Compare commits
1 Commits
teemun_räp
...
09efaee330
| Author | SHA1 | Date | |
|---|---|---|---|
| 09efaee330 |
@ -606,7 +606,6 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
|
|||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Heavy Release|Win32'">true</ExcludedFromBuild>
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Heavy Release|Win32'">true</ExcludedFromBuild>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="src\waveGenerator.h" />
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="src\editor.cpp">
|
<ClCompile Include="src\editor.cpp">
|
||||||
@ -622,7 +621,6 @@ shader_minifier.exe -v -o src\shaders\post.inl src\shaders\post.frag</Command>
|
|||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Snapshot|Win32'">true</ExcludedFromBuild>
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Snapshot|Win32'">true</ExcludedFromBuild>
|
||||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="src\waveGenerator.cpp" />
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include="src\shaders\fragment.frag">
|
<None Include="src\shaders\fragment.frag">
|
||||||
|
|||||||
@ -5,7 +5,6 @@
|
|||||||
<ClCompile Include="src\song.cpp" />
|
<ClCompile Include="src\song.cpp" />
|
||||||
<ClCompile Include="src\editor.cpp" />
|
<ClCompile Include="src\editor.cpp" />
|
||||||
<ClCompile Include="src\fft.cpp" />
|
<ClCompile Include="src\fft.cpp" />
|
||||||
<ClCompile Include="src\waveGenerator.cpp" />
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="src\debug.h" />
|
<ClInclude Include="src\debug.h" />
|
||||||
@ -20,7 +19,6 @@
|
|||||||
<ClInclude Include="src\editor.h" />
|
<ClInclude Include="src\editor.h" />
|
||||||
<ClInclude Include="src\sointu\song.h" />
|
<ClInclude Include="src\sointu\song.h" />
|
||||||
<ClInclude Include="src\fft.h" />
|
<ClInclude Include="src\fft.h" />
|
||||||
<ClInclude Include="src\waveGenerator.h" />
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include="src\shaders\post.inl">
|
<None Include="src\shaders\post.inl">
|
||||||
|
|||||||
124
src/main.cpp
124
src/main.cpp
@ -30,7 +30,6 @@
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include "fft.h"
|
#include "fft.h"
|
||||||
#include "waveGenerator.h"
|
|
||||||
|
|
||||||
#pragma data_seg(".pids")
|
#pragma data_seg(".pids")
|
||||||
// static allocation saves a few bytes
|
// static allocation saves a few bytes
|
||||||
@ -128,8 +127,41 @@ int __cdecl main(int argc, char* argv[])
|
|||||||
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];
|
||||||
|
|
||||||
static float wave[WAVE_SIZE];
|
// main note effect
|
||||||
static float wave_uniform[WAVE_SIZE];
|
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
|
do
|
||||||
{
|
{
|
||||||
@ -206,28 +238,72 @@ 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);
|
||||||
|
|
||||||
/******************
|
|
||||||
* WAVE GENERATOR
|
|
||||||
*******************/
|
|
||||||
|
|
||||||
waveGenerator(syncs[4], wave);
|
|
||||||
for (int i = 0; i < (WAVE_SIZE); i++)
|
|
