flatten state

This commit is contained in:
2025-09-28 19:05:05 +02:00
parent 9c50495c85
commit add1e4c875
7 changed files with 49 additions and 160 deletions
+3 -2
View File
@@ -33,10 +33,11 @@ FRAG_7_OUT=9
FRAG_8_OUT=0 FRAG_8_OUT=0
# TODO not like that # TODO not like that
SUB_TYPE_COUNT=3 SUB_TYPE_COUNT=2
SUB_1_PREFIX=src_ SUB_1_PREFIX=src_
SUB_2_PREFIX=fx_ SUB_2_PREFIX=fx_
SUB_3_PREFIX=mix_
# TODO remove
SUB_VARIANT_COUNT=15 SUB_VARIANT_COUNT=15
# MIDI # MIDI
+13 -132
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@@ -24,12 +24,12 @@ uniform int seed6;
uniform int seed7; uniform int seed7;
uniform int seed8; uniform int seed8;
uniform int state3_1; uniform int state3;
uniform int state4_1; uniform int state4;
uniform int state5_2; uniform int state5;
uniform int state6_2; uniform int state6;
uniform int state7_3; uniform int state7;
uniform int state8_2; uniform int state8;
// 2. textures // 2. textures
// --------------- // ---------------
@@ -1243,16 +1243,16 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed)
int page = 0; // TODO debug page int page = 0; // TODO debug page
int selected_src = 0; // TODO debug selected int selected_src = 0; // TODO debug selected
int selected_fx = 0; // TODO debug selected int selected_fx = 0; // TODO debug selected
int selected_srca = state3_1; int selected_srca = state3;
int selected_srcb = state4_1; int selected_srcb = state4;
int selected_fxa = state5_2; int selected_fxa = state5;
int selected_fxb = state6_2; int selected_fxb = state6;
int selected_mfx = state8_2; int selected_mfx = state8;
float fxa_value = magic(seed5); float fxa_value = magic(seed5);
float fxb_value = magic(seed6); float fxb_value = magic(seed6);
float mfx_value = magic(seed8); float mfx_value = magic(seed8);
float mix_value = magic(seed7); float mix_value = magic(seed7);
int mix_type = state7_3 % 2; bool mix_type = magic_trigger(seed7 + 10);
// logic // logic
@@ -1342,7 +1342,7 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed)
f = mix(f, 1 - f, rect(uv2, vec2(-2, -2.9 + 0.9 * mfx_value), vec2(0.9, 0.9 * mfx_value))); f = mix(f, 1 - f, rect(uv2, vec2(-2, -2.9 + 0.9 * mfx_value), vec2(0.9, 0.9 * mfx_value)));
// show mix // show mix
f += char_at(uv2, vec2(1.55, -0.6), mix_type > 0 ? 0x4B : 0x4D); f += char_at(uv2, vec2(1.55, -0.6), mix_type ? 0x4B : 0x4D);
f = mix(f, 1 - f, rect(uv2, vec2(2, -0.9 + 0.9 * mix_value), vec2(0.9, 0.9 * mix_value))); f = mix(f, 1 - f, rect(uv2, vec2(2, -0.9 + 0.9 * mix_value), vec2(0.9, 0.9 * mix_value)));
// show debug info // show debug info
@@ -1819,125 +1819,6 @@ subroutine(fx_stage_sub) vec4 fx_16(vec2 vUV, sampler2D previous, sampler2D feed
return vec4(mix(c0, c, fx), 1.0); return vec4(mix(c0, c, fx), 1.0);
} }
// 7. mix
// ----------
subroutine vec4 mix_stage_sub(vec2 vUV, sampler2D tex_a, sampler2D tex_a, int seed);
subroutine uniform mix_stage_sub mix_stage;
// MIX 1 : mix
subroutine(mix_stage_sub) vec4 mix_1(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
// start
vec2 uv0 = vUV.st;
// controls
float mix_src = magic(seed);
// logic
vec4 color_a = texture(ta, vUV);
vec4 color_b = texture(tb, vUV);
return mix(color_b, color_a, mix_src);
}
// MIX 2 : luminance key
subroutine(mix_stage_sub) vec4 mix_2(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
// start
vec2 uv0 = vUV.st;
// controls
float mix_src = magic(seed);
// logic
vec4 color_a = texture(ta, vUV);
vec4 color_b = texture(tb, vUV);
float k = mean(color_a);
return mix(color_b, color_a, step(mix_src, k));
}
// alternate mix 1 / 2 for random selection
