3 Commits

Author SHA1 Message Date
84d9dbaa93 rendauksen hienosäätöä 2025-07-28 00:54:38 +03:00
17d1ab8651 Domain repetitionilla hexagridi 2025-07-27 22:31:45 +03:00
cccd524d39 c toteutus hexa gridin generoinnista 2025-07-24 19:29:20 +03:00
5 changed files with 379 additions and 550 deletions

View File

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

View File

@ -16,6 +16,9 @@
#define USE_AUDIO 1
#define NO_UNIFORMS 0
#define GRID 32
#define HEX_TEX_SIZE (GRID * GRID * 4) // RGBA: 4 floats per texel
#include "definitions.h"
#if OPENGL_DEBUG
#include "debug.h"
@ -110,8 +113,7 @@ int __cdecl main(int argc, char* argv[])
long playCursor = 0;
long lastPlayCursor = -1;
volatile float maximum = 0.0; // Helper variable to calculate maximum fft output for normalization
// Unlock buffer for next use
IDirectSoundBuffer_Unlock(direct_sound_buffer, p1, SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE, NULL, NULL);
@ -126,9 +128,19 @@ int __cdecl main(int argc, char* argv[])
static float fft_input[FFT_SIZE];
static float fft_output[FFT_SIZE / 2]; // Magnitudes
static float fft_uniform[FFT_SIZE / 4];
//// Bind to texture unit 0
PFNGLACTIVETEXTUREPROC glActiveTexture = ((PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"));
PFNGLUNIFORM1IPROC glUniform1i = ((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"));
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = ((PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation"));
const ULONGLONG targetIntervalMs = 1000 / 60; // For 60 FPS FFT updates
do
{
static ULONGLONG lastFFTTime = 0;
ULONGLONG currentTime = GetTickCount64();
direct_sound_buffer->GetCurrentPosition((DWORD*)&playCursor, NULL);
#if !(DESPERATE)
@ -158,43 +170,44 @@ int __cdecl main(int argc, char* argv[])
((PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"))(0, (static_cast<int>(position*44100.0)));
#endif
if (currentTime - lastFFTTime >= targetIntervalMs) {
lastFFTTime = currentTime;
/******************
* FFT
*******************/
LPVOID audio_ptr = NULL;
DWORD audio_size = 0;
/******************
* FFT
*******************/
LPVOID audio_ptr = NULL;
DWORD audio_size = 0;
// Read audio
HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
// Read audio
HRESULT hr = IDirectSoundBuffer_Lock(direct_sound_buffer, 0, FFT_SIZE * sizeof(SUsample), &audio_ptr, &audio_size, NULL, NULL, DSBLOCK_FROMWRITECURSOR);
if (SUCCEEDED(hr) && audio_ptr) {
if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
{
SUsample* samples = (SUsample*)audio_ptr;
for (int i = 0; i < FFT_SIZE; ++i) {
fft_input[i] = (float)samples[i];
}
}
if (SUCCEEDED(hr) && audio_ptr) {
if (playCursor < ((SU_LENGTH_IN_SAMPLES * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE) - (FFT_SIZE* SU_CHANNEL_COUNT * SU_SAMPLE_SIZE)))
{
SUsample* samples = (SUsample*)audio_ptr;
for (int i = 0; i < FFT_SIZE; ++i) {
fft_input[i] = (float)samples[i];
IDirectSoundBuffer_Unlock(direct_sound_buffer, audio_ptr, audio_size, NULL, 0);
}
// Calculate FFT
compute_fft(fft_input, fft_output);
// Normalize output
for (int i = 0; i < (FFT_SIZE / 4); i++)
{
float gain = 50.0f;
float alpha = 0.10f; // "Hidastaa" FFT:n piikkej<65>
float threshhold = 0.05f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
float x_t = fft_output[i] * gain;
// Exponential smoothing kaava
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
fft_uniform[i] = (x_t < threshhold) ? 0.f : alpha * (x_t)+(1 - alpha) * fft_uniform[i];
}
}
IDirectSoundBuffer_Unlock(direct_sound_buffer, audio_ptr, audio_size, NULL, 0);
}
// Calculate FFT
compute_fft(fft_input, fft_output);
// Normalize output
for (int i = 0; i < (FFT_SIZE / 4); i++)
{
float gain = 50.0f;
float alpha = 0.15f; // "Hidastaa" FFT:n piikkej<65>
float threshhold = 0.05f; // Alin arvo mik<69> p<><70>stet<65><74>n shaderille (v<>hent<6E><74> "noisea")
float x_t = fft_output[i] * gain;
// Exponential smoothing kaava
// s(t) = alpha*x(t)+(1-alpha)*s(t-1)
fft_uniform[i] = (x_t < threshhold) ? 0.f : alpha*(x_t) + (1-alpha)*fft_uniform[i];
}
syncs[0] = (float)playCursor / (SU_SAMPLE_RATE * SU_CHANNEL_COUNT * SU_SAMPLE_SIZE); // Aika sekunteina.
