diff --git a/src/main.cpp b/src/main.cpp index 3ef5c24..9530f22 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -16,11 +16,6 @@ #define USE_AUDIO 1 #define NO_UNIFORMS 0 -#define SHAPES 16 -#define SHAPES_TEX_SIZE (SHAPES * SHAPES * 4) -#define SHAPES_TOTAL (SHAPES * SHAPES) -#define MAX_DISTANCE 100.f - #include "definitions.h" #if OPENGL_DEBUG #include "debug.h" @@ -47,9 +42,7 @@ static int pidPost; // FFT buffers static Complex signal[FFT_SIZE]; static Complex buffer[3 * FFT_SIZE]; - static float fft_uniform[FFT_SIZE / 4]; -static float shapesData[SHAPES_TEX_SIZE]; void entrypoint(void) #else @@ -130,19 +123,6 @@ int __cdecl main(int argc, char* argv[]) // Play sound direct_sound_buffer->Play(0, 0, 0); - // main note effect - boolean beenPlaying = false; - const int SHAPES_SIZE = 15; - float shapeIncrement = 0.15f; - - int currentShape = 0; // mark location which shape we are currently building - - boolean isPlaying = false; - - float lastPlayPos = 0; - float lastNote = 0.0f; - - struct Vec3 { float x, y, z; }; @@ -152,18 +132,6 @@ int __cdecl main(int argc, char* argv[]) PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i")); PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation")); - GLuint ShapesTex; - - 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); - const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates do @@ -248,71 +216,6 @@ int __cdecl main(int argc, char* argv[]) { syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i]; } - - - - ////////////////////////////////////////////////////// - // Shape builder - ////////////////////////////////////////////////////// - - // 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 - float captureSync = syncs[5]; - - bool shapeJustFinished = false; - bool shapeJustStarted = false; - - // Detect note change to start a new shape - bool noteChanged = (captureSync != lastNote) ? TRUE : FALSE; - lastNote = captureSync; - - // If note changed and value is significant, start new shape - if (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; - } - - // Move active shapes - for (int i = 0; i < SHAPES_TOTAL; ++i) { - int index = i * 4; - - // 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; - - // Optional: grow z value to show duration - //shapesData[index + 2] += shapeIncrement * 0.2f; - - // 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 - } - } - } - - // Bind and update u_ShapesTex - glUniform1i(glGetUniformLocation(pidMain, "u_ShapesTex"), 0); - glActiveTexture(GL_TEXTURE0 + 0); - glBindTexture(GL_TEXTURE_2D, ShapesTex); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, SHAPES, SHAPES, GL_RGBA, GL_FLOAT, shapesData); - - glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs); glUniform1fvProc(20, FFT_SIZE / 4, fft_uniform); diff --git a/src/shaders/fragment.frag b/src/shaders/fragment.frag index c6e43c9..e4810ef 100644 --- a/src/shaders/fragment.frag +++ b/src/shaders/fragment.frag @@ -6,10 +6,6 @@ const float TAU = (2. * PI); const float PHI = sqrt(5.) * 0.5 + 0.5; layout(location = 0) uniform float syncs[11]; 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 -//layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture; - layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture // float u_time = syncs[0]; @@ -136,28 +132,6 @@ vec2 mapScene(in vec3 p) { res = (d1 < res) ? d1 : res; - /* const float gridSize = 16.; - - for(float j = 0.; j < gridSize; j++) { - for(float i = 0.; i < gridSize; i++) { - ivec2 texSize = textureSize(u_ShapesTex, 0); - vec2 texCoord = (vec2(i, j)) / vec2(texSize); - vec4 shapeData = texture(u_ShapesTex, texCoord); // RGBA: x, y, length, active - float shapeActive = shapeData.a; - - if(shapeActive < 0.5) - continue; - - vec3 shapePos = p - vec3(-70.0 + (shapeData.x * 2.), 12. + (shapeData.y * 80.), 0.0); - - float a = sdSphere(shapePos, 0.8); - res = min(res, a); - if(res == a) { - mat = 1.0; - } - } - }*/ - return vec2(res, mat); } @@ -353,34 +327,7 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, float material) { 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); - // LIGHTS IN HEX GRID PATTERN - /* - 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 = getScaledFFT(index, 15. ,0.); - //float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0); - - 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); - } - } - */ - vec3 lightDir = vec3(0., 2., 3); - //float sun_dif = clamp(dot(n, lightDir), 0., 1.); - //float shadow = softshadow(v + n * 0.01, lightDir, .01, 30., 18.); - //lights += vec3(0.6431, 0.7804, 0.8588) * sun_dif * shadow * occ; float ind = clamp(dot(n, normalize(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0); lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;