refactor: not overlaping keyboard and midi
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This commit is contained in:
2026-05-14 22:27:39 +02:00
parent 28b87d316a
commit 6abf050bcc
16 changed files with 499 additions and 420 deletions
+102 -99
View File
@@ -66,8 +66,8 @@ UNIFORM_IN_RESOLUTION_PREFIX=iInputResolution
# --- uniform vec3 ---
# Midi group X layer Y (beware of group size)
# Injected as "iMidiX_Y[Z]"
UNIFORM_MIDI_PREFIX=iMidi
# Injected as "iGroupX_Y[Z]"
UNIFORM_GROUP_PREFIX=iGroup
# --- uniform sampler2D ---
@@ -134,10 +134,17 @@ FRAG_OUTPUT=9
FRAG_MONITOR=10
# ========
# MIDI I/O
# ========
# ==========
# I/O Inputs
# ==========
# Each code either maps to a midi event or a key code
# 1 - 999 -> midi event
# 1001 - 1999 -> key code
# Keyboard modifiers are encoded like this:
# 10000 -> shift
# 100000 -> control
# 1000000 -> alt
# This means 111082 is control+alt+R
# The recognized ALSA name of the midi device
MIDI_HW=hw:CARD=nanoKONTROL2
@@ -193,8 +200,8 @@ SELECT_ITEM_3=42
SELECT_ITEM_4=41
SELECT_ITEM_5=45
# === MIDI INPUT STATES
# Midi inputs will control FORGE's state as follows
# === GROUP INPUT STATES
# Inputs will control FORGE's state as follows
# X groups of Y layers sized Z
# You can manipulate only 1 layer at a time
# Every layer of every groups will be send as uniforms
@@ -202,72 +209,72 @@ SELECT_ITEM_5=45
# with the same codes for nice display
# Total number of groups
MIDI_COUNT=3
GROUP_COUNT=3
# Total number of layers of group 1
MIDI_1_ACTIVE_COUNT=2
GROUP_1_ACTIVE_COUNT=2
# Midi codes to change layer of group 1
MIDI_1_ACTIVE_1=32
MIDI_1_ACTIVE_2=64
GROUP_1_ACTIVE_1=32
GROUP_1_ACTIVE_2=64
# Size of group 1
MIDI_1_COUNT=6
GROUP_1_COUNT=6
# Every code of active layer manipulation of group 1
MIDI_1_1_X=33
MIDI_1_1_Y=49
MIDI_1_1_Z=65
MIDI_1_2_X=1
MIDI_1_2_Y=17
MIDI_1_2_Z=
MIDI_1_3_X=34
MIDI_1_3_Y=50
MIDI_1_3_Z=66
MIDI_1_4_X=2
MIDI_1_4_Y=18
MIDI_1_4_Z=
MIDI_1_5_X=35
MIDI_1_5_Y=51
MIDI_1_5_Z=67
MIDI_1_6_X=3
MIDI_1_6_Y=19
MIDI_1_6_Z=
GROUP_1_1_X=33
GROUP_1_1_Y=49
GROUP_1_1_Z=65
GROUP_1_2_X=1
GROUP_1_2_Y=17
GROUP_1_2_Z=
GROUP_1_3_X=34
GROUP_1_3_Y=50
GROUP_1_3_Z=66
GROUP_1_4_X=2
GROUP_1_4_Y=18
GROUP_1_4_Z=
GROUP_1_5_X=35
GROUP_1_5_Y=51
GROUP_1_5_Z=67
GROUP_1_6_X=3
GROUP_1_6_Y=19
GROUP_1_6_Z=