for (int i = 0; i < SU_NUMSYNCS; ++i)
@ -208,9 +221,6 @@ int __cdecl main(int argc, char* argv[])
glRects(-1, -1, 1, 1);
//syncs[0] = -syncs[0];
//glUniform1fvProc(0, SU_NUMSYNCS + 1, syncs);
// render "post process" using the opengl backbuffer
#if POST_PASS
glBindTexture(GL_TEXTURE_2D, 1);

View File

@ -6,6 +6,9 @@ const float TAU = (2. * PI);
const float PHI = sqrt(5.) * 0.5 + 0.5;
layout(location = 0) uniform float syncs[7];
layout(location = 8) uniform float fft_output[512]; // FFT_SIZE / 4
//uniform sampler2D u_fft_texture;
uniform sampler2D u_hexGridTex;
float u_time = syncs[0];
/* uses some snippets from:
* "Seascape" by Alexander Alekseev aka TDM - 2014
@ -15,7 +18,6 @@ float u_time = syncs[0];
//precision mediump float;
vec2 u_resolution = vec2(1920,1080);
const float PI = 22./7.;
vec3 no(vec3 v) { return normalize(v); }
float cl(float a, float b, float c) { return clamp(a,b,c); }
@ -55,197 +57,149 @@ float noise(vec2 p, float scale, int a)
hash( i + vec2(1.), a), u.x), u.y);
}
/////////////////
// GEOMETRY //
/////////////////
/*float sdSphere(vec3 p, float r) {
return length(p)-r;
}*/
float sdCappedCylinder( vec3 p, float h, float r )
float sdHexPrism( vec3 p, vec2 h )
{
vec2 d = abs(vec2(length(p.xy),p.z)) - vec2(r,h);
const vec3 k = vec3(-0.8660254, 0.5, 0.57735);
p = abs(p);
p.xy -= 2.0*min(dot(k.xy, p.xy), 0.0)*k.xy;
vec2 d = vec2(
length(p.xy-vec2(clamp(p.x,-k.z*h.x,k.z*h.x), h.x))*sign(p.y-h.x),
p.z-h.y );
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdBox2(vec3 p, vec3 b) {
vec3 q = abs(p) - b;
return length(max(q,0.)) + min(max(q.x,max(q.y,q.z)),0.);
}
float sdTriPrism( vec3 p, vec2 h, float rot )
{
p.xy *= rot2D(rot);
float fHexagonCircumcircle(vec3 p, vec2 h) {
vec3 q = abs(p);
return max(q.z-h.y,max(q.x*.866025+p.y*.5,-p.y)-h.x*.5);
return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x);
}
float sdPyramid( vec3 p, float s)
float hexPylon(vec3 p, vec2 h) {//float r, float ht){
//vec3 p = vec3(p.x, p.z, p2.y);
vec3 b = vec3(h.x, h.y, h.x);
// Hexagon.
p.xz = abs(p.xz);
p.xz = vec2(p.x*.866025 + p.z*.5, p.z);
// The ".015" is a subtle rounding factor. Zero gives sharp edges,
// and larger numbers give a more rounded look.
return length(max(abs(p) - b + .015, 0.)) - .015;
}
#define zclamp(a) max(a,0.0) //Clamp negative values at zero
float DF_RoundedHex( vec3 p, vec2 h) //float width, float height)
{
p = abs(p);
return (p.x+p.y+p.z-s)*0.577;// 35027;
float width = h.x;
float height = h.y;
//Modified version (smooth edges) of the exagon prism found here:
//https://iquilezles.org/articles/distfunctions
float smoothRadius = 0.05;
width -= smoothRadius*2.0;
//Hexagon prism constructed using X,Y,Z symmetry.
//Only quadrant 1 needs to be solved, but the joining diagonal to quadrant IV is also
//required for distance blending (see db).
p = abs(p);
//Hexagonal edge distances :
//Note : [.8666,0.5] = [sin(PI/3,cos(PI/3)] -> Hexagon edges rotation coeff (60 degrees).
float da = (p.x*0.866025+p.z*0.5)-width; //quadrant I diagonal edge distance
float db = (p.x*0.866025-p.z*0.5)-width; //quadrant IV diagonal edge distance (needed for blending)
float dc = p.z-width; //upper distance
vec3 d = zclamp(vec3(da,db,dc));
//Note: this is not an euclidian length, therefore this operation slightly distorts our distance field.
//Yet, it is harmless to convergence, and does the smoothing job quite well.
float dw = length(d)-smoothRadius; //hexagonal part smoothness (blending at 60 deg)
float dh = p.y-height;
//Now that we have xz distance(dw) and y distance (dh), we can compute the distance
//for the given isovalue (the smoothing radius).
//Note : internal distance (maxX,maxY,maxZ) is also used to genereate internal signed dist,
// helping convergence when overstepping (very frequent with domain repetition).
float externalDistance = length(zclamp(vec2(dh,dw)))-smoothRadius; //Smoothed, unsigned
float internalDistance = max(max(da,dc),dh); //Sharp, signed.