||||||
{
|
|
||||||
float gain = 1.2f;
|
|
||||||
float alpha = 0.15f; // "Hidastaa" FFT:n piikkej<65>
|
|
||||||
float threshhold = 0.1f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
|
|
||||||
float x_t = wave[i] * gain;
|
|
||||||
// Exponential smoothing kaava
|
|
||||||
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
|
|
||||||
wave_uniform[i] = (x_t < threshhold) ? 0.f : alpha * (x_t)+(1 - alpha) * wave_uniform[i];
|
|
||||||
}
|
|
||||||
|
|
||||||
glUniform1fvProc(1000, WAVE_SIZE, wave);
|
|
||||||
|
|
||||||
glRects(-1, -1, 1, 1);
|
glRects(-1, -1, 1, 1);
|
||||||
|
|
||||||
//syncs[0] = -syncs[0];
|
//syncs[0] = -syncs[0];
|
||||||
@ -265,11 +341,5 @@ int __cdecl main(int argc, char* argv[])
|
|||||||
lastPlayCursor = playCursor;
|
lastPlayCursor = playCursor;
|
||||||
} while(!GetAsyncKeyState(VK_ESCAPE));
|
} while(!GetAsyncKeyState(VK_ESCAPE));
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
ExitProcess(0);
|
ExitProcess(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -6,13 +6,13 @@ 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
|
||||||
layout(location = 1000) uniform float wave[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];
|
float u_time = syncs[0];
|
||||||
|
|
||||||
vec2 getUV(vec2 offset) {
|
vec2 getUV() {
|
||||||
vec2 uv = 2.0 * ((gl_FragCoord.xy + offset *0.5) / vec2(1920,1080) - 0.5);
|
const vec2 scale = vec2(0.00104166667, 0.00185185185);
|
||||||
uv.x *= 1920/1080;
|
return gl_FragCoord.xy * scale - 1.0;
|
||||||
return uv;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
float noise(in vec2 xy, in float seed) {
|
float noise(in vec2 xy, in float seed) {
|
||||||
@ -32,26 +32,21 @@ float sdHex(vec3 pos, float i, float angle) {
|
|||||||
return d1;
|
return d1;
|
||||||
}
|
}
|
||||||
|
|
||||||
float sdSphere(vec3 p, float r) {
|
|
||||||
return length(p)-r;
|
|
||||||
}
|
|
||||||
|
|
||||||
mat2 rot2D(float angle) {
|
|
||||||
float s = sin(angle), c = cos(angle);
|
|
||||||
return mat2(c, -s, s, c);
|
|
||||||
}
|
|
||||||
|
|
||||||
float getScaledFFT(int index, float scale, float offset) {
|
float getScaledFFT(int index, float scale, float offset) {
|
||||||
// Clamp index to valid range
|
// Clamp index to valid range
|
||||||
index = clamp(index, 0, 511);
|
index = clamp(index, 0, 511);
|
||||||
|
|
||||||
// Get raw FFT value
|
// Get raw FFT value
|
||||||
float raw = wave[index];
|
float raw = fft_output[index];
|
||||||
|
|
||||||
// Apply logarithmic scaling: log(1 + value * scale) + offset
|
// Apply logarithmic scaling: log(1 + value * scale) + offset
|
||||||
return log(1.0 + raw * scale) + offset;
|
return log(1.0 + raw * scale) + offset;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float sdSphere(vec3 p, float r){
|
||||||
|
return length(p) -r;
|
||||||
|
}
|
||||||
|
|
||||||
// Modify your mapScene function
|
// Modify your mapScene function
|
||||||
vec2 mapScene(in vec3 p) {
|
vec2 mapScene(in vec3 p) {
|
||||||
float mat = 0.;
|
float mat = 0.;
|
