diff --git a/src/main.cpp b/src/main.cpp index 208b136..f2472a3 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -16,6 +16,9 @@ #define USE_AUDIO 1 #define NO_UNIFORMS 0 +#define GRID 32 +#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel + #include "definitions.h" #if OPENGL_DEBUG #include "debug.h" @@ -66,6 +69,10 @@ int __cdecl main(int argc, char* argv[]) #endif #endif + struct Vec3 { + float x, y, z; + }; + // initalize opengl context SetPixelFormat(hDC, ChoosePixelFormat(hDC, &pfd), &pfd); wglMakeCurrent(hDC, wglCreateContext(hDC)); @@ -126,7 +133,75 @@ int __cdecl main(int argc, char* argv[]) static float fft_input[FFT_SIZE]; static float fft_output[FFT_SIZE / 2]; // Magnitudes static float fft_uniform[FFT_SIZE / 4]; - + + //GLuint fftTex; + //glGenTextures(1, &fftTex); + //glBindTexture(GL_TEXTURE_2D, fftTex); + + //// Create a 512x1 2D texture using FFT output + //glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 512, 1, 0, GL_RED, GL_FLOAT, fft_uniform); + + //// Optional: improve performance + //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); + + //// Bind to texture unit 0 + PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture")); + PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i")); + PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation")); + + //glActiveTexture(GL_TEXTURE0 + 0); + //glBindTexture(GL_TEXTURE_2D, fftTex); + //glUniform1i(glGetUniformLocation(pidMain, "u_fft_texture"), 0); + + + static float hexGridData[HEX_TEX_SIZE]; + + float cellW = 1.6f + 0.2f; + float cellH = 1.88f + 0.2f; + Vec3 gridOffset = { cellW * 8.0f, -5.0f, cellH * 10.0f }; + float rippleCenterX = 7.0f; + float rippleCenterY = 7.0f; + + for (int j = 0; j < GRID; ++j) { + for (int i = 0; i < GRID; ++i) { + float rowOffset = (j % 2 == 0) ? -0.5f : 0.5f; + + float x = (i + rowOffset) * cellW; + float z = j * cellH; + 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); + do { direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL); @@ -205,6 +280,7 @@ int __cdecl main(int argc, char* argv[]) PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv")); glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs); glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform); + //glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 512, 1, GL_RED, GL_FLOAT, fft_uniform); glRects(-1, -1, 1, 1); diff --git a/src/shaders/fragment.frag b/src/shaders/fragment.frag index bee8090..ad5ef35 100644 --- a/src/shaders/fragment.frag +++ b/src/shaders/fragment.frag @@ -6,6 +6,9 @@ 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 +//uniform sampler2D u_fft_texture; +uniform sampler2D u_hexGridTex; + float u_time = syncs[0]; /* uses some snippets from: * "Seascape" by Alexander Alekseev aka TDM - 2014 @@ -15,7 +18,6 @@ float u_time = syncs[0]; //precision mediump float; vec2 u_resolution = vec2(1920,1080); -const float PI = 22./7.; vec3 no(vec3 v) { return normalize(v); } float cl(float a, float b, float c) { return clamp(a,b,c); } @@ -55,197 +57,62 @@ float noise(vec2 p, float scale, int a) hash( i + vec2(1.), a), u.x), u.y); } -///////////////// -// GEOMETRY // -///////////////// -/*float sdSphere(vec3 p, float r) { - return length(p)-r; -}*/ - -float sdCappedCylinder( vec3 p, float h, float r ) -{ - vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h); - return min(max(d.x,d.y),0.0) + length(max(d,0.0)); -} - -float sdBox2(vec3 p, vec3 b) { - vec3 q = abs(p) - b; - return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.); -} - -float sdTriPrism( vec3 p, vec2 h, float rot ) -{ - p.xy *= rot2D(rot); +// Hexagonal prism, circumcircle variant +float fHexagonCircumcircle(vec3 p, vec2 h) { vec3 q = abs(p); - return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5); + return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x); + //this is mathematically equivalent to this line, but less efficient: + //return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x); } -float sdPyramid( vec3 p, float s) -{ - p = abs(p); - return (p.x+p.y+p.z-s)*0.577;// 35027; +float sdHex(vec3 pos, float i, float angle) { + float d1 = fHexagonCircumcircle(pos, vec2(0.86, i)); + return d1; } -////////////////// -// ANIMATION // -////////////////// +float getScaledFFT(int index, float scale, float offset) { + // Clamp index to valid range + index = clamp(index, 0, 511); -// POSITIONS -//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0); -//const vec3 glyph2Pos = vec3(2.0,0.0,0.0); + // Get raw FFT value + float raw = fft_output[index]; -//const vec3 glyph4Pos = vec3(0.0,2.0,0.0) -//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0); -//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0); - -// DELAYS -float STARTDELAY = 9., glow = 0.; - -// POSITIONS - - -// COLORS -vec3 chevronColor = vec3(0.36, 0.9, 0.0); - -// with duration d, startTime s and speed up with timeFact -float timedSine(vec3 i) { - return min((u_time - i.y)*i.z, i.x*PI); + // Apply logarithmic scaling: log(1 + value * scale) + offset + return log(1.0 + raw * scale) + offset; } -float calcFactor (float startTime) -{ - return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9); -} +// Modify your mapScene function +vec3 mapScene(vec3 p) { + float gridsize = 16.0; // or GRID if you want full size + float hexGap = 0.2; -// Animate ring movements -vec3 ringAnim(vec3 p) { - for (float i = 0.; i < 7.; i++) { - float rotateDelay = STARTDELAY + (i * 3.), o=1.; - if(u_time > rotateDelay) { - if(mod(i,2.) >= 1.) o = -1.; - p.xy *= rot2D(calcFactor(rotateDelay)*o); - } - } - return p; -} + float d = 1e9; + float mat = 0.; -// Animate prism movements -float prismAnim(vec2 i) { - if(u_time >= i.y) { - i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8)); - } - return i.x; -} + vec2 rippleCenter = vec2(7.0, 7.0); -////////////// -// SCENE // -////////////// -float sea_octave(vec2 uv, float choppy) { - uv += noise(uv, 1., 1); - vec2 wv = 1.0-abs(sin(uv)); - wv = mix(wv, abs(cos(uv)),wv); - return pow(1.0-pow(wv.x * wv.y,0.65),choppy); -} + 