# Same for group 2
MIDI_2_ACTIVE_COUNT=3
MIDI_2_ACTIVE_1=36
MIDI_2_ACTIVE_2=68
MIDI_2_ACTIVE_3=52
MIDI_2_COUNT=7
MIDI_2_1_X=37
MIDI_2_1_Y=53
MIDI_2_1_Z=69
MIDI_2_2_X=5
MIDI_2_2_Y=21
MIDI_2_2_Z=
MIDI_2_3_X=38
MIDI_2_3_Y=54
MIDI_2_3_Z=70
MIDI_2_4_X=6
MIDI_2_4_Y=22
MIDI_2_4_Z=
MIDI_2_5_X=39
MIDI_2_5_Y=55
MIDI_2_5_Z=71
MIDI_2_6_X=7
MIDI_2_6_Y=23
MIDI_2_6_Z=
MIDI_2_7_X=4
MIDI_2_7_Y=20
MIDI_2_7_Z=59
GROUP_2_ACTIVE_COUNT=3
GROUP_2_ACTIVE_1=36
GROUP_2_ACTIVE_2=68
GROUP_2_ACTIVE_3=52
GROUP_2_COUNT=7
GROUP_2_1_X=37
GROUP_2_1_Y=53
GROUP_2_1_Z=69
GROUP_2_2_X=5
GROUP_2_2_Y=21
GROUP_2_2_Z=
GROUP_2_3_X=38
GROUP_2_3_Y=54
GROUP_2_3_Z=70
GROUP_2_4_X=6
GROUP_2_4_Y=22
GROUP_2_4_Z=
GROUP_2_5_X=39
GROUP_2_5_Y=55
GROUP_2_5_Z=71
GROUP_2_6_X=7
GROUP_2_6_Y=23
GROUP_2_6_Z=
GROUP_2_7_X=4
GROUP_2_7_Y=20
GROUP_2_7_Z=59
# Same for group 3
MIDI_3_COUNT=2
MIDI_3_1_X=48
MIDI_3_1_Y=58
MIDI_3_1_Z=
MIDI_3_2_X=0
MIDI_3_2_Y=16
MIDI_3_2_Z=
GROUP_3_COUNT=2
GROUP_3_1_X=48
GROUP_3_1_Y=58
GROUP_3_1_Z=
GROUP_3_2_X=0
GROUP_3_2_Y=16
GROUP_3_2_Z=
# =====
# OTHER
@@ -279,55 +286,51 @@ SAVE_FILE_PREFIX=forge_default_save
# === HOTKEYS
# You can change the default keycodes used on runtime
# Modifiers are encoded like this:
# 1000 -> shift
# 10000 -> control
# 100000 -> alt
# This means 110082 is control+alt+R
# R on (qwerty)
HOTKEY_RANDOMIZE=82
KEY_RANDOMIZE=1082
# SHIFT+R (qwerty)
HOTKEY_RESET=1082
KEY_RESET=11082
# D (qwerty)
HOTKEY_DEMO=68
KEY_DEMO=1068
# A (qwerty)
HOTKEY_AUTORAND=65
KEY_AUTORAND=1065
# Left arrow
HOTKEY_AUTORAND_DOWN=263
KEY_AUTORAND_DOWN=1263
# Right arrow
HOTKEY_AUTORAND_UP=262
KEY_AUTORAND_UP=1262
# Down arrow
HOTKEY_TEMPO_DOWN=264
KEY_TEMPO_DOWN=1264
# Up arrow
HOTKEY_TEMPO_UP=265
KEY_TEMPO_UP=1265
# Number of load states keys
HOTKEY_LOAD_COUNT=10
KEY_LOAD_COUNT=10
# 1 to 9 then 0 keys
HOTKEY_LOAD_1=49
HOTKEY_LOAD_2=50
HOTKEY_LOAD_3=51
HOTKEY_LOAD_4=52
HOTKEY_LOAD_5=53
HOTKEY_LOAD_6=54
HOTKEY_LOAD_7=55
HOTKEY_LOAD_8=56
HOTKEY_LOAD_9=57
HOTKEY_LOAD_10=48
KEY_LOAD_1=1049
KEY_LOAD_2=1050
KEY_LOAD_3=1051
KEY_LOAD_4=1052
KEY_LOAD_5=1053
KEY_LOAD_6=1054
KEY_LOAD_7=1055
KEY_LOAD_8=1056
KEY_LOAD_9=1057
KEY_LOAD_10=1048
# Number of save states keys
HOTKEY_SAVE_COUNT=10
KEY_SAVE_COUNT=10
# 1 to 9 then 0 keys with shift
HOTKEY_SAVE_1=1049
HOTKEY_SAVE_2=1050
HOTKEY_SAVE_3=1051
HOTKEY_SAVE_4=1052
