4 Commits

Author SHA1 Message Date
84d9dbaa93 rendauksen hienosäätöä 2025-07-28 00:54:38 +03:00
17d1ab8651 Domain repetitionilla hexagridi 2025-07-27 22:31:45 +03:00
cccd524d39 c toteutus hexa gridin generoinnista 2025-07-24 19:29:20 +03:00
3317747bdd The Gate shaderi 2025-07-22 19:04:33 +03:00
5 changed files with 511 additions and 439 deletions

View File

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

View File

@ -16,6 +16,9 @@
#define USE_AUDIO 1
#define NO_UNIFORMS 0
#define GRID 32
#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel
#include "definitions.h"
#if OPENGL_DEBUG
#include "debug.h"
@ -110,7 +113,6 @@ int __cdecl main(int argc, char* argv[])
long playCursor = 0;
long lastPlayCursor = -1;
volatile float maximum = 0.0; // Helper variable to calculate maximum fft output for normalization
// Unlock buffer for next use
IDirectSoundBuffer_Unlock(direct_sound_buffer, p1, SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE, NULL, NULL);
@ -127,8 +129,18 @@ int __cdecl main(int argc, char* argv[])
static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4];
//// Bind to texture unit 0
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
do
{
static ULONGLONG lastFFTTime = 0;
ULONGLONG currentTime = GetTickCount64();
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
#if !(DESPERATE)
@ -158,43 +170,44 @@ int __cdecl main(int argc, char* argv[])
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, (static_cast<int>(position*44100.0)));
#endif
if (currentTime - lastFFTTime >= targetIntervalMs) {
lastFFTTime = currentTime;
/******************
* FFT
*******************/
LPVOID audio_ptr = NULL;
DWORD audio_size = 0;
/******************
* 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);
// Read audio
HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
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)))
{
SUsample* samples = (SUsample*)audio_ptr;
for (int i = 0; i < FFT_SIZE; ++i) {
fft_input[i] = (float)samples[i];
}
}
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)))
{
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);
}
// 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 = 0.10f; // "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.
for (int i = 0; i < SU_NUMSYNCS; ++i)
@ -208,9 +221,6 @@ int __cdecl main(int argc, char* argv[])
glRects(-1, -1, 1, 1);
//syncs[0] = -syncs[0];
//glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
// render "post process" using the opengl backbuffer
#if POST_PASS
glBindTexture(GL_TEXTURE_2D, 1);

