Merge branch 'teemun_uusi_efekti' into teemun_shaderi

This commit is contained in:
Teemu Järvisalo
2025-07-23 22:31:01 +03:00
3 changed files with 191 additions and 105 deletions

View File

@ -127,6 +127,42 @@ int __cdecl main(int argc, char* argv[])
static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4];
// main note effect
boolean beenPlaying = false;
const int SHAPES_SIZE = 15;
float shapeIncrement = 0.02f;
/**
* Definition of shape with 3 parameters in a vec3
*
* h position, v position, length
*
*/
float vec3ShapeArray[5][3] = {
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f }
};
float test[3] = { 0.0f, 0.1f, 0.0f }; // test float of one shape
int currentShape = 0; // mark location which shape we are currently building
boolean isPlaying = false;
float lastPlayPos = 0;
float lastNote = 0.0f;
/*GLfloat shapes[5][3] = {
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f }
};*/
do
{
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
@ -202,6 +238,68 @@ 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];
if (captureSync >= 0.001f) {
isPlaying = true;
}
if (isPlaying) {
vec3ShapeArray[currentShape][1] = captureSync;
vec3ShapeArray[currentShape][2] = vec3ShapeArray[currentShape][2] + shapeIncrement;
test[0] = captureSync; // y position
test[1] = test[1] + shapeIncrement; // x position
test[2] = 0.3f; // length
}
// when note changes -- reset
if (lastNote != captureSync) {
test[1] = 0.1f;
test[2] = 0.0f;
lastNote = captureSync;
}
// 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;
}
}
beenPlaying = isPlaying;
// 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],
vec3ShapeArray[2][0], vec3ShapeArray[2][1], vec3ShapeArray[2][2],
vec3ShapeArray[3][0], vec3ShapeArray[3][1], vec3ShapeArray[3][2],
vec3ShapeArray[4][0], vec3ShapeArray[4][1], vec3ShapeArray[4][2]
};
PFNGLUNIFORM3FVPROC glUniform3fvProc = ((PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv"));
glUniform3fvProc(10, 3, flatShapes); // array of shapes
glUniform3fvProc(40, 1, test); // test shape
PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);

View File

@ -6,6 +6,8 @@ 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
layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
layout(location = 700) uniform vec3 test; // shapes test
float u_time = syncs[0];
vec2 getUV() {
@ -65,6 +67,10 @@ vec2 opU( vec2 d1, vec2 d2 )
return (d1.x<d2.x) ? d1 : d2;
}
float sdSphere(vec3 p, float r){
return length(p) -r;
}
float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
vec2 mapScene(in vec3 p) {
@ -82,7 +88,7 @@ vec2 mapScene(in vec3 p) {
// Hexagonal grid
float hexGap = 0.2;
/*
for(float j = 0.; j < 16.; j++) {
vec3 po = p-vec3(-2.0,-5., 0.0);
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
@ -117,6 +123,14 @@ vec2 mapScene(in vec3 p) {
*/
// main note effect shapes
a = sdSphere(vec3(p.x + test.y, p.y + test.x, p.z), test.z + 2.);
d = min(d, a);
if (d == a) {
mat = 1.;
}
return res;
}

