Feat: Better noise overall and new FPS counter

This commit is contained in:
Afonso Clerigo Mendes de Sousa 2025-09-29 20:20:44 +01:00
parent fcb28671c2
commit a96657e40c
6 changed files with 165 additions and 58 deletions

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@ -6,10 +6,10 @@ precision mediump float;
out vec4 FragColor; // Output to screen
uniform vec2 u_resolution; // <-- screen resolution from CPU
uniform float u_time; // <-- time from CPU
uniform float u_oscilator; // <-- oscislator from CPU
uniform float u_direction; // <-- direction from CPU
uniform vec2 u_resolution; // <-- screen resolution from CPU
uniform float u_time; // <-- time from CPU
uniform float u_scale; // <-- scale from CPU
uniform vec2 u_mouse; // <-- mouse from CPU
vec3 hsv2rgb(vec3 c) {
vec3 rgb = clamp(
@ -25,14 +25,10 @@ vec3 getPaletteColor(float idx, float seed) {
float baseHue = fract(seed); // 0..1 base hue
float sat = 0.9;
float val = 0.9;
// Shift hue across palette (idx ensures difference)
float hue = fract(baseHue + (idx * 0.33));
return hsv2rgb(vec3(hue, sat, val));
}
vec2 random(vec2 p) {
return normalize(vec2(
fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453),
@ -40,27 +36,20 @@ vec2 random(vec2 p) {
) * 2.0 - 1.0);
}
int randomInt(int x, int y) {
return int(fract(sin(float(x * 12 + y * 78)) * 43758.5453) * 256.0);
}
float perlinNoise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Corners
vec2 g00 = random(i + vec2(0.0,0.0));
vec2 g10 = random(i + vec2(1.0,0.0));
vec2 g01 = random(i + vec2(0.0,1.0));
vec2 g11 = random(i + vec2(1.0,1.0));
// Offsets
float n00 = dot(g00, f - vec2(0.0,0.0));
float n10 = dot(g10, f - vec2(1.0,0.0));
float n01 = dot(g01, f - vec2(0.0,1.0));
float n11 = dot(g11, f - vec2(1.0,1.0));
// Interpolation
vec2 u = f*f*(3.0-2.0*f);
return mix(mix(n00, n10, u.x), mix(n01, n11, u.x), u.y);
}
@ -70,30 +59,103 @@ mat2 rotate2d(float angle){
sin(angle),cos(angle));
}
void main() {
vec2 morphingSeed(float t, float interval) {
float phase = floor(t / interval);
float blend = fract(t / interval);
vec2 st = gl_FragCoord.xy / u_resolution; // Normalize coordinates
st += 13.0 + (u_oscilator * 0.001); // Center the coordinates
vec2 seedA = vec2(
sin(phase * 12.9898),
cos(phase * 78.233)
);
vec2 seedB = vec2(
sin((phase+1.0) * 12.9898),
cos((phase+1.0) * 78.233)
);
vec2 pos = st * (2.2);
pos = rotate2d(perlinNoise(pos)) * pos;
pos -= (u_time * (float(u_oscilator) * 0.5) * 0.1);
float n = perlinNoise(pos);
vec3 color;
if (n > 0.4) {
color = vec3((n + 0.4), (n + 0.4), (n + 0.4));
// color = getPaletteColor(u_oscilator, (n + 0.5));
} else if (n > 0.1) {
color = vec3(n + 0.5, n + 0.1 , 0.0);
// color = getPaletteColor(u_oscilator + 1, (n + 0.5));
} else {
color = vec3(n + 0.05, n + 0.05, n + 0.05);
// color = getPaletteColor(u_oscilator + 2, (n + 0.5));
// color = vec3(0.0);
}
FragColor = vec4(color, 1.0);
blend = smoothstep(0.0, 1.0, blend);
return mix(seedA, seedB, blend);
}
vec2 morphingDirection(float t, float interval) {
float phase = floor(t / interval);
float blend = fract(t / interval);
// Generate 2 pseudo-random direction vectors
vec2 dirA = normalize(vec2(
sin(phase * 12.9898),
cos(phase * 78.233)
));
vec2 dirB = normalize(vec2(
sin((phase+1.0) * 93.9898),
cos((phase+1.0) * 47.233)
));
// Smooth interpolation between them
blend = smoothstep(0.0, 1.0, blend);
return normalize(mix(dirA, dirB, blend));
}
void main() {
vec2 st = gl_FragCoord.xy / u_resolution.xy; // Normalize coordinates
st.x *= u_resolution.x / u_resolution.y; // Correct aspect ratio
st -= 0.5; // Center coordinates
st += vec2(100.0,40.0);
st *= 2.05 * u_scale; // Zoom out
vec2 seed = morphingSeed(u_time, 10.0); // 10 second interval
vec2 pos = st + morphingDirection(u_time * 0.2, 15.0); // 15 second interval
float pre_noise = perlinNoise((pos) * 1.5); // N = [0..1]
// noise += 0.6 * perlinNoise(pos * 4.0);
pos += rotate2d(pre_noise) * pos * 0.2;
pos += u_time * 0.5;
float noise = perlinNoise(pos + seed * 2.0);
// noise = smoothstep(0.0, 1.0, noise); // Smooth the noise
// Normalize noise to [0..1]
noise = noise + 0.5;
vec3 color;
if (noise >= 0.9) {
color = getPaletteColor(u_time * 0.1, noise);
} else if (noise >= 0.76 ) {
color = getPaletteColor((u_time * 0.1) + 1.0, noise);
// Estimate gradient (2D normal)
vec2 eps = vec2(0.002, 0.0);
float n0 = perlinNoise(pos + seed * 2.0);
float nx = perlinNoise(pos + seed * 2.0 + eps.xy) - n0;
float ny = perlinNoise(pos + seed * 2.0 + eps.yx) - n0;
vec2 normal = normalize(vec2(nx, ny));
// View direction (from pixel to "camera")
vec2 viewDir = normalize(-st);
// Light direction (moves over time)
vec2 lightDir = normalize(vec2(cos(u_time * 0.2), sin(u_time * 0.3)));
// Fresnel term (stronger highlight at grazing angles)
float fresnel = pow(1.0 - max(dot(viewDir, normal), 0.0), 3.0);
// Specular component
float spec = pow(max(dot(normal, lightDir), 0.0), 32.0);
// Combine Fresnel + spec
float gloss = fresnel + 0.5 * spec;
// Stronger at edges (transition zone of blob)
float edge = smoothstep(0.8, 0.9, noise) * (1.0 - smoothstep(0.9, 1.0, noise));
gloss *= edge * 2.0;
// Add colored glossy highlight (slightly bluish tint)
color += gloss * vec3(0.8, 0.9, 1.0);
} else {
color = vec3(0.0);
}
FragColor = vec4(color, 1.0);
}

