncs[0];
vec3 palette(float t){
vec3 a=vec3(0.46,0.2,0.94);
vec3 b=vec3(0.66,0.64,0.77);
vec3 c=vec3(0.91,0.62,0.97);
vec3 d=vec3(0.26,0.2,0.84);
return a+b*cos(6.28318*(c*t+d));
}
vec2 getUV() {
const vec2 scale = vec2(0.00104166667, 0.00185185185);
return gl_FragCoord.xy * scale - 1.0;
@ -114,9 +123,32 @@ vec2 mapScene(in vec3 p) {
}
*/
// main note effect shapes
res = opU( res, vec2( sdSphere(p- vec3(2.0 + test.x, 4. + test.y, 0.0), 2. ), 1.));
res = opU( res, vec2( sdSphere(p- vec3(2.0 + (test.x * 2.), 12. + (test.y * 10.), 0.0), 0.2 ), 1.));
float gridsize = 16.0; // or GRID if you want full size
//float hexGap = 0.2;
for(float j = 0.; j < gridsize; j++) {
for(float i = 0.; i < gridsize; i++) {
ivec2 texSize = textureSize(u_hexGridTex, 0);
vec2 texCoord = (vec2(i, j)) / vec2(texSize);
vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
vec3 hexPos = hexData.rgb;
float hexDist = hexData.a;
// Optionally use hexDist for ripple effect with FFT
int index = clamp(int((hexDist / 34.)*512.), 0, 511);
float hexSize = fft_output[index] * 5.0;
float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
res = min(res, vec2(a, 1.));
}
}
return res;
}
@ -205,6 +237,44 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
return (diffuse + specular * fresnel) * shadow;
}
vec3 addPointLightNoShadow(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
// Light vector from surface to light
vec3 lightDir = lightPos - worldPos;
float lightDistance = length(lightDir);
lightDir = normalize(lightDir);
float a = 0.;
float minLight = 0.01;
float radius = 3.4;
float b = 1.0 / (radius*radius * minLight);
// Attenuation (quadratic falloff)
float attenuation = clamp(intensity - lightDistance*lightDistance/(radius*radius), 0.0, 1.0);
// Diffuse lighting (Lambert)
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 diffuse = lightColor * NdotL * attenuation;
// Specular lighting (Blinn-Phong)
vec3 halfDir = normalize(lightDir + (-viewDir));
float NdotH = max(dot(normal, halfDir), 0.0);
float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
// Fresnel effect
vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
// Soft shadows
//float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
// Combine diffuse and specular with shadow
return diffuse + specular * fresnel;
}
/*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
vec3 lightDir = normalize(lightPos - worldPos);
float lightDistance = length(lightPos - worldPos);
@ -230,7 +300,7 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float shininess = 0.01;
vec3 outMaterial = vec3(0.0, 0.0, 0.0);
vec3 outMaterial = vec3(0.);
if(material == 0.) {
outMaterial = vec3(0.8314, 0.2941, 0.2941);
@ -254,10 +324,30 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
vec3 lights = vec3(0.);
lights += addPointLight(vec3(0., 40.0, -10.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 6.0, -5.0), vec3(0.08, 0.62, 0.75), 20.0, v, dir, n, shininess);
//lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
//lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
float gridsize = 16.0; // or GRID if you want full size
vec3 p = vec3(0.);
for(float j = 0.; j < gridsize; j++) {
for(float i = 0.; i < gridsize; i++) {
ivec2 texSize = textureSize(u_hexGridTex, 0);
vec2 texCoord = (vec2(i, j)) / vec2(texSize);
vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
vec3 hexPos = hexData.rgb;
float hexDist = hexData.a;
// Optionally use hexDist for ripple effect with FFT
