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16f844a633
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| 16f844a633 | |||
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| aa949ba2a7 |
88
src/fft.cpp
88
src/fft.cpp
@ -1,78 +1,28 @@
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#include "fft.h"
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#include <math.h>
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static float window[FFT_SIZE];
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constexpr float PI = 3.14159;
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constexpr float M_PI = 3.14159;
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// In-place FFT on array of Complex numbers
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void fft(Complex* x, int N, Complex* buffer) {
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if (N <= 1) return;
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Complex* even = buffer;
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Complex* odd = buffer + N / 2;
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// Call once before use
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void init_hamming_window() {
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for (int i = 0; i < FFT_SIZE; i++) {
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window[i] = 0.54f - 0.46f * cosf(2.0f * (float)M_PI * i / (FFT_SIZE - 1));
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}
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}
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static unsigned int bit_reverse(unsigned int x, int log2n) {
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unsigned int n = 0;
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for (int i = 0; i < log2n; i++) {
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n <<= 1;
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n |= (x & 1);
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x >>= 1;
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}
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return n;
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}
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void compute_fft(float* time_data, float* freq_out) {
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static float real[FFT_SIZE];
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static float imag[FFT_SIZE];
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int log2n = 0;
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for (int t = FFT_SIZE; t > 1; t >>= 1) ++log2n;
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// Apply Hamming window
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for (int i = 0; i < FFT_SIZE; i++) {
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real[i] = time_data[i] * window[i];
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imag[i] = 0.0f;
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for (int i = 0; i < N / 2; ++i) {
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even[i] = x[i * 2];
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odd[i] = x[i * 2 + 1];
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}
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// Bit reversal
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for (int i = 0; i < FFT_SIZE; ++i) {
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int j = bit_reverse(i, log2n);
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if (j > i) {
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float tmp_re = real[i], tmp_im = imag[i];
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real[i] = real[j]; imag[i] = imag[j];
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real[j] = tmp_re; imag[j] = tmp_im;
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}
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fft(even, N / 2, buffer + N); // deeper even
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fft(odd, N / 2, buffer + N + N / 2); // deeper odd
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for (int k = 0; k < N / 2; ++k) {
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double angle = -2 * PI * k / N;
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Complex twiddle(cos(angle), sin(angle));
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Complex t = twiddle * odd[k];
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x[k] = even[k] + t;
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x[k + N / 2] = even[k] - t;
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}
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// Cooley-Tukey FFT
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for (int s = 1; s <= log2n; ++s) {
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int m = 1 << s;
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for (int k = 0; k < FFT_SIZE; k += m) {
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for (int j = 0; j < m / 2; ++j) {
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int t = k + j;
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int u = t + m / 2;
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float angle = -2.0f * (float)M_PI * j / m;
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float w_real = cosf(angle);
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float w_imag = sinf(angle);
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float re = w_real * real[u] - w_imag * imag[u];
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float im = w_real * imag[u] + w_imag * real[u];
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real[u] = real[t] - re;
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imag[u] = imag[t] - im;
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real[t] += re;
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imag[t] += im;
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}
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}
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}
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for (int i = 0; i < FFT_SIZE / 2; ++i) {
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float mag = sqrtf(real[i] * real[i] + imag[i] * imag[i]) / FFT_SIZE;
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float db = 20.0f * log10f(mag + 1e-6f); // Decibels
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float normalized = (db + 60.0f) / 60.0f; // [0,1]
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freq_out[i] = mag;
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}
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}
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}
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15
src/fft.h
15
src/fft.h
@ -3,5 +3,16 @@
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#include <math.h>
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#define FFT_SIZE 2048
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void init_hamming_window();
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void compute_fft(float* time_data, float* freq_out);
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// Simple complex number struct
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struct Complex {
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float re, im;
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Complex(float r = 0, float i = 0) : re(r), im(i) {}
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Complex operator+(const Complex& o) const { return { re + o.re, im + o.im }; }
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Complex operator-(const Complex& o) const { return { re - o.re, im - o.im }; }
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Complex operator*(const Complex& o) const {
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return { re * o.re - im * o.im, re * o.im + im * o.re };
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}
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};
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void fft(Complex* x, int N, Complex* buffer);
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139
src/main.cpp
139
src/main.cpp
@ -16,17 +16,14 @@
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#define USE_AUDIO 1
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#define NO_UNIFORMS 0
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#define SHAPES 16