||||||
@ -63,42 +58,9 @@ vec2 mapScene(in vec3 p) {
|
|||||||
float rippleFreq = 1.0;
|
float rippleFreq = 1.0;
|
||||||
float rippleDecay = 0.25;
|
float rippleDecay = 0.25;
|
||||||
|
|
||||||
// big sphere
|
|
||||||
a = sdSphere(vec3(p.x, p.y - 16., p.z - 10.), 2.);
|
|
||||||
d = min(d,a);
|
|
||||||
if (d==a) {
|
|
||||||
mat = 1.;
|
|
||||||
}
|
|
||||||
|
|
||||||
// rotating spheres
|
|
||||||
vec3 q = vec3(p.x, p.y - 16., p.z - 10.);
|
|
||||||
q.xy = rot2D(u_time*2.)*q.xy;
|
|
||||||
float smallSphereDist = 4.;
|
|
||||||
float smallSphereSize = 0.2;
|
|
||||||
|
|
||||||
a = sdSphere(vec3(q.x + smallSphereDist, q.y, q.z), smallSphereSize),
|
|
||||||
d = min(d,a);
|
|
||||||
if (d==a) mat = 1.0;
|
|
||||||
|
|
||||||
a = sdSphere(vec3(q.x - smallSphereDist, q.y, q.z), smallSphereSize),
|
|
||||||
d = min(d,a);
|
|
||||||
if (d==a) mat = 1.0;
|
|
||||||
|
|
||||||
a = sdSphere(vec3(q.x, q.y + smallSphereDist, q.z), smallSphereSize),
|
|
||||||
d = min(d,a);
|
|
||||||
if (d==a) mat = 1.0;
|
|
||||||
|
|
||||||
a = sdSphere(vec3(q.x, q.y - smallSphereDist, q.z), smallSphereSize),
|
|
||||||
d = min(d,a);
|
|
||||||
if (d==a) mat = 1.0;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Hexagonal grid
|
// Hexagonal grid
|
||||||
float hexGap = 0.2;
|
float hexGap = 0.2;
|
||||||
|
/*
|
||||||
for(float j = 0.; j < 16.; j++) {
|
for(float j = 0.; j < 16.; j++) {
|
||||||
vec3 po = p;
|
vec3 po = p;
|
||||||
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
|
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
|
||||||
@ -129,6 +91,14 @@ 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 vec2(d, mat);
|
return vec2(d, mat);
|
||||||
}
|
}
|
||||||
@ -142,7 +112,7 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
|
|||||||
pos = ro + rd * t;
|
pos = ro + rd * t;
|
||||||
vec2 res = mapScene(pos);
|
vec2 res = mapScene(pos);
|
||||||
// Increase step size multiplier for faster marching
|
// Increase step size multiplier for faster marching
|
||||||
t += res.x * 1.2;
|
t += res.x;
|
||||||
mat = res.y;
|
mat = res.y;
|
||||||
if(t > 100.) { // Reduced max distance
|
if(t > 100.) { // Reduced max distance
|
||||||
break;
|
break;
|
||||||
@ -291,7 +261,7 @@ vec3 postProcess(vec3 col) {
|
|||||||
//col += 0.075*clamp(vec3(0.5*random, 0.5*random2, 0.5*random), 0.02, 1.); // dither
|
//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)
|
// Normalized pixel coordinates (from 0 to 1)
|
||||||
vec2 screenCoord = getUV(vec2(0., 0.)); //gl_FragCoord.xy / u_resolution.xy;
|
vec2 screenCoord = getUV();
|
||||||
|
|
||||||
// Vignette
|
// Vignette
|
||||||
float radius = 0.8;
|
float radius = 0.8;
|
||||||
@ -322,7 +292,7 @@ vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
|
|||||||
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
|
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
|
||||||
vec3 camUp = normalize(cross(camForward, camRight));
|
vec3 camUp = normalize(cross(camForward, camRight));
|
||||||
|
|
||||||
vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward);
|
vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward * fov);
|
||||||
|
|
||||||
return rayDir;
|
return rayDir;
|
||||||
}
|
}
|
||||||
@ -330,11 +300,11 @@ vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
|
|||||||
// Camera positioning function
|
// Camera positioning function
|
||||||
vec3 getCameraPosition(float time, int cameraMode) {
|
vec3 getCameraPosition(float time, int cameraMode) {
|
||||||
vec3 camPos;
|
vec3 camPos;
|
||||||
camPos = vec3(0.0, 10.0, -10.0);
|
camPos = vec3(0.0, 30.0, -10.0);
|
||||||
|
|
||||||
if(cameraMode == 1) {
|
if(cameraMode == 1) {
|
||||||
// Orbiting camera
|
// Orbiting camera
|
||||||
vec3 camTarget = vec3(0.0, 50.0, -20.0);
|
vec3 camTarget = vec3(0.0, 0.0, -20.0);
|
||||||
float orbitRadius = 20.0;
|
float orbitRadius = 20.0;
|
||||||
float orbitSpeed = 0.2;
|
float orbitSpeed = 0.2;
|
||||||
float orbitHeight = 10.0;
|
float orbitHeight = 10.0;
|
||||||
@ -348,8 +318,6 @@ vec3 getCameraPosition(float time, int cameraMode) {
|
|||||||
// First person style movement
|
// First person style movement
|
||||||
float walkSpeed = 2.0;
|
float walkSpeed = 2.0;
|
||||||
camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
|
camPos = vec3(sin(time * walkSpeed) * 0.1, 8.0 + sin(time * walkSpeed * 2.0) * 0.05, time * 0.5);
|
||||||
} else if(cameraMode == 4) {
|
|
||||||
camPos = vec3(0., 30., 25.);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return camPos;
|
return camPos;
|
||||||
@ -358,7 +326,7 @@ vec3 getCameraPosition(float time, int cameraMode) {
|
|||||||
// Main camera function that combines everything
|
// Main camera function that combines everything
|
||||||
vec3 setupCamera(vec2 uv, float time, int positionMode) {
|
vec3 setupCamera(vec2 uv, float time, int positionMode) {
|
||||||
vec3 camPos = getCameraPosition(time, positionMode);
|
vec3 camPos = getCameraPosition(time, positionMode);
|
||||||
vec3 camTarget = vec3(0.0, 10.0, 10.0); // Adjust target as needed
|
vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
|
||||||
float fov = 1.;
|
float fov = 1.;
|
||||||
|
|
||||||
return getCameraRay(uv, camPos, camTarget, fov);
|
return getCameraRay(uv, camPos, camTarget, fov);
|
||||||
@ -369,7 +337,7 @@ vec3 render(vec2 uv) {
|
|||||||
// Choose camera modes:
|
// Choose camera modes:
|
||||||
// Position: 0=static, 1=orbit, 2=smooth, 3=walk
|
// Position: 0=static, 1=orbit, 2=smooth, 3=walk
|
||||||
// Ray: 0=standard, 1=zoom, 2=dof
|
// Ray: 0=standard, 1=zoom, 2=dof
|
||||||
int positionMode = 4; // Static
|
int positionMode = 2; // Static
|
||||||
|
|
||||||
vec3 rayDir = setupCamera(uv, u_time, positionMode);
|
vec3 rayDir = setupCamera(uv, u_time, positionMode);
|
||||||
vec3 camPos = getCameraPosition(u_time, positionMode);
|
vec3 camPos = getCameraPosition(u_time, positionMode);
|
||||||
@ -388,7 +356,7 @@ vec3 render(vec2 uv) {
|
|||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
|
|
||||||