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); -vec3 map(vec3 p, int displace) -{ - float mat = 0., glo = 1e3, - // Ring boxes - an = PI/12., - step, - anRot = floor(atan(p.y,p.x)/an + .5)*an; - vec3 q = p; - q.xy = rot2D(anRot)*q.xy; - float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02, + vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist - // Main ring - d2 = abs(length(p.xy) - 1.8) - .2; - d = min(d,d2); + vec3 hexPos = hexData.rgb; + float hexDist = hexData.a; - // Inner ring - d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 ); - d = max(-d2,d); + // 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); + d = min(d, a); - // Depth slice rings - d = smax( d, abs(p.z)-.1, .02 ); - - //Rotating glyphs - vec3 p2 = ringAnim(p), q2=p2; - an = PI/16.; - q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy; - d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0); - d = min(d, d2); - if (d==d2) mat = 6.; - - // Gate Base - d2 = 1e3; - float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2; - for(int i = 0; i < 4; i++) { - step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05; - d2 = min(d2, step); - stepDist += .2; - } - d2 += noise(p.xz * 50.+200., .007, 0); - d = min(d, d2); - if (d==d2) mat = 2.0; - - if (displace == 1) { - vec2 uv = p.xy; - for(int i = 0; i < 4; i++) { - d3 = sea_octave((uv+u_time)*freq,choppy); - d3 += sea_octave((uv-u_time)*freq,choppy); - h += d3 * amp; - uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22; - choppy = mix(choppy,1.0,0.4); - } - } - d2 = max(-sdCappedCylinder(p, 2.0, min((1.7 - (u_time - 28.9)*2.5),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15); - d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7)); - d = min(d, d2); - if (d==d2) { - mat = 1.0; - } - - // sand - d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time); - d = min(d,d2); - if (d==d2) mat = 3.0; - - // pyradmid - d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.); - d = min(d, d2); - if (d==d2) mat=3.; - // Prisms - for(float i = 0.; i < 8.; i++ ) { - q = p; - anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.; - - // Nudge first and the last prism out of the ground - if (i == 1.) anRot += .2; - if (i == 7.) anRot -= .2; - q.xy = rot2D(anRot) * q.xy; - float rotateDelay = STARTDELAY + (i - 1.) * 3. + 1.5; - // We can now call each prism by it's index - // draw all except the middle bottom prism - if (i > 0.) { - q.x -= 1.95; - vec3 q2 = q; // new point for movable parts - if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay)); - float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01; - d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02); - d2 = min(d2, prismTop); - d = min(d, d2); - // glyph locking thing material - if (d == d2) mat = 4.; - // glyph locking prism material - if( d == prismTop) if(u_time > rotateDelay + .2) { - mat = 5.; - glo = min(d2, prismTop); + if(d == a) { + mat = 1.; } } } - - return vec3( d, mat, glo); + return