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#define SHAPES_TEX_SIZE (SHAPES * SHAPES * 4)
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#define SHAPES_TOTAL (SHAPES * SHAPES)
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#define MAX_DISTANCE 100.f
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#include "definitions.h"
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#if OPENGL_DEBUG
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#include "debug.h"
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#endif
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#include "glext.h"
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#include "fft.h"
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#pragma data_seg(".shader")
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#include "shaders/fragment.inl"
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#if POST_PASS
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@ -34,8 +31,6 @@
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#include "shaders/post.inl"
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#endif
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#include "fft.h"
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#pragma data_seg(".pids")
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// static allocation saves a few bytes
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static int pidMain;
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@ -44,6 +39,11 @@ static int pidPost;
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#ifndef EDITOR_CONTROLS
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#pragma code_seg(".main")
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// FFT buffers
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static Complex signal[FFT_SIZE];
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static Complex buffer[3 * FFT_SIZE];
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static float fft_uniform[FFT_SIZE / 4];
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void entrypoint(void)
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#else
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#include "editor.h"
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@ -112,7 +112,7 @@ int __cdecl main(int argc, char* argv[])
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track.play();
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double position = 0.0;
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#endif
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static float syncs[1 + SU_NUMSYNCS];
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long playCursor = 0;
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long lastPlayCursor = -1;
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volatile float maximum = 0.0; // Helper variable to calculate maximum fft output for normalization
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@ -123,50 +123,7 @@ int __cdecl main(int argc, char* argv[])
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// Play sound
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direct_sound_buffer->Play(0, 0, 0);
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static float syncs[1 + SU_NUMSYNCS];
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// Init FFT
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init_hamming_window();
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// FFT buffers
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static float fft_input[FFT_SIZE];
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static float fft_output[FFT_SIZE / 2]; // Magnitudes
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static float fft_uniform[FFT_SIZE / 4];
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static float shapesData[SHAPES_TEX_SIZE];
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// main note effect
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boolean beenPlaying = false;
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const int SHAPES_SIZE = 15;
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float shapeIncrement = 0.15f;
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int currentShape = 0; // mark location which shape we are currently building
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boolean isPlaying = false;
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float lastPlayPos = 0;
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float lastNote = 0.0f;
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struct Vec3 {
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float x, y, z;
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};
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PFNGLUNIFORM1FVPROC glUniform1fvProc = ((PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv"));
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PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
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PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
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PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
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GLuint ShapesTex;
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glGenTextures(1, &ShapesTex);
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glBindTexture(GL_TEXTURE_2D, ShapesTex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, SHAPES, SHAPES, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
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@ -221,7 +178,7 @@ int __cdecl main(int argc, char* argv[])
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{
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SUsample* samples = (SUsample*)audio_ptr;
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for (int i = 0; i < FFT_SIZE; ++i) {
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fft_input[i] = (float)samples[i];
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signal[i] = Complex((float)samples[i], 0.0);
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}
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}
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@ -229,91 +186,29 @@ int __cdecl main(int argc, char* argv[])
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}
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// Calculate FFT
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compute_fft(fft_input, fft_output);
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fft(signal, FFT_SIZE, buffer);
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// Normalize output
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for (int i = 0; i < (FFT_SIZE / 4); i++)
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{
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float gain = 50.0f;
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float alpha = 0.10f; // "Hidastaa" FFT:n piikkej<EFBFBD>
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float threshhold = 0.015f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
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float x_t = (fft_output[i] < threshhold) ? 0.f : fft_output[i] * gain;
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float gain = 0.05f;
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float alpha = 0.10f; // "Hidastaa" FFT:n piikkejä
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float threshhold = 0.00015f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
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// float magnitude = sqrt(signal[i].re * signal[i].re + signal[i].im * signal[i].im); // signal strength
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float magnitude = (float)signal[i].re;
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float x_t = (magnitude < threshhold) ? 0.f : magnitude * gain;
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// Exponential smoothing kaava
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// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
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fft_uniform[i] = alpha * (x_t)+(1 - alpha) * fft_uniform[i];
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}
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}
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syncs[0] = (float)playCursor / (SU_SAMPLE_RATE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE); // Aika sekunteina.
