implemented real bpm analize

This commit is contained in:
2026-05-19 15:01:39 +02:00
parent 021cf125fe
commit 5ab2197068
5 changed files with 226 additions and 32 deletions
+1
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@@ -1,3 +1,4 @@
target/ target/
*.mp4 *.mp4
*.flac *.flac
*.png
+157 -3
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@@ -56,6 +56,16 @@ const AGC_DECAY: f32 = 0.9992;
const AGC_FLOOR: f32 = 1e-4; const AGC_FLOOR: f32 = 1e-4;
// Onset: instantaneous attack on rising spectral flux, fast release -> a hit. // Onset: instantaneous attack on rising spectral flux, fast release -> a hit.
const ONSET_RELEASE: f32 = 0.78; const ONSET_RELEASE: f32 = 0.78;
// Autocorrelation tempo: window of broadband-flux history, beat-period search
// range, and confidence gates. Period search 0.34..0.95 s ~= 63..176 BPM;
// detected BPM is octave-folded into [BPM_FOLD_LO, BPM_FOLD_HI] (one octave).
const ACF_WIN_SECS: f32 = 3.0;
const ACF_PERIOD_LO: f32 = 0.34; // s/beat (fast end of the lag search)
const ACF_PERIOD_HI: f32 = 0.95; // s/beat (slow end of the lag search)
const ACF_CONF_MIN: f32 = 0.15; // below this the ACF peak is noise -> ignore
const ACF_SNAP: f32 = 0.30; // strong + wrong-octave IOI -> snap, don't glide
const BPM_FOLD_LO: f32 = 88.0;
const BPM_FOLD_HI: f32 = 176.0;
/// Per-band level (AGC-normalised, smoothed) + onset spike + rich descriptors. /// Per-band level (AGC-normalised, smoothed) + onset spike + rich descriptors.
/// All scalar fields are 0..~1. /// All scalar fields are 0..~1.
@@ -73,6 +83,13 @@ pub struct Bands {
pub centroid: f32, pub centroid: f32,
/// Broadband half-wave spectral flux onset -> global transient flashes. /// Broadband half-wave spectral flux onset -> global transient flashes.
pub flux: f32, pub flux: f32,
/// Rectified complex-domain onset (phase-deviation, AGC'd + spiked like
/// `flux`). Magnitude flux misses *soft* attacks (a pad swell, a new synth
/// note at steady level); a fresh note still disrupts per-bin phase
/// predictability, so this fires on tonal/harmonic onsets `flux` can't see.
/// Zero-latency chord-attack drive for chroma / harmonic-spoke visuals and
/// a sharper feed for breakcore's `Structure::novelty`.
pub csd: f32,
/// Overall loudness (mean magnitude), AGC-normalised -> lightness/scale. /// Overall loudness (mean magnitude), AGC-normalised -> lightness/scale.
pub loud: f32, pub loud: f32,
/// Short decaying pulse on a predicted beat (like an onset, but tempo-gated). /// Short decaying pulse on a predicted beat (like an onset, but tempo-gated).
@@ -80,6 +97,11 @@ pub struct Bands {
/// Sawtooth 0..1: fraction of the predicted beat interval elapsed. Lets /// Sawtooth 0..1: fraction of the predicted beat interval elapsed. Lets
/// the visualiser *anticipate* the next hit instead of reacting late. /// the visualiser *anticipate* the next hit instead of reacting late.
pub beat_phase: f32, pub beat_phase: f32,
/// Autocorrelation-estimated dominant tempo (BPM), octave-folded into a
/// stable range; 0 until the ACF is confident. The predictive-IOI model
/// is *anchored* to this, so `beat_phase` no longer drifts an octave on
/// syncopated breakcore fills — sync pulses/dolly-punches to this grid.
pub bpm: f32,
/// Spectral flatness 0 (tonal/pad) .. 1 (noisy/break) -> smooth vs jagged. /// Spectral flatness 0 (tonal/pad) .. 1 (noisy/break) -> smooth vs jagged.
pub flatness: f32, pub flatness: f32,
/// Relative pitch-class energy (max-normalised) -> harmonic accent hues. /// Relative pitch-class energy (max-normalised) -> harmonic accent hues.