vec3(d, mat, float(0)); } //////////////// @@ -257,8 +124,7 @@ float rayMarch(vec3 ro, vec3 rd, int a) { float t = 0.; // total distance travelled // Raymarching for (int i = 0; i < 100; i++) { - d = map(ro + rd * t, 0); // Get distance to objects - if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6; + d = mapScene(ro + rd * t); // Get distance to objects t += d.x; // "march" the ray if (d.x < 1e-3 || t > 500.) break; } @@ -267,10 +133,10 @@ float rayMarch(vec3 ro, vec3 rd, int a) { vec3 getNormal(vec3 p) { vec2 e = vec2(.01, 0.); - vec3 n = map(p, 1).x - vec3( - map(p-e.xyy,1).x, - map(p-e.yxy,1).x, - map(p-e.yyx,1).x); + vec3 n = mapScene(p).x - vec3( + mapScene(p-e.xyy).x, + mapScene(p-e.yxy).x, + mapScene(p-e.yyx).x); return no(n); } @@ -321,8 +187,6 @@ vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z) } vec3 postProcess(vec3 col) { - // Vignette - //col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5))); // Colour mapping col *= vec3(.9, 0.8, 0.7); // gamma @@ -338,54 +202,16 @@ vec3 postProcess(vec3 col) { vec3 cameraPos() { // first zoom in to the gate - vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.)); - if (u_time > 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.); - // close up shot for 1st glyph lock - if (u_time > 10.5) cPos = vec3(2.,-1.,1.); - // zoom away for 2nd glyph animation - if (u_time > 12.) cPos = vec3(-1., -.7, 4.); - if (u_time > 14.5) { - cPos = vec3(0., 0., 4.); - cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.05); - cPos.xz *= rot2D(sin((u_time-16.5)*0.1)); - } - if (u_time > 23.5) - { - cPos = vec3(3., -.7, 4.); - } - if (u_time > 32.5) - { - cPos = vec3(-20.,10.,50.); - } - if (u_time > 36.5) { - cPos = vec3(3., -.7, 4.); - cPos.yz *= rot2D(((1.-cos(u_time-36.5))*-0.025)); - cPos.xz *= rot2D(sin((u_time-36.5)*0.07)); - } - + vec3 cPos = vec3(0., 25., 50.); + return cPos; } vec3 cameraPointAt() { vec3 p = vec3(0., -.5, 0.); - // look at 1st glyph - if (u_time > 10.5) p = vec3(1.7,-1.1,0.); - // look gate at distance - if(u_time > 12.) p = vec3(0.); - if(u_time > 14.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-16.5)*0.13); - if(u_time > 23.5) p = vec3(0.); return p; } -// flash screen with glyph color when it is locked -vec3 colorFlashesAnim(vec3 col) { - if(u_time > 10.75) { - float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.))); - col = mix(col, chevronColor * (x * 1.4), x *.76); - } - return col; -} - vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong) { return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount; @@ -403,7 +229,7 @@ vec3 sceneGate(vec2 uv) // Lighting vec3 p = ro + rd * d, n = getNormal(p); - mat = map(p,0).y; + mat = mapScene(p).y; // Light 1 Arguments // 1: Ray starting point // 2: Light position @@ -428,14 +254,28 @@ vec3 sceneGate(vec2 uv) if(mat==4.) col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7); if(mat ==5.) - col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3); + col = vec3(0.0, 0.08, 0.11);// * pow(cl(1. -dot(n, -rd), 0., 