nuotti-triggeri ja useampi tekstuuri käytössä

This commit is contained in:
Teemu Järvisalo
2025-07-27 22:49:50 +03:00
parent 77e5f0fc70
commit 99af2bbf5c
3 changed files with 247 additions and 159 deletions

View File

@ -171,6 +171,38 @@ int __cdecl main(int argc, char* argv[])
#define GRID 32
#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel
#define SHAPES 16
#define SHAPES_TEX_SIZE (SHAPES * SHAPES * 4)
#define SHAPES_TOTAL (SHAPES * SHAPES)
#define MAX_DISTANCE 100.f
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
GLuint hexGridTex, ShapesTex;
glGenTextures(1, &hexGridTex);
glBindTexture(GL_TEXTURE_2D, hexGridTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, GRID, GRID, 0, GL_RGBA, GL_FLOAT, nullptr);
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);
glGenTextures(1, &ShapesTex);
glBindTexture(GL_TEXTURE_2D, ShapesTex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
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);
do
{
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
@ -246,6 +278,8 @@ int __cdecl main(int argc, char* argv[])
syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
}
//////////////////////////////////////////////////////
// Shape builder
//////////////////////////////////////////////////////
@ -253,50 +287,64 @@ int __cdecl main(int argc, char* argv[])
// 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
static float shapesData[SHAPES_TEX_SIZE];
float captureSync = syncs[5];
if (captureSync >= 0.001f) {
isPlaying = true;
bool shapeJustFinished = false;
bool shapeJustStarted = false;
// Detect note change to start a new shape
bool noteChanged = (captureSync - lastNote) * (captureSync - lastNote) > 0.0001f;
lastNote = captureSync;
// If note changed and value is significant, start new shape
if (captureSync > 0.001f && noteChanged) {
int index = currentShape * 4;
// Reset and activate current shape
shapesData[index + 0] = 0.0f; // x start
shapesData[index + 1] = captureSync; // y from audio
shapesData[index + 2] = 1.0f; // z (unused or length)
shapesData[index + 3] = 1.0f; // active
// Advance to next shape slot (circular)
currentShape = (currentShape + 1) % SHAPES_TOTAL;
}
if (isPlaying) {
// vec3ShapeArray[currentShape][1] = captureSync;
// vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
// Move active shapes
for (int i = 0; i < SHAPES_TOTAL; ++i) {
int index = i * 4;
test[0] = test[0] + shapeIncrement; // x position
test[1] = captureSync; // y position
test[2] = 0.3f; // length
}
// Check if shape is active
if (shapesData[index + 3] > 0.5f) {
// Move shape right
shapesData[index + 0] += shapeIncrement;
// Update y (optional, reflect live audio)
//shapesData[index + 1] = captureSync;
// when note changes -- reset
if (lastNote != captureSync) {
test[0] = 0.0f;
test[1] = 0.1f;
lastNote = captureSync;
}
// Optional: grow z value to show duration
//shapesData[index + 2] += shapeIncrement * 0.2f;
// 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;
// If x exceeds max distance, deactivate and reset
if (shapesData[index + 0] > MAX_DISTANCE) {
shapesData[index + 0] = 0.0f;
shapesData[index + 1] = 0.0f;
shapesData[index + 2] = 0.0f;
shapesData[index + 3] = 0.0f; // inactive
}
}
}
beenPlaying = isPlaying;
// Bind and update u_ShapesTex
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, ShapesTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, SHAPES, SHAPES, GL_RGBA, GL_FLOAT, shapesData);
glUniform1i(glGetUniformLocation(pidMain, "u_ShapesTex"), 2);
// 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],
@ -304,21 +352,25 @@ int __cdecl main(int argc, char* argv[])
vec3ShapeArray[3][0], vec3ShapeArray[3][1], vec3ShapeArray[3][2],
vec3ShapeArray[4][0], vec3ShapeArray[4][1], vec3ShapeArray[4][2]
};
*/
PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
glUniform3fvProc(600, 1, flatShapes); // array of shapes
glUniform3fvProc(700, 1, test); // test shape
//PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
//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(20, FFT_SIZE / 4, fft_uniform);
glRects(-1, -1, 1, 1);
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
//////////////////////////////////////////////////////
// Hex Grid Builder
//////////////////////////////////////////////////////
static float hexGridData[HEX_TEX_SIZE];
@ -357,22 +409,14 @@ int __cdecl main(int argc, char* argv[])
hexGridData[idx + 3] = hexDist;
}
}
GLuint hexGridTex;
glGenTextures(1, &hexGridTex);
// Bind and update u_hexGridTex
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, hexGridTex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GRID, GRID, GL_RGBA, GL_FLOAT, hexGridData);
glUniform1i(glGetUniformLocation(pidMain, "u_hexGridTex"), 1);
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);
glRects(-1, -1, 1, 1);
// render "post process" using the opengl backbuffer
#if POST_PASS