return min(externalDistance,internalDistance);
}
//////////////////
// ANIMATION //
//////////////////
float getScaledFFT(int index, float scale, float offset) {
// Clamp index to valid range
index = clamp(index, 0, 511);
// POSITIONS
//const vec3 glyph1Pos = vec3(1.7,-1.1,0.0);
//const vec3 glyph2Pos = vec3(2.0,0.0,0.0);
// Get raw FFT value
float raw = fft_output[index];
//const vec3 glyph4Pos = vec3(0.0,2.0,0.0)
//const vec3 glyph6Pos = vec3(1.5 * -1.,1.4,0.0);
//const vec3 glyph7Pos = vec3(1.7 * -1.,-1.1,0.0);
// DELAYS
float STARTDELAY = 9., glow = 0.;
// POSITIONS
// COLORS
vec3 chevronColor = vec3(0.36, 0.9, 0.0);
// with duration d, startTime s and speed up with timeFact
float timedSine(vec3 i) {
return min((u_time - i.y)*i.z, i.x*PI);
// Apply logarithmic scaling: log(1 + value * scale) + offset
return log(1.0 + raw * scale) + offset;
}
float calcFactor (float startTime)
{
return STARTDELAY + STARTDELAY*cl(sin(timedSine(vec3(1.5, startTime, 4.)) * 0.06), -.9, .9);
// Return local coordinates inside hex AND axial ID
struct HexData {
vec3 local; // Local position inside hex
vec2 axial; // Axial ID (q, r)
};
HexData hexTile(vec3 p, float radius) {
float q = (sqrt(3.0)/3.0 * p.x - 1.0/3.0 * p.z) / radius;
float r = (2.0/3.0 * p.z) / radius;
float rq = round(q);
float rr = round(r);
float rs = round(-q - r);
float dq = abs(rq - q);
float dr = abs(rr - r);
float ds = abs(rs + q + r);
if (dq > dr && dq > ds) rq = -rr - rs;
else if (dr > ds) rr = -rq - rs;
float hx = radius * sqrt(3.0) * (rq + rr * 0.5);
float hz = radius * 1.5 * rr;
HexData outData;
outData.local = p - vec3(hx, 0.0, hz);
outData.axial = vec2(rq, rr); // Hex ID
return outData;
}
// Animate ring movements
vec3 ringAnim(vec3 p) {
for (float i = 0.; i < 7.; i++) {
float rotateDelay = STARTDELAY + (i * 3.), o=1.;
if(u_time > rotateDelay) {
if(mod(i,2.) >= 1.) o = -1.;
p.xy *= rot2D(calcFactor(rotateDelay)*o);
}
}
return p;
struct HexData {
vec3 local;
vec2 axial;
};
float hexDistance(vec2 axial) {
float q = axial.x;
float r = axial.y;
float s = -q - r;
return max(abs(q), max(abs(r), abs(s)));
}
// Animate prism movements
float prismAnim(vec2 i) {
if(u_time >= i.y) {
i.x += (.045*cl(sin((timedSine(vec3(3., i.y, 40.)) * .4)),-.8, .8));
}
return i.x;
}
// Modify your mapScene function
vec3 mapScene(vec3 p) {
float d = 1e9;
float mat = 0.;
float hexRadius = 0.83;
vec3 hexpos = vec3(p.x, p.y - 10.0, p.z);
//////////////
// SCENE //
//////////////
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv, 1., 1);
vec2 wv = 1.0-abs(sin(uv));
wv = mix(wv, abs(cos(uv)),wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
HexData hex = hexTile(hexpos, 1.0);
vec3 map(vec3 p, int displace)
{
float mat = 0., glo = 1e3,
// Ring boxes
an = PI/12.,
step,
anRot = floor(atan(p.y,p.x)/an + .5)*an;
vec3 q = p;
q.xy = rot2D(anRot)*q.xy;
float d = length(max(abs(q.xy - vec2(1.8,0.))-vec2(0.24,0.14),0.)) - .02,
// Use axial coordinates as a stable hex ID
float distFromCenter = hexDistance(hex.axial);
int fftIndex = int(clamp(distFromCenter +1.0, 0.0, 511.0)); // tweak 15.0 to taste
// Main ring
d2 = abs(length(p.xy) - 1.8) - .2;
d = min(d,d2);
float fftVal = fft_output[fftIndex];
float hexHeight = 1.0 + fftVal * 1.0;
// Inner ring
d2 = smax( abs(length(p.xy) - 1.75) - .08, abs(p.z - .1)-.04, .005 );
d = max(-d2,d);
// Rotate individual hex tiles if needed
vec3 r = hex.local;
//r.yz *= rot2D(1.0);
r.xz *= rot2D(0.5);
// Depth slice rings
d = smax( d, abs(p.z)-.1, .02 );
float d1 = fHexagonCircumcircle(vec3(r.x,(r.y-hexHeight/2),r.z), vec2(hexRadius, hexHeight/2));
d = min(d,d1);
//Rotating glyphs
vec3 p2 = ringAnim(p), q2=p2;
an = PI/16.;
q2.xy = rot2D(floor((atan(p2.y,p2.x)/an) + .5)*an)*q2.xy;
d2 = sdBox2( q2.xyz - vec3(1.75,0.,0.), vec3(.04, .14, .05) ) - .02 + noise(p.xy*100.,1e-3,0);
d = min(d, d2);
if (d==d2) mat = 6.;
// Gate Base
d2 = 1e3;
float stepDist = 1.5, h = 0.0, d3, choppy=4., freq=0.6, amp=.2;
for(int i = 0; i < 4; i++) {
