From a2ba37df1606865b5ff13ae1327462963f4f08fd Mon Sep 17 00:00:00 2001 From: klemek Date: Thu, 2 Oct 2025 21:12:08 +0200 Subject: [PATCH] wip value input --- config/forge.cfg | 7 +- shaders/frag0.glsl | 241 ++++++++++++++++++++++---------------------- shaders/frag10.glsl | 2 +- shaders/frag3.glsl | 4 +- shaders/frag4.glsl | 4 +- shaders/frag5.glsl | 2 +- shaders/frag6.glsl | 2 +- shaders/frag7.glsl | 6 +- shaders/frag8.glsl | 2 +- src/arr.c | 2 +- src/forge.c | 2 + src/shaders.c | 58 +++++++---- src/state.c | 60 ++++++++--- src/types.h | 40 +++++--- 14 files changed, 256 insertions(+), 176 deletions(-) diff --git a/config/forge.cfg b/config/forge.cfg index 92c673e..41bd1a7 100644 --- a/config/forge.cfg +++ b/config/forge.cfg @@ -16,6 +16,7 @@ UNIFORM_SRC_PREFIX=midi UNIFORM_PAGE=iPage UNIFORM_SELECTED=iSelected UNIFORM_ACTIVE_PREFIX=active +UNIFORM_SRC_PREFIX=src SUB_TYPE_COUNT=2 SUB_1_PREFIX=src_ @@ -71,7 +72,7 @@ SRC_COUNT=3 SRC_1_ACTIVE_COUNT=2 SRC_1_ACTIVE_1=32 SRC_1_ACTIVE_2=64 -SRC_1_COUNT=7 +SRC_1_COUNT=6 SRC_1_1_X=33 SRC_1_1_Y=49 SRC_1_1_Z=65 @@ -93,8 +94,8 @@ SRC_1_6_Z= SRC_2_ACTIVE_COUNT=3 SRC_2_ACTIVE_1=36 -SRC_2_ACTIVE_2=68 -SRC_2_ACTIVE_3=52 +SRC_2_ACTIVE_2=52 +SRC_2_ACTIVE_3=68 SRC_2_COUNT=7 SRC_2_1_X=37 SRC_2_1_Y=53 diff --git a/shaders/frag0.glsl b/shaders/frag0.glsl index 517f3b0..61736cb 100644 --- a/shaders/frag0.glsl +++ b/shaders/frag0.glsl @@ -35,6 +35,11 @@ uniform int state8; uniform int active1; uniform int active2; +uniform vec3 src2_1[7]; +uniform vec3 src2_2[7]; +uniform vec3 src2_3[7]; +uniform vec3 src3_1[2]; + // 2. textures // --------------- @@ -879,11 +884,11 @@ int guess_char(sampler2D tex, vec2 uv, float k, float t) // 5. generators // ------------- -subroutine vec4 src_stage_sub(vec2 vUV, int seed); +subroutine vec4 src_stage_sub(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3); subroutine uniform src_stage_sub src_stage; -vec4 src_thru(vec2 vUV, sampler2D tex, int seed) +vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -891,9 +896,9 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed) // controls - float hue = magic(seed + 10); - float saturation = magic(seed + 20); - float light = magic(seed + 30); + float hue = magic(f1, b1, seed + 10); + float saturation = magic(f2, b2, seed + 20); + float light = magic(f3, b3, seed + 30); // logic @@ -910,13 +915,13 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed) } // SRC 1: feedback + thru -subroutine(src_stage_sub) vec4 src_1(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { - return src_thru(vUV, tex0, seed); + return src_thru(vUV, tex0, seed, b1, f1, b2, f2, b3, f3); } // SRC 2 : lines -subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -926,9 +931,9 @@ subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed) // controls - float thickness = magic(seed + 10); - float rotation = magic(seed + 20); - float distort = magic(seed + 30); + float thickness = magic(f1, b1, seed + 10); + float rotation = magic(f2, b2, seed + 20); + float distort = magic(f3, b3, seed + 30); // logic @@ -943,7 +948,7 @@ subroutine(src_stage_sub) vec4 src_2(vec2 vUV, int seed) } // SRC 3 : dots -subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -953,9 +958,9 @@ subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed) // controls - float zoom = magic(seed + 10); - float rotation = magic(seed + 20); - float lens_v = magic(seed + 30); + float zoom = magic(f1, b1, seed + 10); + float rotation = magic(f2, b2, seed + 20); + float lens_v = magic(f3, b3, seed + 30); // logic @@ -972,7 +977,7 @@ subroutine(src_stage_sub) vec4 src_3(vec2 vUV, int seed) } // SRC 4 : waves -subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -982,9 +987,9 @@ subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed) // controls - float spacing = magic(seed + 10); - float thickness = magic(seed + 20); - float scroll = magic_reverse(seed + 30); + float spacing = magic(f1, b1, seed + 10); + float thickness = magic(f2, b2, seed + 20); + float