View File

@ -6,28 +6,120 @@ 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
//uniform sampler2D u_fft_texture;
uniform sampler2D u_hexGridTex;
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
*/
vec2 getUV() {
const vec2 scale = vec2(0.00104166667, 0.00185185185);
return gl_FragCoord.xy * scale - 1.0;
//precision mediump float;
vec2 u_resolution = vec2(1920,1080);
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 noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
float smax( float a, float b, float k )
{
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) {
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);
//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 sdHex(vec3 pos, float i, float angle) {
float d1 = fHexagonCircumcircle(pos, vec2(0.86, i));
return d1;
float hexPylon(vec3 p, vec2 h) {//float r, float ht){
//vec3 p = vec3(p.x, p.z, p2.y);
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) {
@ -41,311 +133,215 @@ float getScaledFFT(int index, float scale, float offset) {
return log(1.0 + raw * scale) + offset;
}
// Return local coordinates inside hex AND axial ID
struct HexData {
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
vec2 mapScene(in vec3 p) {
float mat = 0.;
vec3 mapScene(vec3 p) {
float d = 1e9;
float a = 0.;
vec2 rippleCenter = vec2(7.,7.);
float rippleSpeed = 4.0;
float rippleFreq = 1.0;
float rippleDecay = 0.25;
// Hexagonal grid
float hexGap = 0.2;
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);
for(float i = 0.; i < 16.; i++) {
if(mod(i, 2.) == 0.) {
po -= vec3(1.6 + hexGap, 0., 1.);
} else {
po += vec3(-(1.6 + hexGap), 0., 1.);
}
// Add individual hexagon ripples based on distance from center
int hexDist = int(length(vec2(i, j) - rippleCenter.xy));
//float wave = sin(hexDist * rippleFreq - u_time * rippleSpeed) * exp(-hexDist * rippleDecay);
// 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.;
}
}
}
return vec2(d, mat);
}
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float t = 0.;
float mat = 0.;
float hit = 0.;
// Reduced from 40 to 24 steps
for(int i = 0; i < 30; i++) {
pos = ro + rd * t;
vec2 res = mapScene(pos);
// Increase step size multiplier for faster marching
t += res.x;
mat = res.y;
if(t > 100.) { // Reduced max distance
break;
}
if(res.x < 0.001 * t) { // Less precise hit detection
hit = 1.;
break;
}
}
if (t > 100.)
t = 0.;
float hexRadius = 0.83;
vec3 hexpos = vec3(p.x, p.y - 10.0, p.z);
return vec3(t, mat, hit);
HexData hex = hexTile(hexpos, 1.0);
// Use axial coordinates as a stable hex ID
float distFromCenter = hexDistance(hex.axial);
int fftIndex = int(clamp(distFromCenter +1.0, 0.0, 511.0)); // tweak 15.0 to taste
float fftVal = fft_output[fftIndex];
float hexHeight = 1.0 + fftVal * 1.0;
// Rotate individual hex tiles if needed
vec3 r = hex.local;
//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));
d = min(d,d1);
return vec3(d, 0.0, 0.0);
}
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;
////////////////
// DRAWING //
////////////////
float rayMarch(vec3 ro, vec3 rd, int a) {
vec3 d;
float t = 0.,ad,tmax=100.; // total distance travelled
const float tolerance = 0.00001;
const float Z_REPEAT_DIST = 1.;
// Raymarching
for (int i = 0; i < 80; i++) {
d = mapScene(ro + rd * t); // Get distance to objects
ad = abs(d.x);
if (ad < tolerance*(t*0.125 + 1.0) || t > tmax) break;
t += d.x; // "march" the ray
}
res = max(res, -1.0);
return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
t -= Z_REPEAT_DIST*15.;
for( int i=0; i<80; i++ )
{
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 calcNormal(vec3 pos) {
vec3 getNormal(vec3 p) {
vec2 e = vec2(.01, 0.);
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);
return normalize(n);
vec3 n = mapScene(p).x - vec3(
mapScene(p-e.xyy).x,
mapScene(p-e.yxy).x,
mapScene(p-e.yyx).x);
return no(n);
}
vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
// Light vector from surface to light
vec3 lightDir = lightPos - worldPos;
float lightDistance = length(lightDir);
lightDir = normalize(lightDir);
// 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;
float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, float atte) {
vec3 l = no(lightPos - p);
float len = length( lightPos - p ); // Distance from the light to the surface point.
