1 Commits

Author SHA1 Message Date
b8b9bc8516 jotain pientä aloitettu 2025-07-20 00:04:25 +03:00
7 changed files with 181 additions and 384 deletions

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@ -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">

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@ -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">

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@ -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
@ -128,9 +127,6 @@ 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];
static float wave_uniform[WAVE_SIZE];
do do
{ {
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL); direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
@ -210,24 +206,6 @@ int __cdecl main(int argc, char* argv[])
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 +243,5 @@ int __cdecl main(int argc, char* argv[])
lastPlayCursor = playCursor; lastPlayCursor = playCursor;
} while(!GetAsyncKeyState(VK_ESCAPE)); } while(!GetAsyncKeyState(VK_ESCAPE));
ExitProcess(0); ExitProcess(0);
} }

View File

@ -6,19 +6,38 @@ 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
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; }
mat2 rot2D(float angle) {
float s = sin(angle);
float c = cos(angle);
return mat2(c, -s, s, c);
} }
float noise(in vec2 xy, in float seed) { float noise(in vec2 xy, in float seed) {
return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
} }
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = fft_output[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
/////////////////
// GEOMETRY //
/////////////////
// Hexagonal prism, circumcircle variant // Hexagonal prism, circumcircle variant
float fHexagonCircumcircle(vec3 p, vec2 h) { float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p); vec3 q = abs(p);
@ -32,29 +51,27 @@ float sdHex(vec3 pos, float i, float angle) {
return d1; return d1;
} }
float sdSphere(vec3 p, float r) { float sdSphere(vec3 p, float r){
return length(p)-r; return length(p) -r;
} }
mat2 rot2D(float angle) { //////////////
float s = sin(angle), c = cos(angle); // SCENE //
return mat2(c, -s, s, c); //////////////
// instructions -> opU( { float to union with } , vec2( {put shape here}, {put material here} ) )
vec2 opU( vec2 d1, vec2 d2 )
{
return (d1.x<d2.x) ? d1 : d2;
} }
float getScaledFFT(int index, float scale, float offset) { float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
// Clamp index to valid range
index = clamp(index, 0, 511);
// Get raw FFT value
float raw = wave[index];
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
// Modify your mapScene function
vec2 mapScene(in vec3 p) { vec2 mapScene(in vec3 p) {
float mat = 0.;
vec2 res = vec2( p.y, 0.0 );
float mat = 1.;
float d = 1e9; float d = 1e9;
float a = 0.; float a = 0.;
@ -63,44 +80,11 @@ 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-vec3(-2.0,-5., 0.0);
po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10); po += vec3((1.6 + hexGap) * 8, -5., -(1.88 + hexGap) * 10);
po += vec3(0, 0., (1.88 + hexGap) * j); po += vec3(0, 0., (1.88 + hexGap) * j);
@ -122,17 +106,25 @@ vec2 mapScene(in vec3 p) {
//float hexSize = fft_output[hexDist] * 5.0; //float hexSize = fft_output[hexDist] * 5.0;
float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier float hexSize = getScaledFFT(hexDist, 15.0, 0.0) * 2.0; // Adjusted multiplier
a = sdHex(po, 1. + hexSize, 0.); a = sdHex(po, 1. + hexSize, 0.);
d = min(d, a); //d = min(d, a);
res = opU(res, vec2(a, 2.));
if(d == a) {
mat = 1.;
}
} }
} }
return vec2(d, mat);
res = opU( res, vec2( sdSphere(p-vec3(-2.0,4., 0.0), 2. ), 1.));
return res;
} }
////////////////
// RAYCAST //
////////////////
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) { vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
float t = 0.; float t = 0.;