vec3 finalColor = render(getUV(vec2(0., 0.)));
|
vec3 finalColor = render(getUV());
|
||||||
|
|
||||||
//finalColor = postProcess(finalColor);
|
//finalColor = postProcess(finalColor);
|
||||||
|
|
||||||
|
|||||||
@ -1,182 +1,131 @@
|
|||||||
// 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 "l"
|
# define VAR_fft_output "f"
|
||||||
# define VAR_o "i"
|
# define VAR_o "i"
|
||||||
|
# define VAR_shapes "C"
|
||||||
# define VAR_syncs "m"
|
# define VAR_syncs "m"
|
||||||
# define VAR_wave "n"
|
# 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 i;"
|
"out vec4 i;"
|
||||||
"const float f=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
|
"const float n=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
|
||||||
"layout(location=0)uniform float m[7];"
|
"layout(location=0)uniform float m[7];"
|
||||||
"layout(location=8)uniform float l[512];"
|
"layout(location=8)uniform float f[512];"
|
||||||
"layout(location=1000)uniform float n[512];"
|
"layout(location=600)uniform vec3 C[15];"
|
||||||
"float x=m[0];"
|
"layout(location=700)uniform vec3 k;"
|
||||||
"vec2 t()"
|
"float l=m[0];"
|
||||||
|
"vec2 t(vec3 v)"
|
||||||
"{"
|
"{"
|
||||||
"vec2 i=2.*((gl_FragCoord.xy+vec2(0)*.5)/vec2(1920,1080)-.5);"
|
"float n=0.,i=1e9,m=length(vec3(v.x+k.y,v.y+k.x,v.z))-k.z-2.;"
|
||||||
"i.x*=1;"
|
"i=min(i,m);"
|
||||||
"return i;"
|
"if(i==m)"
|
||||||
|
"n=1.;"
|
||||||
|
"return vec2(i,n);"
|
||||||
"}"
|
"}"
|
||||||
"float t(vec3 v,vec2 i)"
|
"vec3 t(vec3 v,vec3 i,inout vec3 n)"
|
||||||
"{"
|
"{"
|
||||||
"v=abs(v);"
|
"float f=0.,r=0.,m=0.;"
|
||||||
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
|
"for(int e=0;e<30;e++)"
|
||||||
"}"
|
|
||||||
"float t(vec3 v,float i)"
|
|
||||||
"{"
|
|
||||||
"return length(v)-i;"
|
|
||||||
"}"
|
|
||||||
"mat2 e()"
|
|
||||||
"{"
|
|
||||||
"float v=x*2.,i=sin(v);"
|
|
||||||
"v=cos(v);"
|
|
||||||
"return mat2(v,-i,i,v);"
|
|
||||||
"}"
|
|
||||||
"float e(int v)"
|
|
||||||
"{"
|
|
||||||
"v=clamp(v,0,511);"
|
|
||||||
"float i=n[v];"
|
|
||||||
"return log(1.+i*15.);"
|
|
||||||
"}"
|
|
||||||
"vec2 e(vec3 v)"
|
|
||||||
"{"
|
|
||||||
"float i=0.,f=1e9,m=0.;"
|
|
||||||
"vec2 n=vec2(7);"
|
|
||||||
"m=t(vec3(v.x,v.y-16.,v.z-10.),2.);"
|
|
||||||
"f=min(f,m);"
|
|
||||||
"if(f==m)"
|
|
||||||
"i=1.;"
|
|
||||||
"vec3 l=vec3(v.x,v.y-16.,v.z-10.);"
|
|
||||||
"l.xy=e()*l.xy;"
|
|
||||||
"m=t(vec3(l.x+4.,l.yz),.2),f=min(f,m);"
|
|
||||||
"if(f==m)"
|
|
||||||
"i=1.;"
|
|
||||||
"m=t(vec3(l.x-4.,l.yz),.2),f=min(f,m);"
|
|
||||||
"if(f==m)"
|
|
||||||
"i=1.;"
|
|
||||||
"m=t(vec3(l.x,l.y+4.,l.z),.2),f=min(f,m);"
|
|
||||||
"if(f==m)"
|
|
||||||
"i=1.;"
|
|
||||||
"m=t(vec3(l.x,l.y-4.,l.z),.2),f=min(f,m);"
|
|
||||||
"if(f==m)"
|
|
||||||
"i=1.;"
|
|
||||||
"for(float l=0.;l<16.;l++)"
|
|
||||||
"{"
|
"{"
|
||||||
"vec3 x=v+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*l);"
|
"n=v+i*f;"
|
||||||
"for(float v=0.;v<16.;v++)"
|
"vec2 l=t(n);"
|
||||||
"{"
|
"f+=l.x;"
|
||||||
"x=mod(v,2.)==0.?"
