1 Commits

Author SHA1 Message Date
09efaee330 tän pitäisi tehdä shapeja 2025-07-22 22:22:35 +03:00
5 changed files with 526 additions and 506 deletions

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@ -71,8 +71,8 @@ void compute_fft(float* time_data, float* freq_out) {
for (int i = 0; i < FFT_SIZE / 2; ++i) { for (int i = 0; i < FFT_SIZE / 2; ++i) {
float mag = sqrtf(real[i] * real[i] + imag[i] * imag[i]) / FFT_SIZE; float mag = sqrtf(real[i] * real[i] + imag[i] * imag[i]) / FFT_SIZE;
float db = 20.0f * log10f(mag + 1e-6f); // Decibels //float db = 20.0f * log10f(mag + 1e-6f); // Decibels
float normalized = (db + 60.0f) / 60.0f; // [0,1] //float normalized = (db + 60.0f) / 60.0f; // [0,1]
freq_out[i] = mag; freq_out[i] = mag;
} }
} }

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@ -16,9 +16,6 @@
#define USE_AUDIO 1 #define USE_AUDIO 1
#define NO_UNIFORMS 0 #define NO_UNIFORMS 0
#define GRID 32
#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel
#include "definitions.h" #include "definitions.h"
#if OPENGL_DEBUG #if OPENGL_DEBUG
#include "debug.h" #include "debug.h"
@ -113,7 +110,8 @@ int __cdecl main(int argc, char* argv[])
long playCursor = 0; long playCursor = 0;
long lastPlayCursor = -1; long lastPlayCursor = -1;
volatile float maximum = 0.0; // Helper variable to calculate maximum fft output for normalization
// Unlock buffer for next use // Unlock buffer for next use
IDirectSoundBuffer_Unlock(direct_sound_buffer, p1, SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE, NULL, NULL); IDirectSoundBuffer_Unlock(direct_sound_buffer, p1, SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE, NULL, NULL);
@ -128,19 +126,45 @@ int __cdecl main(int argc, char* argv[])
static float fft_input[FFT_SIZE]; static float fft_input[FFT_SIZE];
static float fft_output[FFT_SIZE / 2]; // Magnitudes static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4]; static float fft_uniform[FFT_SIZE / 4];
// main note effect
boolean beenPlaying = false;
const int SHAPES_SIZE = 15;
float shapeIncrement = 0.02f;
//// Bind to texture unit 0 /**
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture")); * Definition of shape with 3 parameters in a vec3
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i")); *
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation")); * 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 }
};
const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates 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 do
{ {
static ULONGLONG lastFFTTime = 0;
ULONGLONG currentTime = GetTickCount64();
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL); direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
#if !(DESPERATE) #if !(DESPERATE)
@ -170,44 +194,43 @@ int __cdecl main(int argc, char* argv[])
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, (static_cast<int>(position*44100.0))); ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, (static_cast<int>(position*44100.0)));
#endif #endif
if (currentTime - lastFFTTime >= targetIntervalMs) {
lastFFTTime = currentTime;
/******************
* FFT
*******************/
LPVOID audio_ptr = NULL;
DWORD audio_size = 0;
// Read audio /******************
HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR); * FFT
*******************/
LPVOID audio_ptr = NULL;
DWORD audio_size = 0;
if (SUCCEEDED(hr) && audio_ptr) { // Read audio
if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE))) HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
{
SUsample* samples = (SUsample*)audio_ptr;
for (int i = 0; i < FFT_SIZE; ++i) {
fft_input[i] = (float)samples[i];
}
}
IDirectSoundBuffer_Unlock(direct_sound_buffer, audio_ptr, audio_size, NULL, 0); if (SUCCEEDED(hr) && audio_ptr) {
} if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE* SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
{
// Calculate FFT SUsample* samples = (SUsample*)audio_ptr;
compute_fft(fft_input, fft_output); for (int i = 0; i < FFT_SIZE; ++i) {
fft_input[i] = (float)samples[i];
// Normalize output
for (int i = 0; i < (FFT_SIZE / 4); i++)
{
float gain = 50.0f;
float alpha = 0.10f; // "Hidastaa" FFT:n piikkej<65>
float threshhold = 0.05f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
float x_t = fft_output[i] * gain;
// Exponential smoothing kaava
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
fft_uniform[i] = (x_t < threshhold) ? 0.f : alpha * (x_t)+(1 - alpha) * fft_uniform[i];
} }
} }
IDirectSoundBuffer_Unlock(direct_sound_buffer, audio_ptr, audio_size, NULL, 0);
}
// Calculate FFT
compute_fft(fft_input, fft_output);
// Normalize output
for (int i = 0; i < (FFT_SIZE / 4); i++)
{
float gain = 50.0f;
float alpha = 0.15f; // "Hidastaa" FFT:n piikkej<65>
float threshhold = 0.05f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
float x_t = fft_output[i] * gain;
// Exponential smoothing kaava
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
fft_uniform[i] = (x_t < threshhold) ? 0.f : alpha*(x_t) + (1-alpha)*fft_uniform[i];
}
syncs[0] = (float)playCursor / (SU_SAMPLE_RATE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE); // Aika sekunteina. syncs[0] = (float)playCursor / (SU_SAMPLE_RATE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE); // Aika sekunteina.