float mat = 0.; float mat = 0.;
@ -142,7 +134,7 @@ 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;
@ -158,6 +150,10 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
return vec3(t, mat, hit); return vec3(t, mat, hit);
} }
////////////////
// SHADING //
////////////////
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) { float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
float res = 1.0; float res = 1.0;
float t = mint; float t = mint;
@ -232,18 +228,6 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
} }
*/ */
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.);
}
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) { vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
float shininess = 0.01; float shininess = 0.01;
@ -270,9 +254,11 @@ vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
} }
vec3 lights = vec3(0.); 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., 40.0, -10.), 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., 2.0, -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); //lights += addPointLight(vec3(0., 25.0, 0.0), vec3(0.5137, 0.1961, 0.7725), 3.0, v, dir, n, shininess);
lights += addPointLight(vec3(0., 20.0, 15.), vec3(0.77, 0.26, 0.73), 3.0, v, dir, n, shininess);
vec3 lightDir = vec3(0., 1., -3); vec3 lightDir = vec3(0., 1., -3);
//float sun_dif = clamp(dot(n, lightDir), 0., 1.); //float sun_dif = clamp(dot(n, lightDir), 0., 1.);
@ -291,7 +277,7 @@ 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;
@ -316,65 +302,31 @@ vec3 postProcess(vec3 col) {
return col; return col;
} }
vec3 getCameraRay(vec2 uv, vec3 camPos, vec3 camTarget, float fov) { //////////////////
// Calculate camera's orthonormal basis // RENDERING //
vec3 camForward = normalize(camTarget - camPos); //////////////////
vec3 camRight = normalize(cross(vec3(0.0, 1.0, 0.0), camForward));
vec3 camUp = normalize(cross(camForward, camRight));
vec3 rayDir = normalize(uv.x * camRight + uv.y * camUp + camForward); vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov)
{
return rayDir; vec3 f = normalize(camTarget-camPos),
r = normalize(cross(vec3(0,1,0), f)),
u = cross(f,r),
c = f*fov,
i = c + uv.x*r + uv.y*u,
d = normalize(i);
return d;
} }
// Camera positioning function
vec3 getCameraPosition(float time, int cameraMode) {
vec3 camPos;
camPos = vec3(0.0, 10.0, -10.0);
if(cameraMode == 1) {
// Orbiting camera
vec3 camTarget = vec3(0.0, 50.0, -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);
} else if(cameraMode == 4) {
camPos = vec3(0., 30., 25.);
}
return camPos;
}
// Main camera function that combines everything
vec3 setupCamera(vec2 uv, float time, int positionMode) {
vec3 camPos = getCameraPosition(time, positionMode);
vec3 camTarget = vec3(0.0, 10.0, 10.0); // Adjust target as needed
float fov = 1.;
return getCameraRay(uv, camPos, camTarget, fov);
}
// Simplified version of your render function using the new camera system
vec3 render(vec2 uv) { 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 = 4; // Static
vec3 rayDir = setupCamera(uv, u_time, positionMode); vec3 camPos = vec3(0.0, 20.0, -10.0);
vec3 camPos = getCameraPosition(u_time, positionMode); vec3 camTarget = vec3(0.0, -1.0, 10.0); // Adjust target as needed
float fov = 1.0;
vec3 rayDir = getCameraRayDir(uv, camPos, camTarget, fov);
vec3 col = vec3(0.); // background color
vec3 col = vec3(0.102, 0.2431, 0.3412);
vec3 hitPos = vec3(0); vec3 hitPos = vec3(0);
vec3 t = castRay(camPos, rayDir, hitPos); vec3 t = castRay(camPos, rayDir, hitPos);
@ -387,11 +339,7 @@ vec3 render(vec2 uv) {
} }
void main() { void main() {
vec3 finalColor = render(getUV());
vec3 finalColor = render(getUV(vec2(0., 0.)));
//finalColor = postProcess(finalColor); //finalColor = postProcess(finalColor);
o = vec4(finalColor, 1.); o = vec4(finalColor, 1.);
} }