int index = clamp(int((hexDist / 34.)*512.), 0, 511);
float hexSize = fft_output[index] * 5.0;
//float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
lights += addPointLightNoShadow(vec3(hexPos.x, (hexPos.y + hexSize) + 3., hexPos.z), palette(hexSize* 1.5), clamp(hexSize * 3., 0., 1.) ,v, dir, n, shininess);
}
}
lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 30.0, v, dir, n, shininess);
vec3 lightDir = vec3(0., 1., -3);
//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
@ -318,7 +408,7 @@ vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
vec3 render(vec2 uv) {
vec3 camPos = vec3(0.0, 20.0, -10.0);
vec3 camPos = vec3(-10.0, 20.0, -20.0);
vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
float fov = 1.0;
@ -337,8 +427,36 @@ vec3 render(vec2 uv) {
return col;
}
void main() {
vec3 finalColor = render(getUV());
//finalColor = postProcess(finalColor);
o = vec4(finalColor, 1.);
}
/*
vec3 render2(vec2 uv, float time) {
vec3 res = vec3(.0);
float pos = syncs[5];
if (uv.x >= pos && uv.x <= pos+0.01 ) {
res += vec3(1.);
}
//if (uv.x >= 0.0 && uv.x <= 0.01 ) {
// res += vec3(abs(syncs[4]*2));
//}
//res += vec3(0.1, 0.2, 0.3) * abs(syncs[2]*1.2);
return res;
}
void main() {
vec2 uv = gl_FragCoord.xy * 2. / vec2(1920,1080);
vec3 col = render2(uv, u_time);
o = vec4(col,1.0);
}
*/

View File

@ -1,122 +1,162 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_
# define FRAGMENT_INL_
# define VAR_fft_output "m"
# define VAR_fft_output "i"
# define VAR_o "f"
# define VAR_shapes "C"
# define VAR_syncs "i"
# define VAR_shapes "s"
# define VAR_syncs "m"
# define VAR_test "k"
# define VAR_u_hexGridTex "d"
const char *fragment_frag =
"#version 460\n"
"precision mediump float;"
"out vec4 f;"
"const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float i[12];"
"layout(location=20)uniform float m[512];"
"layout(location=600)uniform vec3 C[15];"
"layout(location=0)uniform float m[12];"
"layout(location=20)uniform float i[512];"
"layout(location=600)uniform vec3 s[15];"
"layout(location=700)uniform vec3 k;"
"float F=i[0];"
"vec2 t(vec2 i,vec2 k)"
"uniform sampler2D d;"
"float C=m[0];"
"float t(vec3 v,vec2 i)"
"{"
"return i.x<k.x?"
"i:"
"k;"
"v=abs(v);"
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
"}"
"vec2 t(vec2 v,vec2 i)"
"{"
"return v.x<i.x?"
"v:"
"i;"
"}"
"vec2 t(vec3 v)"
"{"
"return t(vec2(v.y,0),vec2(length(v-vec3(2.+k.x,4.+k.y,0))-2.,1));"
"vec2 f=t(vec2(v.y,0),vec2(length(v-vec3(2.+k.x*2.,12.+k.y*10.,0))-.2,1));"
"for(float n=0.;n<16.;n++)"
"for(float l=0.;l<16.;l++)"
"{"
"ivec2 m=textureSize(d,0);"
"vec2 y=vec2(l,n)/vec2(m);"
"vec4 c=texture(d,y);"
"f=min(f,vec2(t(v-c.xyz,vec2(.86,1.+i[clamp(int(c.w/34.*512.),0,511)]*5.)),1));"
"}"
"return f;"
"}"
"vec3 t(vec3 v,vec3 i,inout vec3 f)"
"{"
"float k=0.,n=0.,y=0.;"
"for(int e=0;e<30;e++)"
"float d=0.,n=0.,y=0.;"
"for(int l=0;l<30;l++)"
"{"
"f=v+i*k;"
"f=v+i*d;"
"vec2 m=t(f);"
"k+=m.x;"
"d+=m.x;"
"n=m.y;"
"if(k>1e2)"
"if(d>1e2)"
"break;"
"if(m.x<.001*k)"
"if(m.x<.001*d)"
"{"
"y=1.;"
"break;"
"}"
"}"
"if(k>1e2)"
"k=0.;"
"return vec3(k,n,y);"
"if(d>1e2)"
"d=0.;"
"return vec3(d,n,y);"
"}"
"float t(vec3 v,vec3 i,float f)"
"{"
"float k=1.,y=.02;"
"for(int e=0;e<6;e++)"
"float d=1.,l=.02;"
"for(int n=0;n<6;n++)"
"{"
"if(y>f)"
"if(l>f)"
"break;"
"float n=t(v+y*i).x;"
"k=min(k,n/(4.*y));"
"y+=clamp(n,.1,.8);"
"if(k<-1.)"
"float m=t(v+l*i).x;"
"d=min(d,m/(4.*l));"
"l+=clamp(m,.1,.8);"
"if(d<-1.)"