for (int i = 0; i < SU_NUMSYNCS; ++i) for (int i = 0; i < SU_NUMSYNCS; ++i)
@ -215,12 +238,77 @@ int __cdecl main(int argc, char* argv[])
syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i]; 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")); PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs); glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform); glUniform1fvProc(8, FFT_SIZE / 4, fft_uniform);
glRects(-1, -1, 1, 1); glRects(-1, -1, 1, 1);
//syncs[0] = -syncs[0];
//glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
// render "post process" using the opengl backbuffer // render "post process" using the opengl backbuffer
#if POST_PASS #if POST_PASS
glBindTexture(GL_TEXTURE_2D, 1); glBindTexture(GL_TEXTURE_2D, 1);

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@ -6,120 +6,30 @@ const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5; const float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[7]; layout(location = 0) uniform float syncs[7];
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4 layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
//uniform sampler2D u_fft_texture; layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
uniform sampler2D u_hexGridTex; layout(location = 700) uniform vec3 test; // shapes test
float u_time = syncs[0]; float u_time = syncs[0];
/* uses some snippets from:
* "Seascape" by Alexander Alekseev aka TDM - 2014
* License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
* Contact: tdmaav@gmail.com
*/
//precision mediump float; vec2 getUV() {
vec2 u_resolution = vec2(1920,1080); const vec2 scale = vec2(0.00104166667, 0.00185185185);
return gl_FragCoord.xy * scale - 1.0;
vec3 no(vec3 v) { return normalize(v); }
float cl(float a, float b, float c) { return clamp(a,b,c); }
// Rotate
mat2 rot2D(float angle) {
float s = sin(angle), c = cos(angle);
return mat2(c, -s, s, c);
} }
float smax( float a, float b, float k ) float noise(in vec2 xy, in float seed) {
{ return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
float h = max(k-abs(a-b),0.0);
return max(a, b) + h*h*0.25/k;
}
float hash(vec2 p, int algo)
{
if (algo == 1) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
p = 50. * fract( p*0.3183099);
return fract( p.x*p.y*(p.x+p.y) );
}
float noise(vec2 p, float scale, int a)
{
vec2 i = floor( p ),
f = fract( p ),
u = f*f*(3.-2.*f);
float sc = scale;
if (a == 1) sc = 2.;
return -scale+sc*mix( mix( hash( i + vec2(0.), a),
hash( i + vec2(1.0,0.0), a ), u.x),
mix( hash( i + vec2(0.0,1.0), a),
hash( i + vec2(1.), a), u.x), u.y);
}
float sdHexPrism( vec3 p, vec2 h )
{
const vec3 k = vec3(-0.8660254, 0.5, 0.57735);
p = abs(p);
p.xy -= 2.0*min(dot(k.xy, p.xy), 0.0)*k.xy;
vec2 d = vec2(
length(p.xy-vec2(clamp(p.x,-k.z*h.x,k.z*h.x), h.x))*sign(p.y-h.x),
p.z-h.y );
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
} }
// Hexagonal prism, circumcircle variant
float fHexagonCircumcircle(vec3 p, vec2 h) { float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p); vec3 q = abs(p);
return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x); 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 hexPylon(vec3 p, vec2 h) {//float r, float ht){ float sdHex(vec3 pos, float i, float angle) {
float d1 = fHexagonCircumcircle(pos, vec2(0.86, i));
//vec3 p = vec3(p.x, p.z, p2.y); return d1;
vec3 b = vec3(h.x, h.y, h.x);
// Hexagon.