HOTKEY_SAVE_5=1053
HOTKEY_SAVE_6=1054
HOTKEY_SAVE_7=1055
HOTKEY_SAVE_8=1056
HOTKEY_SAVE_9=1057
HOTKEY_SAVE_10=1048
KEY_SAVE_1=11049
KEY_SAVE_2=11050
KEY_SAVE_3=11051
KEY_SAVE_4=11052
KEY_SAVE_5=11053
KEY_SAVE_6=11054
KEY_SAVE_7=11055
KEY_SAVE_8=11056
KEY_SAVE_9=11057
KEY_SAVE_10=11048
+2 -2
View File
@@ -13,8 +13,8 @@ out vec4 fragColor;
subroutine uniform src_stage_sub src_stage;
uniform int iSeed3;
uniform vec3 iMidi1_1[6];
uniform vec3 iGroup1_1[6];
void main() {
fragColor = src_stage(vUV, iSeed3, iMidi1_1[0], iMidi1_1[1].xy, iMidi1_1[2], iMidi1_1[3].xy, iMidi1_1[4], iMidi1_1[5].xy);
fragColor = src_stage(vUV, iSeed3, iGroup1_1[0], iGroup1_1[1].xy, iGroup1_1[2], iGroup1_1[3].xy, iGroup1_1[4], iGroup1_1[5].xy);
}
+2 -2
View File
@@ -12,8 +12,8 @@ out vec4 fragColor;
subroutine uniform src_stage_sub src_stage;
uniform int iSeed4;
uniform vec3 iMidi1_2[6];
uniform vec3 iGroup1_2[6];
void main() {
fragColor = src_stage(vUV, iSeed4, iMidi1_2[0], iMidi1_2[1].xy, iMidi1_2[2], iMidi1_2[3].xy, iMidi1_2[4], iMidi1_2[5].xy);
fragColor = src_stage(vUV, iSeed4, iGroup1_2[0], iGroup1_2[1].xy, iGroup1_2[2], iGroup1_2[3].xy, iGroup1_2[4], iGroup1_2[5].xy);
}
+2 -2
View File
@@ -14,8 +14,8 @@ out vec4 fragColor;
uniform sampler2D iTex7;
uniform sampler2D iTex9;
uniform int iSeed5;
uniform vec3 iMidi2_1[7];
uniform vec3 iGroup2_1[7];
void main() {
fragColor = fx_stage(vUV, iTex7, iTex9, iSeed5, iMidi2_1[0], iMidi2_1[1].xy, iMidi2_1[2], iMidi2_1[3].xy, iMidi2_1[4], iMidi2_1[5].xy, iMidi2_1[6]);
fragColor = fx_stage(vUV, iTex7, iTex9, iSeed5, iGroup2_1[0], iGroup2_1[1].xy, iGroup2_1[2], iGroup2_1[3].xy, iGroup2_1[4], iGroup2_1[5].xy, iGroup2_1[6]);
}
+2 -2
View File
@@ -14,8 +14,8 @@ out vec4 fragColor;
uniform sampler2D iTex8;
uniform sampler2D iTex10;
uniform int iSeed6;
uniform vec3 iMidi2_2[7];
uniform vec3 iGroup2_2[7];
void main() {
fragColor = fx_stage(vUV, iTex8, iTex10, iSeed6, iMidi2_2[0], iMidi2_2[1].xy, iMidi2_2[2], iMidi2_2[3].xy, iMidi2_2[4], iMidi2_2[5].xy, iMidi2_2[6]);
fragColor = fx_stage(vUV, iTex8, iTex10, iSeed6, iGroup2_2[0], iGroup2_2[1].xy, iGroup2_2[2], iGroup2_2[3].xy, iGroup2_2[4], iGroup2_2[5].xy, iGroup2_2[6]);
}
+3 -3
View File
@@ -16,11 +16,11 @@ uniform int iDemo;
uniform sampler2D iTex9;
uniform sampler2D iTex10;