View File

@ -1,158 +1,132 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_
# define FRAGMENT_INL_
# define VAR_fft_output "n"
# define VAR_o "f"
# define VAR_fft_output "f"
# define VAR_o "i"
# define VAR_shapes "C"
# define VAR_syncs "m"
# define VAR_test "k"
const char *fragment_frag =
"#version 460\n"
"precision mediump float;"
"out vec4 f;"
"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"out vec4 i;"
"const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float m[7];"
"layout(location=8)uniform float n[512];"
"layout(location=8)uniform float f[512];"
"layout(location=600)uniform vec3 C[15];"
"layout(location=700)uniform vec3 k;"
"float l=m[0];"
"float t(int v)"
"{"
"v=clamp(v,0,511);"
"float i=n[v];"
"return log(1.+i*15.);"
"}"
"float t(vec3 v,vec2 i)"
"{"
"v=abs(v);"
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
"}"
"vec2 t(vec2 v,vec2 i)"
"{"
"return v.x<i.x?"
"v:"
"i;"
"}"
"float t(float v,float i)"
"{"
"return-max(-v,-i);"
"}"
"vec2 t(vec3 v)"
"{"
"vec2 f=vec2(v.y,0);"
"float i=0.;"
"vec2 m=vec2(7);"
"for(float r=0.;r<16.;r++)"
"{"
"vec3 l=v-vec3(-2,-5,0)+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);"
"for(float v=0.;v<16.;v++)"
"{"
"l=mod(v,2.)==0.?"
"l-vec3(1.8,0,1):"
"l+vec3(-1.8,0,1);"
"int y=int(length(vec2(v,r)-m.xy));"
"i=t(l,vec2(.86,1.+t(y)*2.));"
"f=t(f,vec2(i,2));"
"}"
"}"
"return t(f,vec2(length(v-vec3(-2,4,0))-2.,1));"
"float n=0.,i=1e9,m=length(vec3(v.x+k.y,v.y+k.x,v.z))-k.z-2.;"
"i=min(i,m);"
"if(i==m)"
"n=1.;"
"return vec2(i,n);"
"}"
"vec3 t(vec3 v,vec3 i,inout vec3 f)"
"vec3 t(vec3 v,vec3 i,inout vec3 n)"
"{"
"float r=0.,l=0.,y=0.;"
"for(int m=0;m<30;m++)"
"float f=0.,r=0.,m=0.;"
"for(int e=0;e<30;e++)"
"{"
"f=v+i*r;"
"vec2 n=t(f);"
"r+=n.x;"
"l=n.y;"
"if(r>1e2)"
"n=v+i*f;"
"vec2 l=t(n);"
"f+=l.x;"
"r=l.y;"
"if(f>1e2)"
"break;"
"if(n.x<.001*r)"
"if(l.x<.001*f)"
"{"
"y=1.;"
"m=1.;"
"break;"
"}"
"}"
"if(r>1e2)"
"r=0.;"
"return vec3(r,l,y);"
"if(f>1e2)"
"f=0.;"
"return vec3(f,r,m);"
"}"
"float t(vec3 v,vec3 i,float f)"
"float t(vec3 v,vec3 f,float n)"
"{"
"float r=1.,l=.02;"
"for(int m=0;m<6;m++)"
"float i=1.,m=.02;"
"for(int e=0;e<6;e++)"
"{"
"if(l>f)"
"if(m>n)"
"break;"
"float n=t(v+l*i).x;"
"r=min(r,n/(4.*l));"
"l+=clamp(n,.1,.8);"
"if(r<-1.)"
"float l=t(v+m*f).x;"
"i=min(i,l/(4.*m));"
"m+=clamp(l,.1,.8);"
"if(i<-1.)"
"break;"
"}"
"r=max(r,-1.);"
"return.25*(1.+r)*(1.+r)*(2.-r);"
"i=max(i,-1.);"
"return.25*(1.+i)*(1.+i)*(2.-i);"
"}"
"vec3 x(vec3 v)"
"vec3 e(vec3 v)"
"{"
"vec2 i=vec2(.01,0);"
"v=vec3(t(v+i.xyy).x-t(v-i.xyy).x,t(v+i.yxy).x-t(v-i.yxy).x,t(v+i.yyx).x-t(v-i.yyx).x);"
"return normalize(v);"