subroutine(mix_stage_sub) vec4 mix_3(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_1(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_4(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_2(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_5(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_1(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_6(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_2(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_7(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_1(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_8(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_2(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_9(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_1(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_10(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_2(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_11(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_1(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_12(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_2(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_13(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_1(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_14(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_2(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_15(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_1(vUV, ta, tb, seed);
}
subroutine(mix_stage_sub) vec4 mix_16(vec2 vUV, sampler2D ta, sampler2D tb, int seed)
{
return mix_2(vUV, ta, tb, seed);
}
const mat3x3 yuv_to_rgb = {{1,1,1},{0,-0.39465,2.03211},{1.13983,-0.5806,0}}; const mat3x3 yuv_to_rgb = {{1,1,1},{0,-0.39465,2.03211},{1.13983,-0.5806,0}};
const int YUYV_FOURCC = 1448695129; const int YUYV_FOURCC = 1448695129;
+8 -6
View File
@@ -34,11 +34,9 @@ void main() {
vec4 c = vec4(0); vec4 c = vec4(0);
c += s(uv2,0,2) * texture(tex3, uv2);
c += s(uv2,1,2) * texture(tex5, uv2); c += s(uv2,1,2) * texture(tex5, uv2);
c += s(uv2,2,2) * texture(tex7, uv2); c += s(uv2,2,2) * texture(tex7, uv2);
c += s(uv2,0,1) * texture(tex4, uv2);
c += s(uv2,1,1) * texture(tex6, uv2); c += s(uv2,1,1) * texture(tex6, uv2);
c += s(uv2,2,1) * texture(tex8, uv2); c += s(uv2,2,1) * texture(tex8, uv2);
@@ -49,16 +47,20 @@ void main() {
float f = 0; float f = 0;
float t = 0; float t = 0;
f += rect(uv3, vec2(-51, 28.5), vec2(2.1, 0.7));
t += write_5(uv3, vec2(-53,28), texts[0]);
if (iInputResolution1.x > 0) { if (iInputResolution1.x > 0) {
c += s(uv2,0,2) * texture(tex3, uv2);
f += rect(uv3, vec2(-51, 28.5), vec2(2.1, 0.7));
t += write_5(uv3, vec2(-53,28), texts[0]);
f += rect(uv3, vec2(-50.4, 26.5), vec2(2.8, 0.7)); f += rect(uv3, vec2(-50.4, 26.5), vec2(2.8, 0.7));
t += write_int(uv3, vec2(-53,26), iInputFPS1, 2); t += write_int(uv3, vec2(-53,26), iInputFPS1, 2);
t += write_5(uv3, vec2(-50.5,26), texts[8]); t += write_5(uv3, vec2(-50.5,26), texts[8]);
} }
f += rect(uv3, vec2(-51, 8.5), vec2(2.1, 0.7));
t += write_5(uv3, vec2(-53,8), texts[1]);
if (iInputResolution2.x > 0) { if (iInputResolution2.x > 0) {
c += s(uv2,0,1) * texture(tex4, uv2);
f += rect(uv3, vec2(-51, 8.5), vec2(2.1, 0.7));
t += write_5(uv3, vec2(-53,8), texts[1]);
f += rect(uv3, vec2(-50.4, 6.5), vec2(2.8, 0.7)); f += rect(uv3, vec2(-50.4, 6.5), vec2(2.8, 0.7));
t += write_int(uv3, vec2(-53,6), iInputFPS2, 2); t += write_int(uv3, vec2(-53,6), iInputFPS2, 2);
t += write_5(uv3, vec2(-50.5,6), texts[8]); t += write_5(uv3, vec2(-50.5,6), texts[8]);
+9 -1
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@@ -8,5 +8,13 @@ in vec2 vUV;
out vec4 fragColor; out vec4 fragColor;
void main() { void main() {
fragColor = mix_stage(vUV, tex7, tex8, seed7); float mix_src = magic(seed7);
bool key = magic_trigger(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);
} }
+6 -3
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@@ -51,11 +51,12 @@ static void compute_fps() {
} }
} }
// TODO put in state file
static void randomize_context_state() { static void randomize_context_state() {