|
"r=l.y;"
|
||||||
"x-vec3(1.8,0,1):"
|
"if(f>1e2)"
|
||||||
"x+vec3(-1.8,0,1);"
|
|
||||||
"int y=int(length(vec2(v,l)-n.xy));"
|
|
||||||
"m=t(x,vec2(.86,1.+e(y)*2.));"
|
|
||||||
"f=min(f,m);"
|
|
||||||
"if(f==m)"
|
|
||||||
"i=1.;"
|
|
||||||
"}"
|
|
||||||
"}"
|
|
||||||
"return vec2(f,i);"
|
|
||||||
"}"
|
|
||||||
"vec3 e(vec3 v,vec3 i,inout vec3 f)"
|
|
||||||
"{"
|
|
||||||
"float m=0.,l=0.,y=0.;"
|
|
||||||
"for(int r=0;r<30;r++)"
|
|
||||||
"{"
|
|
||||||
"f=v+i*m;"
|
|
||||||
"vec2 n=e(f);"
|
|
||||||
"m+=n.x*1.2;"
|
|
||||||
"l=n.y;"
|
|
||||||
"if(m>1e2)"
|
|
||||||
"break;"
|
"break;"
|
||||||
"if(n.x<.001*m)"
|
"if(l.x<.001*f)"
|
||||||
"{"
|
"{"
|
||||||
"y=1.;"
|
"m=1.;"
|
||||||
"break;"
|
"break;"
|
||||||
"}"
|
"}"
|
||||||
"}"
|
"}"
|
||||||
"if(m>1e2)"
|
"if(f>1e2)"
|
||||||
"m=0.;"
|
"f=0.;"
|
||||||
"return vec3(m,l,y);"
|
"return vec3(f,r,m);"
|
||||||
"}"
|
"}"
|
||||||
"float e(vec3 v,vec3 m,float i)"
|
"float t(vec3 v,vec3 f,float n)"
|
||||||
"{"
|
"{"
|
||||||
"float f=1.,l=.02;"
|
"float i=1.,m=.02;"
|
||||||
"for(int r=0;r<6;r++)"
|
"for(int e=0;e<6;e++)"
|
||||||
"{"
|
"{"
|
||||||
"if(l>i)"
|
"if(m>n)"
|
||||||
"break;"
|
"break;"
|
||||||
"float x=e(v+l*m).x;"
|
"float l=t(v+m*f).x;"
|
||||||
"f=min(f,x/(4.*l));"
|
"i=min(i,l/(4.*m));"
|
||||||
"l+=clamp(x,.1,.8);"
|
"m+=clamp(l,.1,.8);"
|
||||||
"if(f<-1.)"
|
"if(i<-1.)"
|
||||||
"break;"
|
"break;"
|
||||||
"}"
|
"}"
|
||||||
"f=max(f,-1.);"
|
"i=max(i,-1.);"
|
||||||
"return.25*(1.+f)*(1.+f)*(2.-f);"
|
"return.25*(1.+i)*(1.+i)*(2.-i);"
|
||||||
"}"
|
"}"
|
||||||
"vec3 t(vec3 v)"
|
"vec3 e(vec3 v)"
|
||||||
"{"
|
"{"
|
||||||
"vec2 i=vec2(.01,0);"
|
"vec2 i=vec2(.01,0);"
|
||||||
"return normalize(vec3(e(v+i.xyy).x-e(v-i.xyy).x,e(v+i.yxy).x-e(v-i.yxy).x,e(v+i.yyx).x-e(v-i.yyx).x));"
|
"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 e(vec3 v,vec3 f,vec3 m,vec3 i,vec3 x,float l)"
|
"vec3 e(vec3 v,vec3 i,vec3 l,vec3 f,vec3 m,float n)"
|
||||||
"{"
|
"{"
|
||||||
"v-=m;"
|
"v-=l;"
|
||||||
"float r=length(v);"
|
"float e=length(v);"
|
||||||
"v=normalize(v);"
|
"v=normalize(v);"
|
||||||
"float n=3./(1.+.09*r+.032*r*r),y=max(dot(x,v),0.);"
|
"float y=3./(1.+.09*e+.032*e*e),r=max(dot(m,v),0.);"
|
||||||
"i=normalize(v-i);"
|
"f=normalize(v-f);"
|
||||||
"vec3 z=vec3(.04);"
|
"vec3 x=vec3(.04);"
|
||||||
"z+=(1.-z)*pow(clamp(1.-max(dot(i,v),0.),0.,1.),5.);"
|
"x+=(1.-x)*pow(clamp(1.-max(dot(f,v),0.),0.,1.),5.);"
|
||||||
"r=e(m+x*.01,v,r);"
|
"e=t(l+m*.01,v,e);"
|
||||||
"return(f*y*n+f*pow(max(dot(x,i),0.),mix(128.,8.,l))*n*z)*r;"
|
"return(i*r*y+i*pow(max(dot(m,f),0.),mix(128.,8.,n))*y*x)*e;"
|
||||||
"}"
|
"}"
|
||||||
"vec3 e(vec3 v,vec3 f,vec3 i,float m)"
|
"vec3 e(vec3 v,vec3 i,vec3 f,float n)"
|
||||||
"{"
|
"{"
|
||||||
"float l=.01;"
|
"float m=.01;"
|
||||||
"vec3 x=vec3(0);"
|
"vec3 l=vec3(0);"
|
||||||
"if(m==0.)"