@@ -101,9 +123,11 @@ impl Default for Bands {
spec: [0.0; SPEC_N], spec: [0.0; SPEC_N],
centroid: 0.0, centroid: 0.0,
flux: 0.0, flux: 0.0,
csd: 0.0,
loud: 0.0, loud: 0.0,
beat: 0.0, beat: 0.0,
beat_phase: 0.0, beat_phase: 0.0,
bpm: 0.0,
flatness: 0.0, flatness: 0.0,
chroma: [0.0; CHROMA_N], chroma: [0.0; CHROMA_N],
wave: [0.0; WAVE_N], wave: [0.0; WAVE_N],
@@ -464,6 +488,11 @@ pub struct Analyzer {
since_hop: usize, since_hop: usize,
spectrum: Vec<Complex<f32>>, spectrum: Vec<Complex<f32>>,
prev_mag: Vec<f32>, prev_mag: Vec<f32>,
// Per-bin phase at t-1 / t-2 for the complex-domain (CSD) onset: a steady
// tone advances phase linearly, so `2*ph[-1] - ph[-2]` predicts the next
// bin; the Euclidean miss from that prediction is the onset energy.
prev_phase: Vec<f32>,
prev_phase2: Vec<f32>,
bin_hz: f32, bin_hz: f32,
env: Bands, env: Bands,
// AGC ceilings: 3 level, 3 flux, SPEC_N spectrum, centroid, loud, broad flux. // AGC ceilings: 3 level, 3 flux, SPEC_N spectrum, centroid, loud, broad flux.
@@ -473,8 +502,10 @@ pub struct Analyzer {
agc_centroid: f32, agc_centroid: f32,
agc_loud: f32, agc_loud: f32,
agc_broad: f32, agc_broad: f32,
agc_csd: f32,
pop: [f32; 3], // low/mid/high onset envelopes pop: [f32; 3], // low/mid/high onset envelopes
broad_pop: f32, // broadband onset envelope broad_pop: f32, // broadband onset envelope
csd_pop: f32, // complex-domain onset envelope
spec_edges: [(usize, usize); SPEC_N], spec_edges: [(usize, usize); SPEC_N],
// Predictive-IOI beat model (robust for breakcore's unstable tempo: it // Predictive-IOI beat model (robust for breakcore's unstable tempo: it
// tracks the running inter-onset interval, not a brittle global BPM). // tracks the running inter-onset interval, not a brittle global BPM).
@@ -483,6 +514,15 @@ pub struct Analyzer {
beat_clock: f32, // seconds since the last accepted beat beat_clock: f32, // seconds since the last accepted beat
prev_broad: f32, // for the broadband-onset rising edge prev_broad: f32, // for the broadband-onset rising edge
beat_pop: f32, // decaying beat pulse beat_pop: f32, // decaying beat pulse
// Autocorrelation tempo tracker: ring of recent broadband-flux samples,
// a reused time-ordered scratch, the lag search bounds (frames), and the
// smoothed octave-folded BPM that anchors `beat_ioi`.
flux_hist: Vec<f32>,
flux_head: usize,
acf_buf: Vec<f32>,
acf_lag_min: usize,
acf_lag_max: usize,
bpm: f32,
} }
fn norm(v: f32, c: &mut f32) -> f32 { fn norm(v: f32, c: &mut f32) -> f32 {
@@ -518,6 +558,13 @@ impl Analyzer {
*e = (a, b); *e = (a, b);
} }
// ACF tempo sizing (frames). hop_dt = seconds advanced per STFT hop;
// window must comfortably exceed the slowest searched period.