"break;"
"}"
"k=max(k,-1.);"
"return.25*(1.+k)*(1.+k)*(2.-k);"
"d=max(d,-1.);"
"return.25*(1.+d)*(1.+d)*(2.-d);"
"}"
"vec3 e(vec3 v)"
"{"
"vec2 k=vec2(.01,0);"
"return normalize(vec3(t(v+k.xyy).x-t(v-k.xyy).x,t(v+k.yxy).x-t(v-k.yxy).x,t(v+k.yyx).x-t(v-k.yyx).x));"
"vec2 i=vec2(.01,0);"
"v=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(v);"
"}"
"vec3 e(vec3 v,vec3 k,float i,vec3 m,vec3 f,vec3 n,float y)"
"vec3 e(vec3 v,vec3 f,vec3 d,float i)"
"{"
"v-=m;"
"float e=length(v);"
"v=normalize(v);"
"i/=1.+.09*e+.032*e*e;"
"float F=max(dot(n,v),0.);"
"f=normalize(v-f);"
"vec3 m=vec3(.77,.26,.73),l=vec3(0,40,-10)-v;"
"float n=length(l);"
"l=normalize(l);"
"float y=30./(1.+.09*n+.032*n*n),c=max(dot(d,l),0.);"
"f=normalize(l-f);"
"vec3 r=vec3(.04);"
"r+=(1.-r)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
"e=t(m+n*.01,v,e);"
"return(k*F*i+k*pow(max(dot(n,f),0.),mix(128.,8.,y))*i*r)*e;"
"r+=(1.-r)*pow(clamp(1.-max(dot(f,l),0.),0.,1.),5.);"
"n=t(v+d*.01,l,n);"
"return(m*c*y+m*pow(max(dot(d,f),0.),mix(128.,8.,i))*y*r)*n;"
"}"
"vec3 e(vec3 v,vec3 i,vec3 f,float k)"
"vec3 e(vec3 v,vec3 i,float d,vec3 f,vec3 n,vec3 m,float l)"
"{"
"v-=f;"
"float r=length(v);"
"v=normalize(v);"
"r=clamp(d-r*r/11.56,0.,1.);"
"d=max(dot(m,v),0.);"
"f=normalize(v-n);"
"n=vec3(.04);"
"v=n+(1.-n)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
"return i*d*r+i*pow(max(dot(m,f),0.),mix(128.,8.,l))*r*v;"
"}"
"vec3 t(vec3 v,vec3 f,vec3 m,float l)"
"{"
"float n=.01;"
"vec3 y=vec3(0);"
"if(k==0.)"
"if(l==0.)"
"y=vec3(.8314,.2941,.2941),n=.1;"
"else if(k==1.)"
"else if(l==1.)"
"y=vec3(.6196,.6118,.6118),n=.7;"
"else if(k==2.)"
"else if(l==2.)"
"y=vec3(.3255,.4784,.3255),n=.2;"
"else if(k==3.)"
"else if(l==3.)"
"y=vec3(.2471,.3059,.6314),n=1.;"
"else if(k==4.)"
"else if(l==4.)"
"y=vec3(.9961,1,.9922),n=.1;"
"else if(k==5.)"
"else if(l==5.)"
"y=vec3(.9961,1,.9922),n=.3;"
"v=vec3(0)+e(vec3(0,40,-10),vec3(.77,.26,.73),30.,v,f,i,n)+e(vec3(0,6,-5),vec3(.08,.62,.75),20.,v,f,i,n)+e(vec3(0,20,15),vec3(.77,.26,.73),30.,v,f,i,n)+vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return y*max(vec3(0),v);"
"vec3 r=vec3(0);"
"r+=e(v,m,f,n);"
"for(float l=0.;l<16.;l++)"
"for(float y=0.;y<16.;y++)"
"{"
"ivec2 c=textureSize(d,0);"
"vec2 x=vec2(y,l)/vec2(c);"
"vec4 t=texture(d,x);"
"vec3 k=t.xyz;"
"float C=i[clamp(int(t.w/34.*512.),0,511)]*5.;"
"r+=e(vec3(k.x,k.y+C+3.,k.z),vec3(.46,.2,.94)+vec3(.66,.64,.77)*cos(6.28318*(C*1.5*vec3(.91,.62,.97)+vec3(.26,.2,.84))),clamp(C*3.,0.,1.),v,m,f,n);"
"}"
"r+=vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return y*max(vec3(0),r);"
"}"
"vec3 e(vec2 k,vec3 v)"
"vec3 e(vec2 v,vec3 f)"
"{"
"v=normalize(vec3(0,-1,10)-v);"
"vec3 n=normalize(cross(vec3(0,1,0),v));"
"return normalize(v+k.x*n+k.y*cross(v,n));"
"f=normalize(vec3(0,-1,10)-f);"
"vec3 n=normalize(cross(vec3(0,1,0),f));"
"return normalize(f+v.x*n+v.y*cross(f,n));"
"}"
"vec3 e(vec2 v)"
"{"
"vec3 k=vec3(0,20,-10),n=e(v,k),f=vec3(0),y=vec3(0);"
"k=t(k,n,y);"
"if(k.x>0.)"
"vec3 f=vec3(-10,20,-20),n=e(v,f),l=vec3(0),d=vec3(0);"
"f=t(f,n,d);"
"if(f.x>0.)"
"{"
"vec3 v=e(y);"
"f=e(y,v,n,k.y);"
"vec3 v=e(d);"
"l=t(d,v,n,f.y);"
"}"
"return f;"
"return l;"
"}"
"void main()"
"{"

View File

@ -13,7 +13,7 @@
#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 12
#define SU_NUMSYNCS 11
#define SU_SYNCBUFFER_LENGTH ((SU_LENGTH_IN_SAMPLES+255)>>8)*SU_NUMSYNCS
#include <stdint.h>