scroll = magic_reverse(f3, b3, seed + 30); // logic @@ -1015,7 +1020,7 @@ subroutine(src_stage_sub) vec4 src_4(vec2 vUV, int seed) } // SRC 5 : noise -subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -1025,9 +1030,9 @@ subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed) // controls - float zoom = magic(seed + 10); - float voronoi_distort = magic(seed + 20); - float details = magic(seed + 30); + float zoom = magic(f1, b1, seed + 10); + float voronoi_distort = magic(f2, b2, seed + 20); + float details = magic(f3, b3, seed + 30); float noise_factor = magic(seed + 40); // logic @@ -1045,13 +1050,13 @@ subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed) } // SRC 6 : video in 1 + thru -subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { - return src_thru(vUV, tex3, seed); + return src_thru(vUV, tex3, seed, b1, f1, b2, f2, b3, f3); } // SRC 7 : cp437 -subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -1061,10 +1066,10 @@ subroutine(src_stage_sub) vec4 src_7(vec2 vUV, int seed) // controls - float zoom = magic(seed + 10); - vec2 charset = magic_f(seed + 20); - vec3 charset_ctrl = magic_b(seed + 20); - float char_delta = magic(seed + 30); + float zoom = magic(f1, b1, seed + 10); + vec2 charset = magic_f(f2, b2, seed + 20); + vec3 charset_ctrl = magic_b(b2, seed + 20); + float char_delta = magic(f3, b3, seed + 30); // logic @@ -1103,7 +1108,7 @@ const int lengths[SENTENCE_COUNT] = { 5, 17, 13, 13, 13, 17, 8, 8, 11, 19 }; -subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -1113,10 +1118,10 @@ subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed) // controls - float zoom = magic(seed + 10); - float sentence = magic_reverse(seed + 20); - float h_delta = magic(seed + 30); - vec3 h_delta_b = magic_b(seed + 30); + float zoom = magic(f1, b1, seed + 10); + float sentence = magic_reverse(f2, b2, seed + 20); + float h_delta = magic(f3, b3, seed + 30); + vec3 h_delta_b = magic_b(b3, seed + 30); // logic @@ -1131,7 +1136,7 @@ subroutine(src_stage_sub) vec4 src_8(vec2 vUV, int seed) } // TODO SRC 9 -subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -1147,7 +1152,7 @@ subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed) } // TODO SRC 10 -subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -1163,13 +1168,13 @@ subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed) } // SRC 11 : video in 2 + thru -subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { - return src_thru(vUV, tex4, seed); + return src_thru(vUV, tex4, seed, b1, f1, b2, f2, b3, f3); } // TODO SRC 12 -subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -1185,7 +1190,7 @@ subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed) } // TODO SRC 13 -subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -1201,7 +1206,7 @@ subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed) } // TODO SRC 14 -subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -1217,7 +1222,7 @@ subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed) } // TODO SRC 15 -subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -1233,7 +1238,7 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed) } // SRC 16 : debug -subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed) +subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3) { // start @@ -1248,11 +1253,11 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed) int selected_fxa = state5; int selected_fxb = state6; int selected_mfx = state8; - float fxa_value = magic(seed5); - float fxb_value = magic(seed6); - float mfx_value = magic(seed8); - float mix_value = magic(seed7); - bool mix_type = magic_trigger(seed7 + 10); + float fxa_value = magic(src2_1[6].xy, vec3(1, 0, 0), seed5); + float fxb_value = magic(src2_2[6].xy, vec3(1, 0, 0), seed6); + float mfx_value = magic(src2_3[6].xy, vec3(1, 0, 0), seed8); + float mix_value = magic(src3_1[1].xy, vec3(1, 0, 0), seed7); + bool mix_type = magic_trigger(vec3(src3_1[0].x, 0, 0), seed7 + 10); // logic @@ -1378,12 +1383,12 