let hop_dt = HOP as f32 / sample_rate.max(1.0);
let acf_lag_min = (ACF_PERIOD_LO / hop_dt).round().max(1.0) as usize;
let acf_lag_max = (ACF_PERIOD_HI / hop_dt).round() as usize;
let acf_n = ((ACF_WIN_SECS / hop_dt).round() as usize).max(acf_lag_max + 2);
Analyzer { Analyzer {
hann, hann,
fft, fft,
@@ -526,6 +573,8 @@ impl Analyzer {
since_hop: 0, since_hop: 0,
spectrum: vec![Complex::new(0.0, 0.0); FFT_SIZE], spectrum: vec![Complex::new(0.0, 0.0); FFT_SIZE],
prev_mag: vec![0.0; half], prev_mag: vec![0.0; half],
prev_phase: vec![0.0; half],
prev_phase2: vec![0.0; half],
bin_hz, bin_hz,
env: Bands::default(), env: Bands::default(),
agc_lvl: [AGC_FLOOR; 3], agc_lvl: [AGC_FLOOR; 3],
@@ -534,14 +583,22 @@ impl Analyzer {
agc_centroid: AGC_FLOOR, agc_centroid: AGC_FLOOR,
agc_loud: AGC_FLOOR, agc_loud: AGC_FLOOR,
agc_broad: AGC_FLOOR, agc_broad: AGC_FLOOR,
agc_csd: AGC_FLOOR,
pop: [0.0; 3], pop: [0.0; 3],
broad_pop: 0.0, broad_pop: 0.0,
csd_pop: 0.0,
spec_edges, spec_edges,
hop_dt: HOP as f32 / sample_rate.max(1.0), hop_dt,
beat_ioi: 0.5, // ~120 BPM until the track tells us otherwise beat_ioi: 0.5, // ~120 BPM until the track tells us otherwise
beat_clock: 0.0, beat_clock: 0.0,
prev_broad: 0.0, prev_broad: 0.0,
beat_pop: 0.0, beat_pop: 0.0,
flux_hist: vec![0.0; acf_n],
flux_head: 0,
acf_buf: vec![0.0; acf_n],
acf_lag_min,
acf_lag_max,
bpm: 0.0,
} }
} }
@@ -572,19 +629,33 @@ impl Analyzer {
(a, b.max(a + 1)) (a, b.max(a + 1))
}; };
// Magnitudes (cache once), running flux + centroid + loudness. // Magnitudes (cache once), running flux + centroid + loudness, plus
// the rectified complex-domain onset: predict each bin assuming a
// steady tone (constant magnitude, phase advancing at last frame's
// rate) and sum the Euclidean miss where energy *rose* (onset, not
// offset). Phase shifts t-1 -> t-2 in the same pass (no extra Vec).
let mut mags = vec![0.0f32; half]; let mut mags = vec![0.0f32; half];
let mut broad_flux = 0.0f32; let mut broad_flux = 0.0f32;
let mut csd_raw = 0.0f32;
let mut cen_num = 0.0f32; let mut cen_num = 0.0f32;
let mut cen_den = 0.0f32; let mut cen_den = 0.0f32;
let mut loud_sum = 0.0f32; let mut loud_sum = 0.0f32;
for k in 0..half { for k in 0..half {
let m = self.spectrum[k].norm(); let c = self.spectrum[k];
let m = c.norm();
mags[k] = m; mags[k] = m;
let d = m - self.prev_mag[k]; let d = m - self.prev_mag[k];
if d > 0.0 { if d > 0.0 {
broad_flux += d; broad_flux += d;
let pred_ph = 2.0 * self.prev_phase[k] - self.prev_phase2[k];
let pred = Complex::new(
self.prev_mag[k] * pred_ph.cos(),
self.prev_mag[k] * pred_ph.sin(),
);
csd_raw += (c - pred).norm();
} }
self.prev_phase2[k] = self.prev_phase[k];
self.prev_phase[k] = c.arg();
let f = k as f32 * bin_hz; let f = k as f32 * bin_hz;
cen_num += f * m; cen_num += f * m;
cen_den += m; cen_den += m;
@@ -673,6 +744,7 @@ impl Analyzer {
let centroid = norm(centroid_hz, &mut self.agc_centroid); let centroid = norm(centroid_hz, &mut self.agc_centroid);
let loud = norm(loud_sum / half as f32, &mut self.agc_loud); let loud = norm(loud_sum / half as f32, &mut self.agc_loud);
let broad = norm(broad_flux / half as f32, &mut self.agc_broad); let broad = norm(broad_flux / half as f32, &mut self.agc_broad);
let csd = norm(csd_raw / half as f32, &mut self.agc_csd);
// Smoothed levels. // Smoothed levels.