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for (int i = 0; i < SU_NUMSYNCS; ++i)
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{
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syncs[i + 1] = syncBuf[(playCursor / (2 * sizeof(SUsample)) >> 8) * SU_NUMSYNCS + i];
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}
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//////////////////////////////////////////////////////
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// Shape builder
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//////////////////////////////////////////////////////
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// if sound is playing, start a shape, if shape is already started - add length
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// if sound has stopped, end shape
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// if shape is finished, move shape forward
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float captureSync = syncs[5];
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bool shapeJustFinished = false;
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bool shapeJustStarted = false;
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// Detect note change to start a new shape
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bool noteChanged = (captureSync != lastNote) ? TRUE : FALSE;
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lastNote = captureSync;
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// If note changed and value is significant, start new shape
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if (noteChanged) {
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int index = currentShape * 4;
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// Reset and activate current shape
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shapesData[index + 0] = 0.0f; // x start
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shapesData[index + 1] = captureSync; // y from audio
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shapesData[index + 2] = 1.0f; // z (unused or length)
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shapesData[index + 3] = 1.0f; // active
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// Advance to next shape slot (circular)
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currentShape = (currentShape + 1) % SHAPES_TOTAL;
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}
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// Move active shapes
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for (int i = 0; i < SHAPES_TOTAL; ++i) {
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int index = i * 4;
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// Check if shape is active
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if (shapesData[index + 3] > 0.5f) {
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// Move shape right
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shapesData[index + 0] += shapeIncrement;
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// Update y (optional, reflect live audio)
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//shapesData[index + 1] = captureSync;
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// Optional: grow z value to show duration
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//shapesData[index + 2] += shapeIncrement * 0.2f;
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// If x exceeds max distance, deactivate and reset
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if (shapesData[index + 0] > MAX_DISTANCE) {
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shapesData[index + 0] = 0.0f;
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shapesData[index + 1] = 0.0f;
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shapesData[index + 2] = 0.0f;
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shapesData[index + 3] = 0.0f; // inactive
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}