p.xz = abs(p.xz);
p.xz = vec2(p.x*.866025 + p.z*.5, p.z);
// The ".015" is a subtle rounding factor. Zero gives sharp edges,
// and larger numbers give a more rounded look.
return length(max(abs(p) - b + .015, 0.)) - .015;
}
#define zclamp(a) max(a,0.0) //Clamp negative values at zero
float DF_RoundedHex( vec3 p, vec2 h) //float width, float height)
{
float width = h.x;
float height = h.y;
//Modified version (smooth edges) of the exagon prism found here:
//https://iquilezles.org/articles/distfunctions
float smoothRadius = 0.05;
width -= smoothRadius*2.0;
//Hexagon prism constructed using X,Y,Z symmetry.
//Only quadrant 1 needs to be solved, but the joining diagonal to quadrant IV is also
//required for distance blending (see db).
p = abs(p);
//Hexagonal edge distances :
//Note : [.8666,0.5] = [sin(PI/3,cos(PI/3)] -> Hexagon edges rotation coeff (60 degrees).
float da = (p.x*0.866025+p.z*0.5)-width; //quadrant I diagonal edge distance
float db = (p.x*0.866025-p.z*0.5)-width; //quadrant IV diagonal edge distance (needed for blending)
float dc = p.z-width; //upper distance
vec3 d = zclamp(vec3(da,db,dc));
//Note: this is not an euclidian length, therefore this operation slightly distorts our distance field.
//Yet, it is harmless to convergence, and does the smoothing job quite well.
float dw = length(d)-smoothRadius; //hexagonal part smoothness (blending at 60 deg)
float dh = p.y-height;
//Now that we have xz distance(dw) and y distance (dh), we can compute the distance
//for the given isovalue (the smoothing radius).
//Note : internal distance (maxX,maxY,maxZ) is also used to genereate internal signed dist,
// helping convergence when overstepping (very frequent with domain repetition).
float externalDistance = length(zclamp(vec2(dh,dw)))-smoothRadius; //Smoothed, unsigned
float internalDistance = max(max(da,dc),dh); //Sharp, signed.
return min(externalDistance,internalDistance);
} }
float getScaledFFT(int index, float scale, float offset) { float getScaledFFT(int index, float scale, float offset) {
@ -133,215 +43,323 @@ float getScaledFFT(int index, float scale, float offset) {
return log(1.0 + raw * scale) + offset; return log(1.0 + raw * scale) + offset;
} }
// Return local coordinates inside hex AND axial ID float sdSphere(vec3 p, float r){
struct HexData { return length(p) -r;
vec3 local; // Local position inside hex
vec2 axial; // Axial ID (q, r)
};
HexData hexTile(vec3 p, float radius) {
float q = (sqrt(3.0)/3.0 * p.x - 1.0/3.0 * p.z) / radius;
float r = (2.0/3.0 * p.z) / radius;
float rq = round(q);
float rr = round(r);
float rs = round(-q - r);
float dq = abs(rq - q);
float dr = abs(rr - r);
float ds = abs(rs + q + r);
if (dq > dr && dq > ds) rq = -rr - rs;
else if (dr > ds) rr = -rq - rs;
float hx = radius * sqrt(3.0) * (rq + rr * 0.5);
float hz = radius * 1.5 * rr;
HexData outData;
outData.local = p - vec3(hx, 0.0, hz);
outData.axial = vec2(rq, rr); // Hex ID
return outData;
}
struct HexData {
vec3 local;
vec2 axial;
};
float hexDistance(vec2 axial) {
float q = axial.x;
float r = axial.y;
float s = -q - r;
return max(abs(q), max(abs(r), abs(s)));
} }
// Modify your mapScene function // Modify your mapScene function
vec3 mapScene(vec3 p) { vec2 mapScene(in vec3 p) {
float d = 1e9;
float mat = 0.; float mat = 0.;
float hexRadius = 0.83; float d = 1e9;
vec3 hexpos = vec3(p.x, p.y - 10.0, p.z); float a = 0.;
HexData hex = hexTile(hexpos, 1.0); vec2 rippleCenter = vec2(7.,7.);
float rippleSpeed = 4.0;
float rippleFreq = 1.0;
float rippleDecay = 0.25;
// Use axial coordinates as a stable hex ID // Hexagonal grid
float distFromCenter = hexDistance(hex.axial); float hexGap = 0.2;
