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//! Oscilloscope *art* — vector-display structures in the spirit of
//! oscilloscope-music visuals (Jerobeam Fenderson / sakr / OsciStudio).
//!
//! A phosphor beam traces a deterministic 3D wireframe **figure** — a torus
//! knot, a Gielis supershape, a 3D Lissajous, a harmonograph, a rose-helix —
//! whose parameters are seeded so every track/seed yields a distinct object.
//! The figure is not chaotic frame-to-frame: it holds, and *morphs* into a
//! freshly-seeded figure on a strong broadband transient (cooldown-gated, like
//! the sigil's restructure), the two point-sets lerped so the change reads as
//! the music turning a corner rather than a glitch.
//!
//! Audio drives it continuously: rotation from mid/low, a breathing scale from
//! low/loud, slow figure-parameter drift from spectral brightness, and a gentle
//! beam-noise wobble from the live waveform + flux — so it captures what is
//! playing *now* while staying a coherent shape.
//!
//! Rendering is vector-display: a faint continuous beam, brightened where the
//! beam moves slowly (the real-scope intensity trick), dithered into dots, over
//! a faint CRT grain, near-monochrome (the palette desaturated so the hue still
//! drifts with timbre). The post stack's feedback gives the phosphor decay.
//!
//! Determinism: `Rng` is only advanced in `update` (figure selection); the
//! dither/grain are pure hashes of (index, frame). `update` runs once per
//! frame, so live and `--render` stay bit-identical per seed + timeline.
use crate::audio::{Bands, WAVE_N};
use crate::viz::curve::{Rng, flow};
use crate::viz::palette::Palette;
use nannou::prelude::*;
const FIELD: f32 = 960.0; // design-space extent (matches sigil/post)
const N: usize = 1600; // beam samples per figure
const KINDS: u32 = 5;
const PARAMS: usize = 7;
const MORPH_SECS: f32 = 0.85; // figure cross-fade time
/// Stateless hash -> 0..1 (ordered dither + grain; deterministic per frame).
fn h01(a: u32, b: u32) -> f32 {
let mut x = a.wrapping_mul(0x9E37_79B1) ^ b.wrapping_mul(0x85EB_CA77) ^ 0xC2B2_AE3D;
x ^= x >> 15;
x = x.wrapping_mul(0x2545_F491);
x ^= x >> 13;
(x >> 9) as f32 / (1u32 << 23) as f32
}
fn smoothstep(t: f32) -> f32 {
let t = t.clamp(0.0, 1.0);
t * t * (3.0 - 2.0 * t)
}
/// One figure: a kind tag + its numeric parameters. Sampled into a Vec3 path.
#[derive(Clone, Copy)]
struct Figure {
kind: u32,
p: [f32; PARAMS],
}
impl Figure {
/// Seed a fresh figure. Ratios/petals are small integers so the curves
/// close cleanly (the oscilloscope-art look); free exponents add variety.
fn random(rng: &mut Rng) -> Self {
let kind = (rng.idx(KINDS as usize)) as u32;
let mut p = [0.0f32; PARAMS];
match kind {
// torus knot (p,q): coprime-ish small ints, tube radius
0 => {
p[0] = (2 + rng.idx(6)) as f32;
p[1] = (1 + rng.idx(7)) as f32;
p[2] = rng.range(0.25, 0.6);
p[3] = rng.range(2.0, 4.0); // winds (path loops)
}
// 3D supershape (Gielis): two superformulas, spherical product
1 => {
p[0] = (rng.idx(12) as f32) + 1.0; // m
p[1] = rng.range(0.3, 3.0); // n1
p[2] = rng.range(0.3, 4.0); // n2
p[3] = rng.range(0.3, 4.0); // n3
p[4] = (1 + rng.idx(8)) as f32; // surface-spiral turns
}
// 3D Lissajous: integer freqs + phase offsets
2 => {
p[0] = (1 + rng.idx(7)) as f32;
p[1] = (1 + rng.idx(7)) as f32;
p[2] = (1 + rng.idx(7)) as f32;
p[3] = rng.range(0.0, std::f32::consts::TAU);
p[4] = rng.range(0.0, std::f32::consts::TAU);
}
// harmonograph: damped sum of sinusoids
3 => {
for s in p.iter_mut().take(4) {
*s = (1 + rng.idx(5)) as f32;
}
p[4] = rng.range(0.0, std::f32::consts::TAU);
p[5] = rng.range(0.0, std::f32::consts::TAU);
p[6] = rng.range(0.6, 2.4); // decay
}
// rose-helix: k-petal rose climbing in z
_ => {
p[0] = (2 + rng.idx(9)) as f32; // petals
p[1] = rng.range(3.0, 9.0); // turns
p[2] = rng.range(0.4, 1.1); // height
}
}
Figure { kind, p }
}
/// Sample at `u` in 0..1, returned roughly within a unit-ish box.