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}
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}
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// Bind and update u_ShapesTex
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glUniform1i(glGetUniformLocation(pidMain, "u_ShapesTex"), 0);
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glActiveTexture(GL_TEXTURE0 + 0);
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glBindTexture(GL_TEXTURE_2D, ShapesTex);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, SHAPES, SHAPES, GL_RGBA, GL_FLOAT, shapesData);
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glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
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glUniform1fvProc(20, FFT_SIZE / 4, fft_uniform);
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@ -6,22 +6,17 @@ const float TAU = (2. * PI);
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const float PHI = sqrt(5.) * 0.5 + 0.5;
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layout(location = 0) uniform float syncs[11];
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layout(location = 20) uniform float fft_output[512]; // FFT_SIZE / 4
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layout(location = 600) uniform vec3 shapes[15]; // shapes - x = horizontal position, y = vertical position, z = length
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layout(location = 700) uniform vec3 test; // shapes test
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//layout(binding = 1) uniform sampler2D u_hexGridTex; //uniform sampler2D u_fft_texture;
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layout(binding = 0) uniform sampler2D u_ShapesTex; // uniform sampler2D shapes texture
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// float u_time = syncs[0];
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vec3 palette(float t){
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vec3 a=vec3(0.46,0.2,0.94);
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vec3 b=vec3(0.66,0.64,0.77);
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vec3 c=vec3(0.91,0.62,0.97);
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vec3 d=vec3(0.26,0.2,0.84);
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// paletti muunnos: arg 0.8 --> 0.5
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vec3 palette(float t, float arg, float arg2){
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vec3 a=vec3(0.52,0.56,0.47);
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vec3 b=vec3(0.62,0.56,0.51);
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vec3 c=vec3(0.43,0.79,0.42);
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vec3 d=vec3(arg,0.42,arg2);
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return a+b*cos(6.28318*(c*t+d));
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}
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vec2 getUV() {
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const vec2 scale = vec2(0.00104166667, 0.00185185185);
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return gl_FragCoord.xy * scale - 1.0;
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@ -37,6 +32,12 @@ float noise(in vec2 xy, in float seed) {
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return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
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}
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// shorted functions
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vec3 no(vec3 v) { return normalize(v); }
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float cl(float a, float b, float c) { return clamp(a,b,c); }
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float le(vec3 s) { return length(s); }
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/////////////////
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// GEOMETRY //