1.), .3); if(mat == 6.) col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5); } - col += glow * chevronColor*.25; - return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01))); + return postProcess(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)); } void main() { + // Determine FFT bin index for current x position +// vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y; +// int index = int(floor((1.0+uv.x)*128.0)); +// index = clamp(index, 0, 255); +// +// // Get the FFT energy (clamped to avoid NaNs or overflow) +// float energy = clamp(texture(u_fft_texture, vec2(index/255., 0.0)).r, 0.0, 1.0); +// +// float bar_height = energy; +// float fade = smoothstep(bar_height, bar_height + 0.02, 1.0 - uv.y); +// +// vec3 color = vec3(fade); +// +// o = vec4(color, 1.0); + o = vec4(sceneGate( (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y), 1.); } \ No newline at end of file diff --git a/src/shaders/fragment.inl b/src/shaders/fragment.inl index 39a9069..173b84e 100644 --- a/src/shaders/fragment.inl +++ b/src/shaders/fragment.inl @@ -2,304 +2,139 @@ #ifndef FRAGMENT_INL_ # define FRAGMENT_INL_ # define VAR_fft_output "p" -# define VAR_o "f" -# define VAR_syncs "a" +# define VAR_o "v" +# define VAR_syncs "s" +# define VAR_u_hexGridTex "d" const char *fragment_frag = "#version 460\n" "precision mediump float;" - "out vec4 f;" - "const float m=2.*acos(-1.),v=sqrt(5.)*.5+.5;" - "layout(location=0)uniform float a[7];" + "out vec4 v;" + "const float f=2.*acos(-1.),m=sqrt(5.)*.5+.5;" + "layout(location=0)uniform float s[7];" "layout(location=8)uniform float p[512];" - "float y=a[0];" - "vec2 c=vec2(1920,1080);" - "const float z=22./7.;" - "vec3 n(vec3 v)" + "uniform sampler2D d;" + "float y=s[0];" + "vec2 n=vec2(1920,1080);" + "vec3 t(vec3 v)" "{" "return normalize(v);" "}" - "float n(float v,float f,float y)" + "float t(float v,float f,float y)" "{" "return clamp(v,f,y);" "}" - "mat2 n(float v)" + "float t(vec2 v)" "{" - "float f=sin(v);" - "v=cos(v);" - "return mat2(v,-f,f,v);" - "}" - "float x(float v,float y,float m)" - "{" - "float z=max(m-abs(v-y),0.);" - "return max(v,y)+z*z*.25/m;" - "}" - "float n(vec2 v,int y)" - "{" - "if(y==1)" - "{" - "float y=dot(v,vec2(127.1,311.7));" - "return fract(sin(y)*43758.5453123);" - "}" "v=50.*fract(v*.3183099);" "return fract(v.x*v.y*(v.x+v.y));" "}" - "float n(vec2 v,float y,int f)" + "float t(vec2 v,float y)" "{" - "vec2 m=floor(v);" + "vec2 f=floor(v);" "v=fract(v);" "v=v*v*(3.-2.*v);" - "float z=y;" - "if(f==1)" - "z=2.;" - "return-y+z*mix(mix(n(m+vec2(0),f),n(m+vec2(1,0),f),v.x),mix(n(m+vec2(0,1),f),n(m+vec2(1),f),v.x),v.y);" + "return-y+y*mix(mix(t(f+vec2(0)),t(f+vec2(1,0)),v.x),mix(t(f+vec2(0,1)),t(f+vec2(1)),v.x),v.y);" "}" - "float n(vec3 v,float y,float m)" - "{" - "vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);" - "return min(max(f.x,f.y),0.)+length(max(f,0.));" - "}" - "float n(vec3 v,vec3 y)" - "{" - "v=abs(v)-y;" - "return length(max(v,0.))