float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len),
d = rayMarch(p+n*.025, l, 1);
if(d<length(lightPos-p)) dif *= shadow;
return dif;
}
/*vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
vec3 lightDir = normalize(lightPos - worldPos);
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.);
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float shininess = 0.01;
float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
float nrm = (specular + 8.0) / (PI * 8.0);
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
}
vec3 outMaterial = vec3(0.0, 0.0, 0.0);
if(material == 0.) {
outMaterial = vec3(0.8314, 0.2941, 0.2941);
shininess = 0.1;
} else if(material == 1.) {
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 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
vec3 fogColor = mix( vec3(0.34, 0.11, 0.34), // blue
vec3(0.93, 0.37, 0.16), // yellow
pow(max( dot(rd, lightDir), 0.) ,8.));
return mix( col, fogColor, 1.0 - exp(-t*b) );
}
vec3 lights = vec3(0.);
lights += addPointLight(vec3(-10., 10.0, 0.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 10.0, -5.0), vec3(0.08, 0.62, 0.75), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
vec3 lightDir = vec3(0., 1., -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;
return outMaterial * max(vec3(0.), lights);
vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
{
vec3 f = no(l-p),
r = no(cross(vec3(0.,1.,0.), f)),
u = cross(f,r),
c = f*z,
i = c + uv.x*r + uv.y*u,
d = no(i);
return d;
}
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
col *= vec3(1.0, 1.0, 1.0);
col = pow(col, vec3(0.4545)); // gamma
// fade in at the beginning
//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
col *= vec3(.9, 0.8, 0.7);
// gamma
col = pow( col, vec3(.45) );
// Contrast = a
col = smoothstep(0., 1., col);
// fade out at the end
// col*=vec3(clamp((120.-u_time)*.35, 0., 1.));
//col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
return col;
}
vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
// Calculate camera's orthonormal basis
vec3 camForward = normalize(camTarget - camPos);
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
vec3 camUp = normalize(cross(camForward, camRight));
vec3 cameraPos()
{
// first zoom in to the gate
vec3 cPos = vec3(0., 25., 25.);
vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
return rayDir;
return cPos;
}
// Camera positioning function
vec3 getCameraPosition(float time, int cameraMode) {
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 cameraPointAt() {
vec3 p = vec3(0., 0.0, -5.);
return p;
}
// Main camera function that combines everything
vec3 setupCamera(vec2 uv, float time, int positionMode) {
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 addSpecular(vec3 nor, vec3 rod, float amount, float phong)
{
return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount;
}
// Simplified version of your render function using the new camera system
vec3 render(vec2 uv) {
// Choose camera modes:
// Position: 0=static, 1=orbit, 2=smooth, 3=walk
// Ray: 0=standard, 1=zoom, 2=dof
int positionMode = 2; // Static
vec3 sceneGate(vec2 uv)
{
// Initialization
vec3 ro = cameraPos(),
rd = getCameraRayDir(uv, ro, cameraPointAt(), cl(1.0,2.,25.)),
col = vec3(0.);
float d = rayMarch(ro, rd,0), mat = 0.;
vec3 rayDir = setupCamera(uv, u_time, positionMode);
vec3 camPos = getCameraPosition(u_time, positionMode);
if (d < 500.) {
// Lighting
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
vec3 col = vec3(0.102, 0.2431, 0.3412);
vec3 hitPos = vec3(0);
vec3 t = castRay(camPos, rayDir, hitPos);
// Lights
col += vec3(0.82, 0.5, 0.9) * getLight(p, vec3( 10., 15., 25.), 1., .2,n,1e-10);
col += vec3(0.79, 0.66, 0.43) * getLight(p, vec3( 4., 2., -15.), 1., 1.,n,1e-10);
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(t.x > 0.0) {
vec3 nor = calcNormal(hitPos);
col = shading(hitPos, nor, rayDir, t.y);
}
return col;
if(mat==0.)
col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.);
}
return postProcess(applyFog(col, d, rd, vec3(0., -.1, -1.), .01));
}
void main() {
vec3 finalColor = render(getUV());
//finalColor = postProcess(finalColor);
o = vec4(finalColor, 1.);
o = vec4(sceneGate( (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y), 1.);
}