step = sdBox2(vec3(p.x,p.y+stepDist+0.05,p.z), vec3(2., .2,stepDist)) - .05;
d2 = min(d2, step);
stepDist += .2;
}
d2 += noise(p.xz * 50.+200., .007, 0);
d = min(d, d2);
if (d==d2) mat = 2.0;
if (displace == 1) {
vec2 uv = p.xy;
for(int i = 0; i < 4; i++) {
d3 = sea_octave((uv+u_time)*freq,choppy);
d3 += sea_octave((uv-u_time)*freq,choppy);
h += d3 * amp;
uv *= mat2(1.6,1.2,-1.2,1.6); freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.4);
}
}
d2 = max(-sdCappedCylinder(p, 2.0, min((1.7 - (u_time - 28.9)*2.5),2.3)), sdCappedCylinder(p, .025, 1.6) - h*0.15);
d2 = max(d2, sdCappedCylinder ( p, 0.3, 1.7));
d = min(d, d2);
if (d==d2) {
mat = 1.0;
}
// sand
d2 = (p.y +3.7) + noise((vec2((p.x),(p.z*.44-40.))*.04)+100., 20., 0) + .25*sin(p.z*.5+u_time);
d = min(d,d2);
if (d==d2) mat = 3.0;
// pyradmid
d2 = sdPyramid(p+vec3(-75., 0., 100.), 60.);
d = min(d, d2);
if (d==d2) mat=3.;
// Prisms
for(float i = 0.; i < 8.; i++ ) {
q = p;
anRot = 24.67 / (PI * 2.) + (i+1.) * PI / 4.;
// Nudge first and the last prism out of the ground
if (i == 1.) anRot += .2;
if (i == 7.) anRot -= .2;
q.xy = rot2D(anRot) * q.xy;
float rotateDelay = STARTDELAY + (i - 1.) * 3. + 1.5;
// We can now call each prism by it's index
// draw all except the middle bottom prism
if (i > 0.) {
q.x -= 1.95;
vec3 q2 = q; // new point for movable parts
if(u_time > rotateDelay) q2.x = prismAnim(vec2(q2.x, rotateDelay));
float prismTop = sdTriPrism(vec3(q.x - .06, q.y, q.z), vec2(.1,.15), .5) -.01;
d2 = max(-sdTriPrism(vec3(q2.x - .14, q2.y - 0. , q2.z), vec2(.22), .5) - .01 , sdTriPrism(vec3(q2.x, q2.y, q2.z ), vec2(.2,.12), .5) - .02);
d2 = min(d2, prismTop);
d = min(d, d2);
// glyph locking thing material
if (d == d2) mat = 4.;
// glyph locking prism material
if( d == prismTop) if(u_time > rotateDelay + .2) {
mat = 5.;
glo = min(d2, prismTop);
}
}
}
return vec3( d, mat, glo);
return vec3(d, 0.0, 0.0);
}
////////////////
@ -254,23 +208,36 @@ vec3 map(vec3 p, int displace)
float rayMarch(vec3 ro, vec3 rd, int a) {
vec3 d;
float t = 0.; // total distance travelled
float t = 0.,ad,tmax=100.; // total distance travelled
const float tolerance = 0.00001;
const float Z_REPEAT_DIST = 1.;
// Raymarching
for (int i = 0; i < 100; i++) {
d = map(ro + rd * t, 0); // Get distance to objects
if (a==0&&d.z<0.3) glow += pow(0.01/d.z,0.8)*0.6;
for (int i = 0; i < 80; i++) {
d = mapScene(ro + rd * t); // Get distance to objects
ad = abs(d.x);
if (ad < tolerance*(t*0.125 + 1.0) || t > tmax) break;
t += d.x; // "march" the ray
if (d.x < 1e-3 || t > 500.) break;
}
t -= Z_REPEAT_DIST*15.;
for( int i=0; i<80; i++ )
{
d = mapScene(ro + rd * t); // get distance to objects
ad = abs(d.x);
if (ad < tolerance*(t*0.00125) || t > tmax) break;
t += min(d.x, Z_REPEAT_DIST/5.0); // "march" the ray
}
if (ad >= tmax) t= - 1.0;
return t;
}
vec3 getNormal(vec3 p) {
vec2 e = vec2(.01, 0.);
vec3 n = map(p, 1).x - vec3(
map(p-e.xyy,1).x,
map(p-e.yxy,1).x,
map(p-e.yyx,1).x);
vec3 n = mapScene(p).x - vec3(
mapScene(p-e.xyy).x,
mapScene(p-e.yxy).x,
mapScene(p-e.yyx).x);
return no(n);
}
@ -278,7 +245,7 @@ float getLight(vec3 p, vec3 lightPos, float intensity, float shadow, vec3 n, flo
vec3 l = no(lightPos - p);
float len = length( lightPos - p ); // Distance from the light to the surface point.
float dif = cl(dot(n, l)*intensity, 0., intensity) * 1.0 / (1.0 + atte*len),
d = rayMarch(p+n*.0025, l, 1);
d = rayMarch(p+n*.025, l, 1);
if(d<length(lightPos-p)) dif *= shadow;
return dif;
}
@ -293,14 +260,6 @@ float specular(vec3 normal,vec3 lightPos,vec3 rayOrigin,float specular) {
return pow(max(dot(reflect(rayOrigin,normal),lightPos),0.0),specular) * nrm;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye) {
vec3 color = vec3(0.0, 0.1, 0.3) + diffuse(n,l,60.0) * vec3(0.11, 0.16, 0.18) * 0.3;
color -= vec3(0.73, 0.15, 0.66) * pow(cl(1.-dot(n, -eye), 0., 1.), .7);
color += vec3(specular(n,l,eye,60.0))*0.2;
return color;
}
vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b ) {