follow(&mut self.env.low, l[0]); follow(&mut self.env.low, l[0]);
@@ -698,12 +770,23 @@ impl Analyzer {
} else { } else {
self.broad_pop * ONSET_RELEASE self.broad_pop * ONSET_RELEASE
}; };
self.csd_pop = if csd > self.csd_pop {
csd
} else {
self.csd_pop * ONSET_RELEASE
};
self.env.low_on = self.pop[0]; self.env.low_on = self.pop[0];
self.env.mid_on = self.pop[1]; self.env.mid_on = self.pop[1];
self.env.high_on = self.pop[2]; self.env.high_on = self.pop[2];
self.env.flux = self.broad_pop; self.env.flux = self.broad_pop;
self.env.csd = self.csd_pop;
follow(&mut self.env.flatness, flatness); follow(&mut self.env.flatness, flatness);
// Autocorrelation tempo: anchor the predictive IOI to the dominant
// period in ~3 s of broadband-flux history *before* the beat block
// runs, so a syncopated fill can't drag `beat_phase` off the grid.
self.update_tempo(broad);
// Predictive beat model. A rising broadband-onset edge past a floor // Predictive beat model. A rising broadband-onset edge past a floor
// (with a refractory gap) is a candidate beat; the inter-onset // (with a refractory gap) is a candidate beat; the inter-onset
// interval is smoothed only when it stays a plausible multiple of the // interval is smoothed only when it stays a plausible multiple of the
@@ -728,6 +811,7 @@ impl Analyzer {
} }
self.env.beat = self.beat_pop; self.env.beat = self.beat_pop;
self.env.beat_phase = (self.beat_clock / self.beat_ioi.max(1e-3)).clamp(0.0, 1.0); self.env.beat_phase = (self.beat_clock / self.beat_ioi.max(1e-3)).clamp(0.0, 1.0);
self.env.bpm = self.bpm;
// Raw waveform tap: decimate the un-windowed sample window so the scope // Raw waveform tap: decimate the un-windowed sample window so the scope
// mode has a real time-domain trace. Same numbers live + offline. // mode has a real time-domain trace. Same numbers live + offline.
@@ -738,6 +822,76 @@ impl Analyzer {
self.env self.env
} }
/// Push one broadband-flux sample into the rolling history and re-estimate
/// the dominant tempo by autocorrelation. The ACF peak in the searched lag
/// window is the beat period; its height is the confidence. Octave-fold
/// into a stable BPM range, smooth it, and anchor `beat_ioi`: glide toward
/// it normally, but *snap* when the predictive model has locked a wrong
/// octave (so `beat_phase` recovers fast instead of fighting the ACF).
fn update_tempo(&mut self, x: f32) {
let n = self.flux_hist.len();
self.flux_hist[self.flux_head] = x;
self.flux_head = (self.flux_head + 1) % n;
// Oldest -> newest, DC-removed (a steady flux floor must not dominate).
for i in 0..n {
self.acf_buf[i] = self.flux_hist[(self.flux_head + i) % n];
}
let mean = self.acf_buf.iter().sum::<f32>() / n as f32;
for v in &mut self.acf_buf {
*v -= mean;
}
let var = self.acf_buf.iter().map(|v| v * v).sum::<f32>() / n as f32;
if var < 1e-9 {
return; // silence / no flux structure -> keep last estimate
}
// Unbiased, variance-normalised ACF so peaks are comparable across
// lags (raw ACF decays with lag and would bias fast).