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/////////////////
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@ -85,10 +86,6 @@ float hexDistance(vec2 axial) {
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return max(abs(q), max(abs(r), abs(s)));
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}
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float sdSphere(vec3 p, float r) {
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return length(p) - r;
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}
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float hexPylon(vec3 p, vec2 h) {
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//vec3 p = vec3(p.x, p.z, p2.y);
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vec3 b = vec3(h.x, h.y, h.x);
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@ -98,7 +95,7 @@ float hexPylon(vec3 p, vec2 h) {
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p.xz = vec2(p.x * .866025 + p.z * .5, p.z);
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// The ".015" is a subtle rounding factor. Zero gives sharp edges,
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// and larger numbers give a more rounded look.
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return length(max(abs(p) - b + .15, 0.)) - .15;
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return le(max(abs(p) - b + .15, 0.)) - .15;
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}
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//////////////
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@ -110,55 +107,45 @@ vec2 opU(vec2 d1, vec2 d2) {
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return (d1.x < d2.x) ? d1 : d2;
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}
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// float opU( float d1, float d2 ) { return -max( -d1, -d2 ); }
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float sdSphere(vec3 p, float r){
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return length(p) -r;
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}
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vec2 mapScene(in vec3 p) {
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// Scene mapping with occlusion-aware SDF blending
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vec2 mapScene(vec3 p) {
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float dist = 20.;
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int repeat = 0;
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if((length(p.xz)) < 2*dist){
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repeat = 2;
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}
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if((length(p.xz)) < 1.5*dist){
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repeat = 3;
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}
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if((length(p.xz)) < dist){
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repeat = 5;
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}
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|
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float res = p.y;
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float mat = 0.;
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|
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float hexRadius = 0.85;
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vec3 hexpos = vec3(p.x, p.y - 2.5, p.z);
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HexData hex = hexTile(hexpos, 1.5);
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|
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float distFromCenter = hexDistance(hex.axial);
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int fftIndex = int(clamp(distFromCenter + 1.0, 0.0, 511.0));
|
||||
float fftVal = fft_output[fftIndex];
|
||||
float hexHeight = 1.0 + fftVal * 4.0;
|
||||
|
||||
// Rotate individual hex tiles if needed
|
||||
vec3 r = hex.local;