+min(max(v.x,max(v.y,v.z)),0.);" - "}" - "float n(vec3 v,vec2 y)" - "{" - "v.xy*=n(.5);" - "vec3 m=abs(v);" - "return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);" - "}" - "float x(vec3 v)" + "float t(vec3 v,vec2 y)" "{" "v=abs(v);" - "return(v.x+v.y+v.z-60.)*.577;" + "return max(v.y-y.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-y.x);" "}" - "float s=0.;" - "vec3 l=vec3(.36,.9,0);" - "float t(vec3 v)" + "vec3 x(vec3 v)" "{" - "return min((y-v.y)*v.z,v.x*z);" + "float f=1e9,m=0.;" + "for(float y=0.;y<16.;y++)" + "for(float i=0.;i<16.;i++)" + "{" + "ivec2 x=textureSize(d,0);" + "vec2 n=vec2(i,y)/vec2(x);" + "vec4 s=texture(d,n);" + "float w=t(v-s.xyz,vec2(.86,1.+p[clamp(int(s.w/34.*512.),0,511)]*5.));" + "f=min(f,w);" + "if(f==w)" + "m=1.;" + "}" + "return vec3(f,m,float(0));" + "}" + "float t(vec3 v,vec3 f,int y)" + "{" + "vec3 m;" + "float i=0.;" + "for(int y=0;y<100;y++)" + "{" + "m=x(v+f*i);" + "i+=m.x;" + "if(m.x<.001||i>5e2)" + "break;" + "}" + "return i;" "}" "vec3 w(vec3 v)" "{" - "for(float f=0.;f<7.;f++)" + "vec2 y=vec2(.01,0);" + "v=x(v).x-vec3(x(v-y.xyy).x,x(v-y.yxy).x,x(v-y.yyx));" + "return t(v);" + "}" + "float t(vec3 v,vec3 f,float y,float m,vec3 d,float i)" + "{" + "vec3 x=t(f-v);" + "y=t(dot(d,x)*y,0.,y)/(1.+i*length(f-v));" + "i=t(v+d*.0025,x,1);" + "if(im)" - "{" - "if(mod(f,2.)>=1.)" - "z=-1.;" - "v.xy*=n((9.+9.*n(sin(t(vec3(1.5,m,4))*.06),-.9,.9))*z);" - "}" + "vec3 v=f+m*d,n=w(v);" + "r=x(v).y;" + "i+=vec3(.82,.5,.9)*t(v,vec3(10,15,25),1.,.2,n,1e-10);" + "i+=vec3(.79,.66,.43)*t(v,vec3(4,2,-15),1.,1.,n,1e-10);" + "i+=vec3(0,.06,.7)*t(v,vec3(0,0,5),t((y-29.)*1e2,0.,50.),0.,n,3.1);" + "i+=vec3(.29,.28,.33)*t(dot(n,t(vec3(0,1,10))),0.,1.);" + "if(r==0.)" + "i*=vec3(.2,.3,.3)+t(n,m,.5,2.);" + "if(r==1.)" + "i*=t(v,n,t(vec3(0,.3,.8)),t(m));" + "if(r==2.)" + "i*=vec3(.7,.7,.4)+t(v.xz*3.+1.5,.1);" + "if(r==3.)" + "i*=vec3(.8,.8,.5)+t(v.xz*5e2+1e5,.3);" + "if(r==4.)" + "i*=vec3(0,.08,.11)+t(n,m,.3,.7);" + "if(r==5.)" + "i=vec3(0,.08,.11);" + "if(r==6.)" + "i*=vec3(.01,.04,.06)+t(n,m,.1,2.5);" "}" - "return v;" - "}" - "float n(vec2 v)" - "{" - "if(y>=v.y)" - "v.x+=.045*n(sin(t(vec3(3,v.y,40))*.4),-.8,.8);" - "return v.x;" - "}" - "float n(vec2 v,float f)" - "{" - "v+=n(v,1.,1);" - "vec2 y=1.-abs(sin(v));" - "y=mix(y,abs(cos(v)),y);" - "return pow(1.-pow(y.x*y.y,.65),f);" - "}" - "vec3 n(vec3 v,int m)" - "{" - "float f=0.,i=1e3,r=z/12.,a,s=floor(atan(v.y,v.x)/r+.5)*r;" - "vec3 l=v;" - "l.xy=n(s)*l.xy;" - "float c=length(max(abs(l.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,d=abs(length(v.xy)-1.8)-.2;" - "c=min(c,d);" - "d=x(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);" - "c=x(max(-d,c),abs(v.z)-.1,.02);" - "vec3 p=w(v),t=p;" - "r=z/16.;" - "t.xy=n(floor(atan(p.y,p.x)/r+.5)*r)*t.xy;" - "d=n(t.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02+n(v.xy*1e2,.001,0);" - "c=min(c,d);" - "if(c==d)" - "f=6.;" - "d=1e3;" - "r=1.5;" - "float e=0.,u,g=4.,C=.6,F=.2;" - "for(int f=0;f<4;f++)" - "a=n(vec3(v.x,v.y+r+.05,v.z),vec3(2,.2,r))-.05,d=min(d,a),r+=.2;" - "d+=n(v.xz*50.