vec3 fogColor = mix( vec3(0.34, 0.11, 0.34), // blue
@ -321,8 +280,6 @@ vec3 getCameraRayDir(vec2 uv, vec3 p, vec3 l, float z)
}
vec3 postProcess(vec3 col) {
// Vignette
//col *= smoothstep(0.9, 0.5, length(gl_FragCoord.xy/u_resolution.xy-vec2(.5)));
// Colour mapping
col *= vec3(.9, 0.8, 0.7);
// gamma
@ -331,61 +288,23 @@ vec3 postProcess(vec3 col) {
col = smoothstep(0., 1., col);
// fade out at the end
col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
//col += 1.0 - vec3(cl((46. - u_time)*.5, 0., 1.0));
return col;
}
vec3 cameraPos()
{
// first zoom in to the gate
vec3 cPos = vec3(0., cl(6.-u_time,2.,6.), cl((100.-u_time*11.),6.,100.));
if (u_time > 7.5) cPos += vec3(0., cl(7.5-u_time,-1.,0.), 0.);
// close up shot for 1st glyph lock
if (u_time > 10.5) cPos = vec3(2.,-1.,1.);
// zoom away for 2nd glyph animation
if (u_time > 12.) cPos = vec3(-1., -.7, 4.);
if (u_time > 14.5) {
cPos = vec3(0., 0., 4.);
cPos.yz *= rot2D(-0.6-(cos(u_time-15.))*0.05);
cPos.xz *= rot2D(sin((u_time-16.5)*0.1));
}
if (u_time > 23.5)
{
cPos = vec3(3., -.7, 4.);
}
if (u_time > 32.5)
{
cPos = vec3(-20.,10.,50.);
}
if (u_time > 36.5) {
cPos = vec3(3., -.7, 4.);
cPos.yz *= rot2D(((1.-cos(u_time-36.5))*-0.025));
cPos.xz *= rot2D(sin((u_time-36.5)*0.07));
}
vec3 cPos = vec3(0., 25., 25.);
return cPos;
}
vec3 cameraPointAt() {
vec3 p = vec3(0., -.5, 0.);
// look at 1st glyph
if (u_time > 10.5) p = vec3(1.7,-1.1,0.);
// look gate at distance
if(u_time > 12.) p = vec3(0.);
if(u_time > 14.5) p = mix(vec3(1.5,1.4,0.0),vec3(-1.5,1.4,0.0), (u_time-16.5)*0.13);
if(u_time > 23.5) p = vec3(0.);
vec3 p = vec3(0., 0.0, -5.);
return p;
}
// flash screen with glyph color when it is locked
vec3 colorFlashesAnim(vec3 col) {
if(u_time > 10.75) {
float x = smoothstep(-1.,.8,sin((timedSine(vec3(.8, 10.75, 8.))*2.)));
col = mix(col, chevronColor * (x * 1.4), x *.76);
}
return col;
}
vec3 addSpecular(vec3 nor, vec3 rod, float amount, float phong)
{
return vec3(specular(nor,no(vec3(0.0,0.3,0.8)),no(rod),pow(10.,phong)))*amount;
@ -395,7 +314,7 @@ vec3 sceneGate(vec2 uv)
{
// Initialization
vec3 ro = cameraPos(),
rd = getCameraRayDir(uv, ro, cameraPointAt(), cl((43.-u_time)*-2.,2.,25.)),
rd = getCameraRayDir(uv, ro, cameraPointAt(), cl(1.0,2.,25.)),
col = vec3(0.);
float d = rayMarch(ro, rd,0), mat = 0.;
@ -403,7 +322,7 @@ vec3 sceneGate(vec2 uv)
// Lighting
vec3 p = ro + rd * d,
n = getNormal(p);
mat = map(p,0).y;
mat = mapScene(p).y;
// Light 1 Arguments
// 1: Ray starting point
// 2: Light position
@ -419,21 +338,8 @@ vec3 sceneGate(vec2 uv)
if(mat==0.)
col *= vec3(0.2, 0.3, 0.3) + addSpecular(n,rd,.5, 2.);
if(mat==1.)
col *= getSeaColor(p, n, no(vec3(0.0,0.3,0.8)),no(rd));
if(mat==2.)
col *= vec3(0.7, 0.7, 0.4) + noise (p.xz*3.+1.5, 0.1,0);
if(mat==3.)
col *= vec3(.8, .8, .5) + noise(p.xz*500.+1e5, .3,0);
if(mat==4.)
col *= vec3(0.0, 0.08, 0.11) + addSpecular(n,rd,0.3,0.7);
if(mat ==5.)
col = chevronColor*0.4;// * pow(cl(1. -dot(n, -rd), 0., 1.), .3);
if(mat == 6.)
col *= vec3(0.01, 0.04, 0.06) + addSpecular(n,rd,.1, 2.5);
}
col += glow * chevronColor*.25;
return postProcess(colorFlashesAnim(applyFog(col, d, rd, vec3(0., -.1, -1.), .01)));
return postProcess(applyFog(col, d, rd, vec3(0., -.1, -1.), .01));
}
void main() {

View File

@ -1,9 +1,10 @@
// Generated with Shader Minifier 1.5.1 (https://github.com/laurentlb/Shader_Minifier/)
#ifndef FRAGMENT_INL_
# define FRAGMENT_INL_
# define VAR_fft_output "p"
# define VAR_fft_output "H"
# define VAR_o "f"
# define VAR_syncs "a"
# define VAR_u_hexGridTex "l"
const char *fragment_frag =
"#version 460\n"
@ -11,295 +12,128 @@ const char *fragment_frag =
"out vec4 f;"
"const float m=2.*acos(-1.),v=sqrt(5.)*.5+.5;"
"layout(location=0)uniform float a[7];"
"layout(location=8)uniform float p[512];"
"float y=a[0];"
"vec2 c=vec2(1920,1080);"
"const float z=22./7.;"
"vec3 n(vec3 v)"
"layout(location=8)uniform float H[512];"
"uniform sampler2D l;"
"float d=a[0];"
"vec2 n=vec2(1920,1080);"