|
"if(n==0.)"
|
||||||
"x=vec3(.8314,.2941,.2941),l=.1;"
|
"l=vec3(.8314,.2941,.2941),m=.1;"
|
||||||
"else if(m==1.)"
|
"else if(n==1.)"
|
||||||
"x=vec3(.6196,.6118,.6118),l=.7;"
|
"l=vec3(.6196,.6118,.6118),m=.7;"
|
||||||
"else if(m==2.)"
|
"else if(n==2.)"
|
||||||
"x=vec3(.3255,.4784,.3255),l=.2;"
|
"l=vec3(.3255,.4784,.3255),m=.2;"
|
||||||
"else if(m==3.)"
|
"else if(n==3.)"
|
||||||
"x=vec3(.2471,.3059,.6314),l=1.;"
|
"l=vec3(.2471,.3059,.6314),m=1.;"
|
||||||
"else if(m==4.)"
|
"else if(n==4.)"
|
||||||
"x=vec3(.9961,1,.9922),l=.1;"
|
"l=vec3(.9961,1,.9922),m=.1;"
|
||||||
"else if(m==5.)"
|
"else if(n==5.)"
|
||||||
"x=vec3(.9961,1,.9922),l=.3;"
|
"l=vec3(.9961,1,.9922),m=.3;"
|
||||||
"v=vec3(0)+e(vec3(-10,10,0),vec3(.77,.26,.73),v,i,f,l)+e(vec3(0,10,-5),vec3(.08,.62,.75),v,i,f,l)+e(vec3(0,25,0),vec3(.5137,.1961,.7725),v,i,f,l)+vec3(.08,.62,.75)*clamp(dot(f,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
|
"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 x*max(vec3(0),v);"
|
"return l*max(vec3(0),v);"
|
||||||
"}"
|
"}"
|
||||||
"vec3 e(vec2 v,vec3 f)"
|
"vec3 e(vec2 v,vec3 i)"
|
||||||
"{"
|
"{"
|
||||||
"f=normalize(vec3(0,10,10)-f);"
|
"i=normalize(vec3(0,-1,10)-i);"
|
||||||
"vec3 m=normalize(cross(vec3(0,1,0),f));"
|
"vec3 m=normalize(cross(vec3(0,1,0),i));"
|
||||||
"return normalize(v.x*m+v.y*normalize(cross(f,m))+f);"
|
"return normalize(v.x*m+v.y*normalize(cross(i,m))+i);"
|
||||||
"}"
|
"}"
|
||||||
"vec3 d()"
|
"vec3 e()"
|
||||||
"{"
|
"{"
|
||||||
"return vec3(0,30,25);"
|
"vec3 i;"
|
||||||
|
"{"
|
||||||
|
"float v=l*.06;"
|
||||||
|
"i=vec3(sin(v)*15.,30.+cos(v*.5)*5.,cos(v)*15.);"
|
||||||
|
"}"
|
||||||
|
"return i;"
|
||||||
"}"
|
"}"
|
||||||
"vec3 d(vec2 v)"
|
"vec3 e(vec2 v)"
|
||||||
"{"
|
"{"
|
||||||
"vec3 f=e(v,d()),i=vec3(.102,.2431,.3412),m=vec3(0),l=e(d(),f,m);"
|
"vec3 i=e(v,e()),m=vec3(.102,.2431,.3412),n=vec3(0),l=t(e(),i,n);"
|
||||||
"if(l.x>0.)"
|
"if(l.x>0.)"