uniform int iSeed7;
uniform vec3 iMidi3_1[2];
uniform vec3 iGroup3_1[2];
void main() {
float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7);
bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10);
float mix_value = magic(iGroup3_1[1].xy, vec3(1, 0, 0), iSeed7);
bool mix_type = magic_trigger(vec3(iGroup3_1[0].x, 0, 0), iSeed7 + 10);
vec4 color_a = texture(iTex9, vUV);
vec4 color_b = texture(iTex10, vUV);
+4 -4
View File
@@ -14,16 +14,16 @@ out vec4 fragColor;
uniform sampler2D iTex11;
uniform sampler2D iTex0;
uniform int iSeed8;
uniform vec3 iMidi2_3[7];
uniform vec3 iMidi3_1[2];
uniform vec3 iGroup2_3[7];
uniform vec3 iGroup3_1[2];
uniform int iDemo;
uniform int iAutoRand;
void main() {
vec4 color = fx_stage(vUV, iTex11, iTex0, iSeed8, iMidi2_3[0], iMidi2_3[1].xy, iMidi2_3[2], iMidi2_3[3].xy, iMidi2_3[4], iMidi2_3[5].xy, iMidi2_3[6]);
vec4 color = fx_stage(vUV, iTex11, iTex0, iSeed8, iGroup2_3[0], iGroup2_3[1].xy, iGroup2_3[2], iGroup2_3[3].xy, iGroup2_3[4], iGroup2_3[5].xy, iGroup2_3[6]);
if (iDemo < 1 && iAutoRand < 1) {
color = mix(color, vec4(0), iMidi3_1[0].y);
color = mix(color, vec4(0), iGroup3_1[0].y);
}
fragColor = color;
+108 -50
View File
@@ -35,17 +35,16 @@ uniform int iState8;
uniform int iActive1;
uniform int iActive2;
uniform vec3 iMidi2_1[7];
uniform vec3 iMidi2_2[7];
uniform vec3 iMidi2_3[7];
uniform vec3 iMidi3_1[2];
uniform vec3 iGroup2_1[7];
uniform vec3 iGroup2_2[7];
uniform vec3 iGroup2_3[7];
uniform vec3 iGroup3_1[2];
vec4 debug(vec2 vUV)
{
// start
vec2 uv0 = vUV.st;
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
@@ -92,30 +91,90 @@ vec4 debug(vec2 vUV)
if (random_mfx) {
selected_mfx = int(randTime(iSeed8 + 100) * 14);
}
float fxa_value = magic(iMidi2_1[6].xy, vec3(1, 0, 0), iSeed5);
bool fxa_invert = magic_trigger(vec3(iMidi2_1[6].z, 0, 0), iSeed5);
float fxb_value = magic(iMidi2_2[6].xy, vec3(1, 0, 0), iSeed6);
bool fxb_invert = magic_trigger(vec3(iMidi2_2[6].z, 0, 0), iSeed6);
float mfx_value = magic(iMidi2_3[6].xy, vec3(1, 0, 0), iSeed8);
bool mfx_invert = magic_trigger(vec3(iMidi2_3[6].z, 0, 0), iSeed8);
float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7);
float fxa_value = magic(iGroup2_1[6].xy, vec3(1, 0, 0), iSeed5);
bool fxa_invert = magic_trigger(vec3(iGroup2_1[6].z, 0, 0), iSeed5);