View File

@ -1,183 +1,158 @@
// 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 "n"
# define VAR_o "i" # define VAR_o "f"
# define VAR_syncs "m" # define VAR_syncs "m"
# define VAR_wave "n"
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 f;"
"const float f=2.*acos(-1.),v=sqrt(5.)*.5+.5;" "const float i=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 n[512];"
"layout(location=1000)uniform float n[512];" "float l=m[0];"
"float x=m[0];" "float t(int v)"
"vec2 t()"
"{" "{"
"vec2 i=2.*((gl_FragCoord.xy+vec2(0)*.5)/vec2(1920,1080)-.5);" "v=clamp(v,0,511);"
"i.x*=1;" "float i=n[v];"
"return i;" "return log(1.+i*15.);"
"}" "}"
"float t(vec3 v,vec2 i)" "float t(vec3 v,vec2 i)"
"{" "{"
"v=abs(v);" "v=abs(v);"
"return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);" "return max(v.y-i.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-i.x);"
"}" "}"
"float t(vec3 v,float i)" "vec2 t(vec2 v,vec2 i)"
"{" "{"
"return length(v)-i;" "return v.x<i.x?"
"v:"
"i;"
"}" "}"
"mat2 e()" "float t(float v,float i)"
"{" "{"
"float v=x*2.,i=sin(v);" "return-max(-v,-i);"
"v=cos(v);"
"return mat2(v,-i,i,v);"
"}" "}"
"float e(int v)" "vec2 t(vec3 v)"
"{" "{"
"v=clamp(v,0,511);" "vec2 f=vec2(v.y,0);"
"float i=n[v];" "float i=0.;"
"return log(1.+i*15.);" "vec2 m=vec2(7);"
"}" "for(float r=0.;r<16.;r++)"
"vec2 e(vec3 v)"
"{" "{"
"float i=0.,f=1e9,m=0.;" "vec3 l=v-vec3(-2,-5,0)+vec3(1.8*8,-5,-2.08*10)+vec3(0,0,2.08*r);"
"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);"
"for(float v=0.;v<16.;v++)" "for(float v=0.;v<16.;v++)"
"{" "{"
"x=mod(v,2.)==0.?" "l=mod(v,2.)==0.?"
"x-vec3(1.8,0,1):" "l-vec3(1.8,0,1):"
"x+vec3(-1.8,0,1);" "l+vec3(-1.8,0,1);"
"int y=int(length(vec2(v,l)-n.xy));" "int y=int(length(vec2(v,r)-m.xy));"
"m=t(x,vec2(.86,1.+e(y)*2.));" "i=t(l,vec2(.86,1.+t(y)*2.));"
"f=min(f,m);" "f=t(f,vec2(i,2));"
"if(f==m)"
"i=1.;"
"}" "}"
"}" "}"
"return vec2(f,i);" "return t(f,vec2(length(v-vec3(-2,4,0))-2.,1));"
"}" "}"
"vec3 e(vec3 v,vec3 i,inout vec3 f)" "vec3 t(vec3 v,vec3 i,inout vec3 f)"
"{" "{"
"float m=0.,l=0.,y=0.;" "float r=0.,l=0.,y=0.;"
"for(int r=0;r<30;r++)" "for(int m=0;m<30;m++)"
"{" "{"
"f=v+i*m;" "f=v+i*r;"
"vec2 n=e(f);" "vec2 n=t(f);"
"m+=n.x*1.2;" "r+=n.x;"
"l=n.y;" "l=n.y;"
"if(m>1e2)" "if(r>1e2)"
"break;" "break;"
"if(n.x<.001*m)" "if(n.x<.001*r)"
"{" "{"
"y=1.;" "y=1.;"
"break;" "break;"
"}" "}"
"}" "}"
"if(m>1e2)" "if(r>1e2)"
"m=0.;" "r=0.;"
"return vec3(m,l,y);" "return vec3(r,l,y);"
"}" "}"
"float e(vec3 v,vec3 m,float i)" "float t(vec3 v,vec3 i,float f)"
"{" "{"
"float f=1.,l=.02;" "float r=1.,l=.02;"
"for(int r=0;r<6;r++)" "for(int m=0;m<6;m++)"
"{" "{"
"if(l>i)" "if(l>f)"
"break;" "break;"
"float x=e(v+l*m).x;" "float n=t(v+l*i).x;"
"f=min(f,x/(4.*l));" "r=min(r,n/(4.*l));"
"l+=clamp(x,.1,.8);" "l+=clamp(n,.1,.8);"
"if(f<-1.)" "if(r<-1.)"
"break;" "break;"
"}" "}"
"f=max(f,-1.);" "r=max(r,-1.);"
"return.25*(1.+f)*(1.+f)*(2.-f);" "return.25*(1.+r)*(1.+r)*(2.-r);"
"}" "}"