"return normalize(vec3(t(v+i.xyy).x-t(v-i.xyy).x,t(v+i.yxy).x-t(v-i.yxy).x,t(v+i.yyx).x-t(v-i.yyx).x));"
"}"
"vec3 t(vec3 v,vec3 i,vec3 f,vec3 r,vec3 l,float y)"
"vec3 e(vec3 v,vec3 i,vec3 l,vec3 f,vec3 m,float n)"
"{"
"v-=f;"
"float m=length(v);"
"v-=l;"
"float e=length(v);"
"v=normalize(v);"
"float n=3./(1.+.09*m+.032*m*m),c=max(dot(l,v),0.);"
"r=normalize(v-r);"
"vec3 e=vec3(.04);"
"e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);"
"m=t(f+l*.01,v,m);"
"return(i*c*n+i*pow(max(dot(l,r),0.),mix(128.,8.,y))*n*e)*m;"
"float y=3./(1.+.09*e+.032*e*e),r=max(dot(m,v),0.);"
"f=normalize(v-f);"
"vec3 x=vec3(.04);"
"x+=(1.-x)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
"e=t(l+m*.01,v,e);"
"return(i*r*y+i*pow(max(dot(m,f),0.),mix(128.,8.,n))*y*x)*e;"
"}"
"vec3 t(vec3 v,vec3 i,vec3 f,float r)"
"vec3 e(vec3 v,vec3 i,vec3 f,float n)"
"{"
"float m=.01;"
"vec3 l=vec3(0);"
"if(r==0.)"
"if(n==0.)"
"l=vec3(.8314,.2941,.2941),m=.1;"
"else if(r==1.)"
"else if(n==1.)"
"l=vec3(.6196,.6118,.6118),m=.7;"
"else if(r==2.)"
"else if(n==2.)"
"l=vec3(.3255,.4784,.3255),m=.2;"
"else if(r==3.)"
"else if(n==3.)"
"l=vec3(.2471,.3059,.6314),m=1.;"
"else if(r==4.)"
"else if(n==4.)"
"l=vec3(.9961,1,.9922),m=.1;"
"else if(r==5.)"
"else if(n==5.)"
"l=vec3(.9961,1,.9922),m=.3;"
"vec3 y=vec3(0);"
"y+=t(vec3(0,40,-10),vec3(.77,.26,.73),v,f,i,m);"
"y+=t(vec3(0,2,-5),vec3(.08,.62,.75),v,f,i,m);"
"y+=t(vec3(0,20,15),vec3(.77,.26,.73),v,f,i,m);"
"y+=vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return l*max(vec3(0),y);"
"v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,f,i,m)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,f,i,m)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,f,i,m)+vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return l*max(vec3(0),v);"
"}"
"vec3 t(vec2 i,vec3 v)"
"vec3 e(vec2 v,vec3 i)"
"{"
"v=normalize(vec3(0,-1,10)-v);"
"vec3 m=normalize(cross(vec3(0,1,0),v));"
"return normalize(v+i.x*m+i.y*cross(v,m));"
"i=normalize(vec3(0,-1,10)-i);"
"vec3 m=normalize(cross(vec3(0,1,0),i));"
"return normalize(v.x*m+v.y*normalize(cross(i,m))+i);"
"}"
"vec3 t(vec2 v)"
"vec3 e()"
"{"
"vec3 i=vec3(0,20,-10),m=t(v,i),f=vec3(0),r=vec3(0);"
"i=t(i,m,r);"
"if(i.x>0.)"
"vec3 i;"
"{"
"float v=l*.06;"
"i=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
"}"
"return i;"
"}"
"vec3 e(vec2 v)"
"{"
"vec3 i=e(v,e()),m=vec3(.102,.2431,.3412),n=vec3(0),l=t(e(),i,n);"
"if(l.x>0.)"
"{"
"vec3 v=x(r);"
"f=t(r,v,m,i.y);"
"vec3 v=e(n);"
"m=e(n,v,i,l.y);"
"}"
"return f;"
"return m;"
"}"
"void main()"
"{"
"vec3 v=t(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"f=vec4(v,1);"
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"i=vec4(v,1);"
"}";
#endif // FRAGMENT_INL_