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@ -106,9 +106,9 @@ int main() {
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // REQUIRED on macOS
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SAMPLES, 16); // 16x MSAA
glfwWindowHint(GLFW_SAMPLES, 8); // 8x MSAA
GLFWwindow* window = glfwCreateWindow((int)SCR_WIDTH, (int)SCR_HEIGHT, "OpenGL Template", nullptr, nullptr);
GLFWwindow* window = glfwCreateWindow((int)SCR_WIDTH, (int)SCR_HEIGHT, "RASTER", nullptr, nullptr);
if (!window) {
glfwTerminate();
return -1;
@ -196,44 +196,89 @@ int main() {
glUniform2f(resLoc, SCR_WIDTH, SCR_HEIGHT); // hardcode for now
GLint timeLoc = glGetUniformLocation(shaderProgram, "u_time");
GLint directionLoc = glGetUniformLocation(shaderProgram, "u_direction");
GLint oscilationLoc = glGetUniformLocation(shaderProgram, "u_oscilator");
GLint scaleLoc = glGetUniformLocation(shaderProgram, "u_scale");
GLint mouseLoc = glGetUniformLocation(shaderProgram, "u_mouse");
glEnable(GL_MULTISAMPLE);
float oscillation = 5.0f;
float scale = 1.0f;
int frameCount = 0;
float mousePos[2] = {0.0f, 0.0f};
// FPS tracking
double lastTime = glfwGetTime(); // when we last printed FPS
double fps = 0.0;
// Render loop
while (!glfwWindowShouldClose(window)) {
static float direction = 1.0f;
static int frameCount = 0;
static unsigned char invert = 0;
float timeValue = (float)glfwGetTime();
double xpos, ypos;
// Get mouse positions
glfwGetCursorPos(window, &xpos, &ypos);
mousePos[0] = (float)xpos;
mousePos[1] = (float)(SCR_HEIGHT - ypos); // Invert y-axis for OpenGL coordinates
// Input
glfwPollEvents();
if (frameCount++ % 24 == 0) {
if (oscillation > 40) invert = 1;
if (oscillation < 5) invert = 0;
if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
glDeleteProgram(shaderProgram);
shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE);
modelLoc = (unsigned int) glGetUniformLocation(shaderProgram, "model");
viewLoc = (unsigned int) glGetUniformLocation(shaderProgram, "view");
projLoc = (unsigned int) glGetUniformLocation(shaderProgram, "projection");
if (invert) oscillation -= 0.01f;
else oscillation += 0.001f;
glUseProgram(shaderProgram);
glUniformMatrix4fv((int) modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv((int) viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv((int) projLoc, 1, GL_FALSE, glm::value_ptr(projection));
// Debug
// std::cout << "Oscillation: " << oscillation << "\t";
// std::cout << "Invert: " << invert << std::endl;
resLoc = glGetUniformLocation(shaderProgram, "u_resolution");
glUniform2f(resLoc, SCR_WIDTH, SCR_HEIGHT); // hardcode for now
direction = rand() % 50; // change direction every 300 frames
timeLoc = glGetUniformLocation(shaderProgram, "u_time");
scaleLoc = glGetUniformLocation(shaderProgram, "u_scale");
std::cout << "Shaders recompiled!\n";
}
// Scroll to zoom in/out
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
scale += 0.01f;
if (scale > 10.0f) scale = 10.0f; // Max zoom
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
scale -= 0.01f;
if (scale < 0.1f) scale = 0.1f; // Min zoom
}
// --- FPS Counter ---
double currentTime = glfwGetTime();
double delta = currentTime - lastTime;
if (delta >= 1.0) { // print every ~1 second
fps = double(frameCount) / delta;
std::cout << "FPS: " << fps
<< " Time: " << timeValue
<< " Scale: " << scale
<< " Mouse: (" << mousePos[0] << ", " << mousePos[1] << ")"
<< std::endl;
frameCount = 0;
lastTime = currentTime;
}
glUniform1f(timeLoc, timeValue);
glUniform1f(directionLoc, direction);
glUniform1f(oscilationLoc, oscillation);
glUniform1f(scaleLoc, scale);
glUniform2f(mouseLoc, mousePos[0], mousePos[1]);
frameCount++;
glClearColor(0.01f, 0.01f, 0.01f, 1.0f);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);