poistettu valot
This commit is contained in:
97
src/main.cpp
97
src/main.cpp
@ -16,11 +16,6 @@
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#define USE_AUDIO 1
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#define NO_UNIFORMS 0
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#define SHAPES 16
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#define SHAPES_TEX_SIZE (SHAPES * SHAPES * 4)
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#define SHAPES_TOTAL (SHAPES * SHAPES)
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#define MAX_DISTANCE 100.f
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#include "definitions.h"
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#if OPENGL_DEBUG
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#include "debug.h"
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@ -47,9 +42,7 @@ static int pidPost;
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// FFT buffers
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static Complex signal[FFT_SIZE];
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static Complex buffer[3 * FFT_SIZE];
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static float fft_uniform[FFT_SIZE / 4];
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static float shapesData[SHAPES_TEX_SIZE];
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void entrypoint(void)
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#else
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@ -130,19 +123,6 @@ int __cdecl main(int argc, char* argv[])
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// Play sound
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direct_sound_buffer->Play(0, 0, 0);
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// main note effect
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boolean beenPlaying = false;
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const int SHAPES_SIZE = 15;
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float shapeIncrement = 0.15f;
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int currentShape = 0; // mark location which shape we are currently building
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boolean isPlaying = false;
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float lastPlayPos = 0;
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float lastNote = 0.0f;
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struct Vec3 {
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float x, y, z;
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};
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@ -152,18 +132,6 @@ int __cdecl main(int argc, char* argv[])
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PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
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GLuint ShapesTex;
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glGenTextures(1, &ShapesTex);
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glBindTexture(GL_TEXTURE_2D, ShapesTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
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do
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@ -248,71 +216,6 @@ int __cdecl main(int argc, char* argv[])
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{
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syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
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}
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//////////////////////////////////////////////////////
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// Shape builder
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//////////////////////////////////////////////////////
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// if sound is playing, start a shape, if shape is already started - add length
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// if sound has stopped, end shape
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// if shape is finished, move shape forward
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float captureSync = syncs[5];
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bool shapeJustFinished = false;
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bool shapeJustStarted = false;
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// Detect note change to start a new shape
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bool noteChanged = (captureSync != lastNote) ? TRUE : FALSE;
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lastNote = captureSync;
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// If note changed and value is significant, start new shape
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if (noteChanged) {
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int index = currentShape * 4;
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// Reset and activate current shape
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shapesData[index + 0] = 0.0f; // x start
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shapesData[index + 1] = captureSync; // y from audio
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shapesData[index + 2] = 1.0f; // z (unused or length)
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shapesData[index + 3] = 1.0f; // active
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// Advance to next shape slot (circular)
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currentShape = (currentShape + 1) % SHAPES_TOTAL;
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}
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// Move active shapes
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for (int i = 0; i < SHAPES_TOTAL; ++i) {
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int index = i * 4;
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// Check if shape is active
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if (shapesData[index + 3] > 0.5f) {
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// Move shape right
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shapesData[index + 0] += shapeIncrement;
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// Update y (optional, reflect live audio)
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//shapesData[index + 1] = captureSync;
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// Optional: grow z value to show duration
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//shapesData[index + 2] += shapeIncrement * 0.2f;
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// If x exceeds max distance, deactivate and reset
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if (shapesData[index + 0] > MAX_DISTANCE) {
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shapesData[index + 0] = 0.0f;
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shapesData[index + 1] = 0.0f;
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shapesData[index + 2] = 0.0f;
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shapesData[index + 3] = 0.0f; // inactive
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}
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}
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}
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// Bind and update u_ShapesTex
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glUniform1i(glGetUniformLocation(pidMain, "u_ShapesTex"), 0);
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glActiveTexture(GL_TEXTURE0 + 0);
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glBindTexture(GL_TEXTURE_2D, ShapesTex);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, SHAPES, SHAPES, GL_RGBA, GL_FLOAT, shapesData);
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glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
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glUniform1fvProc(20, FFT_SIZE / 4, fft_uniform);
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@ -6,10 +6,6 @@ const float TAU = (2. * PI);
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const float PHI = sqrt(5.) * 0.5 + 0.5;
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layout(location = 0) uniform float syncs[11];
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layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
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layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
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layout(location = 700) uniform vec3 test; // shapes test
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//layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
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layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
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// float u_time = syncs[0];
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@ -136,28 +132,6 @@ vec2 mapScene(in vec3 p) {
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res = (d1 < res) ? d1 : res;
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/* const float gridSize = 16.;
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for(float j = 0.; j < gridSize; j++) {
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for(float i = 0.; i < gridSize; i++) {
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ivec2 texSize = textureSize(u_ShapesTex, 0);
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vec2 texCoord = (vec2(i, j)) / vec2(texSize);
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vec4 shapeData = texture(u_ShapesTex, texCoord); // RGBA: x, y, length, active
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float shapeActive = shapeData.a;
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if(shapeActive < 0.5)
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continue;
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vec3 shapePos = p - vec3(-70.0 + (shapeData.x * 2.), 12. + (shapeData.y * 80.), 0.0);
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float a = sdSphere(shapePos, 0.8);
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res = min(res, a);
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if(res == a) {
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mat = 1.0;
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}
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}
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}*/
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return vec2(res, mat);
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}
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@ -353,34 +327,7 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
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lights += addPointLight(vec3(0., 20.0, 10.), vec3(0.77, 0.26, 0.73), 15.0, p, dir, n, shininess);
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lights += addPointLight(vec3(-10., 20.0, -10.), vec3(0.18, 0.61, 0.86), 15., p, dir, n, shininess);
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// LIGHTS IN HEX GRID PATTERN
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/*
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float gridsize = 16.0; // or GRID if you want full size
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vec3 p = vec3(0.);
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for(float j = 0.; j < gridsize; j++) {
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for(float i = 0.; i < gridsize; i++) {
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ivec2 texSize = textureSize(u_hexGridTex, 0);
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vec2 texCoord = (vec2(i, j)) / vec2(texSize);
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vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
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vec3 hexPos = hexData.rgb;
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float hexDist = hexData.a;
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// Optionally use hexDist for ripple effect with FFT
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int index = clamp(int((hexDist / 34.)*512.), 0, 511);
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float hexSize = getScaledFFT(index, 15. ,0.);
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//float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
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lights += addPointLightNoShadow(vec3(hexPos.x, (hexPos.y + hexSize) + 2., hexPos.z), palette(hexSize* 1.5), clamp(hexSize * 5., 0., 1.), 3.4 ,v, dir, n, shininess);
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}
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}
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*/
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vec3 lightDir = vec3(0., 2., 3);
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//float sun_dif = clamp(dot(n, lightDir), 0., 1.);
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//float shadow = softshadow(v + n * 0.01, lightDir, .01, 30., 18.);
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//lights += vec3(0.6431, 0.7804, 0.8588) * sun_dif * shadow * occ;
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float ind = clamp(dot(n, normalize(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
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lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
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