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed) // 6. effects // ---------- -subroutine vec4 fx_stage_sub(vec2 vUV, sampler2D previous, sampler2D feedback, int seed); +subroutine vec4 fx_stage_sub(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0); subroutine uniform fx_stage_sub fx_stage; // FX 1 : thru -subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1391,11 +1396,11 @@ subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedb // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); - float hue = magic(seed + 10); - float saturation = magic(seed + 20); - float light = magic(seed + 30); + float hue = magic(f1, b1, seed + 10); + float saturation = magic(f2, b2, seed + 20); + float light = magic(f3, b3, seed + 30); // logic @@ -1409,7 +1414,7 @@ subroutine(fx_stage_sub) vec4 fx_1(vec2 vUV, sampler2D previous, sampler2D feedb } // FX 2 : feedback + shift -vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed) +vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1419,11 +1424,11 @@ vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed) // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); - float zoom = magic(seed + 10); - float x_shift = magic(seed + 20); - float y_shift = magic(seed + 30); + float zoom = magic(f1, b1, seed + 10); + float x_shift = magic(f2, b2, seed + 20); + float y_shift = magic(f3, b3, seed + 30); // logic @@ -1437,19 +1442,19 @@ vec4 fx_shift(vec2 vUV, sampler2D src0, sampler2D src1, int seed) return vec4(mix(c0, c, fx), 1.0); } -subroutine(fx_stage_sub) vec4 fx_2(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_2(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { - return fx_shift(vUV, previous, feedback, seed); + return fx_shift(vUV, previous, feedback, seed, b1, f1, b2, f2, b3, f3, f0); } // FX 3 : shift -subroutine(fx_stage_sub) vec4 fx_3(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_3(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { - return fx_shift(vUV, previous, previous, seed); + return fx_shift(vUV, previous, previous, seed, b1, f1, b2, f2, b3, f3, f0); } // FX 4 : colorize -subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1457,13 +1462,13 @@ subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedb // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); - float c_black = magic(seed + 10); - bool c_black_trigger = magic_trigger(seed + 10); - float c_white = magic(seed + 20); - bool c_white_trigger = magic_trigger(seed + 20); - float delta = magic(seed + 30); + float c_black = magic(f1, b1, seed + 10); + bool c_black_trigger = magic_trigger(b1, seed + 10); + float c_white = magic(f2, b2, seed + 20); + bool c_white_trigger = magic_trigger(b2, seed + 20); + float delta = magic(f3, b3, seed + 30); // logic @@ -1477,7 +1482,7 @@ subroutine(fx_stage_sub) vec4 fx_4(vec2 vUV, sampler2D previous, sampler2D feedb } // FX 5 : quantize -subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1487,12 +1492,12 @@ subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedb // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); - float pixel_size = magic(seed + 10); - float quantize = magic(seed + 20); - bool quantize_trigger = magic_trigger(seed + 20); - float blur = magic(seed + 30); + float pixel_size = magic(f1, b1, seed + 10); + float quantize = magic(f2, b2, seed + 20); + bool quantize_trigger = magic_trigger(b2, seed + 20); + float blur = magic(f3, b3, seed + 30); // logic @@ -1512,7 +1517,7 @@ subroutine(fx_stage_sub) vec4 fx_5(vec2 vUV, sampler2D previous, sampler2D feedb } // FX 6 : dithering -subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1522,13 +1527,13 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); - float pixel_size = magic(seed + 10); - bool pixel_size_trigger = magic_trigger(seed + 10); - float quantize = magic(seed + 20); - bool quantize_trigger = magic_trigger(seed + 20); - float blur = magic(seed + 30); + float pixel_size = magic(f1, b1, seed + 10); + bool pixel_size_trigger = magic_trigger(b1, seed + 10); + float quantize = magic(f2, b2, seed + 20); + bool quantize_trigger = magic_trigger(b2, seed + 20); + float blur = magic(f3, b3, seed + 30); // logic @@ -1556,7 +1561,7 @@ subroutine(fx_stage_sub) vec4 fx_6(vec2 vUV, sampler2D previous, sampler2D feedb } // FX 7 : tv -subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1566,11 +1571,11 @@ subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedb // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); - float lens_v = magic(seed + 10); - float horizontal_noise = magic(seed + 20); - float zoom = magic(seed + 30); + float lens_v = magic(f1, b1, seed + 10); + float horizontal_noise = magic(f2, b2, seed + 20); + float zoom = magic(f3, b3, seed + 30); // logic @@ -1591,7 +1596,7 @@ subroutine(fx_stage_sub) vec4 fx_7(vec2 vUV, sampler2D previous, sampler2D feedb } // FX 8 : kaleidoscope -subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1601,12 +1606,12 @@ subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedb // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); - float axes = magic(seed + 10); - float axes_trigger = magic_b(seed + 10).x; - float rotation = magic(seed + 20); - float h_scroll = magic(seed + 30); + float axes = magic(f1, b1, seed + 10); + float axes_trigger = magic_b(b1, seed + 10).x; + float rotation = magic(f2, b2, seed + 20); + float h_scroll = magic(f3, b3, seed + 30); // logic @@ -1622,7 +1627,7 @@ subroutine(fx_stage_sub) vec4 fx_8(vec2 vUV, sampler2D previous, sampler2D feedb } // FX 9 : cp437 -subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1632,12 +1637,12 @@ subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedb // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); - float zoom = magic(seed + 10); - vec2 charset = magic_f(seed + 20); - vec3 charset_ctrl = magic_b(seed + 20); - float char_delta = magic(seed + 30); + float zoom = magic(f1, b1, seed + 10); + vec2 charset = magic_f(f2, b2, seed + 20); + vec3 charset_ctrl = magic_b(b2, seed + 20); + float char_delta = magic(f3, b3, seed + 30); float t = magic(seed + 40); // logic @@ -1664,7 +1669,7 @@ subroutine(fx_stage_sub) vec4 fx_9(vec2 vUV, sampler2D previous, sampler2D feedb } // FX 10 : lens -subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1674,11 +1679,11 @@ subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feed // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); - float lens_v1 = magic(seed + 10); - float lens_v2 = magic(seed + 20); - float zoom = magic(seed + 30); + float lens_v1 = magic(f1, b1, seed + 10); + float lens_v2 = magic(f2, b2, seed + 20); + float zoom = magic(f3, b3, seed + 30); float k = magic(seed + 40); // logic @@ -1694,7 +1699,7 @@ subroutine(fx_stage_sub) vec4 fx_10(vec2 vUV, sampler2D previous, sampler2D feed } // TODO FX 11 -subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1704,7 +1709,7 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); // logic @@ -1715,7 +1720,7 @@ subroutine(fx_stage_sub) vec4 fx_11(vec2 vUV, sampler2D previous, sampler2D feed } // TODO FX 12 -subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1725,7 +1730,7 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); // logic @@ -1736,7 +1741,7 @@ subroutine(fx_stage_sub) vec4 fx_12(vec2 vUV, sampler2D previous, sampler2D feed } // TODO FX 13 -subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1746,7 +1751,7 @@ subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feed // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); // logic @@ -1757,7 +1762,7 @@ subroutine(fx_stage_sub) vec4 fx_13(vec2 vUV, sampler2D previous, sampler2D feed } // TODO FX 14 -subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1767,7 +1772,7 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); // logic @@ -1778,7 +1783,7 @@ subroutine(fx_stage_sub) vec4 fx_14(vec2 vUV, sampler2D previous, sampler2D feed } // TODO FX 15 -subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1788,7 +1793,7 @@ subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feed // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); // logic @@ -1799,7 +1804,7 @@ subroutine(fx_stage_sub) vec4 fx_15(vec2 vUV, sampler2D previous, sampler2D feed } // TODO FX 16 -subroutine(fx_stage_sub) vec4 fx_16(vec2 vUV, sampler2D previous, sampler2D feedback, int seed) +subroutine(fx_stage_sub) vec4 fx_16(vec2 vUV, sampler2D previous, sampler2D feedback, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3, vec2 f0) { // start @@ -1809,7 +1814,7 @@ subroutine(fx_stage_sub) vec4 fx_16(vec2 vUV, sampler2D previous, sampler2D feed // controls - float fx = magic(seed); + float fx = magic(f0, vec3(1,0,0), seed); // logic diff --git a/shaders/frag10.glsl b/shaders/frag10.glsl index 750b662..b9d7651 100644 --- a/shaders/frag10.glsl +++ b/shaders/frag10.glsl @@ -40,7 +40,7 @@ void main() { c += s(uv2,1,1) * texture(tex6, uv2); c += s(uv2,2,1) * texture(tex8, uv2); - c += s(uv2,0,0) * src_16(mod(uv2, 1), 0); + c += s(uv2,0,0) * src_16(mod(uv2, 1), 0, vec3(0), vec2(0), vec3(0), vec2(0), vec3(0), vec2(0)); c += s(uv2,1,0) * texture(tex9, uv2); c += s(uv2,2,0) * texture(tex0, uv2); diff --git a/shaders/frag3.glsl b/shaders/frag3.glsl index 3615825..d760931 100644 --- a/shaders/frag3.glsl +++ b/shaders/frag3.glsl @@ -5,6 +5,8 @@ in vec2 vUV; out vec4 fragColor; +uniform vec3 src1_1[6]; + void main() { - fragColor = src_stage(vUV, seed3); + fragColor = src_stage(vUV, seed3, src1_1[0], src1_1[1].xy, src1_1[2], src1_1[3].xy, src1_1[4], src1_1[5].xy); } \ No newline at end of file diff --git a/shaders/frag4.glsl b/shaders/frag4.glsl index cb5472e..5d7e5c0 100644 --- a/shaders/frag4.glsl +++ b/shaders/frag4.glsl @@ -5,6 +5,8 @@ in vec2 vUV; out vec4 fragColor; +uniform vec3 src1_2[6]; + void main() { - fragColor = src_stage(vUV, seed4); + fragColor = src_stage(vUV, seed4, src1_2[0], src1_2[1].xy, src1_2[2], src1_2[3].xy, src1_2[4], src1_2[5].xy); } \ No newline at end of file diff --git a/shaders/frag5.glsl b/shaders/frag5.glsl index 1a8c494..5b36ba8 100644 --- a/shaders/frag5.glsl +++ b/shaders/frag5.glsl @@ -8,5 +8,5 @@ in vec2 vUV; out vec4 fragColor; void main() { - fragColor = fx_stage(vUV, tex5, tex7, seed5); + fragColor = fx_stage(vUV, tex5, tex7, seed5, src2_1[0], src2_1[1].xy, src2_1[2], src2_1[3].xy, src2_1[4], src2_1[5].xy, src2_1[6].xy); } \ No newline at end of file diff --git a/shaders/frag6.glsl b/shaders/frag6.glsl index 013ad3b..7617b2a 100644 --- a/shaders/frag6.glsl +++ b/shaders/frag6.glsl @@ -8,5 +8,5 @@ in vec2 vUV; out vec4 fragColor; void main() { - fragColor = fx_stage(vUV, tex6, tex8, seed6); + fragColor = fx_stage(vUV, tex6, tex8, seed6, src2_2[0], src2_2[1].xy, src2_2[2], src2_2[3].xy, src2_2[4], src2_2[5].xy, src2_2[6].xy); } \ No newline at end of file diff --git a/shaders/frag7.glsl b/shaders/frag7.glsl index 5c78fa1..45c4a31 100644 --- a/shaders/frag7.glsl +++ b/shaders/frag7.glsl @@ -8,13 +8,13 @@ in vec2 vUV; out vec4 fragColor; void main() { - float mix_src = magic(seed7); - bool key = magic_trigger(seed7 + 10); + float mix_value = magic(src3_1[1].xy, vec3(1, 0, 0), seed7); + bool mix_type = magic_trigger(vec3(src3_1[0].x, 0, 0), seed7 + 10); vec4 color_a = texture(tex7, vUV); vec4 color_b = texture(tex8, vUV); float k = mean(color_a); - fragColor = mix(color_b, color_a, key ? step(mix_src, k) : mix_src); + fragColor = mix(color_b, color_a, mix_type ? step(mix_value, k) : mix_value); } \ No newline at end of file diff --git a/shaders/frag8.glsl b/shaders/frag8.glsl index c14768b..5e1829f 100644 --- a/shaders/frag8.glsl +++ b/shaders/frag8.glsl @@ -8,5 +8,5 @@ in vec2 vUV; out vec4 fragColor; void main() { - fragColor = fx_stage(vUV, tex9, tex0, seed8); + fragColor = fx_stage(vUV, tex9, tex0, seed8, src2_3[0], src2_3[1].xy, src2_3[2], src2_3[3].xy, src2_3[4], src2_3[5].xy, src2_3[6].xy); } \ No newline at end of file diff --git a/src/arr.c b/src/arr.c index 0710d0f..47e4626 100644 --- a/src/arr.c +++ b/src/arr.c @@ -23,4 +23,4 @@ unsigned int