From a6df06696289aaa83532b4b75167945f53a14a30 Mon Sep 17 00:00:00 2001 From: micuat Date: Wed, 21 Oct 2020 12:05:45 +0200 Subject: [PATCH] fix segfault & comment shaders --- zoneb/bin/data/shaders/bound.frag | 98 ++++++++++++++++++-- zoneb/bin/data/shaders/particles/draw.frag | 7 +- zoneb/bin/data/shaders/particles/update.frag | 23 +++-- zoneb/src/ofApp.cpp | 4 +- 4 files changed, 107 insertions(+), 25 deletions(-) diff --git a/zoneb/bin/data/shaders/bound.frag b/zoneb/bin/data/shaders/bound.frag index 216ac0c..fb59d2f 100644 --- a/zoneb/bin/data/shaders/bound.frag +++ b/zoneb/bin/data/shaders/bound.frag @@ -16,6 +16,82 @@ uniform bool u_init; varying vec2 v_texcoord; + +vec3 random3(vec3 c) { + float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0))); + vec3 r; + r.z = fract(512.0*j); + j *= .125; + r.x = fract(512.0*j); + j *= .125; + r.y = fract(512.0*j); + return r-0.5; +} + +/* skew constants for 3d simplex functions */ +const float F3 = 0.3333333; +const float G3 = 0.1666667; + +/* 3d simplex noise */ +float simplex3d(vec3 p) { + /* 1. find current tetrahedron T and it's four vertices */ + /* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */ + /* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/ + + /* calculate s and x */ + vec3 s = floor(p + dot(p, vec3(F3))); + vec3 x = p - s + dot(s, vec3(G3)); + + /* calculate i1 and i2 */ + vec3 e = step(vec3(0.0), x - x.yzx); + vec3 i1 = e*(1.0 - e.zxy); + vec3 i2 = 1.0 - e.zxy*(1.0 - e); + + /* x1, x2, x3 */ + vec3 x1 = x - i1 + G3; + vec3 x2 = x - i2 + 2.0*G3; + vec3 x3 = x - 1.0 + 3.0*G3; + + /* 2. find four surflets and store them in d */ + vec4 w, d; + + /* calculate surflet weights */ + w.x = dot(x, x); + w.y = dot(x1, x1); + w.z = dot(x2, x2); + w.w = dot(x3, x3); + + /* w fades from 0.6 at the center of the surflet to 0.0 at the margin */ + w = max(0.6 - w, 0.0); + + /* calculate surflet components */ + d.x = dot(random3(s), x); + d.y = dot(random3(s + i1), x1); + d.z = dot(random3(s + i2), x2); + d.w = dot(random3(s + 1.0), x3); + + /* multiply d by w^4 */ + w *= w; + w *= w; + d *= w; + + /* 3. return the sum of the four surflets */ + return dot(d, vec4(52.0)); +} + +/* const matrices for 3d rotation */ +const mat3 rot1 = mat3(-0.37, 0.36, 0.85,-0.14,-0.93, 0.34,0.92, 0.01,0.4); +const mat3 rot2 = mat3(-0.55,-0.39, 0.74, 0.33,-0.91,-0.24,0.77, 0.12,0.63); +const mat3 rot3 = mat3(-0.71, 0.52,-0.47,-0.08,-0.72,-0.68,-0.7,-0.45,0.56); + +/* directional artifacts can be reduced by rotating each octave */ +float simplex3d_fractal(vec3 m) { + return 0.5333333*simplex3d(m*rot1) + +0.2666667*simplex3d(2.0*m*rot2) + +0.1333333*simplex3d(4.0*m*rot3) + +0.0666667*simplex3d(8.0*m); +} + float depthToSilhouette(float depth) { if(depth <= 0.4) return 0; // if(depth > 0.1) return 0; @@ -49,9 +125,19 @@ void main() { // BUFFER_1 (u_buffer1) vec4 color = vec4(0,0,0,1); if(u_init) { - vec3 tmpc = texture(u_ofcam, st).rgb; - float tmp = tmpc.r;// + tmpc.g + tmpc.b; - color.rgb = vec3(depthToSilhouette(tmp)); + int brightCount = 0; + // for (int i=0; i < 9; i++){ + // float tmp = texture(u_buffer1, st + offset[i]/40).r; + // if(depthToSilhouette(tmp) > 0) { + // brightCount++; + // } + // } + brightCount = 10; + if(brightCount > 4) { + vec3 tmpc = texture(u_ofcam, st).rgb; + float tmp = tmpc.r;// + tmpc.g + tmpc.b; + color.rgb = vec3(depthToSilhouette(tmp)); + } } else { @@ -86,14 +172,14 @@ void main() { gl_FragColor = texture(u_buffer0, st); #else // Main Buffer - float buf1 = texture(u_buffer1, st).r; + vec2 st2 = st + vec2(simplex3d_fractal(vec3(st,0)/80), simplex3d_fractal(vec3(0,st.ts)/80)) * 16; vec3 dispColor = vec3(0, 0, 0); vec4 pointCloudColor = texture(u_ofcam, st); float maxVal = 0; float minVal = 1; for (int i=0; i < 9; i++){ - float tmp = texture(u_buffer1, st + offset[i]/4).r > 0.5 ? 