fn at(&self, u: f32) -> Vec3 {
let tau = std::f32::consts::TAU;
let p = &self.p;
match self.kind {
0 => {
let t = tau * p[3].max(1.0) * u;
let (pn, qn) = (p[0], p[1]);
let r = 1.0 + p[2] * (qn * t).cos();
vec3(r * (pn * t).cos(), r * (pn * t).sin(), p[2] * (qn * t).sin()) * 0.85
}
1 => {
let sf = |ang: f32, m: f32, n1: f32, n2: f32, n3: f32| -> f32 {
let a = ((m * ang / 4.0).cos().abs()).powf(n2);
let b = ((m * ang / 4.0).sin().abs()).powf(n3);
(a + b).powf(-1.0 / n1.max(0.05)).min(3.0)
};
// wind a spiral over the supershape surface
let lon = (u * p[4].max(1.0) * tau).rem_euclid(tau) - std::f32::consts::PI;
let lat = (u - 0.5) * std::f32::consts::PI;
let r1 = sf(lon, p[0], p[1], p[2], p[3]);
let r2 = sf(lat, p[0], p[1], p[2], p[3]);
vec3(
r1 * lon.cos() * r2 * lat.cos(),
r1 * lon.sin() * r2 * lat.cos(),
r2 * lat.sin(),
) * 0.7
}
2 => {
let t = tau * u;
vec3(
(p[0] * t + p[3]).sin(),
(p[1] * t + p[4]).sin(),
(p[2] * t).sin(),
)
}
3 => {
let t = u * tau * 4.0;
let d = (-p[6] * u).exp();
vec3(
d * ((p[0] * t).sin() + 0.6 * (p[2] * t + p[4]).sin()),
d * ((p[1] * t + p[5]).sin() + 0.6 * (p[3] * t).sin()),
d * (0.5 * ((p[0] + p[1]) * 0.5 * t).sin()),
)
}
_ => {
let th = u * tau * p[1].max(1.0);
let r = (p[0] * th).cos();
vec3(r * th.cos(), r * th.sin(), p[2] * (u - 0.5) * 2.0)
}
}
}
}
pub struct Scope {
pub seed: u64,
rng: Rng,
cur: Figure,
tgt: Figure,
morph: f32, // 0..1 cur->tgt (1 = settled)
yaw: f32,
pitch: f32,
roll: f32,
breathe: f32,
restruct_cd: f32,
prev_flux: f32,
idle: f32, // seconds since last change (quiet-track fallback)
wave: [f32; WAVE_N],
loud: f32,
flux: f32,
centroid: f32,
t: f32,
}
impl Scope {
pub fn new(seed: u64) -> Self {
let mut rng = Rng::new(seed ^ 0x05C0_BE11);
let cur = Figure::random(&mut rng);
Scope {
seed,
rng,
cur,
tgt: cur,
morph: 1.0,
yaw: 0.0,
pitch: 0.0,
roll: 0.0,
breathe: 0.0,
restruct_cd: 0.0,
prev_flux: 0.0,
idle: 0.0,
wave: [0.0; WAVE_N],
loud: 0.0,
flux: 0.0,
centroid: 0.0,
t: 0.0,
}
}
pub fn reseed(&mut self, seed: u64) {
*self = Scope::new(seed);
}
pub fn point_count(&self) -> usize {
N
}
/// Begin a morph into a freshly-seeded figure.
fn restructure(&mut self) {
self.tgt = Figure::random(&mut self.rng);
self.morph = 0.0;
self.idle = 0.0;
}
pub fn update(&mut self, b: &Bands, dt: f32) {
let dt = dt.clamp(0.0, 0.05);
self.t += dt;
self.wave = b.wave;
self.loud = b.loud;
self.flux = b.flux;
self.centroid = b.centroid;
// Smooth, music-locked motion (no random snaps).
self.yaw += (0.14 + 0.85 * b.mid) * dt;
self.pitch += (0.06 + 0.45 * b.low) * dt + 0.025 * dt;
self.roll += 0.04 * dt + 0.35 * b.high * dt;
self.breathe += dt * (0.25 + 1.1 * b.mid + 0.5 * b.low);
// Advance an in-flight morph; settle onto the target.