|
||||
// r.yz *= rot2D(PI * 0.5);
|
||||
r.xz *= rot2D(0.5);
|
||||
|
||||
//float d1 = hexPylon(vec3(r.x, (r.y + hexHeight / 2), r.z), vec2(hexRadius, hexHeight / 2));
|
||||
float d1 = hexPylon(vec3(r.x, r.y, r.z), vec2(hexRadius, hexHeight));
|
||||
|
||||
res = (d1 < res) ? d1 : res;
|
||||
|
||||
/* const float gridSize = 16.;
|
||||
|
||||
for(float j = 0.; j < gridSize; j++) {
|
||||
for(float i = 0.; i < gridSize; i++) {
|
||||
ivec2 texSize = textureSize(u_ShapesTex, 0);
|
||||
vec2 texCoord = (vec2(i, j)) / vec2(texSize);
|
||||
vec4 shapeData = texture(u_ShapesTex, texCoord); // RGBA: x, y, length, active
|
||||
float shapeActive = shapeData.a;
|
||||
|
||||
if(shapeActive < 0.5)
|
||||
continue;
|
||||
|
||||
vec3 shapePos = p - vec3(-70.0 + (shapeData.x * 2.), 12. + (shapeData.y * 80.), 0.0);
|
||||
|
||||
float a = sdSphere(shapePos, 0.8);
|
||||
res = min(res, a);
|
||||
if(res == a) {
|
||||
mat = 1.0;
|
||||
}
|
||||
// mitigate neighbor occlusion with anti-bleed blending
|
||||
float minDist = 1e9;
|
||||
for (int dx = -repeat; dx <= repeat; ++dx) {
|
||||
for (int dy = -repeat; dy <= repeat; ++dy) {
|
||||
vec2 offset = vec2(dx, dy);
|
||||
vec3 hexpos = vec3(p.x-dx, p.y-8.0, p.z-dy);
|
||||
HexData hex = hexTile(hexpos, 1.1);
|
||||
float distFromCenter = hexDistance(hex.axial);
|
||||
int fftIndex = int(cl(distFromCenter + 1.0, 0.0, 511.0));
|
||||
float fftVal = fft_output[fftIndex];
|
||||
float noise = mix(noise(hex.axial+1., 0.1), noise(hex.axial+1., 0.2), sin(syncs[0] * 4.));
|
||||
float hexHeight = clamp(1.0 + fftVal * 5.0 + noise, 0., 15.);
|
||||
vec3 r = vec3(hex.local.x + offset.x,hex.local.y,hex.local.z+offset.y);
|
||||
// r.yz *= rot2D(PI * 0.5);
|
||||
r.xz *= rot2D(0.5);
|
||||
vec3 cellPos = r;
|
||||
float d = fHexagonCircumcircle(cellPos, vec2(0.85, hexHeight));
|
||||
minDist = min(minDist, d);
|
||||
}
|
||||
}*/
|
||||
|
||||
return vec2(res, mat);
|
||||
}
|
||||
return vec2(minDist,0.);
|
||||
}
|
||||
|
||||
////////////////
|
||||
@ -168,25 +155,42 @@ vec2 mapScene(in vec3 p) {
|
||||
vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
|
||||
float mat = 0.;
|
||||
float hit = 0.;
|
||||
float t = 0.;
|
||||
vec3 d;
|
||||
float t = 0.,ad,tmax=200.; // total distance travelled
|
||||
const float tolerance = 0.0001;
|
||||
const float Z_REPEAT_DIST = 1.5;
|
||||
vec2 res;
|
||||
|
||||
// Raymarching
|
||||
for(int i = 0; i < 20; i++) {
|
||||
for (int i = 0; i < 50; i++) {
|
||||
pos = ro + rd * t;
|
||||
res = mapScene(pos); // Get distance to objects, x = dist, y = material
|
||||
res = mapScene(pos); // Get distance to objects
|
||||
ad = abs(res.x);
|
||||
mat = res.y;
|
||||
t += res.x; // "march" the ray
|
||||
|
||||
// if(abs(t) < tolerance * (t * 0.0125 + 1.0)) {
|
||||
if(abs(res.x) < 0.0001) {
|
||||
hit = 1.;
|
||||
if (t > tmax) break;
|
||||
if (ad < tolerance*(t*0.00125 + 1.0)) {
|
||||
hit = 1.0;
|
||||
break;
|
||||
}
|
||||
if(t > 200)
|
||||
break;
|
||||
|
||||
t += res.x; // "march" the ray
|
||||
}
|
||||
// t -= Z_REPEAT_DIST/2.0;
|
||||
//
|
||||
// for( int i=0; i<20; i++ )
|
||||
// {
|
||||
// vec3 pos2 = ro + rd * t;
|
||||
// res = mapScene(pos2); // get distance to objects
|
||||
// ad = abs(res.x);
|
||||
// mat = res.y;
|
||||
// if (ad < (tolerance))
|
||||
// {
|
||||
// hit = 1.0;
|
||||
// pos = pos2;
|
||||
// break;
|
||||
// }
|
||||
// if (t > tmax) break;
|
||||
// t += min(d.x, Z_REPEAT_DIST/5.0); // "march" the ray
|
||||
// }
|
||||
|
||||
return vec3(t, mat, hit);
|
||||
}
|
||||
@ -194,7 +198,6 @@ vec3 castRay(vec3 ro, vec3 rd, inout vec3 pos) {
|
||||
////////////////
|
||||
// SHADING //
|
||||
////////////////
|
||||
|
||||
float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
|
||||
float res = 1.0;
|
||||
float t = mint;
|
||||
@ -211,14 +214,9 @@ float softshadow(in vec3 ro, in vec3 rd, float mint, float maxt, float w) {
|
||||
return 0.25 * (1.0 + res) * (1.0 + res) * (2.0 - res);
|
||||
}
|
||||
|
||||
vec3 calcNormal(vec3 pos) {
|
||||