int fftIndex = int(clamp(distFromCenter +1.0, 0.0, 511.0)); // tweak 15.0 to taste /*
for(float j = 0.; j < 16.; j++) {
vec3 po = p;
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
po += vec3(0, 0., (1.88 + hexGap) * j);
float fftVal = fft_output[fftIndex]; for(float i = 0.; i < 16.; i++) {
float hexHeight = 1.0 + fftVal * 1.0; if(mod(i, 2.) == 0.) {
po -= vec3(1.6 + hexGap, 0., 1.);
} else {
po += vec3(-(1.6 + hexGap), 0., 1.);
}
// Rotate individual hex tiles if needed // Add individual hexagon ripples based on distance from center
vec3 r = hex.local; int hexDist = int(length(vec2(i, j) - rippleCenter.xy));
//r.yz *= rot2D(1.0);
r.xz *= rot2D(0.5);
float d1 = fHexagonCircumcircle(vec3(r.x,(r.y-hexHeight/2),r.z), vec2(hexRadius, hexHeight/2)); //float wave = sin(hexDist * rippleFreq - u_time * rippleSpeed) * exp(-hexDist * rippleDecay);
d = min(d,d1);
return vec3(d, 0.0, 0.0); // Apply ripple to hexagon size and position
// float hexSize = fft_output[int(i+1)*int(j+1)]*5.0; // sin(1.5*u_time)+ wave
//float hexSize = fft_output[hexDist] * 5.0;
float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
a = sdHex(po, 1. + hexSize, 0.);
d = min(d, a);
if(d == a) {
mat = 1.;
}
}
}
*/
// 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 vec2(d, mat);
} }
//////////////// vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
// DRAWING // float t = 0.;
//////////////// float mat = 0.;
float hit = 0.;
float rayMarch(vec3 ro, vec3 rd, int a) { // Reduced from 40 to 24 steps
vec3 d; for(int i = 0; i < 30; i++) {
float t = 0.,ad,tmax=100.; // total distance travelled pos = ro + rd * t;
const float tolerance = 0.00001; vec2 res = mapScene(pos);
const float Z_REPEAT_DIST = 1.; // Increase step size multiplier for faster marching
t += res.x;
// Raymarching mat = res.y;
for (int i = 0; i < 80; i++) { if(t > 100.) { // Reduced max distance
d = mapScene(ro + rd * t); // Get distance to objects break;
ad = abs(d.x); }
if (ad < tolerance*(t*0.125 + 1.0) || t > tmax) break; if(res.x < 0.001 * t) { // Less precise hit detection
t += d.x; // "march" the ray hit = 1.;
break;
}
} }
t -= Z_REPEAT_DIST*15.; if (t > 100.)
t = 0.;
for( int i=0; i<80; i++ )
{ return vec3(t, mat, hit);
d = mapScene(ro + rd * t); // get distance to objects
ad = abs(d.x);
if (ad < tolerance*(t*0.00125) || t > tmax) break;
t += min(d.x, Z_REPEAT_DIST/5.0); // "march" the ray
}
if (ad >= tmax) t= - 1.0;
return t;
} }
vec3 getNormal(vec3 p) { float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0;
float t = mint;
for(int i = 0; i < 6; i++) {
if(t > maxt)
break;
float h = mapScene(ro + t * rd).x;
res = min(res, h / (w * t));
t += clamp(h, 0.1, 0.80);
if(res < -1.0)
break;
}
res = max(res, -1.0);
return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
}
vec3 calcNormal(vec3 pos) {
vec2 e = vec2(.01, 0.); vec2 e = vec2(.01, 0.);
vec3 n = mapScene(p).x - vec3( vec3 n = vec3(mapScene(pos + e.xyy).x - mapScene(pos - e.xyy).x, mapScene(pos + e.yxy).x - mapScene(pos - e.yxy).x, mapScene(pos + e.yyx).x - mapScene(pos - e.yyx).x);
mapScene(p-e.xyy).x, return normalize(n);
mapScene(p-e.yxy).x,
mapScene(p-e.yyx).x);
return no(n);
} }
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, float atte) { vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
vec3 l = no(lightPos - p); // Light vector from surface to light
float len = length( lightPos - p ); // Distance from the light to the surface point. vec3 lightDir = lightPos - worldPos;
float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len), float lightDistance = length(lightDir);
d = rayMarch(p+n*.025, l, 1); lightDir = normalize(lightDir);
