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Day 5 Music.
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#pragma once #include "ofMain.h" class ofApp : public ofBaseApp { public: void setup(); void update(); void draw(); void keyPressed(int key) {}; void keyReleased(int key) {}; void mouseMoved(int x, int y) {}; void mouseDragged(int x, int y, int button) {}; void mousePressed(int x, int y, int button) {}; void mouseReleased(int x, int y, int button) {}; void mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofFbo fbo; ofTrueTypeFont font; ofSoundPlayer sound; vector<float> fft_smoothed; int n_bands_to_get; float r_power; float g_power; float b_power; ofShader shader; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); this->font.loadFont("fonts/Kazesawa-bold.ttf", 180, true, true, true); this->fbo.allocate(ofGetWidth(), ofGetHeight()); this->fbo.begin(); ofClear(0); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); ofSetColor(255); string word = "MUSIC"; this->font.drawString(word, this->font.stringWidth(word) * -0.5, this->font.stringHeight(word) * 0.5); this->fbo.end(); this->sound.load("sound/I_Don_t_Wanna_Wait.mp3"); this->sound.play(); this->n_bands_to_get = 120; for (int j = 0; j < this->n_bands_to_get; j++) { this->fft_smoothed.push_back(0); } this->shader.load("shader/shader.vert", "shader/shader.frag"); } //-------------------------------------------------------------- void ofApp::update() { ofSoundUpdate(); float* val = ofSoundGetSpectrum(this->n_bands_to_get); for (int i = 0; i < this->n_bands_to_get; i++) { this->fft_smoothed[i] *= 0.96f; if (this->fft_smoothed[i] < val[i]) { this->fft_smoothed[i] = val[i]; } } this->r_power = this->fft_smoothed[10]; this->g_power = this->fft_smoothed[10]; this->b_power = this->fft_smoothed[10]; } //-------------------------------------------------------------- void ofApp::draw() { this->shader.begin(); this->shader.setUniform1f("time", ofGetElapsedTimef()); this->shader.setUniform2f("resolution", ofGetWidth(), ofGetHeight()); this->shader.setUniform1f("r_power", this->r_power); this->shader.setUniform1f("g_power", this->g_power); this->shader.setUniform1f("b_power", this->b_power); this->shader.setUniformTexture("tex", this->fbo.getTexture(), 1); ofDrawRectangle(0, 0, ofGetWidth(), ofGetHeight()); this->shader.end(); } //-------------------------------------------------------------- int main() { ofGLWindowSettings settings; settings.setGLVersion(3, 2); settings.setSize(1280, 720); ofCreateWindow(settings); ofRunApp(new ofApp()); } |
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#version 150 uniform mat4 modelViewProjectionMatrix; in vec4 position; void main(){ gl_Position = modelViewProjectionMatrix * position; } |
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#version 150 uniform float time; uniform vec2 resolution; uniform float r_power; uniform float g_power; uniform float b_power; uniform sampler2DRect tex; out vec4 outputColor; // // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : stegu // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // https://github.com/stegu/webgl-noise // vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } float permute(float x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float taylorInvSqrt(float r) { return 1.79284291400159 - 0.85373472095314 * r; } vec4 grad4(float j, vec4 ip) { const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); vec4 p,s; p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; p.w = 1.5 - dot(abs(p.xyz), ones.xyz); s = vec4(lessThan(p, vec4(0.0))); p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; return p; } // (sqrt(5) - 1)/4 = F4, used once below #define F4 0.309016994374947451 float snoise(vec4 v) { const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4 0.276393202250021, // 2 * G4 0.414589803375032, // 3 * G4 -0.447213595499958); // -1 + 4 * G4 // First corner vec4 i = floor(v + dot(v, vec4(F4)) ); vec4 x0 = v - i + dot(i, C.xxxx); // Other corners // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) vec4 i0; vec3 isX = step( x0.yzw, x0.xxx ); vec3 isYZ = step( x0.zww, x0.yyz ); // i0.x = dot( isX, vec3( 1.0 ) ); i0.x = isX.x + isX.y + isX.z; i0.yzw = 1.0 - isX; // i0.y += dot( isYZ.xy, vec2( 1.0 ) ); i0.y += isYZ.x + isYZ.y; i0.zw += 1.0 - isYZ.xy; i0.z += isYZ.z; i0.w += 1.0 - isYZ.z; // i0 now contains the unique values 0,1,2,3 in each channel vec4 i3 = clamp( i0, 0.0, 1.0 ); vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); // x0 = x0 - 0.0 + 0.0 * C.xxxx // x1 = x0 - i1 + 1.0 * C.xxxx // x2 = x0 - i2 + 2.0 * C.xxxx // x3 = x0 - i3 + 3.0 * C.xxxx // x4 = x0 - 1.0 + 4.0 * C.xxxx vec4 x1 = x0 - i1 + C.xxxx; vec4 x2 = x0 - i2 + C.yyyy; vec4 x3 = x0 - i3 + C.zzzz; vec4 x4 = x0 + C.wwww; // Permutations i = mod289(i); float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); vec4 j1 = permute( permute( permute( permute ( i.w + vec4(i1.w, i2.w, i3.w, 1.0 )) + i.z + vec4(i1.z, i2.z, i3.z, 1.0 )) + i.y + vec4(i1.y, i2.y, i3.y, 1.0 )) + i.x + vec4(i1.x, i2.x, i3.x, 1.0 )); // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope // 7*7*6 = 294, which is close to the ring size 17*17 = 289. vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; vec4 p0 = grad4(j0, ip); vec4 p1 = grad4(j1.x, ip); vec4 p2 = grad4(j1.y, ip); vec4 p3 = grad4(j1.z, ip); vec4 p4 = grad4(j1.w, ip); // Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; p4 *= taylorInvSqrt(dot(p4,p4)); // Mix contributions from the five corners vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0); m0 = m0 * m0; m1 = m1 * m1; return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; } void main() { vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y); vec3 color = vec3(1.0); float r_x_noise = snoise(vec4( 0.0, p.x, p.y, time)) * r_power; float g_x_noise = snoise(vec4(10.0, p.x, p.y, time)) * g_power; float b_x_noise = snoise(vec4(20.0, p.x, p.y, time)) * b_power; float r_y_noise = snoise(vec4(30.0, p.x * 10.0, p.y * 10.0, time)) * r_power; float g_y_noise = snoise(vec4(40.0, p.x * 10.0, p.y * 10.0, time)) * g_power; float b_y_noise = snoise(vec4(50.0, p.x * 10.0, p.y * 10.0, time)) * b_power; float drift = 200; float r = texture(tex, vec2(gl_FragCoord.x + r_x_noise * drift, resolution.y - gl_FragCoord.y + r_y_noise * drift)).r; float g = texture(tex, vec2(gl_FragCoord.x + g_x_noise * drift, resolution.y - gl_FragCoord.y + g_y_noise * drift)).g; float b = texture(tex, vec2(gl_FragCoord.x + b_x_noise * drift, resolution.y - gl_FragCoord.y + b_y_noise * drift)).b; outputColor = vec4(color - vec3(r, g, b), 1.0); } |