|
||||||
"{"
|
"{"
|
||||||
"vec3 v=t(m);"
|
"vec3 v=e(n);"
|
||||||
"i=e(m,v,f,l.y);"
|
"m=e(n,v,i,l.y);"
|
||||||
"}"
|
"}"
|
||||||
"return i;"
|
"return m;"
|
||||||
"}"
|
"}"
|
||||||
"void main()"
|
"void main()"
|
||||||
"{"
|
"{"
|
||||||
"vec3 v=d(t());"
|
"vec3 v=e(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
|
||||||
"i=vec4(v,1);"
|
"i=vec4(v,1);"
|
||||||
"}";
|
"}";
|
||||||
|
|
||||||
|
|||||||
@ -1,87 +0,0 @@
|
|||||||
#include "waveGenerator.h"
|
|
||||||
#include <cmath>
|
|
||||||
|
|
||||||
const float DECAY_FACTOR = 0.80f; // Amplitude decay per iteration
|
|
||||||
const float PI = 3.14159265f;
|
|
||||||
|
|
||||||
const float WAVE_LENGTH = 3.0f;
|
|
||||||
const float WAVE_SPEED = 0.5f;
|
|
||||||
const int speed = 1;
|
|
||||||
|
|
||||||
float waveOffset = 0.0f;
|
|
||||||
float temp[WAVE_SIZE] = { 0.0f }; // Temp buffer for propagation
|
|
||||||
|
|
||||||
//float wave[WAVE_SIZE] = { 0.0f }; // Wave buffer
|
|
||||||
float clamp(float value) {
|
|
||||||
if (value > 4.f) {
|
|
||||||
value = 4.f;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (value < 0.f) {
|
|
||||||
value = 0.f;
|
|
||||||
}
|
|
||||||
return value;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Generate a sine wave into the beginning of the array
|
|
||||||
void generateSineWave(float amplitude, float* wave) {
|
|
||||||
for (int i = 0; i < WAVE_SIZE; ++i) {
|
|
||||||
float sine = std::sin(2.0f * PI * i / WAVE_LENGTH);
|
|
||||||
float sample = 1.0f + sine;
|
|
||||||
wave[i] = clamp(sample * amplitude);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Shift wave and apply decay
|
|
||||||
void propagateWave(float* wave) {
|
|
||||||
|
|
||||||
|
|
||||||
for (int i = WAVE_SIZE - 1; i >= speed; --i) {
|
|
||||||
wave[i] = wave[i - speed] * DECAY_FACTOR;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Decay the front section that no longer receives new values
|
|
||||||
for (int i = 0; i < speed; ++i) {
|
|
||||||
wave[i] = wave[i] * DECAY_FACTOR;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
void propagateWave(float* wave) {
|
|
||||||
waveOffset += WAVE_SPEED;
|
|
||||||
|
|
||||||
for (int i = 0; i < WAVE_SIZE; ++i) {
|
|
||||||
float srcIndex = i - waveOffset;
|
|
||||||
|
|
||||||
if (srcIndex < 0 || srcIndex >= WAVE_SIZE - 1) {
|
|
||||||
temp[i] = 0.0f;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
int index0 = srcIndex - (srcIndex < 0 && srcIndex != (int)srcIndex);
|
|
||||||
int index1 = index0 + 1;
|
|
||||||
float t = srcIndex - index0;
|
|
||||||
|
|
||||||
float value = (1.0f - t) * wave[index0] + t * wave[index1];
|
|
||||||
temp[i] = clamp(value * DECAY_FACTOR);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//// Copy temp back to wave
|
|
||||||
for (int i = 0; i < WAVE_SIZE; ++i) {
|
|
||||||
wave[i] = temp[i];
|
|
||||||
}
|
|
||||||
|
|
||||||
//// Prevent offset overflow
|
|
||||||
if (waveOffset >= 1.0f) {
|
|
||||||
waveOffset -= waveOffset - (waveOffset < 0 && srcIndex != (int)srcIndex);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
void waveGenerator(float sound, float* wave) {
|
|
||||||
generateSineWave(sound, wave);
|
|
||||||
propagateWave(wave);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
@ -1,7 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include <cmath>
|
|
||||||
|
|
||||||
#define WAVE_SIZE 512
|
|
||||||
void generateSineWave(float amplitude, float* wave);
|
|
||||||
void propagateWave(float* wave);
|
|
||||||
void waveGenerator(float sound, float* wave);
|
|
||||||
Reference in New Issue
Block a user