let lag_hi = self.acf_lag_max.min(n - 1);
let mut best = 0.0f32;
let mut best_lag = 0usize;
for lag in self.acf_lag_min..=lag_hi {
let mut s = 0.0f32;
for i in lag..n {
s += self.acf_buf[i] * self.acf_buf[i - lag];
}
let r = s / ((n - lag) as f32 * var);
if r > best {
best = r;
best_lag = lag;
}
}
if best_lag == 0 || best < ACF_CONF_MIN {
return;
}
// Beat period -> BPM, octave-folded into one stable range.
let mut bpm = 60.0 / (best_lag as f32 * self.hop_dt).max(1e-3);
while bpm > BPM_FOLD_HI {
bpm *= 0.5;
}
while bpm < BPM_FOLD_LO {
bpm *= 2.0;
}
self.bpm = if self.bpm <= 0.0 {
bpm
} else {
self.bpm + (bpm - self.bpm) * 0.10
};
// Anchor the predictive IOI. Snap on a confident wrong-octave lock,
// otherwise glide proportionally to confidence.
let ioi = (60.0 / self.bpm.max(1e-3)).clamp(0.18, 1.0);
let ratio = self.beat_ioi / ioi.max(1e-3);
if best > ACF_SNAP && !(0.75..1.34).contains(&ratio) {
self.beat_ioi = ioi;
} else {
self.beat_ioi = (self.beat_ioi + (ioi - self.beat_ioi) * (best * 0.20))
.clamp(0.18, 1.0);
}
}
} }
fn analysis_loop( fn analysis_loop(
+16 -1
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@@ -327,14 +327,26 @@ fn main() {
match audio::analyze_file(&f) { match audio::analyze_file(&f) {
Ok(tl) => { Ok(tl) => {
let mut peak = Bands::default(); let mut peak = Bands::default();
let mut bpms: Vec<f32> = Vec::new();
for b in &tl.frames { for b in &tl.frames {
peak.low = peak.low.max(b.low); peak.low = peak.low.max(b.low);
peak.loud = peak.loud.max(b.loud); peak.loud = peak.loud.max(b.loud);
peak.flux = peak.flux.max(b.flux); peak.flux = peak.flux.max(b.flux);
peak.csd = peak.csd.max(b.csd);
peak.centroid = peak.centroid.max(b.centroid); peak.centroid = peak.centroid.max(b.centroid);
if b.bpm > 0.0 {
bpms.push(b.bpm);
} }
}
// Median BPM = the track's anchored tempo (ACF-stabilised).
let med_bpm = if bpms.is_empty() {
0.0
} else {
bpms.sort_by(|a, b| a.total_cmp(b));
bpms[bpms.len() / 2]
};
println!( println!(
"ok: {} frames, {:.2}s, {} Hz, {:.1} fps\n peak low {:.2} loud {:.2} flux {:.2} centroid {:.2}", "ok: {} frames, {:.2}s, {} Hz, {:.1} fps\n peak low {:.2} loud {:.2} flux {:.2} csd {:.2} centroid {:.2}\n tempo {:.1} BPM (median of {} locked frames)",
tl.frames.len(), tl.frames.len(),
tl.duration(), tl.duration(),
tl.sample_rate as u32, tl.sample_rate as u32,
@@ -342,7 +354,10 @@ fn main() {
peak.low, peak.low,
peak.loud, peak.loud,
peak.flux, peak.flux,
peak.csd,
peak.centroid, peak.centroid,
med_bpm,
bpms.len(),
); );
} }
Err(e) => die(format!("analyze: {e}")), Err(e) => die(format!("analyze: {e}")),
+14 -11
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@@ -246,7 +246,7 @@ impl Arch {
match self { match self {
// Wide, slow, thin, dim. Knot (ordered) backbone, shell barely on. // Wide, slow, thin, dim. Knot (ordered) backbone, shell barely on.