if(d<length(lightPos-p)) dif *= shadow;
return dif; // Attenuation (quadratic falloff)
float attenuation = intensity / (1.0 + 0.09 * lightDistance + 0.032 * lightDistance * lightDistance);
// Diffuse lighting (Lambert)
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 diffuse = lightColor * NdotL * attenuation;
// Specular lighting (Blinn-Phong)
vec3 halfDir = normalize(lightDir + (-viewDir));
float NdotH = max(dot(normal, halfDir), 0.0);
float shininess = mix(128.0, 8.0, roughness); // Convert roughness to shininess
vec3 specular = lightColor * pow(NdotH, shininess) * attenuation;
// Fresnel effect
vec3 F0 = vec3(0.04); // Base reflectance for dielectrics
vec3 fresnel = F0 + (1.0 - F0) * pow(clamp(1.0 - max(dot(halfDir, lightDir), 0.0), 0.0, 1.0), 5.0);
// Soft shadows
float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
// Combine diffuse and specular with shadow
return (diffuse + specular * fresnel) * shadow;
} }
// lighting /*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
float diffuse(vec3 n,vec3 l,float p) { vec3 lightDir = normalize(lightPos - worldPos);
return pow(dot(n,l) * 0.4 + 0.6,p); float lightDistance = length(lightPos - worldPos);
// Attenuation
float attenuation = intensity / (1.0 + 0.1 * lightDistance + 0.01 * lightDistance * lightDistance);
// Diffuse
float NdotL = max(dot(normal, lightDir), 0.0);
// Specular (Blinn-Phong)
vec3 halfDir = normalize(lightDir - viewDir);
float NdotH = max(dot(normal, halfDir), 0.0);
float specular = pow(NdotH, 32.0);
// Shadow
float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.01, lightDistance, 8.0);
return lightColor * (NdotL + specular * 0.5) * attenuation * shadow;
}
*/
float getAmbientOcc(vec3 p, vec3 n) {
float occ = 0.;
float weight = 1.;
for(int i = 0; i < 8; i++) {
float len = 0.01 + 0.02 * float(i * i);
float dist = mapScene(p + n * len).x;
occ += (len - dist) * weight;
weight *= 0.85;
}
return 1.0 - clamp(0.6 * occ, 0., 1.);
} }
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) { vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float nrm = (specular + 8.0) / (PI * 8.0); float shininess = 0.01;
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
}
vec3 outMaterial = vec3(0.0, 0.0, 0.0);
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) { if(material == 0.) {
vec3 fogColor = mix( vec3(0.34, 0.11, 0.34), // blue outMaterial = vec3(0.8314, 0.2941, 0.2941);
vec3(0.93, 0.37, 0.16), // yellow shininess = 0.1;
pow(max( dot(rd, lightDir), 0.) ,8.)); } else if(material == 1.) {
return mix( col, fogColor, 1.0 - exp(-t*b) ); outMaterial = vec3(0.6196, 0.6118, 0.6118);
} shininess = .7;
} else if(material == 2.) {
outMaterial = vec3(0.3255, 0.4784, 0.3255);
shininess = .2;
} else if(material == 3.) {
outMaterial = vec3(0.2471, 0.3059, 0.6314);
shininess = 1.0;
} else if(material == 4.) {
outMaterial = vec3(0.9961, 1.0, 0.9922);
shininess = .1;
} else if(material == 5.) {
outMaterial = vec3(0.9961, 1.0, 0.9922);
shininess = .3;
}
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z) vec3 lights = vec3(0.);
{ lights += addPointLight(vec3(-10., 10.0, 0.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
vec3 f = no(l-p), lights += addPointLight(vec3(0., 10.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, v, dir, n, shininess);
r = no(cross(vec3(0.,1.,0.), f)), lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
u = cross(f,r),
c = f*z, vec3 lightDir = vec3(0., 1., -3);
i = c + uv.x*r + uv.y*u, //float sun_dif = clamp(dot(n, lightDir), 0., 1.);
d = no(i); //float shadow = softshadow(v + n * 0.01, lightDir, .01, 30., 18.);
return d; //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;