"vec3 s(vec3 v)"
"{"
"return normalize(v);"
"}"
"float n(float v,float f,float y)"
"float s(float v,float f,float m)"
"{"
"return clamp(v,f,y);"
"return clamp(v,f,m);"
"}"
"mat2 n(float v)"
"mat2 s()"
"{"
"float f=sin(v);"
"v=cos(v);"
"return mat2(v,-f,f,v);"
"float v=sin(.5),f=cos(.5);"
"return mat2(f,-v,v,f);"
"}"
"float x(float v,float y,float m)"
"{"
"float z=max(m-abs(v-y),0.);"
"return max(v,y)+z*z*.25/m;"
"}"
"float n(vec2 v,int y)"
"{"
"if(y==1)"
"{"
"float y=dot(v,vec2(127.1,311.7));"
"return fract(sin(y)*43758.5453123);"
"}"
"v=50.*fract(v*.3183099);"
"return fract(v.x*v.y*(v.x+v.y));"
"}"
"float n(vec2 v,float y,int f)"
"{"
"vec2 m=floor(v);"
"v=fract(v);"
"v=v*v*(3.-2.*v);"
"float z=y;"
"if(f==1)"
"z=2.;"
"return-y+z*mix(mix(n(m+vec2(0),f),n(m+vec2(1,0),f),v.x),mix(n(m+vec2(0,1),f),n(m+vec2(1),f),v.x),v.y);"
"}"
"float n(vec3 v,float y,float m)"
"{"
"vec2 f=abs(vec2(length(v.xy),v.z))-vec2(m,y);"
"return min(max(f.x,f.y),0.)+length(max(f,0.));"
"}"
"float n(vec3 v,vec3 y)"
"{"
"v=abs(v)-y;"
"return length(max(v,0.))+min(max(v.x,max(v.y,v.z)),0.);"
"}"
"float n(vec3 v,vec2 y)"
"{"
"v.xy*=n(.5);"
"vec3 m=abs(v);"
"return max(m.z-y.y,max(m.x*.866025+v.y*.5,-v.y)-y.x*.5);"
"}"
"float x(vec3 v)"
"float s(vec3 v,vec2 m)"
"{"
"v=abs(v);"
"return(v.x+v.y+v.z-60.)*.577;"
"}"
"float s=0.;"
"vec3 l=vec3(.36,.9,0);"
"float t(vec3 v)"
"return max(v.y-m.y,max(v.x*sqrt(3.)*.5+v.z*.5,v.z)-m.x);"
"}\n"
"#define zclamp(a)max(a,0.0)\n"
"struct HexData{vec3 local;vec2 axial;};"
"HexData t(vec3 v)"
"{"
"return min((y-v.y)*v.z,v.x*z);"
"float f=sqrt(3.)/3.*v.x-1./3.*v.z,m=2./3.*v.z,x=round(f),l=round(m),a=round(-f-m),d=abs(x-f),p=abs(l-m);"
"f=abs(a+f+m);"
"if(d>p&&d>f)"
"x=-l-a;"
"else if(p>f)"
"l=-x-a;"
"f=sqrt(3.)*(x+l*.5);"
"m=1.5*l;"
"HexData r;"
"r.local=v-vec3(f,0,m);"
"r.axial=vec2(x,l);"
"return r;"
"}"
"vec3 w(vec3 v)"
"struct HexData{vec3 local;vec2 axial;};"
"float s(vec2 v)"
"{"
"for(float f=0.;f<7.;f++)"
"float m=v.x,f=v.y;"
"return max(abs(m),max(abs(f),abs(-m-f)));"
"}"
"vec3 p(vec3 v)"
"{"
"float f=1e9;"
"HexData m=t(vec3(v.x,v.y-10.,v.z));"
"float l=1.+H[int(clamp(s(m.axial)+1.,0.,511.))];"
"v=m.local;"
"v.xz*=s();"
"l=s(vec3(v.x,v.y-l/2,v.z),vec2(.83,l/2));"
"f=min(f,l);"
"return vec3(f,0,0);"
"}"
"float p(vec3 v,vec3 f,int m)"
"{"
"vec3 l;"
"float x=0.,r;"
"for(int m=0;m<80;m++)"
"{"
"float m=9.+f*3.,z=1.;"
"if(y>m)"
"{"
"if(mod(f,2.)>=1.)"
"z=-1.;"
"v.xy*=n((9.+9.*n(sin(t(vec3(1.5,m,4))*.06),-.9,.9))*z);"
"}"
"}"
"return v;"
"}"
"float n(vec2 v)"
"{"
"if(y>=v.y)"
"v.x+=.045*n(sin(t(vec3(3,v.y,40))*.4),-.8,.8);"
"return v.x;"
"}"
"float n(vec2 v,float f)"
"{"
"v+=n(v,1.,1);"
"vec2 y=1.-abs(sin(v));"
"y=mix(y,abs(cos(v)),y);"
"return pow(1.-pow(y.x*y.y,.65),f);"
"}"
"vec3 n(vec3 v,int m)"
"{"
"float f=0.,i=1e3,r=z/12.,a,s=floor(atan(v.y,v.x)/r+.5)*r;"
"vec3 l=v;"
"l.xy=n(s)*l.xy;"
"float c=length(max(abs(l.xy-vec2(1.8,0))-vec2(.24,.14),0.))-.02,d=abs(length(v.xy)-1.8)-.2;"
"c=min(c,d);"
"d=x(abs(length(v.xy)-1.75)-.08,abs(v.z-.1)-.04,.005);"
"c=x(max(-d,c),abs(v.z)-.1,.02);"
"vec3 p=w(v),t=p;"
"r=z/16.;"
"t.xy=n(floor(atan(p.y,p.x)/r+.5)*r)*t.xy;"
"d=n(t.xyz-vec3(1.75,0,0),vec3(.04,.14,.05))-.02+n(v.xy*1e2,.001,0);"
"c=min(c,d);"
"if(c==d)"
"f=6.;"
"d=1e3;"
"r=1.5;"
"float e=0.,u,g=4.,C=.6,F=.2;"
"for(int f=0;f<4;f++)"
"a=n(vec3(v.x,v.y+r+.05,v.z),vec3(2,.2,r))-.05,d=min(d,a),r+=.2;"
"d+=n(v.xz*50.+2e2,.007,0);"
"c=min(c,d);"
"if(c==d)"
"f=2.;"
"if(m==1)"
"{"
"vec2 f=v.xy;"
"for(int v=0;v<4;v++)"
"u=n((f+y)*C,g)+n((f-y)*C,g),e+=u*F,f*=mat2(1.6,1.2,-1.2,1.6),C*=1.9,F*=.22,g=mix(g,1.,.4);"
"}"
"d=max(max(-n(v,2.,min(1.7-(y-28.9)*2.5,2.3)),n(v,.025,1.6)-e*.15),n(v,.3,1.7));"
"c=min(c,d);"
"if(c==d)"
"f=1.;"
"d=v.y+3.7+n(vec2(v.x,v.z*.44-40.)*.04+1e2,20.,0)+.25*sin(v.z*.5+y);"
"c=min(c,d);"
"if(c==d)"
"f=3.;"
"d=x(v+vec3(-75,0,100));"
"c=min(c,d);"
"if(c==d)"
"f=3.;"
"for(float m=0.;m<8.;m++)"
"{"
"l=v;"
"s=24.67/(z*2.)+(m+1.)*z/4.;"
"if(m==1.)"
"s+=.2;"
"if(m==7.)"