float fxb_value = magic(iGroup2_2[6].xy, vec3(1, 0, 0), iSeed6);
bool fxb_invert = magic_trigger(vec3(iGroup2_2[6].z, 0, 0), iSeed6);
float mfx_value = magic(iGroup2_3[6].xy, vec3(1, 0, 0), iSeed8);
bool mfx_invert = magic_trigger(vec3(iGroup2_3[6].z, 0, 0), iSeed8);
float mix_value = magic(iGroup3_1[1].xy, vec3(1, 0, 0), iSeed7);
mix_value = mix(mix_value, mix_value * 0.9 + 0.05, iDemo);
bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10);
bool mix_type = magic_trigger(vec3(iGroup3_1[0].x, 0, 0), iSeed7 + 10);
// logic
const int texts[10][5] = {
{0x46, 0x50, 0x53, 0x00, 0x00}, // FPS
{0x54, 0x45, 0x4D, 0x50, 0x4F}, // TEMPO
{0x54, 0x49, 0x4D, 0x45, 0x00}, // TIME
{0x44, 0x45, 0x4D, 0x4F, 0x00}, // DEMO
{0x4C, 0x49, 0x56, 0x45, 0x00}, // LIVE
{0x52, 0x41, 0x4E, 0x44, 0x00}, // RAND
{0x53, 0x52, 0x43, 0x00, 0x00}, // SRC
{0x46, 0x58, 0x00, 0x00, 0x00}, // FX
{0x49, 0x4E, 0x00, 0x00, 0x00}, // IN
{0x4D, 0x46, 0x58, 0x00, 0x00}, // MFX
};
{
0x46,
0x50,
0x53,
0x00,
0x00
}, // FPS
{
0x54,
0x45,
0x4D,
0x50,
0x4F
}, // TEMPO
{
0x54,
0x49,
0x4D,
0x45,
0x00
}, // TIME
{
0x44,
0x45,
0x4D,
0x4F,
0x00
}, // DEMO
{
0x4C,
0x49,
0x56,
0x45,
0x00
}, // LIVE
{
0x52,
0x41,
0x4E,
0x44,
0x00
}, // RAND
{
0x53,
0x52,
0x43,
0x00,
0x00
}, // SRC
{
0x46,
0x58,
0x00,
0x00,
0x00
}, // FX
{
0x49,
0x4E,
0x00,
0x00,
0x00
}, // IN
{
0x4D,
0x46,
0x58,
0x00,
0x00
}, // MFX
};
vec2 uv2 = uv1;
@@ -128,21 +187,20 @@ vec4 debug(vec2 vUV)
// base frame
float f =
h_rect(uv2, vec2(-5, -2), vec2(1), 0.1) +
h_rect(uv2, vec2(-2, -2), vec2(1), 0.1) +
rect(uv2, vec2(-3.5, -2), vec2(0.5, 0.1)) +
h_rect(uv2, vec2(-5, 2), vec2(1), 0.1) +
h_rect(uv2, vec2(-2, 2), vec2(1), 0.1) +
rect(uv2, vec2(-3.5, 2), vec2(0.5, 0.1)) +
h_rect(uv2, vec2(2, 0), vec2(1), 0.1) +
h_rect(uv2, vec2(5, 0), vec2(1), 0.1) +
rect(uv2, vec2(3.5, 0), vec2(0.5, 0.1)) +
rect(uv2, vec2(0.55, -2), vec2(1.5, 0.1)) +
rect(uv2, vec2(2, -1.55), vec2(0.1, 0.55)) +
rect(uv2, vec2(0.55, 2), vec2(1.5, 0.1)) +
rect(uv2, vec2(2, 1.55), vec2(0.1, 0.55)) +
rect(uv2, vec2(6.8, 0), vec2(0.75, 0.1)) +
h_circle(uv2, vec2(7.8, 0), 0.3, 0.1)
;
h_rect(uv2, vec2(-2, -2), vec2(1), 0.1) +
rect(uv2, vec2(-3.5, -2), vec2(0.5, 0.1)) +
h_rect(uv2, vec2(-5, 2), vec2(1), 0.1) +
h_rect(uv2, vec2(-2, 2), vec2(1), 0.1) +