return outMaterial * max(vec3(0.), lights);
} }
vec3 postProcess(vec3 col) { vec3 postProcess(vec3 col) {
// float random = noise(gl_FragCoord.xy, 0.01+u_time);
// float random2 = noise(gl_FragCoord.xy, .2+u_time);
//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
// Normalized pixel coordinates (from 0 to 1)
vec2 screenCoord = getUV();
// Vignette
float radius = 0.8;
float d = smoothstep(radius, radius - 0.4, length(screenCoord - vec2(0.5)));
col = mix(col, col * d, 1.);
// Contrast
float contrast = .75;
col = mix(col, smoothstep(0.0, 1.0, col), contrast);
// Colour mapping // Colour mapping
col *= vec3(.9, 0.8, 0.7); col *= vec3(1.0, 1.0, 1.0);
// gamma
col = pow( col, vec3(.45) ); col = pow(col, vec3(0.4545)); // gamma
// Contrast = a
col = smoothstep(0., 1., col); // fade in at the beginning
//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
// fade out at the end // fade out at the end
//col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0)); // col*=vec3(clamp((120.-u_time)*.35, 0., 1.));
return col; return col;
} }
vec3 cameraPos() vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
{ // Calculate camera's orthonormal basis
// first zoom in to the gate vec3 camForward = normalize(camTarget - camPos);
vec3 cPos = vec3(0., 25., 25.); vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
vec3 camUp = normalize(cross(camForward, camRight));
return cPos;
vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
return rayDir;
} }
vec3 cameraPointAt() { // Camera positioning function
vec3 p = vec3(0., 0.0, -5.); vec3 getCameraPosition(float time, int cameraMode) {
return p; vec3 camPos;
camPos = vec3(0.0, 30.0, -10.0);
if(cameraMode == 1) {
// Orbiting camera
vec3 camTarget = vec3(0.0, 0.0, -20.0);
float orbitRadius = 20.0;
float orbitSpeed = 0.2;
float orbitHeight = 10.0;
float angle = time * orbitSpeed;
camPos = camTarget + vec3(cos(angle) * orbitRadius, orbitHeight + sin(time * 0.8) * 2.0, sin(angle) * orbitRadius);
} else if(cameraMode == 2) {
// Smooth camera movement
float t = time * 0.06;
camPos = vec3(sin(t) * 15.0, 30.0 + cos(t * 0.5) * 5.0, cos(t) * 15.0);
} else if(cameraMode == 3) {
// First person style movement
float walkSpeed = 2.0;
camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
}
return camPos;
} }
vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong) // Main camera function that combines everything
{ vec3 setupCamera(vec2 uv, float time, int positionMode) {
return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount; vec3 camPos = getCameraPosition(time, positionMode);
vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
float fov = 1.;
return getCameraRay(uv, camPos, camTarget, fov);
} }
vec3 sceneGate(vec2 uv) // Simplified version of your render function using the new camera system
{ vec3 render(vec2 uv) {
// Initialization // Choose camera modes:
vec3 ro = cameraPos(), // Position: 0=static, 1=orbit, 2=smooth, 3=walk
rd = getCameraRayDir(uv, ro, cameraPointAt(), cl(1.0,2.,25.)), // Ray: 0=standard, 1=zoom, 2=dof
col = vec3(0.); int positionMode = 2; // Static
float d = rayMarch(ro, rd,0), mat = 0.;
if (d < 500.) { vec3 rayDir = setupCamera(uv, u_time, positionMode);
// Lighting vec3 camPos = getCameraPosition(u_time, positionMode);
vec3 p = ro + rd * d,
n = getNormal(p);
mat = mapScene(p).y;
// Light 1 Arguments
// 1: Ray starting point
// 2: Light position
// 3: Light intensity
// 4: Shadow intensity
// Lights vec3 col = vec3(0.102, 0.2431, 0.3412);
col += vec3(0.82, 0.5, 0.9) * getLight(p, vec3( 10., 15., 25.), 1., .2,n,1e-10); vec3 hitPos = vec3(0);