"s-=.2;"
"l.xy=n(s)*l.xy;"
"float r=9.+(m-1.)*3.+1.5;"
"if(m>0.)"
"{"
"l.x-=1.95;"
"vec3 v=l;"
"if(y>r)"
"v.x=n(vec2(v.x,r));"
"float m=n(vec3(l.x-.06,l.yz),vec2(.1,.15))-.01;"
"d=min(max(-n(vec3(v.x-.14,v.yz),vec2(.22))-.01,n(vec3(v),vec2(.2,.12))-.02),m);"
"c=min(c,d);"
"if(c==d)"
"f=4.;"
"if(c==m)"
"if(y>r+.2)"
"f=5.,i=min(d,m);"
"}"
"}"
"return vec3(c,f,i);"
"}"
"float n(vec3 v,vec3 y,int m)"
"{"
"vec3 f;"
"float c=0.;"
"for(int i=0;i<100;i++)"
"{"
"f=n(v+y*c,0);"
"if(m==0&&f.z<.3)"
"s+=pow(.01/f.z,.8)*.6;"
"c+=f.x;"
"if(f.x<.001||c>5e2)"
"l=p(v+f*x);"
"r=abs(l.x);"
"if(r<1e-5*(x*.125+1.)||x>1e2)"
"break;"
"x+=l.x;"
"}"
"return c;"
"}"
"vec3 h(vec3 v)"
"{"
"vec2 f=vec2(.01,0);"
"return n(n(v,1).x-vec3(n(v-f.xyy,1).x,n(v-f.yxy,1).x,n(v-f.yyx,1)));"
"}"
"float h(vec3 v,vec3 y,float f,float m,vec3 c,float i)"
"{"
"vec3 d=n(y-v);"
"f=n(dot(c,d)*f,0.,f)/(1.+i*length(y-v));"
"i=n(v+c*.0025,d,1);"
"if(i<length(y-v))"
"f*=m;"
"return f;"
"}"
"float h(vec3 v,vec3 f,vec3 y,float m)"
"{"
"return pow(max(dot(reflect(y,v),f),0.),m)*((m+8.)/(z*8.));"
"}"
"vec3 h(vec3 v,vec3 y,vec3 f,vec3 m)"
"{"
"return vec3(0,.1,.3)+pow(dot(y,f)*.4+.6,60.)*vec3(.11,.16,.18)*.3-vec3(.73,.15,.66)*pow(n(1.-dot(y,-m),0.,1.),.7)+vec3(h(y,f,m,60.))*.2;"
"}"
"vec3 h(vec2 v,vec3 y,vec3 f,float m)"
"{"
"y=n(f-y);"
"f=n(cross(vec3(0,1,0),y));"
"return n(y*m+v.x*f+v.y*cross(y,f));"
"}"
"vec3 h()"
"{"
"vec3 v=vec3(0,n(6.-y,2.,6.),n(1e2-y*11.,6.,1e2));"
"if(y>7.5)"
"v+=vec3(0,n(7.5-y,-1.,0.),0);"
"if(y>10.5)"
"v=vec3(2,-1,1);"
"if(y>12.)"
"v=vec3(-1,-.7,4);"
"if(y>14.5)"
"v=vec3(0,0,4),v.yz*=n(-.6-cos(y-15.)*.05),v.xz*=n(sin((y-16.5)*.1));"
"if(y>23.5)"
"v=vec3(3,-.7,4);"
"if(y>32.5)"
"v=vec3(-20,10,50);"
"if(y>36.5)"
"v=vec3(3,-.7,4),v.yz*=n((1.-cos(y-36.5))*-.025),v.xz*=n(sin((y-36.5)*.07));"
"return v;"
"}"
"vec3 n()"
"{"
"vec3 v=vec3(0,-.5,0);"
"if(y>10.5)"
"v=vec3(1.7,-1.1,0);"
"if(y>12.)"
"v=vec3(0);"
"if(y>14.5)"
"v=mix(vec3(1.5,1.4,0),vec3(-1.5,1.4,0),(y-16.5)*.13);"
"if(y>23.5)"
"v=vec3(0);"
"return v;"
"}"
"vec3 r(vec3 v)"
"{"
"if(y>10.75)"
"x-=15.;"
"for(int m=0;m<80;m++)"
"{"
"float f=smoothstep(-1.,.8,sin(t(vec3(.8,10.75,8))*2.));"
"v=mix(v,f*1.4*l,f*.76);"
"l=p(v+f*x);"
"r=abs(l.x);"
"if(r<x*.00125*1e-5||x>1e2)"
"break;"
"x+=min(l.x,.2);"
"}"
"return v;"
"if(r>=1e2)"
"x=-1.;"
"return x;"
"}"
"vec3 h(vec3 v,vec3 y,float f,float m)"
"vec3 x(vec3 v)"
"{"
"return vec3(h(v,n(vec3(0,.3,.8)),n(y),pow(10.,m)))*f;"
"vec2 m=vec2(.01,0);"
"return s(p(v).x-vec3(p(v-m.xyy).x,p(v-m.yxy).x,p(v-m.yyx)));"
"}"
"vec3 h(vec2 v)"
"float p(vec3 v,vec3 f,float m,float l,vec3 x,float y)"
"{"
"vec3 f=h(),m=h(v,f,n(),n((43.-y)*-2.,2.,25.)),c=vec3(0);"
"float z=n(f,m,0),i=0.;"
"if(z<5e2)"
"vec3 a=s(f-v);"
"m=s(dot(x,a)*m,0.,m)/(1.+y*length(f-v));"
"if(p(v+x*.025,a,1)<length(f-v))"
"m*=l;"
"return m;"
"}"
"float p(vec3 v,vec3 m,vec3 f)"
"{"
"float l=pow(10.,2.);"
"return pow(max(dot(reflect(f,v),m),0.),l)*((l+8.)/(acos(-1.)*8.));"
"}"
"vec3 p(vec2 v,vec3 f,float m)"
"{"
"f=s(vec3(0,0,-5)-f);"
"vec3 l=s(cross(vec3(0,1,0),f));"
"return s(f*m+v.x*l+v.y*cross(f,l));"
"}"
"vec3 p(vec2 v)"
"{"
"vec3 f=vec3(0,25,25),m=p(v,f,s(1.,2.,25.)),l=vec3(0);"
"float a=p(f,m,0),r=0.;"
"if(a<5e2)"
"{"
"vec3 v=f+m*z,d=h(v);"
"i=n(v,0).y;"
"c+=vec3(.82,.5,.9)*h(v,vec3(10,15,25),1.,.2,d,1e-10);"
"c+=vec3(.79,.66,.43)*h(v,vec3(4,2,-15),1.,1.,d,1e-10);"
"c+=vec3(0,.06,.7)*h(v,vec3(0,0,5),n((y-29.)*1e2,0.,50.),0.,d,3.1);"
"c+=vec3(.29,.28,.33)*n(dot(d,n(vec3(0,1,10))),0.,1.);"
"if(i==0.)"