+2e2,.007,0);" - "c=min(c,d);" - "if(c==d)" - "f=2.;" - "if(m==1)" - "{" - "vec2 f=v.xy;" - "for(int v=0;v<4;v++)" - "u=n((f+y)*C,g)+n((f-y)*C,g),e+=u*F,f*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);" - "}" - "d=max(max(-n(v,2.,min(1.7-(y-28.9)*2.5,2.3)),n(v,.025,1.6)-e*.15),n(v,.3,1.7));" - "c=min(c,d);" - "if(c==d)" - "f=1.;" - "d=v.y+3.7+n(vec2(v.x,v.z*.44-40.)*.04+1e2,20.,0)+.25*sin(v.z*.5+y);" - "c=min(c,d);" - "if(c==d)" - "f=3.;" - "d=x(v+vec3(-75,0,100));" - "c=min(c,d);" - "if(c==d)" - "f=3.;" - "for(float m=0.;m<8.;m++)" - "{" - "l=v;" - "s=24.67/(z*2.)+(m+1.)*z/4.;" - "if(m==1.)" - "s+=.2;" - "if(m==7.)" - "s-=.2;" - "l.xy=n(s)*l.xy;" - "float r=9.+(m-1.)*3.+1.5;" - "if(m>0.)" - "{" - "l.x-=1.95;" - "vec3 v=l;" - "if(y>r)" - "v.x=n(vec2(v.x,r));" - "float m=n(vec3(l.x-.06,l.yz),vec2(.1,.15))-.01;" - "d=min(max(-n(vec3(v.x-.14,v.yz),vec2(.22))-.01,n(vec3(v),vec2(.2,.12))-.02),m);" - "c=min(c,d);" - "if(c==d)" - "f=4.;" - "if(c==m)" - "if(y>r+.2)" - "f=5.,i=min(d,m);" - "}" - "}" - "return vec3(c,f,i);" - "}" - "float n(vec3 v,vec3 y,int m)" - "{" - "vec3 f;" - "float c=0.;" - "for(int i=0;i<100;i++)" - "{" - "f=n(v+y*c,0);" - "if(m==0&&f.z<.3)" - "s+=pow(.01/f.z,.8)*.6;" - "c+=f.x;" - "if(f.x<.001||c>5e2)" - "break;" - "}" - "return c;" - "}" - "vec3 h(vec3 v)" - "{" - "vec2 f=vec2(.01,0);" - "return n(n(v,1).x-vec3(n(v-f.xyy,1).x,n(v-f.yxy,1).x,n(v-f.yyx,1)));" - "}" - "float h(vec3 v,vec3 y,float f,float m,vec3 c,float i)" - "{" - "vec3 d=n(y-v);" - "f=n(dot(c,d)*f,0.,f)/(1.+i*length(y-v));" - "i=n(v+c*.0025,d,1);" - "if(i7.5)" - "v+=vec3(0,n(7.5-y,-1.,0.),0);" - "if(y>10.5)" - "v=vec3(2,-1,1);" - "if(y>12.)" - "v=vec3(-1,-.7,4);" - "if(y>14.5)" - "v=vec3(0,0,4),v.yz*=n(-.6-cos(y-15.)*.05),v.xz*=n(sin((y-16.5)*.1));" - "if(y>23.5)" - "v=vec3(3,-.7,4);" - "if(y>32.5)" - "v=vec3(-20,10,50);" - "if(y>36.5)" - "v=vec3(3,-.7,4),v.yz*=n((1.-cos(y-36.5))*-.025),v.xz*=n(sin((y-36.5)*.07));" - "return v;" - "}" - "vec3 n()" - "{" - "vec3 v=vec3(0,-.5,0);" - "if(y>10.5)" - "v=vec3(1.7,-1.1,0);" - "if(y>12.)" - "v=vec3(0);" - "if(y>14.5)" - "v=mix(vec3(1.5,1.4,0),vec3(-1.5,1.4,0),(y-16.5)*.13);" - "if(y>23.5)" - "v=vec3(0);" - "return v;" - "}" - "vec3 r(vec3 v)" - "{" - "if(y>10.75)" - "{" - "float f=smoothstep(-1.,.8,sin(t(vec3(.8,10.75,8))*2.));" - "v=mix(v,f*1.4*l,f*.76);" - "}" - "return v;" - "}" - "vec3 h(vec3 v,vec3 y,float f,float m)" - "{" - "return vec3(h(v,n(vec3(0,.3,.8)),n(y),pow(10.,m)))*f;" - "}" - "vec3 h(vec2 v)" - "{" - "vec3 f=h(),m=h(v,f,n(),n((43.-y)*-2.,2.,25.)),c=vec3(0);" - "float z=n(f,m,0),i=0.;" - "if(z<5e2)" - "{" - "vec3 v=f+m*z,d=h(v);" - "i=n(v,0).y;" - "c+=vec3(.82,.5,.9)*h(v,vec3(10,15,25),1.,.2,d,1e-10);" - "c+=vec3(.79,.66,.43)*h(v,vec3(4,2,-15),1.,1.,d,1e-10);" - "c+=vec3(0,.06,.7)*h(v,vec3(0,0,5),n((y-29.)*1e2,0.,50.),0.,d,3.1);" - "c+=vec3(.29,.28,.33)*n(dot(d,n(vec3(0,1,10))),0.,1.);" - "if(i==0.)" - "c*=vec3(.2,.3,.3)+h(d,m,.5,2.);" - "if(i==1.)" - "c*=h(v,d,n(vec3(0,.3,.8)),n(m));" - "if(i==2.)" - "c*=vec3(.7,.7,.4)+n(v.xz*3.