col += vec3(0.79, 0.66, 0.43) * getLight(p, vec3( 4., 2., -15.), 1., 1.,n,1e-10); vec3 t = castRay(camPos, rayDir, hitPos);
col += vec3(0.0, 0.06, 0.7) * getLight(p, vec3( 0., 0., 5.),cl((u_time-29.0)*100.,0.,50.), 0.0,n,3.1);
// indirect lightning -> vec3 in normalize is light direction
col += vec3(0.29, 0.28, 0.33) * cl( dot( n, no(vec3(0. , 1., 10.))), 0., 1.);
if(mat==0.) if(t.x > 0.0) {
col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.); vec3 nor = calcNormal(hitPos);
} col = shading(hitPos, nor, rayDir, t.y);
return postProcess(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)); }
return col;
} }
void main() { void main() {
o = vec4(sceneGate( (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y), 1.);
vec3 finalColor = render(getUV());
//finalColor = postProcess(finalColor);
o = vec4(finalColor, 1.);
} }

View File

@ -1,139 +1,132 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/) // Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_ #ifndef FRAGMENT_INL_
# define FRAGMENT_INL_ # define FRAGMENT_INL_
# define VAR_fft_output "H" # define VAR_fft_output "f"
# define VAR_o "f" # define VAR_o "i"
# define VAR_syncs "a" # define VAR_shapes "C"
# define VAR_u_hexGridTex "l" # define VAR_syncs "m"
# define VAR_test "k"
const char *fragment_frag = const char *fragment_frag =
"#version 460\n" "#version 460\n"
"precision mediump float;" "precision mediump float;"
"out vec4 f;" "out vec4 i;"
"const float m=2.*acos(-1.),v=sqrt(5.)*.5+.5;" "const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float a[7];" "layout(location=0)uniform float m[7];"
"layout(location=8)uniform float H[512];" "layout(location=8)uniform float f[512];"
"uniform sampler2D l;" "layout(location=600)uniform vec3 C[15];"
"float d=a[0];" "layout(location=700)uniform vec3 k;"
"vec2 n=vec2(1920,1080);" "float l=m[0];"
"vec3 s(vec3 v)" "vec2 t(vec3 v)"
"{" "{"
"return normalize(v);" "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);"
"}" "}"
"float s(float v,float f,float m)" "vec3 t(vec3 v,vec3 i,inout vec3 n)"
"{" "{"
"return clamp(v,f,m);" "float f=0.,r=0.,m=0.;"
"}" "for(int e=0;e<30;e++)"
"mat2 s()"
"{"
"float v=sin(.5),f=cos(.5);"
"return mat2(f,-v,v,f);"
"}"
"float s(vec3 v,vec2 m)"
"{"
"v=abs(v);"
"return max(v.y-m.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-m.x);"
"}\n"
"#define zclamp(a)max(a,0.0)\n"
"struct HexData{vec3 local;vec2 axial;};"
"HexData t(vec3 v)"
"{"
"float f=sqrt(3.)/3.*v.x-1./3.*v.z,m=2./3.*v.z,x=round(f),l=round(m),a=round(-f-m),d=abs(x-f),p=abs(l-m);"
"f=abs(a+f+m);"
"if(d>p&&d>f)"
"x=-l-a;"
"else if(p>f)"
"l=-x-a;"
"f=sqrt(3.)*(x+l*.5);"
"m=1.5*l;"
"HexData r;"
"r.local=v-vec3(f,0,m);"
"r.axial=vec2(x,l);"
"return r;"
"}"
"struct HexData{vec3 local;vec2 axial;};"
"float s(vec2 v)"
"{"
"float m=v.x,f=v.y;"
"return max(abs(m),max(abs(f),abs(-m-f)));"
"}"
"vec3 p(vec3 v)"
"{"
"float f=1e9;"
"HexData m=t(vec3(v.x,v.y-10.,v.z));"
"float l=1.+H[int(clamp(s(m.axial)+1.,0.,511.))];"
"v=m.local;"
"v.xz*=s();"
"l=s(vec3(v.x,v.y-l/2,v.z),vec2(.83,l/2));"
"f=min(f,l);"
"return vec3(f,0,0);"
"}"
"float p(vec3 v,vec3 f,int m)"
"{"
"vec3 l;"
"float x=0.,r;"
"for(int m=0;m<80;m++)"
"{" "{"
"l=p(v+f*x);" "n=v+i*f;"
"r=abs(l.x);" "vec2 l=t(n);"
"if(r<1e-5*(x*.125+1.)||x>1e2)" "f+=l.x;"
"r=l.y;"
"if(f>1e2)"
"break;" "break;"
"x+=l.x;" "if(l.x<.001*f)"
"{"
"m=1.;"
"break;"
"}"
"}" "}"
"x-=15.;" "if(f>1e2)"
"for(int m=0;m<80;m++)" "f=0.;"
"return vec3(f,r,m);"
"}"
"float t(vec3 v,vec3 f,float n)"
"{"
"float i=1.,m=.02;"
"for(int e=0;e<6;e++)"
"{" "{"
"l=p(v+f*x);" "if(m>n)"
"r=abs(l.x);" "break;"
"if(r<x*.00125*1e-5||x>1e2)" "float l=t(v+m*f).x;"
"i=min(i,l/(4.*m));"
"m+=clamp(l,.1,.8);"
"if(i<-1.)"
