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authorChristoph Helma <helma@in-silico.ch>2018-02-15 18:33:39 +0100
committerChristoph Helma <helma@in-silico.ch>2018-02-15 18:33:39 +0100
commitd3f4d3285d1be8a6445bae43827961c44880033b (patch)
tree0849c399662a809491fbf316866a80a938e25676
parent9846bb2d6426e8f79415a943b38e42c833e6b02e (diff)
note switching
-rw-r--r--shader.frag38
-rw-r--r--sv.c73
2 files changed, 72 insertions, 39 deletions
diff --git a/shader.frag b/shader.frag
index 0141563..4bb6810 100644
--- a/shader.frag
+++ b/shader.frag
@@ -10,7 +10,9 @@ uniform int program;
uniform sampler2D images[4];
layout (binding = 0,rgba32f) uniform image2D backbuffer;
uniform float ratios[4];
-uniform float params[32];
+uniform int idx[2];
+uniform float vel[2];
+uniform float params[4];
out vec4 fragColor;
@@ -18,34 +20,16 @@ float random (in float x) {
return fract(sin(x)*43758.5453123)-0.5;
}
-vec4 img(int i) {
+vec2 coordinates(int i) {
vec2 st = gl_FragCoord.xy/resolution.xy;
- st.x *= ratios[i];
- st.x += (1-ratios[i])*0.5;
- st.x += 0.5;
- return texture2D(images[i],st);
+ return st;
}
void main (void) {
- vec4 image = img(0);
- if (program == 0) {
- image = img(2);
- image.rg = image.gr;
- image = 1.5*image;
- }
- /*
- else {
- ivec2 P = ivec2(gl_FragCoord.xy);
- vec4 buf = imageLoad(backbuffer,P);
- vec4 img1 = mix(img(0),img(1),sin(ticks));
- vec4 img2 = mix(img(2),img(3),cos(ticks));
- buf.bg = buf.gr;
- //buf.b = 0.0;
- vec4 i = mix(img1,img2,0.5);
- //P = ivec2(gl_FragCoord.xy);
- imageStore(backbuffer,P,i);
- image = mix(i,buf,0.8);
- }
- */
- fragColor = image;
+ vec4 img;
+ vec2 st = coordinates(idx[0]);
+ img = texture2D(images[idx[0]],st);
+ st = coordinates(idx[1]);
+ img = pow(img, texture2D(images[idx[1]],st));
+ fragColor = img;
}
diff --git a/sv.c b/sv.c
index de792f0..338509d 100644
--- a/sv.c
+++ b/sv.c
@@ -48,7 +48,7 @@ typedef struct Param {
int new;
} Parameter;
-Parameter parameters[32];
+Parameter parameters[4];
static snd_seq_t *seq_handle;
static int in_port;
@@ -180,10 +180,10 @@ void readImage(int i) {
glBindTexture(GL_TEXTURE_2D,images[i].id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
+ //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
stbi_image_free(pixels);
}
@@ -200,7 +200,7 @@ void updateImages(int force) {
void updateParams(int force) {
glUniform1i(glGetUniformLocation(shader.id, "bars"), bars);
- for (int i = 0; i<32; i++) {
+ for (int i = 0; i<4; i++) {
if (parameters[i].new || force) {
glUniform1f(glGetUniformLocation(shader.id, "params")+i, parameters[i].value);
parameters[i].new = 0;
@@ -210,8 +210,8 @@ void updateParams(int force) {
int ticks =0;
int running = 0;
-int note = 0;
-int vel = 0;
+int idx[2] = {0,1};
+float vel[2] = {0,0};
void *readMidi() {
midi_open();
@@ -219,11 +219,56 @@ void *readMidi() {
snd_seq_event_t *ev = NULL;
snd_seq_event_input(seq_handle, &ev);
if (ev->type == SND_SEQ_EVENT_NOTEON) {
- note = ev->data.note.note;
- vel = ev->data.note.velocity;
+ int note = ev->data.note.note;
+ int v = ev->data.note.velocity;
+ int i,j;
+ if (note < 48) {
+ i = 0;
+ j = note-36;
+ }
+ else {
+ i = 1;
+ j = note-48;
+ }
+ // only white keys
+ if (j == 0) {
+ idx[i] = 0; vel[i] = (float)v/127.0;
+ }
+ else if (j == 2) {
+ idx[i] = 1; vel[i] = (float)v/127.0;
+ }
+ else if (j == 4) {
+ idx[i] = 2; vel[i] = (float)v/127.0;
+ }
+ else if (j == 5) {
+ idx[i] = 3; vel[i] = (float)v/127.0;
+ }
+
}
else if (ev->type == SND_SEQ_EVENT_NOTEOFF) {
- vel = 0;
+ int note = ev->data.note.note;
+ int i,j;
+ if (note < 48) {
+ i = 0;
+ j = note-36;
+ }
+ else {
+ i = 1;
+ j = note-48;
+ }
+ // only white keys
+ if (j == 0) {
+ idx[i] = 0; vel[i] = 0;
+ }
+ else if (j == 2) {
+ idx[i] = 1; vel[i] = 0;
+ }
+ else if (j == 4) {
+ idx[i] = 2; vel[i] = 0;
+ }
+ else if (j == 5) {
+ idx[i] = 3; vel[i] = 0;
+ }
}
else if(ev->type == SND_SEQ_EVENT_CONTROLLER)
printf("[%d] Control: %2x val(%2x)\n", ev->time.tick,
@@ -318,7 +363,11 @@ int main(int argc, char **argv) {
//glUniform1f(glGetUniformLocation(shader.id, "time"),glfwGetTime());
glUniform1f(glGetUniformLocation(shader.id, "ticks"),(float)ticks);
//printf("%i\n",note);
- glUniform1i(glGetUniformLocation(shader.id, "program"),note-36);
+ //glUniform1i(glGetUniformLocation(shader.id, "program"),note-36);
+ for (int i = 0; i<2; i++) {
+ glUniform1i(glGetUniformLocation(shader.id, "idx")+i,idx[i]);
+ glUniform1f(glGetUniformLocation(shader.id, "vel")+i,vel[i]);
+ }
if (shader.new) {
createShader();
glUniform2f(glGetUniformLocation(shader.id, "resolution"),width,height); // important!!