rect(uv2, vec2(-3.5, 2), vec2(0.5, 0.1)) +
h_rect(uv2, vec2(2, 0), vec2(1), 0.1) +
h_rect(uv2, vec2(5, 0), vec2(1), 0.1) +
rect(uv2, vec2(3.5, 0), vec2(0.5, 0.1)) +
rect(uv2, vec2(0.55, -2), vec2(1.5, 0.1)) +
rect(uv2, vec2(2, -1.55), vec2(0.1, 0.55)) +
rect(uv2, vec2(0.55, 2), vec2(1.5, 0.1)) +
rect(uv2, vec2(2, 1.55), vec2(0.1, 0.55)) +
rect(uv2, vec2(6.8, 0), vec2(0.75, 0.1)) +
h_circle(uv2, vec2(7.8, 0), 0.3, 0.1);
if (iDemo < 1 && iInputFormat1 == YUYV_FOURCC) {
f += circle(uv2, vec2(-9, 2), 0.3);
@@ -183,14 +241,14 @@ vec4 debug(vec2 vUV)
// show src/fx
f += write_5(uv3 * 0.75, vec2(-11.6,-1.8), texts[6]);
f += write_5(uv3 * 0.75, vec2(-4.2,-1.8), texts[7]);
f += write_5(uv3 * 0.75, vec2(-11.6, -1.8), texts[6]);
f += write_5(uv3 * 0.75, vec2(-4.2, -1.8), texts[7]);
f += char_at(uv3 * 0.5, vec2(-11.5, 3.5), 0x41);
f += char_at(uv3 * 0.5, vec2(-11.5, -6), 0x42);
if (iDemo < 1 && (iInputFormat1 == YUYV_FOURCC || iInputFormat2 == YUYV_FOURCC)) {
f += write_5(uv3 * 0.75, vec2(-19.7,-1.8), texts[8]);
f += write_5(uv3 * 0.75, vec2(-19.7, -1.8), texts[8]);
}
f += write_5(uv3 * 0.75, vec2(10.9,2), texts[9]);
f += write_5(uv3 * 0.75, vec2(10.9, 2), texts[9]);
// show inputs / feedback
float line_a_a = rect(uv2, vec2(-7.5, 2), vec2(1.5, 0.1));
@@ -236,21 +294,21 @@ vec4 debug(vec2 vUV)
float x = 0;
x = -15;
f += write_5(uv3, vec2(x - 4.5,13), texts[1]);
f += write_int(uv3, vec2(x + 1.5,13), int(iTempo), 3);
f += write_5(uv3, vec2(x - 4.5, 13), texts[1]);
f += write_int(uv3, vec2(x + 1.5, 13), int(iTempo), 3);
v = fract(iBeats);
f += h_rect(uv3, vec2(x, 12), vec2(4, 0.5), 0.2);
f += rect(uv3, vec2(x + 4 * v - 4, 12), vec2(4 * v, 0.4));
x = 15;
if (iAutoRand > 0) {
f += write_5(uv3, vec2(x - 4.5,13), texts[5]);
f += write_int(uv3, vec2(x - 0.5,13), int(iAutoRandCycle), 5);
f += write_5(uv3, vec2(x - 4.5, 13), texts[5]);
f += write_int(uv3, vec2(x - 0.5, 13), int(iAutoRandCycle), 5);
v = fract(iBeats / iAutoRandCycle);
} else {
f += write_int(uv3, vec2(x - 0.5,13), int(iTime), 5);
f += write_int(uv3, vec2(x - 0.5, 13), int(iTime), 5);
v = fract(iTime);
f += write_5(uv3, vec2(x - 4.5,13), texts[2]);
f += write_5(uv3, vec2(x - 4.5, 13), texts[2]);
}
f += h_rect(uv3, vec2(x, 12), vec2(4, 0.5), 0.2);
f += rect(uv3, vec2(x + 4 * v - 4, 12), vec2(4 * v, 0.4));