poistettu valot

This commit is contained in:
2025-07-31 18:16:10 +03:00
parent b1f6fab663
commit efac210beb
2 changed files with 0 additions and 150 deletions

View File

@ -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);

View File

@ -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;