1 : 0; + float tmp = texture(u_buffer1, st2 + offset[i]/2).r > 0.5 ? 1 : 0; maxVal = max(maxVal, tmp); minVal = min(minVal, tmp); } @@ -102,10 +188,8 @@ void main() { dispColor.rgb = vec3(1); } - // dispColor.rgb = vec3(depthToSilhouette(texture(u_depth, st/u_resolution).r)); gl_FragColor = vec4(dispColor, 1.0); gl_FragColor.rgb += pointCloudColor.rgb; // not good - // gl_FragColor = texture(u_buffer1, st); // not good #endif diff --git a/zoneb/bin/data/shaders/particles/draw.frag b/zoneb/bin/data/shaders/particles/draw.frag index bda1ce3..62e0952 100755 --- a/zoneb/bin/data/shaders/particles/draw.frag +++ b/zoneb/bin/data/shaders/particles/draw.frag @@ -13,8 +13,7 @@ in float vAge; void main() { - // fragColor = vec4(1);//vec4(texture(u_world, texCoordVarying.st).rgb,1); - // fragColor = vec4(texCoordVarying.st/100,1.0,1.0);//vec4(texture(u_world, texCoordVarying.st).rgb,1); - // fragColor = vec4(texture(u_v4l2cam, texCoordVarying.st).rgb,1); - fragColor = vec4(texture(imageTexture, vec2(vTemperature*1600, 0.5)).xyz,max(0, 1 - pow(vAge,4))); + vec3 remapedColor = texture(imageTexture, vec2(vTemperature*1600, 0.5)).xyz; + float alpha = max(0, 1 - pow(vAge,4)); + fragColor = vec4(remapedColor, alpha); } diff --git a/zoneb/bin/data/shaders/particles/update.frag b/zoneb/bin/data/shaders/particles/update.frag index c81aa92..4573dd9 100755 --- a/zoneb/bin/data/shaders/particles/update.frag +++ b/zoneb/bin/data/shaders/particles/update.frag @@ -119,40 +119,39 @@ void main() float vValid = (depth != 0 && ray.x != 0 && ray.y != 0) ? 1 : 0; - // if(depth < 0.012) vValid = 0; - // if(depth > 0.04) vValid = 0; - vec4 posWorld = vec4(1); posWorld.z = -depth * 65535.0; // Remap to float range. posWorld.x = ray.x * posWorld.z; posWorld.y = ray.y * posWorld.z; float age = misc.y; - if(age > 1) { + if(age > 1) { // reached target target.w = 0; - if(vValid == 1) { + if(vValid == 1) { // rebirth if point is valid age = 0; } } - if(vValid == 1 && target.w == 0) { + if(vValid == 1 && target.w == 0) { // point valid && no target -> move to the point pos = posWorld.xyz; age = 0; target.xyz = pos; } - else if (target.w > 0) { + else if (target.w > 0) { // targeted age += 0.001; thermo = misc.x; } - else { - age += 0.01; + else { // wandering + age += 0.1; + // age += 0.01; thermo = misc.x; } - if(vValid == 1 && target.w > 0 && length(target.xy - pos.xy) < 100) { + if(vValid == 1 && target.w > 0 && length(target.xy - pos.xy) < 100) { // arrived age += 0.03; } + // wandering vec3 force = vec3(0,0,0); float th = 3.1415 * 4 * simplex3d_fractal(vec3(pos.xyz * 0.001)); float phi = 3.1415 * simplex3d_fractal(pos.xyz * 0.002); @@ -161,7 +160,7 @@ void main() force.z += sin(phi); force *= 100; - if(age < 0.001) { + if(age < 0.001) { // targetting target.w = 0; if(random3(pos).x > pow(length(texCoordVarying.st - uHottest0.st)/5,16*16)+0) { vec2 h = uHottest1.st; @@ -201,7 +200,7 @@ void main() // } } - if(target.w > 0) { + if(target.w > 0) { // go to target float th = atan(-pos.y + target.y, -pos.x + target.x); float phi = atan(-pos.z + target.z, length(target.xy-pos.xy)); th += 3.1415 / 4 * simplex3d_fractal(vec3(pos.xyz * 0.001)); diff --git a/zoneb/src/ofApp.cpp b/zoneb/src/ofApp.cpp index 91302f7..d3092d2 100644 --- a/zoneb/src/ofApp.cpp +++ b/zoneb/src/ofApp.cpp @@ -209,7 +209,7 @@ void ofApp::onParticlesUpdate(ofxShader &shader) { shader.setUniform3f("uHottest1", hotspots.at(1).at(0)); } - else if (hotspots.size() > 0 && hotspots.at(0).size() > 0) + else if (hotspots.size() > 0 && hotspots.at(0).size() > 1) { shader.setUniform3f("uHottest1", hotspots.at(0).at(1)); } @@ -243,7 +243,7 @@ void ofApp::drawMain() boundShader.setUniform1i("u_init", 1); boundShader.render(); boundShader.setUniform1i("u_init", 0); - for (int i = 0; i < 60; i++) + for (int i = 0; i < 30; i++) { boundShader.render(); }