"c*=vec3(.2,.3,.3)+h(d,m,.5,2.);"
"if(i==1.)"
"c*=h(v,d,n(vec3(0,.3,.8)),n(m));"
"if(i==2.)"
"c*=vec3(.7,.7,.4)+n(v.xz*3.+1.5,.1,0);"
"if(i==3.)"
"c*=vec3(.8,.8,.5)+n(v.xz*5e2+1e5,.3,0);"
"if(i==4.)"
"c*=vec3(0,.08,.11)+h(d,m,.3,.7);"
"if(i==5.)"
"c=l*.4;"
"if(i==6.)"
"c*=vec3(.01,.04,.06)+h(d,m,.1,2.5);"
"vec3 v=f+m*a,i=x(v);"
"r=p(v).y;"
"l=l+vec3(.82,.5,.9)*p(v,vec3(10,15,25),1.,.2,i,1e-10)+vec3(.79,.66,.43)*p(v,vec3(4,2,-15),1.,1.,i,1e-10)+vec3(0,.06,.7)*p(v,vec3(0,0,5),s((d-29.)*1e2,0.,50.),0.,i,3.1)+vec3(.29,.28,.33)*s(dot(i,s(vec3(0,1,10))),0.,1.);"
"if(r==0.)"
"l*=vec3(.2,.3,.3)+vec3(p(i,s(vec3(0,.3,.8)),s(m)))*.5;"
"}"
"c+=s*l*.25;"
"return smoothstep(0.,1.,pow(r(mix(c,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,vec3(0,-.1,-1)),0.),8.)),1.-exp(-z*.01)))*vec3(.9,.8,.7),vec3(.45)))+1.-vec3(n((46.-y)*.5,0.,1.));"
"return smoothstep(0.,1.,pow(mix(l,mix(vec3(.34,.11,.34),vec3(.93,.37,.16),pow(max(dot(m,vec3(0,-.1,-1)),0.),8.)),1.-exp(-a*.01))*vec3(.9,.8,.7),vec3(.45)));"
"}"
"void main()"
"{"
"f=vec4(h((gl_FragCoord.xy*2.-c.xy)/c.y),1);"
"f=vec4(p((gl_FragCoord.xy*2.-n.xy)/n.y),1);"
"}";
#endif // FRAGMENT_INL_

79
test.py Normal file
View File

@ -0,0 +1,79 @@
import numpy as np
import matplotlib.pyplot as plt
from matplotlib.animation import FuncAnimation
class DecayingSineWave:
def __init__(self, freq=5, decay=0.05, sample_rate=60):
self.freq = freq
self.decay = decay
self.sample_rate = sample_rate
self.triggers = []
def trigger(self, t):
self.triggers.append(t)
def sample(self, t):
value = 0.0
still_active = []
for start_time in self.triggers:
age = t - start_time
if age >= 0:
v = np.sin(2 * np.pi * self.freq * age / self.sample_rate) * np.exp(-self.decay * age)
value += v
if np.exp(-self.decay * age) > 1e-3:
still_active.append(start_time)
self.triggers = still_active
return value
# --- Initialize ---
wave = DecayingSineWave(freq=5, decay=0.05, sample_rate=60)
wave_array = np.zeros(512)
time = [0]
max_len = 512
fig, ax = plt.subplots()
line, = ax.plot(np.arange(512), wave_array, lw=2)
trig_dots, = ax.plot([], [], 'ro', markersize=4)
ax.set_xlim(0, 511)
ax.set_ylim(-1.2, 1.2)
ax.set_title("Click to Trigger Decaying Sine Wave")
ax.set_xlabel("Sample Index (0 = current)")
ax.set_ylabel("Amplitude")
ax.grid(True)
trigger_times = []
# --- Click handler ---
def on_click(event):
current_time = time[0]
wave.trigger(current_time)
trigger_times.append(current_time)
fig.canvas.mpl_connect('button_press_event', on_click)
# --- Animation update ---
def update(frame):
global wave_array
current_time = time[0]
# Shift buffer to the right (older samples move toward the end)
wave_array = wave_array * 0.995
wave_array = np.roll(wave_array, 1)
# Insert new sample at index 0
wave_array[0] = wave.sample(current_time)
print (wave_array)
line.set_data(np.arange(512), wave_array)
# Trigger markers
visible_triggers = [tt for tt in trigger_times if current_time - 512 < tt <= current_time]
x = [current_time - tt for tt in visible_triggers] # 0 = current time
y = [1.0 for _ in x]
trig_dots.set_data(x, y)
time[0] += 1
return line, trig_dots
ani = FuncAnimation(fig, update, interval=1000 / 60, blit=True)
plt.show()