unsigned int i; unsigned int i;
for (i = 0; i < program.frag_count * program.sub_type_count; i++) { for (i = 0; i < program.frag_count; i++) {
context->sub_state[i] = rand_uint(program.sub_variant_count); context->state[i] = rand_uint(program.sub_variant_count);
} }
} }
static void init_context(Parameters params) { static void init_context(Parameters params) {
@@ -65,7 +66,7 @@ static void init_context(Parameters params) {
context->demo = params.demo; context->demo = params.demo;
context->monitor = params.monitor; context->monitor = params.monitor;
memset(context->sub_state, 0, sizeof(context->sub_state)); memset(context->state, 0, sizeof(context->state));
if (params.demo) { if (params.demo) {
randomize_context_state(); randomize_context_state();
@@ -215,6 +216,7 @@ static void key_callback(Window *window, int key,
static void midi_callback(unsigned char code, float value) { static void midi_callback(unsigned char code, float value) {
log_debug("midi: %d %.2f", code, value); log_debug("midi: %d %.2f", code, value);
midi_write(midi, code, value); midi_write(midi, code, value);
// TODO treat in state file
} }
static void loop(bool hr) { static void loop(bool hr) {
@@ -307,6 +309,7 @@ void forge_run(Parameters params) {
init_context(params); init_context(params);
if (program.error) { if (program.error) {
context->stop = true;
window_terminate(); window_terminate();
exit(EXIT_FAILURE); exit(EXIT_FAILURE);
} }
+9 -15
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@@ -300,13 +300,9 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "state"); prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "state");
for (j = 0; j < program->frag_count; j++) { for (j = 0; j < program->frag_count; j++) {
for (k = 0; k < program->sub_type_count; k++) { sprintf(name, "%s%d", prefix, j + 1);
sprintf(name, "%s%d_%d", prefix, j + 1, k + 1); program->istate_locations[i * program->frag_count + j] =
program glGetUniformLocation(program->programs[i], name);
->istate_locations[i * program->frag_count * program->sub_type_count +
j * program->sub_type_count + k] =
glGetUniformLocation(program->programs[i], name);
}
} }
for (j = 0; j < program->sub_type_count; j++) { for (j = 0; j < program->sub_type_count; j++) {
@@ -510,18 +506,16 @@ static void use_program(ShaderProgram program, int i, bool output,
} }
// set subroutines for fragment and update state uniforms // set subroutines for fragment and update state uniforms
k = context->state[i];
for (j = 0; j < program.sub_type_count; j++) { for (j = 0; j < program.sub_type_count; j++) {
k = context->sub_state[i * program.sub_type_count + j];
subroutines[j] = program.sub_locations[i * program.sub_type_count * subroutines[j] = program.sub_locations[i * program.sub_type_count *
program.sub_variant_count + program.sub_variant_count +
j * program.sub_variant_count + k]; j * program.sub_variant_count + k];
for (k = 0; k < program.frag_count; k++) { }
glUniform1i(
program.istate_locations[i * program.frag_count * for (j = 0; j < program.frag_count; j++) {
program.sub_type_count + glUniform1i(program.istate_locations[i * program.frag_count + j],
k * program.sub_type_count + j], (const GLint)context->state[j]);
(const GLint)context->sub_state[k * program.sub_type_count + j]);
}
} }
glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count, glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, program.sub_type_count,
+1 -1
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@@ -125,7 +125,7 @@ typedef struct SharedContext {
double time; double time;
unsigned int fps; unsigned int fps;
float tempo; float tempo;
unsigned int sub_state[MAX_FRAG * MAX_FRAG]; unsigned int state[MAX_FRAG];
bool demo; bool demo;
unsigned int seeds[MAX_FRAG]; unsigned int seeds[MAX_FRAG];
bool monitor; bool monitor;