Arch::Ambient => Regime { Arch::Ambient => Regime {
scale: 0.95, scale: 1.00,
melt: 0.3, melt: 0.3,
glow: 0.40, glow: 0.40,
speed: 0.55, speed: 0.55,
@@ -262,7 +262,7 @@ impl Arch {
// Contracting toward a dense core; everything ramps with tension // Contracting toward a dense core; everything ramps with tension
// (see Breakcore::update — these are the *base* before tension). // (see Breakcore::update — these are the *base* before tension).
Arch::Build => Regime { Arch::Build => Regime {
scale: 0.78, scale: 0.84,
melt: 0.7, melt: 0.7,
glow: 0.60, glow: 0.60,
speed: 0.9, speed: 0.9,
@@ -292,7 +292,7 @@ impl Arch {
}, },
// Hollowed out after a drop: medium, soft, cool, slow. // Hollowed out after a drop: medium, soft, cool, slow.
Arch::Breakdown => Regime { Arch::Breakdown => Regime {
scale: 0.85, scale: 0.90,
melt: 0.45, melt: 0.45,
glow: 0.50, glow: 0.50,
speed: 0.7, speed: 0.7,
@@ -307,7 +307,7 @@ impl Arch {
}, },
// Balanced sustained default. // Balanced sustained default.
Arch::Groove => Regime { Arch::Groove => Regime {
scale: 0.82, scale: 0.88,
melt: 0.5, melt: 0.5,
glow: 0.65, glow: 0.65,
speed: 1.0, speed: 1.0,
@@ -636,7 +636,7 @@ impl Breakcore {
self.sp_scale.step(scale_t, 14.0, dt); self.sp_scale.step(scale_t, 14.0, dt);
self.sp_tube self.sp_tube
.step(rg.tube + 0.05 * b.mid + 0.02 * b.mid_on, 11.0, dt); .step(rg.tube + 0.05 * b.mid + 0.02 * b.mid_on, 11.0, dt);
self.sp_dist.step(3.4 - 0.9 * b.low, 6.0, dt); self.sp_dist.step(3.2 - 0.85 * b.low, 6.0, dt);
self.sp_glow.step( self.sp_glow.step(
rg.glow + 0.45 * b.loud + 0.4 * b.flux + 0.35 * tn, rg.glow + 0.45 * b.loud + 0.4 * b.flux + 0.35 * tn,
9.0, 9.0,
@@ -729,7 +729,10 @@ impl Breakcore {
/// shock, so every structure pulses out together on a big hit and the /// shock, so every structure pulses out together on a big hit and the
/// bounding sphere (which uses this too) never clips them. /// bounding sphere (which uses this too) never clips them.
fn world_scale(&self) -> f32 { fn world_scale(&self) -> f32 {
self.sp_scale.x.clamp(0.4, 2.4) * (1.0 + 0.12 * self.shock) // Hard upper bound: this also feeds the bounding-sphere radius, and a
// sphere that fills the viewport defeats the background early-out that
// protects the GPU. A release/loud spike must not balloon it.
self.sp_scale.x.clamp(0.4, 1.8) * (1.0 + 0.12 * self.shock)
} }
/// Sample the backbone into the spine slots, blending from→to with the /// Sample the backbone into the spine slots, blending from→to with the
@@ -927,11 +930,11 @@ impl Breakcore {
let lo = self.b.loud; let lo = self.b.loud;
let base = oklch( let base = oklch(
(0.55 + 0.30 * lo + 0.12 * tn).min(0.95), (0.55 + 0.30 * lo + 0.12 * tn).min(0.95),
0.10 + 0.06 * lo, 0.13 + 0.06 * lo,
self.hue_b, self.hue_b,
); );
let sat = (0.13 + 0.10 * (lo * 0.5 + self.b.mid * 0.4)) let sat = (0.17 + 0.12 * (lo * 0.5 + self.b.mid * 0.4))
* (1.0 - 0.30 * self.b.flatness); * (1.0 - 0.25 * self.b.flatness);
let acc = oklch((0.62 + 0.28 * lo).min(0.97), sat, self.hue_a); let acc = oklch((0.62 + 0.28 * lo).min(0.97), sat, self.hue_a);
let mut u = [0.0f32; UBO_LEN]; let mut u = [0.0f32; UBO_LEN];
@@ -946,7 +949,7 @@ impl Breakcore {
// row1 scale,tube,glow,ca // row1 scale,tube,glow,ca
u[4] = scale; u[4] = scale;
u[5] = self.sp_tube.x; u[5] = self.sp_tube.x;
u[6] = self.sp_glow.x.clamp(0.40, 1.2); u[6] = self.sp_glow.x.clamp(0.40, 1.0);
// build-up creeps the aberration; release spikes it (drive scales // build-up creeps the aberration; release spikes it (drive scales
// the swing, not the user's base `ca`). // the swing, not the user's base `ca`).