View File

@ -1,152 +1,139 @@
// 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_fft_output "H"
# define VAR_o "f"
# define VAR_syncs "m"
# define VAR_syncs "a"
# define VAR_u_hexGridTex "l"
const char *fragment_frag =
"#version 460\n"
"precision mediump float;"
"out vec4 f;"
"const float i=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float m[7];"
"layout(location=8)uniform float n[512];"
"float c=m[0];"
"float t(vec3 v,vec2 i)"
"const float m=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float a[7];"
"layout(location=8)uniform float H[512];"
"uniform sampler2D l;"
"float d=a[0];"
"vec2 n=vec2(1920,1080);"
"vec3 s(vec3 v)"
"{"
"return normalize(v);"
"}"
"float s(float v,float f,float m)"
"{"
"return clamp(v,f,m);"
"}"
"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-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
"}"
"float t(int 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)"
"{"
"v=clamp(v,0,511);"
"float i=n[v];"
"return log(1.+i*15.);"
"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;"
"}"
"vec2 t(vec3 v)"
"struct HexData{vec3 local;vec2 axial;};"
"float s(vec2 v)"
"{"
"float i=0.,f=1e9,m=0.;"
"vec2 n=vec2(7);"
"for(float r=0.;r<16.;r++)"
"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++)"
"{"
"vec3 c=v+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);"
"for(float v=0.;v<16.;v++)"
"{"
"c=mod(v,2.)==0.?"
"c-vec3(1.8,0,1):"
"c+vec3(-1.8,0,1);"
"int y=int(length(vec2(v,r)-n.xy));"
"m=t(c,vec2(.86,1.+t(y)*2.));"
"f=min(f,m);"
"if(f==m)"
"i=1.;"
"}"
"}"
"return vec2(f,i);"
"}"
"vec3 t(vec3 v,vec3 i,inout vec3 f)"
"{"
"float r=0.,m=0.,y=0.;"
"for(int c=0;c<30;c++)"
"{"
"f=v+i*r;"
"vec2 n=t(f);"
"r+=n.x;"
"m=n.y;"
"if(r>1e2)"
"l=p(v+f*x);"
"r=abs(l.x);"
"if(r<1e-5*(x*.125+1.)||x>1e2)"
"break;"
"if(n.x<.001*r)"
"{"
"y=1.;"
"break;"
"}"
"x+=l.x;"
"}"
"if(r>1e2)"
"r=0.;"
"return vec3(r,m,y);"
"}"
"float t(vec3 v,vec3 i,float y)"
"{"
"float f=1.,r=.02;"
"for(int c=0;c<6;c++)"
"x-=15.;"
"for(int m=0;m<80;m++)"
"{"
"if(r>y)"
"break;"
"float m=t(v+r*i).x;"
"f=min(f,m/(4.*r));"
"r+=clamp(m,.1,.8);"
"if(f<-1.)"
"l=p(v+f*x);"
"r=abs(l.x);"
"if(r<x*.00125*1e-5||x>1e2)"
"break;"
"x+=min(l.x,.2);"
"}"
"f=max(f,-1.);"
"return.25*(1.+f)*(1.+f)*(2.-f);"
"if(r>=1e2)"
"x=-1.;"
"return x;"
"}"
"vec3 e(vec3 v)"
"vec3 x(vec3 v)"
"{"
"vec2 i=vec2(.01,0);"
"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));"
"vec2 m=vec2(.01,0);"
"return s(p(v).x-vec3(p(v-m.xyy).x,p(v-m.yxy).x,p(v-m.yyx)));"
"}"
"vec3 e(vec3 v,vec3 i,vec3 f,vec3 r,vec3 c,float m)"
"float p(vec3 v,vec3 f,float m,float l,vec3 x,float y)"
"{"
"v-=f;"
"float y=length(v);"
"v=normalize(v);"
"float n=3./(1.+.09*y+.032*y*y),p=max(dot(c,v),0.);"
"r=normalize(v-r);"
"vec3 e=vec3(.04);"
"e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);"
"y=t(f+c*.01,v,y);"
"return(i*p*n+i*pow(max(dot(c,r),0.),mix(128.,8.,m))*n*e)*y;"
"}"
"vec3 e(vec3 v,vec3 f,vec3 i,float y)"
"{"
"float m=.01;"
"vec3 c=vec3(0);"
"if(y==0.)"
"c=vec3(.8314,.2941,.2941),m=.1;"
"else if(y==1.)"
"c=vec3(.6196,.6118,.6118),m=.7;"
"else if(y==2.)"
"c=vec3(.3255,.4784,.3255),m=.2;"
"else if(y==3.)"
"c=vec3(.2471,.3059,.6314),m=1.;"
"else if(y==4.)"
"c=vec3(.9961,1,.9922),m=.1;"
"else if(y==5.)"
"c=vec3(.9961,1,.9922),m=.3;"
"v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,i,f,m)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,i,f,m)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,i,f,m)+vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return c*max(vec3(0),v);"
"}"
"vec3 e(vec2 v,vec3 f)"
"{"
"f=normalize(vec3(0,-1,10)-f);"
"vec3 m=normalize(cross(vec3(0,1,0),f));"
"return normalize(v.x*m+v.y*normalize(cross(f,m))+f);"
"}"
"vec3 e()"
"{"
"vec3 f;"
"{"
"float v=c*.06;"
"f=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
"}"
"return f;"
"}"
"vec3 e(vec2 v)"
"{"
"vec3 f=e(v,e()),m=vec3(.102,.2431,.3412),y=vec3(0),i=t(e(),f,y);"
"if(i.x>0.)"
"{"
"vec3 v=e(y);"
"m=e(y,v,f,i.y);"
"}"
"vec3 a=s(f-v);"
"m=s(dot(x,a)*m,0.,m)/(1.+y*length(f-v));"
"if(p(v+x*.025,a,1)<length(f-v))"
"m*=l;"
"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()"
"{"
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"f=vec4(v,1);"
"f=vec4(p((gl_FragCoord.xy*2.-n.xy)/n.y),1);"
"}";
#endif // FRAGMENT_INL_

79
test.py Normal file
View File

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