arr_uint_remap_index(UintArray offsets, unsigned int *index) { } return 0; -} \ No newline at end of file +} diff --git a/src/forge.c b/src/forge.c index af7facd..1e4a07e 100644 --- a/src/forge.c +++ b/src/forge.c @@ -4,6 +4,7 @@ #include #include +#include "arr.h" #include "config.h" #include "config_file.h" #include "file.h" @@ -68,6 +69,7 @@ static void init_context(Parameters params, unsigned int in_count, } memset(context->active, 0, sizeof(context->active)); + memset(context->values, 0, sizeof(context->values)); context->page = 0; context->selected = 0; diff --git a/src/shaders.c b/src/shaders.c index b5b67ee..9878459 100644 --- a/src/shaders.c +++ b/src/shaders.c @@ -3,6 +3,7 @@ #include #include +#include "arr.h" #include "config.h" #include "config_file.h" #include "constants.h" @@ -234,8 +235,8 @@ static void init_shaders(ShaderProgram *program, FileArray fragment_shaders) { } static void init_single_program(ShaderProgram *program, unsigned int i, - ConfigFile config) { - unsigned int j, k; + ConfigFile config, StateConfig state_config) { + unsigned int j, k, index1, index2; char name[256]; char *prefix; program->programs[i] = glCreateProgram(); @@ -325,6 +326,18 @@ static void init_single_program(ShaderProgram *program, unsigned int i, glGetUniformLocation(program->programs[i], name); } + prefix = config_file_get_str(config, "UNIFORM_SRC_PREFIX", "src"); + index1 = index2 = 0; + for (j = 0; j < state_config.src_active_counts.length; j++) { + for (k = 0; k < state_config.src_active_counts.values[j]; k++) { + program->src_lengths.values[index1++] = state_config.src_counts.values[j]; + sprintf(name, "%s%d_%d", prefix, j + 1, k + 1); + program->isrc_locations[index2++] = + glGetUniformLocation(program->programs[i], name); + } + } + program->src_lengths.length = index1; + // create texX uniforms pointer prefix = config_file_get_str(config, "UNIFORM_TEX_PREFIX", "tex"); for (j = 0; j < program->tex_count; j++) { @@ -340,11 +353,12 @@ static void init_single_program(ShaderProgram *program, unsigned int i, log_info("Program %d initialized", i + 1); } -static void init_programs(ShaderProgram *program, ConfigFile config) { +static void init_programs(ShaderProgram *program, ConfigFile config, + StateConfig state_config) { unsigned int i; for (i = 0; i < program->frag_count; i++) { - init_single_program(program, i, config); + init_single_program(program, i, config, state_config); } } @@ -366,7 +380,7 @@ ShaderProgram shaders_init(FileArray fragment_shaders, ConfigFile config, program.sub_type_count = config_file_get_int(config, "SUB_TYPE_COUNT", 0); program.in_count = config_file_get_int(config, "IN_COUNT", 0); program.sub_variant_count = state_config.state_max; - program.active_count = state_config.src_count; + program.active_count = state_config.src_active_counts.length; if (program.frag_count > MAX_FRAG) { log_error("FRAG_COUNT over %d", MAX_FRAG); @@ -388,7 +402,7 @@ ShaderProgram shaders_init(FileArray fragment_shaders, ConfigFile config, init_framebuffers(&program, config); - init_programs(&program, config); + init_programs(&program, config, state_config); init_vertices(&program); @@ -451,16 +465,18 @@ static void write_uniform_2f(GLuint location, vec2 *value) { } } -// static void write_uniform_3f(GLuint location, vec3 *value) { -// if (location != unused_uniform) { -// glUniform3fv(location, 1, (const GLfloat *)value); -// } -// } +static void write_uniform_multi_3f(GLuint location, unsigned int count, + vec3 *value) { + if (location != unused_uniform) { + glUniform3fv(location, count, (const GLfloat *)value); + } +} static void use_program(ShaderProgram program, int i, bool output, SharedContext *context) { - unsigned int j, k; + unsigned int j, k, offset; GLuint subroutines[ARRAY_SIZE]; + // TODO direct vec2 in context vec2 resolution, tex_resolution, in_resolution; resolution[0] = (float)context->width; @@ -519,6 +535,19 @@ static void use_program(ShaderProgram program, int i, bool output, context->seeds[j]); } + for (j = 0; j < program.frag_count; j++) { + write_uniform_1i(program.istate_locations[i * program.frag_count + j], + context->state[j]); + } + + offset = 0; + for (j = 0; j < program.src_lengths.length; j++) { + write_uniform_multi_3f(program.isrc_locations[j], + program.src_lengths.values[j], + context->values + offset); + offset += program.src_lengths.values[j]; + } + // set subroutines for fragment and update state uniforms k = context->state[i]; for (j = 0; j < program.sub_type_count; j++) { @@ -527,11 +556,6 @@ static void use_program(ShaderProgram program, int i, bool output, j * program.sub_variant_count + k]; } - for (j = 0; j < program.frag_count; j++) { - write_uniform_1i(program.istate_locations[i * program.frag_count + j], - context->state[j]); - } - glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count, subroutines); diff --git a/src/state.c b/src/state.c index 2ca9bce..5d24642 100644 --- a/src/state.c +++ b/src/state.c @@ -10,8 +10,8 @@ StateConfig state_parse_config(ConfigFile config) { unsigned int i, j, offset, total; + // TODO rename total var StateConfig state_config; - UintArray tmp_counts; char name[256]; state_config.select_page_codes.length = @@ -44,22 +44,24 @@ StateConfig state_parse_config(ConfigFile config) { config_file_get_int(config, name, UNSET_MIDI_CODE); } - state_config.src_count = tmp_counts.length = + state_config.src_active_counts.length = state_config.src_counts.length = state_config.src_active_offsets.length = state_config.src_offsets.length = - config_file_get_int(config, "SRC_COUNT", 0); + state_config.values_offsets.length = + config_file_get_int(config, "SRC_COUNT", 0); total = 0; - for (i = 0; i < tmp_counts.length; i++) { + for (i = 0; i < state_config.src_active_counts.length; i++) { sprintf(name, "SRC_%d_ACTIVE_COUNT", i + 1); - tmp_counts.values[i] = config_file_get_int(config, name, 0); + state_config.src_active_counts.values[i] = + config_file_get_int(config, name, 1); state_config.src_active_offsets.values[i] = total; - total += tmp_counts.values[i]; + total += state_config.src_active_counts.values[i]; } state_config.src_active_codes.length = total; - for (i = 0; i < tmp_counts.length; i++) { - for (j = 0; j < tmp_counts.values[i]; j++) { + for (i = 0; i < state_config.src_active_counts.length; i++) { + for (j = 0; j < state_config.src_active_counts.values[i]; j++) { sprintf(name, "SRC_%d_ACTIVE_%d", i + 1, j + 1); state_config.src_active_codes .values[state_config.src_active_offsets.values[i] + j] = @@ -68,18 +70,22 @@ StateConfig state_parse_config(ConfigFile config) { } total = 0; - for (i = 0; i < tmp_counts.length; i++) { + offset = 0; + for (i = 0; i < state_config.src_counts.length; i++) { sprintf(name, "SRC_%d_COUNT", i + 1); - tmp_counts.values[i] = config_file_get_int(config, name, 0); + state_config.src_counts.values[i] = config_file_get_int(config, name, 0); state_config.src_offsets.values[i] = total; - total += tmp_counts.values[i]; + state_config.values_offsets.values[i] = offset; + offset += state_config.src_counts.values[i] * + state_config.src_active_counts.values[i]; + total += state_config.src_counts.values[i]; } state_config.src_codes.length = total * 3; - for (i = 0; i < tmp_counts.length; i++) { + for (i = 0; i < state_config.src_counts.length; i++) { offset = state_config.src_offsets.values[i]; - for (j = 0; j < tmp_counts.values[i]; j++) { + for (j = 0; j < state_config.src_counts.values[i]; j++) { sprintf(name, "SRC_%d_%d_X", i + 1, j + 1); state_config.src_codes.values[(offset + j) * 3] = config_file_get_int(config, name, UNSET_MIDI_CODE); @@ -157,7 +163,7 @@ static void update_selected(SharedContext *context, StateConfig state_config, void state_apply_event(SharedContext *context, StateConfig state_config, MidiDevice midi, unsigned char code, unsigned char value) { - unsigned int index, part; + unsigned int index, sub_index, src_index, part; bool found; found = false; @@ -201,7 +207,30 @@ void state_apply_event(SharedContext *context, StateConfig state_config, if (value > 0) { part = arr_uint_remap_index(state_config.src_active_offsets, &index); context->active[part] = index; - // TODO things + // TODO update values + } + } + + // VALUE CHANGE + index = arr_uint_index_of(state_config.src_codes, code); + if (index != ARRAY_NOT_FOUND) { + found = true; + sub_index = index / 3; + part = arr_uint_remap_index(state_config.src_offsets, &sub_index); + src_index = state_config.values_offsets.values[part] + + context->active[part] * state_config.src_counts.values[part] + + sub_index; + + if (arr_uint_index_of(state_config.fader_codes, code) != ARRAY_NOT_FOUND) { + context->values[src_index][index % 3] = (float)value / MIDI_MAX; + } else if (value > 0) { + if (context->values[src_index][index % 3] > 0.5) { + context->values[src_index][index % 3] = 0; + midi_write(midi, code, 0); + } else { + context->values[src_index][index % 3] = 1; + midi_write(midi, code, MIDI_MAX); + } } } @@ -230,6 +259,7 @@ bool state_background_midi_write(SharedContext *context, update_page(context, state_config, midi); update_selected(context, state_config, midi); + // TODO init values while (!context->stop) { // TODO tap tempo and more diff --git a/src/types.h b/src/types.h index c7b779b..c412c2b 100644 --- a/src/types.h +++ b/src/types.h @@ -14,10 +14,16 @@ #ifndef TYPES_H #define TYPES_H -typedef struct UintArray { - unsigned int values[ARRAY_SIZE]; - unsigned int length; -} UintArray; +#define ARRAY(X, Y) \ + struct X { \ + Y values[ARRAY_SIZE]; \ + unsigned int length; \ + } X + +typedef ARRAY(UintArray, unsigned int); +typedef ARRAY(StringArray, char *); +typedef ARRAY(Vec3Array, vec3); +typedef ARRAY(GLuintArray, GLuint); typedef struct Parameters { bool hot_reload; @@ -32,6 +38,7 @@ typedef struct Parameters { float base_tempo; bool demo; bool windowed; + // TODO use array char *video_in[MAX_VIDEO]; unsigned int video_in_count; } Parameters; @@ -47,10 +54,7 @@ typedef struct File { time_t last_write; } File; -typedef struct FileArray { - File values[ARRAY_SIZE]; - unsigned int length; -} FileArray; +typedef ARRAY(FileArray, File); typedef struct ShaderProgram { bool error; @@ -71,11 +75,14 @@ typedef struct ShaderProgram { unsigned int frag_output_index; unsigned int frag_monitor_index; + // TODO use array GLuint programs[ARRAY_SIZE]; + // TODO use array GLuint frame_buffers[ARRAY_SIZE]; GLuint fragment_shaders[ARRAY_SIZE]; + // TODO use array GLuint itime_locations[ARRAY_SIZE]; GLuint itempo_locations[ARRAY_SIZE]; GLuint ifps_locations[ARRAY_SIZE]; @@ -91,8 +98,13 @@ typedef struct ShaderProgram { GLuint iselected_locations[ARRAY_SIZE]; GLuint iactive_locations[ARRAY_SIZE]; + // TODO rename inputs_xxx + UintArray src_lengths; + GLuint isrc_locations[ARRAY_SIZE]; + GLuint vpos_locations[ARRAY_SIZE]; + // TODO use array GLuint textures_locations[ARRAY_SIZE]; unsigned int sub_type_count; @@ -119,10 +131,7 @@ typedef struct VideoCapture { EGLImageKHR dma_image; } VideoCapture; -typedef struct VideoCaptureArray { - VideoCapture values[ARRAY_SIZE]; - unsigned int length; -} VideoCaptureArray; +typedef ARRAY(VideoCaptureArray, VideoCapture); typedef GLFWwindow Window; @@ -137,10 +146,12 @@ typedef struct SharedContext { double time; unsigned int fps; float tempo; + // TODO use array unsigned int state[MAX_FRAG]; unsigned int page; unsigned int selected; unsigned int active[ARRAY_SIZE]; + vec3 values[ARRAY_SIZE]; bool demo; unsigned int seeds[MAX_FRAG]; bool monitor; @@ -153,16 +164,19 @@ typedef struct SharedContext { typedef struct StateConfig { unsigned int state_max; - unsigned int src_count; UintArray select_page_codes; UintArray select_item_codes; UintArray select_frag_codes; + // TODO rename input_xxx + UintArray src_active_counts; UintArray src_active_offsets; UintArray src_active_codes; + UintArray src_counts; UintArray src_offsets; UintArray src_codes; UintArray fader_codes; + UintArray values_offsets; unsigned int tap_tempo_code; } StateConfig;