u[7] = ca_px * rg.ca * (1.0 + (0.7 * tn + 2.0 * rel) * dr); u[7] = ca_px * rg.ca * (1.0 + (0.7 * tn + 2.0 * rel) * dr);
@@ -1001,7 +1004,7 @@ impl Breakcore {
// row9 swirl_zoom, swirl_rot, bg_glow, beat // row9 swirl_zoom, swirl_rot, bg_glow, beat
u[36] = (0.004 + (0.018 * self.b.loud + 0.020 * self.shock) * dr).clamp(0.0, 0.05); u[36] = (0.004 + (0.018 * self.b.loud + 0.020 * self.shock) * dr).clamp(0.0, 0.05);
u[37] = ((0.006 * self.b.mid + 0.020 * tn) * dr).clamp(0.0, 0.05); u[37] = ((0.006 * self.b.mid + 0.020 * tn) * dr).clamp(0.0, 0.05);
u[38] = (0.15 + 0.70 * self.b.loud).clamp(0.0, 1.0); u[38] = (0.05 + 0.40 * self.b.loud).clamp(0.0, 1.0);
u[39] = self.b.beat; u[39] = self.b.beat;
// points (after 10 std140 rows = 40 f32) // points (after 10 std140 rows = 40 f32)
for (i, p) in pts.iter().enumerate() { for (i, p) in pts.iter().enumerate() {
+27 -6
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@@ -211,7 +211,9 @@ fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
// binary hit→white. Bright within ~0.012, gone by ~0.03, so a dense // binary hit→white. Bright within ~0.012, gone by ~0.03, so a dense
// tangle reads as separated glowing wires, not a filled slab. // tangle reads as separated glowing wires, not a filled slab.
let dl = max(dmin, 0.0); let dl = max(dmin, 0.0);
inten = exp(-dl * dl * 6000.0) + 0.10 * exp(-dl * 30.0); // Tighter halo (0.06·e^-40d, was 0.10·e^-30d) so a dense tangle reads
// as separated glowing wires, not one glow mass.
inten = exp(-dl * dl * 6000.0) + 0.06 * exp(-dl * 40.0);
let tt = select(t, hit_t, hit_t > 0.0); let tt = select(t, hit_t, hit_t > 0.0);
depth = clamp((tt + b) / max(2.0 * sq, 1e-3), 0.0, 1.0); depth = clamp((tt + b) / max(2.0 * sq, 1e-3), 0.0, 1.0);
// Reactive volumetric fog: near strands brighter than far. // Reactive volumetric fog: near strands brighter than far.
@@ -222,20 +224,34 @@ fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
// Shade point (local/rotated space, same as map()). // Shade point (local/rotated space, same as map()).
let rp = rot(ro + rd * tt); let rp = rot(ro + rd * tt);
// Per-structure hue: each layer keeps its own colour identity. // Per-structure hue: each layer keeps its own colour identity.
let gid = nearest_gid(rp); // `nearest_gid` is a full NP loop, so — like the normal — it is
// gated to near-surface pixels; the faint outer glow just uses
// the base hue (it is dim enough not to matter) so the expensive
// path can never run over a screen-sized halo.