"vec3 t(vec3 v)" "vec3 x(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));" "v=vec3(t(v+i.xyy).x-t(v-i.xyy).x,t(v+i.yxy).x-t(v-i.yxy).x,t(v+i.yyx).x-t(v-i.yyx).x);"
"return normalize(v);"
"}" "}"
"vec3 e(vec3 v,vec3 f,vec3 m,vec3 i,vec3 x,float l)" "vec3 t(vec3 v,vec3 i,vec3 f,vec3 r,vec3 l,float y)"
"{" "{"
"v-=m;" "v-=f;"
"float r=length(v);" "float m=length(v);"
"v=normalize(v);" "v=normalize(v);"
"float n=3./(1.+.09*r+.032*r*r),y=max(dot(x,v),0.);" "float n=3./(1.+.09*m+.032*m*m),c=max(dot(l,v),0.);"
"i=normalize(v-i);" "r=normalize(v-r);"
"vec3 z=vec3(.04);" "vec3 e=vec3(.04);"
"z+=(1.-z)*pow(clamp(1.-max(dot(i,v),0.),0.,1.),5.);" "e+=(1.-e)*pow(clamp(1.-max(dot(r,v),0.),0.,1.),5.);"
"r=e(m+x*.01,v,r);" "m=t(f+l*.01,v,m);"
"return(f*y*n+f*pow(max(dot(x,i),0.),mix(128.,8.,l))*n*z)*r;" "return(i*c*n+i*pow(max(dot(l,r),0.),mix(128.,8.,y))*n*e)*m;"
"}" "}"
"vec3 e(vec3 v,vec3 f,vec3 i,float m)" "vec3 t(vec3 v,vec3 i,vec3 f,float r)"
"{" "{"
"float l=.01;" "float m=.01;"
"vec3 x=vec3(0);" "vec3 l=vec3(0);"
"if(m==0.)" "if(r==0.)"
"x=vec3(.8314,.2941,.2941),l=.1;" "l=vec3(.8314,.2941,.2941),m=.1;"
"else if(m==1.)" "else if(r==1.)"
"x=vec3(.6196,.6118,.6118),l=.7;" "l=vec3(.6196,.6118,.6118),m=.7;"
"else if(m==2.)" "else if(r==2.)"
"x=vec3(.3255,.4784,.3255),l=.2;" "l=vec3(.3255,.4784,.3255),m=.2;"
"else if(m==3.)" "else if(r==3.)"
"x=vec3(.2471,.3059,.6314),l=1.;" "l=vec3(.2471,.3059,.6314),m=1.;"
"else if(m==4.)" "else if(r==4.)"
"x=vec3(.9961,1,.9922),l=.1;" "l=vec3(.9961,1,.9922),m=.1;"
"else if(m==5.)" "else if(r==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;" "vec3 y=vec3(0);"
"return x*max(vec3(0),v);" "y+=t(vec3(0,40,-10),vec3(.77,.26,.73),v,f,i,m);"
"y+=t(vec3(0,2,-5),vec3(.08,.62,.75),v,f,i,m);"
"y+=t(vec3(0,20,15),vec3(.77,.26,.73),v,f,i,m);"
"y+=vec3(.08,.62,.75)*clamp(dot(i,normalize(vec3(0,1,-3)*vec3(0,-1,-2))),0.,1.)*.8;"
"return l*max(vec3(0),y);"
"}" "}"
"vec3 e(vec2 v,vec3 f)" "vec3 t(vec2 i,vec3 v)"
"{" "{"
"f=normalize(vec3(0,10,10)-f);" "v=normalize(vec3(0,-1,10)-v);"
"vec3 m=normalize(cross(vec3(0,1,0),f));" "vec3 m=normalize(cross(vec3(0,1,0),v));"
"return normalize(v.x*m+v.y*normalize(cross(f,m))+f);" "return normalize(v+i.x*m+i.y*cross(v,m));"
"}" "}"
"vec3 d()" "vec3 t(vec2 v)"
"{" "{"
"return vec3(0,30,25);" "vec3 i=vec3(0,20,-10),m=t(v,i),f=vec3(0),r=vec3(0);"
"i=t(i,m,r);"
"if(i.x>0.)"
"{"
"vec3 v=x(r);"
"f=t(r,v,m,i.y);"
"}" "}"
"vec3 d(vec2 v)" "return f;"
"{"
"vec3 f=e(v,d()),i=vec3(.102,.2431,.3412),m=vec3(0),l=e(d(),f,m);"
"if(l.x>0.)"
"{"
"vec3 v=t(m);"
"i=e(m,v,f,l.y);"
"}"
"return i;"
"}" "}"
"void main()" "void main()"
"{" "{"
"vec3 v=d(t());" "vec3 v=t(gl_FragCoord.xy*vec2(.00104166667,.00185185185)-1.);"
"i=vec4(v,1);" "f=vec4(v,1);"
"}"; "}";
#endif // FRAGMENT_INL_ #endif // FRAGMENT_INL_

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@ -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);
}

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@ -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);