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 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal, float roughness) {
|
||||
vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPos, vec3 viewDir, vec3 normal) {
|
||||
// Light vector from surface to light
|
||||
float roughness = 1.0;
|
||||
vec3 lightDir = lightPos - worldPos;
|
||||
float lightDistance = length(lightDir);
|
||||
lightDir = normalize(lightDir);
|
||||
@ -244,146 +242,74 @@ vec3 addPointLight(vec3 lightPos, vec3 lightColor, float intensity, vec3 worldPo
|
||||
float shadow = softshadow(worldPos + normal * 0.01, lightDir, 0.02, lightDistance, 4.0);
|
||||
|
||||
// Combine diffuse and specular with shadow
|
||||
return (diffuse + specular * fresnel) * shadow;
|
||||
return (diffuse + specular * fresnel) * shadow * 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.);
|
||||
vec3 calcNormal(vec3 pos) {
|
||||
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 no(n);
|
||||
}
|
||||
|
||||
vec3 pal(float color) {
|
||||
|
||||
color *= 0.2;
|
||||
|
||||
vec3 c = palette(color, 0.25, 0.63);
|
||||
vec3 c2 = palette(color, 0.5 ,0.2);
|
||||
|
||||
float t = clamp((syncs[0] - 129.0) / 2.0, 0.0, 1.0); // Smoothly ramps from 0 to 1 after 12s
|
||||
return mix(c, c2, t); // Blend between c and c2 over ~2 seconds
|
||||
//return c2;
|
||||
}
|
||||
|
||||
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float fogAmount) {
|
||||
|
||||
float syncsBass = clamp((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
|
||||
float syncsBass = cl((syncs[1] + syncs[2] + syncs[3]), 0., 1.);
|
||||
|
||||
float fogAmount2 = 1.0 - exp(-t * fogAmount);
|
||||
float sunAmount = max(dot(rd, lightDir), 0.0);
|
||||
float sunAmount = max(dot(rd, lightDir), 1.0);
|
||||
// highlight color
|
||||
vec3 fogColor = mix(vec3(0.2706, 0.2706, 0.2863), vec3(0.2314, 0.2314, 0.2314), // Main color
|
||||
vec3 fogColor = mix(vec3(0.3, 0.3, 0.3), vec3(0.2, 0.2, 0.2), // Main color
|
||||
pow(sunAmount, syncsBass * 1.0));
|
||||
return mix(col, fogColor, fogAmount2);
|
||||
}
|
||||
|
||||
// Point light with no shadow and radius based falloff
|
||||
vec3 addPointLightNoShadow(vec3 lightPos, vec3 lightColor, float intensity, float radius, 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);
|
||||
vec3 shading(vec3 p, vec3 n, vec3 dir, vec3 camPos) {
|
||||
vec3 outMaterial = vec3(0.0);
|
||||
|
||||
// Attenuation (radius based falloff)
|
||||
float attenuation = clamp(intensity - lightDistance * lightDistance / (radius * radius), 0.0, 1.0);
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
/*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;
|
||||
}
|
||||
*/
|
||||
|
||||
vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
|
||||
float shininess = 0.01;
|
||||
|
||||
vec3 outMaterial = vec3(0.);
|
||||
|
||||
if(material == 0.) {
|
||||
outMaterial = vec3(0.4941, 0.4941, 0.4941);
|
||||
shininess = 0.6;
|
||||
} 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;
|
||||
}
|
||||
outMaterial = pal(p.y*p.y*0.01);
|
||||
|
||||
vec3 lights = vec3(0.);
|
||||
lights += addPointLight(vec3(0., 20.0, 10.), vec3(0.77, 0.26, 0.73), 15.0, p, dir, n, shininess);
|
||||
lights += addPointLight(vec3(-10., 20.0, -10.), vec3(0.18, 0.61, 0.86), 15., p, dir, n, shininess);
|
||||
//lights += phongLighting(p, n, camPos, dir, vec3(0.51), outMaterial);
|
||||
lights += addPointLight(vec3(0., 20.0, 0.), vec3(0.77, 0.26, 0.73), 30.0, p, dir, n);
|
||||
|
||||
// LIGHTS IN HEX GRID PATTERN
|
||||
/*
|
||||
float gridsize = 16.0; // or GRID if you want full size
|
||||
vec3 p = vec3(0.);
|
||||
for(float j = 0.; j < gridsize; j++) {
|
||||
for(float i = 0.; i < gridsize; i++) {
|
||||
ivec2 texSize = textureSize(u_hexGridTex, 0);
|
||||
vec2 texCoord = (vec2(i, j)) / vec2(texSize);
|
||||
// LIGHT CHANGING WITH CIRCLE RADIUS
|
||||
float maxRadius = 25.; // Circle radius
|
||||
float particleHeight = 15.; //(syncs[5] * 40.);
|
||||
float particlePos = (syncs[0] * 0.5) + syncs[5];
|
||||
|
||||
// Map param to angle
