diff --git a/src/main.cpp b/src/main.cpp index 9530f22..e35bf8a 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -123,14 +123,7 @@ int __cdecl main(int argc, char* argv[]) // Play sound direct_sound_buffer->Play(0, 0, 0); - struct Vec3 { - float x, y, z; - }; - PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv")); - PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture")); - PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i")); - PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation")); const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates diff --git a/src/shaders/fragment.frag b/src/shaders/fragment.frag index 21af4e1..504afeb 100644 --- a/src/shaders/fragment.frag +++ b/src/shaders/fragment.frag @@ -8,12 +8,12 @@ layout(location = 0) uniform float syncs[11]; layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4 // 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)); +vec3 palette(float t){ + vec3 a=vec3(0.39,0.56,0.47); + vec3 b=vec3(0.54,0.56,0.51); + vec3 c=vec3(0.45,0.79,0.42); + vec3 d=vec3(0.08,0.37,0.75); // tästä viimenen floatti siirrettävä 0, kun tehdään paletti switch + return a+b*cos(6.28318*(c*t+d)); } vec2 getUV() { @@ -31,6 +31,12 @@ float noise(in vec2 xy, in float seed) { return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); } +// shorted functions +vec3 no(vec3 v) { return normalize(v); } +float cl(float a, float b, float c) { return clamp(a,b,c); } +float le(vec3 s) { return length(s); } + + ///////////////// // GEOMETRY // ///////////////// @@ -80,7 +86,7 @@ float hexDistance(vec2 axial) { } float sdSphere(vec3 p, float r) { - return length(p) - r; + return le(p) - r; } float hexPylon(vec3 p, vec2 h) { @@ -92,7 +98,7 @@ float hexPylon(vec3 p, vec2 h) { p.xz = vec2(p.x * .866025 + p.z * .5, p.z); // The ".015" is a subtle rounding factor. Zero gives sharp edges, // and larger numbers give a more rounded look. - return length(max(abs(p) - b + .15, 0.)) - .15; + return le(max(abs(p) - b + .15, 0.)) - .15; } ////////////// @@ -121,7 +127,7 @@ vec2 mapScene(in vec3 p) { HexData hex = hexTile(hexpos, 1.1); float distFromCenter = hexDistance(hex.axial); - int fftIndex = int(clamp(distFromCenter + 1.0, 0.0, 511.0)); + int fftIndex = int(cl(distFromCenter + 1.0, 0.0, 511.0)); float fftVal = fft_output[fftIndex]; float noise = noyce(hex.axial); @@ -183,7 +189,7 @@ float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) { break; float h = mapScene(ro + t * rd).x; res = min(res, h / (w * t)); - t += clamp(h, 0.1, 0.80); + t += cl(h, 0.1, 0.80); if(res < -1.0) break; } @@ -194,47 +200,17 @@ float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) { vec3 calcNormal(vec3 pos) { vec2 e = vec2(.01, 0.); vec3 n = vec3(mapScene(pos + e.xyy).x - mapScene(pos - e.xyy).x, mapScene(pos + e.yxy).x - mapScene(pos - e.yxy).x, mapScene(pos + e.yyx).x - mapScene(pos - e.yyx).x); - return normalize(n); -} - -vec3 addPointLight(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); - - // Attenuation (quadratic falloff) - float attenuation = intensity / (1.0 + 0.09 * lightDistance + 0.032 * lightDistance * lightDistance); - - // 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) * shadow; + return no(n); } vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) { - float syncsBass = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.); + float syncsBass = cl((syncs[1] + syncs[2] + syncs[3]), 0., 1.); float fogAmount2 = 1.0 - exp(-t * fogAmount); float sunAmount = max(dot(rd, lightDir), 1.0); // highlight color - vec3 fogColor = mix(vec3(0.2706, 0.2706, 0.2863), vec3(0.2314, 0.2314, 0.2314), // Main color + vec3 fogColor = mix(vec3(0.3, 0.3, 0.3), vec3(0.2, 0.2, 0.2), // Main color pow(sunAmount, syncsBass * 1.0)); return mix(col, fogColor, fogAmount2); } @@ -258,12 +234,10 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, float material) { } vec3 lights = vec3(0.); - lights += addPointLight(vec3(0., 20.0, 10.), vec3(0.77, 0.26, 0.73), 15.0, p, dir, n, shininess); - lights += addPointLight(vec3(-10., 20.0, -10.), vec3(0.18, 0.61, 0.86), 15., p, dir, n, shininess); vec3 lightDir = vec3(0., 2., 3); - float ind = clamp(dot(n, normalize(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0); + float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0); lights += vec3(0.08, 0.62, 0.75) * ind * 0.8; outMaterial *= max(vec3(0.), lights); // output with lights; @@ -297,7 +271,7 @@ vec3 postProcess(vec3 col) { ////////////////// vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov) { - vec3 f = normalize(camTarget - camPos), r = normalize(cross(vec3(0, 1, 0), f)), u = cross(f, r), c = f * fov, i = c + uv.x * r + uv.y * u, d = normalize(i); + vec3 f = no(camTarget - camPos), r = no(cross(vec3(0, 1, 0), f)), u = cross(f, r), c = f * fov, i = c + uv.x * r + uv.y * u, d = no(i); return d; }