+1.5,.1,0);" - "if(i==3.)" - "c*=vec3(.8,.8,.5)+n(v.xz*5e2+1e5,.3,0);" - "if(i==4.)" - "c*=vec3(0,.08,.11)+h(d,m,.3,.7);" - "if(i==5.)" - "c=l*.4;" - "if(i==6.)" - "c*=vec3(.01,.04,.06)+h(d,m,.1,2.5);" - "}" - "c+=s*l*.25;" - "return smoothstep(0.,1.,pow(r(mix(c,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,vec3(0,-.1,-1)),0.),8.)),1.-exp(-z*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.-vec3(n((46.-y)*.5,0.,1.));" + "return smoothstep(0.,1.,pow(mix(i,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,vec3(0,-.1,-1)),0.),8.)),1.-exp(-d*.01))*vec3(.9,.8,.7),vec3(.45)))+1.-vec3(t((46.-y)*.5,0.,1.));" "}" "void main()" "{" - "f=vec4(h((gl_FragCoord.xy*2.-c.xy)/c.y),1);" + "v=vec4(w((gl_FragCoord.xy*2.-n.xy)/n.y),1);" "}"; #endif // FRAGMENT_INL_ diff --git a/test.py b/test.py new file mode 100644 index 0000000..8736d00 --- /dev/null +++ b/test.py @@ -0,0 +1,79 @@ +import numpy as np +import matplotlib.pyplot as plt +from matplotlib.animation import FuncAnimation + +class DecayingSineWave: + def __init__(self, freq=5, decay=0.05, sample_rate=60): + self.freq = freq + self.decay = decay + self.sample_rate = sample_rate + self.triggers = [] + + def trigger(self, t): + self.triggers.append(t) + + def sample(self, t): + value = 0.0 + still_active = [] + for start_time in self.triggers: + age = t - start_time + if age >= 0: + v = np.sin(2 * np.pi * self.freq * age / self.sample_rate) * np.exp(-self.decay * age) + value += v + if np.exp(-self.decay * age) > 1e-3: + still_active.append(start_time) + self.triggers = still_active + return value + +# --- Initialize --- +wave = DecayingSineWave(freq=5, decay=0.05, sample_rate=60) +wave_array = np.zeros(512) +time = [0] +max_len = 512 + +fig, ax = plt.subplots() +line, = ax.plot(np.arange(512), wave_array, lw=2) +trig_dots, = ax.plot([], [], 'ro', markersize=4) + +ax.set_xlim(0, 511) +ax.set_ylim(-1.2, 1.2) +ax.set_title("Click to Trigger Decaying Sine Wave") +ax.set_xlabel("Sample Index (0 = current)") +ax.set_ylabel("Amplitude") +ax.grid(True) + +trigger_times = [] + +# --- Click handler --- +def on_click(event): + current_time = time[0] + wave.trigger(current_time) + trigger_times.append(current_time) + +fig.canvas.mpl_connect('button_press_event', on_click) + +# --- Animation update --- +def update(frame): + global wave_array + current_time = time[0] + + # Shift buffer to the right (older samples move toward the end) + wave_array = wave_array * 0.995 + wave_array = np.roll(wave_array, 1) + # Insert new sample at index 0 + wave_array[0] = wave.sample(current_time) + print (wave_array) + + line.set_data(np.arange(512), wave_array) + + # Trigger markers + visible_triggers = [tt for tt in trigger_times if current_time - 512 < tt <= current_time] + x = [current_time - tt for tt in visible_triggers] # 0 = current time + y = [1.0 for _ in x] + trig_dots.set_data(x, y) + + time[0] += 1 + return line, trig_dots + +ani = FuncAnimation(fig, update, interval=1000 / 60, blit=True) +plt.show()