var wire = base; var wire = base;
if (dmin < 0.020) {
let gid = nearest_gid(rp);
if (gid > 2.5) { wire = mix(base, accent, 0.5); } // spokes if (gid > 2.5) { wire = mix(base, accent, 0.5); } // spokes
else if (gid > 1.5) { wire = mix(accent, vec3<f32>(1.0), 0.7); } // debris else if (gid > 1.5) { wire = mix(accent, vec3<f32>(1.0, 0.55, 0.25), 0.6); } // debris (hot)
else if (gid > 0.5) { wire = accent; } // ribs else if (gid > 0.5) { wire = accent; } // ribs
}
// A little depth blend toward accent keeps the form readable in 3D. // A little depth blend toward accent keeps the form readable in 3D.
let wcol = mix(wire, accent, 0.25 * depth); let wcol = mix(wire, accent, 0.25 * depth);
col = wcol * inten; col = wcol * inten;
col = col + mix(accent, vec3<f32>(1.0), 0.6) * pow(inten, 6.0) * 0.6; // Hotter exponent + lower weight: only the very centre of a wire
// blows toward white, so hue survives across the body.
col = col + mix(accent, vec3<f32>(1.0), 0.5) * pow(inten, 8.0) * 0.35;
col = col + accent * flash * pow(inten, 3.0) * 0.35; // onset spark col = col + accent * flash * pow(inten, 3.0) * 0.35; // onset spark
// Surface lighting — rim/fresnel + a hi-band specular glint give // Surface lighting — rim/fresnel + a hi-band specular glint give
// the tube real 3D form instead of a flat glow ribbon. // the tube real 3D form. The 6×map() normal is the single most
// expensive thing in the shader, so it is gated to pixels that
// genuinely landed ON a wire (tiny `dmin`), NOT the whole soft
// glow halo. This caps the expensive-pixel count to the thin wire
// silhouette regardless of framing — it is what keeps a dense
// drop from blowing the GPU frame budget (device-lost).
if (dmin < 0.006) {
let n = calc_normal(rp); let n = calc_normal(rp);
let vdir = normalize(rot(-rd)); let vdir = normalize(rot(-rd));
let rim_e = mix(4.0, 1.6, flat_n); // noisy → broader rim let rim_e = mix(4.0, 1.6, flat_n); // noisy → broader rim
@@ -245,6 +261,7 @@ fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
let hdir = normalize(ldir + vdir); let hdir = normalize(ldir + vdir);
let spec = pow(clamp(dot(n, hdir), 0.0, 1.0), 42.0); let spec = pow(clamp(dot(n, hdir), 0.0, 1.0), 42.0);
col = col + vec3<f32>(1.0) * spec * inten * (0.25 + 0.9 * high_on); col = col + vec3<f32>(1.0) * spec * inten * (0.25 + 0.9 * high_on);
}
// Build-up heat: warm toward accent + a warm hot core. // Build-up heat: warm toward accent + a warm hot core.
col = col + accent * heat * pow(inten, 2.0) * 0.20; col = col + accent * heat * pow(inten, 2.0) * 0.20;
@@ -292,8 +309,12 @@ fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
// Faint base-hue background so the void breathes with loudness without // Faint base-hue background so the void breathes with loudness without
// ever washing (≤0.05, centre-weighted). Added after feedback so it is a // ever washing (≤0.05, centre-weighted). Added after feedback so it is a
// stable floor, not something the trail can accumulate. // stable floor, not something the trail can accumulate.
// Force a dark *cool* tint (not the raw base hue, which lands olive and
// the phosphor feedback then accumulates into a full-frame wash). Tiny
// amplitude so it can never build up through the trail.
let vig = max(1.0 - 0.75 * length(ndc), 0.0); let vig = max(1.0 - 0.75 * length(ndc), 0.0);
col = col + base * u.p6.z * vig * 0.05; let bgt = mix(base, vec3<f32>(0.04, 0.08, 0.16), 0.70);
col = col + bgt * u.p6.z * vig * 0.02;
// CRT scanline — depth is audio-driven (loudness + tension) and the // CRT scanline — depth is audio-driven (loudness + tension) and the
// lines crawl with the beat phase, so the "display" feels alive. // lines crawl with the beat phase, so the "display" feels alive.