"break;" "break;"
"x+=min(l.x,.2);"
"}" "}"
"if(r>=1e2)" "i=max(i,-1.);"
"x=-1.;" "return.25*(1.+i)*(1.+i)*(2.-i);"
"return x;"
"}" "}"
"vec3 x(vec3 v)" "vec3 e(vec3 v)"
"{" "{"
"vec2 m=vec2(.01,0);" "vec2 i=vec2(.01,0);"
"return s(p(v).x-vec3(p(v-m.xyy).x,p(v-m.yxy).x,p(v-m.yyx)));" "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));"
"}" "}"
"float p(vec3 v,vec3 f,float m,float l,vec3 x,float y)" "vec3 e(vec3 v,vec3 i,vec3 l,vec3 f,vec3 m,float n)"
"{" "{"
"vec3 a=s(f-v);" "v-=l;"
"m=s(dot(x,a)*m,0.,m)/(1.+y*length(f-v));" "float e=length(v);"
"if(p(v+x*.025,a,1)<length(f-v))" "v=normalize(v);"
"m*=l;" "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 e(vec3 v,vec3 i,vec3 f,float n)"
"{"
"float m=.01;"
"vec3 l=vec3(0);"
"if(n==0.)"
"l=vec3(.8314,.2941,.2941),m=.1;"
"else if(n==1.)"
"l=vec3(.6196,.6118,.6118),m=.7;"
"else if(n==2.)"
"l=vec3(.3255,.4784,.3255),m=.2;"
"else if(n==3.)"
"l=vec3(.2471,.3059,.6314),m=1.;"
"else if(n==4.)"
"l=vec3(.9961,1,.9922),m=.1;"
"else if(n==5.)"
"l=vec3(.9961,1,.9922),m=.3;"
"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 e(vec2 v,vec3 i)"
"{"
"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 e()"
"{"
"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=e(n);"
"m=e(n,v,i,l.y);"
"}"
"return m;" "return m;"
"}" "}"
"float p(vec3 v,vec3 m,vec3 f)"
"{"
"float l=pow(10.,2.);"
"return pow(max(dot(reflect(f,v),m),0.),l)*((l+8.)/(acos(-1.)*8.));"
"}"
"vec3 p(vec2 v,vec3 f,float m)"
"{"
"f=s(vec3(0,0,-5)-f);"
"vec3 l=s(cross(vec3(0,1,0),f));"
"return s(f*m+v.x*l+v.y*cross(f,l));"
"}"
"vec3 p(vec2 v)"
"{"
"vec3 f=vec3(0,25,25),m=p(v,f,s(1.,2.,25.)),l=vec3(0);"
"float a=p(f,m,0),r=0.;"
"if(a<5e2)"
"{"
"vec3 v=f+m*a,i=x(v);"
"r=p(v).y;"
"l=l+vec3(.82,.5,.9)*p(v,vec3(10,15,25),1.,.2,i,1e-10)+vec3(.79,.66,.43)*p(v,vec3(4,2,-15),1.,1.,i,1e-10)+vec3(0,.06,.7)*p(v,vec3(0,0,5),s((d-29.)*1e2,0.,50.),0.,i,3.1)+vec3(.29,.28,.33)*s(dot(i,s(vec3(0,1,10))),0.,1.);"
"if(r==0.)"
"l*=vec3(.2,.3,.3)+vec3(p(i,s(vec3(0,.3,.8)),s(m)))*.5;"
"}"
"return smoothstep(0.,1.,pow(mix(l,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,vec3(0,-.1,-1)),0.),8.)),1.-exp(-a*.01))*vec3(.9,.8,.7),vec3(.45)));"
"}"
"void main()" "void main()"
"{" "{"
"f=vec4(p((gl_FragCoord.xy*2.-n.xy)/n.y),1);" "vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"i=vec4(v,1);"
"}"; "}";
#endif // FRAGMENT_INL_ #endif // FRAGMENT_INL_

79
test.py
View File

@ -1,79 +0,0 @@
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()