|
||||
float particleStartPos = particlePos * 2.0 * PI;
|
||||
|
||||
// Direction from center to initial circle position (in XY plane)
|
||||
vec3 particleDir = normalize(vec3(cos(particleStartPos), 0.0, sin(particleStartPos))); // XZ direction
|
||||
|
||||
vec4 hexData = texture(u_hexGridTex, texCoord); // RGBA: x, y, z, dist
|
||||
float r = max(maxRadius - 0.0, maxRadius);
|
||||
|
||||
vec3 hexPos = hexData.rgb;
|
||||
float hexDist = hexData.a;
|
||||
vec3 particleOffset = vec3(0. , particleHeight, 0.); // particle offset
|
||||
|
||||
// Optionally use hexDist for ripple effect with FFT
|
||||
int index = clamp(int((hexDist / 34.)*512.), 0, 511);
|
||||
float hexSize = getScaledFFT(index, 15. ,0.);
|
||||
//float a = sdHex(p - hexPos, 1.0 + hexSize, 0.0);
|
||||
// Final object position = center (offset) + radial movement
|
||||
vec3 center = particleOffset; // Circle center
|
||||
vec3 objPos = center + particleDir * r; // Object slides inward
|
||||
//res = opU(res, vec2(sdSphere(p - objPos, sphereRadius), 1.));
|
||||
|
||||
lights += addPointLightNoShadow(vec3(hexPos.x, (hexPos.y + hexSize) + 2., hexPos.z), palette(hexSize* 1.5), clamp(hexSize * 5., 0., 1.), 3.4 ,v, dir, n, shininess);
|
||||
}
|
||||
}
|
||||
*/
|
||||
lights += addPointLight(objPos, vec3(0.33, 0.91, 0.93), 30.0, p, dir, n);
|
||||
|
||||
vec3 lightDir = vec3(0., 2., 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;
|
||||
float ind = cl(dot(n, no(lightDir * vec3(.0, 1.0, -2.0))), 0.0, 1.0);
|
||||
//lights += vec3(0.08, 0.62, 0.75) * ind * 0.8;
|
||||
|
||||
outMaterial *= max(vec3(0.), lights); // output with lights;
|
||||
|
||||
@ -392,15 +318,15 @@ vec3 shading(vec3 p, vec3 n, vec3 dir, float material) {
|
||||
|
||||
vec3 postProcess(vec3 col) {
|
||||
// Contrast
|
||||
float contrast = 0.75;
|
||||
float contrast = 0.85;
|
||||
|
||||
col = mix(col, smoothstep(0.0, 1.0, col), contrast);
|
||||
|
||||
// Colour mapping
|
||||
// col *= vec3(1.0, 1.0, 1.0);
|
||||
//col *= vec3(1.0, 1.0, 1.0);
|
||||
|
||||
// Gamma
|
||||
col = pow(col, vec3(0.4545)); // gamma 2.2
|
||||
col = pow(col, vec3(.55)); // gamma 2.2
|
||||
|
||||
// fade in at the beginning
|
||||
//col*=vec3(clamp((u_time-1.8)*0.5,0., 1.));
|
||||
@ -416,7 +342,7 @@ vec3 postProcess(vec3 col) {
|
||||
//////////////////
|
||||
|
||||
vec3 getCameraRayDir(vec2 uv, vec3 camPos, vec3 camTarget, float fov) {
|
||||
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);
|
||||
vec3 f = no(camTarget - camPos), r = no(cross(vec3(0, 1, 0), f)), u = cross(f, r), c = f * fov, i = c + uv.x * r + uv.y * u, d = no(i);
|
||||
return d;
|
||||
}
|
||||
|
||||
@ -434,12 +360,12 @@ vec3 render(vec2 uv) {
|
||||
|
||||
if(t.x > 0.0) {
|
||||
vec3 nor = calcNormal(hitPos);
|
||||
col = shading(hitPos, nor, rayDir, t.y);
|
||||
col = shading(hitPos, nor, rayDir, camPos);
|
||||
}
|
||||
|
||||
//glow from the bottom
|
||||
vec3 bGlowColor = palette(syncs[0] * .5); // color change
|
||||
float bGlowDistance = 0.3;
|
||||
vec3 bGlowColor = pal(syncs[0] * .075); // color change
|
||||
float bGlowDistance = 0.8;
|
||||
vec3 p = camPos + t.x * rayDir;
|
||||
|
||||
vec3 bGlowLevel = bGlowColor * exp(-(p.y + 0.0) / bGlowDistance) * 9900.;
|
||||
@ -457,31 +383,4 @@ void main() {
|
||||
vec3 finalColor = render(getUV());
|
||||
finalColor = postProcess(finalColor);
|
||||
o = vec4(finalColor, 1.);
|
||||
}
|
||||
|
||||
/*
|
||||
vec3 render2(vec2 uv, float time) {
|
||||
|
||||
vec3 res = vec3(.0);
|
||||
|
||||
float pos = syncs[5];
|
||||
if (uv.x >= pos && uv.x <= pos+0.01 ) {
|
||||
res += vec3(1.);
|
||||
}
|
||||
|
||||
//if (uv.x >= 0.0 && uv.x <= 0.01 ) {
|
||||
// res += vec3(abs(syncs[4]*2));
|
||||
//}
|
||||
|
||||
//res += vec3(0.1, 0.2, 0.3) * abs(syncs[2]*1.2);
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
void main() {
|
||||
vec2 uv = gl_FragCoord.xy * 2. / vec2(1920,1080);
|
||||
vec3 col = render2(uv, u_time);
|
||||
o = vec4(col,1.0);
|
||||
}
|
||||
*/
|
||||
}
|
||||
Reference in New Issue
Block a user