if self.morph < 1.0 {
self.morph = (self.morph + dt / MORPH_SECS).min(1.0);
if self.morph >= 1.0 {
self.cur = self.tgt;
}
}
// Change figure on a rising broadband transient (cooldown-gated), or
// on a long idle so quiet passages still evolve.
self.restruct_cd = (self.restruct_cd - dt).max(0.0);
self.idle += dt;
let rising = b.flux > 0.6 && self.prev_flux <= 0.6;
if self.morph >= 1.0
&& self.restruct_cd <= 0.0
&& (rising || self.idle > 12.0)
{
self.restruct_cd = 1.2;
self.restructure();
}
self.prev_flux = b.flux;
}
/// Near-monochrome phosphor: keep the palette's hue drift but pull most of
/// the chroma out and lift luminance so it reads as a vector display.
fn phosphor(c: [f32; 4]) -> [f32; 4] {
let lum = 0.299 * c[0] + 0.587 * c[1] + 0.114 * c[2];
let mix = 0.62;
[
((c[0] * (1.0 - mix) + lum * mix) * 1.18).min(1.0),
((c[1] * (1.0 - mix) + lum * mix) * 1.18).min(1.0),
((c[2] * (1.0 - mix) + lum * mix) * 1.18).min(1.0),
c[3],
]
}
#[allow(clippy::too_many_arguments)]
pub fn draw(
&self,
draw: &Draw,
pal: &Palette,
fit: f32,
scale: f32,
warp: f32,
glow: bool,
_seg: usize,
tint: [f32; 3],
) {
let (sy, cy) = self.yaw.sin_cos();
let (sp, cp) = self.pitch.sin_cos();
let (sr, cr) = self.roll.sin_cos();
let dist = FIELD * 1.7;
let amp = FIELD * 0.40 * (0.85 + 0.30 * scale.min(1.6) + 0.10 * self.breathe.sin());
let e = smoothstep(self.morph);
// Slow figure-character drift from spectral brightness, beam-noise from
// the live waveform + flux — subtle, so the shape stays coherent.
let drift = 1.0 + 0.10 * (self.centroid - 0.5);
let beam_amp = (0.012 + 0.05 * self.flux) * warp.max(0.2);
let project = |i: usize| -> (Vec2, f32) {
let u = i as f32 / N as f32;
let a = self.cur.at(u);
let mut q = if e < 1.0 {
let bpt = self.tgt.at(u);
a + (bpt - a) * e
} else {
a
};
q *= drift * amp;
// beam-signal wobble: the actual waveform perturbs the trace
let wv = self.wave[(i * WAVE_N / N) % WAVE_N];
let nz = flow(vec2(q.x, q.y), self.t, self.seed as u32);
q.x += nz.x * amp * beam_amp + wv * amp * beam_amp * 1.5;
q.y += nz.y * amp * beam_amp;
// rotate yaw(Y) -> pitch(X) -> roll(Z)
let (x1, z1) = (q.x * cy - q.z * sy, q.x * sy + q.z * cy);
let (y2, z2) = (q.y * cp - z1 * sp, q.y * sp + z1 * cp);
let (x3, y3) = (x1 * cr - y2 * sr, x1 * sr + y2 * cr);
let f = dist / (dist + z2.max(-dist * 0.9));
(vec2(x3 * f, y3 * f) * fit, z2)
};
// Build the screen path + per-segment beam speed (for brightness).
let mut scr: Vec<Vec2> = Vec::with_capacity(N);
for i in 0..N {
scr.push(project(i).0);
}
let roll_h = self.roll.rem_euclid(std::f32::consts::TAU) / std::f32::consts::TAU;
let base = Self::phosphor(pal.stroke(0.5, (0.5 + 0.5 * self.loud).min(1.0), roll_h));
let put = |a: Vec2, c: Vec2, w: f32, col: [f32; 4]| {
draw.polyline()
.weight(w)
.points([a, c])
.color(srgba(
col[0] * tint[0],
col[1] * tint[1],
col[2] * tint[2],
col[3],
));
};
// Faint continuous beam for path continuity (phosphor base + halo).
if glow {
draw.polyline()
.weight(5.0)
.points(scr.iter().cloned())
.color(srgba(
base[0] * tint[0],
base[1] * tint[1],
base[2] * tint[2],
0.035,
));
}
draw.polyline()
.weight(1.0)
.points(scr.iter().cloned())
.color(srgba(
base[0] * tint[0],
base[1] * tint[1],
base[2] * tint[2],
0.10,
));
// Dithered beam: bright where it moves slowly (real-scope intensity),
// gated by an ordered dither so it reads as grain, not a solid line.
let fr = (self.t * 60.0) as u32;
let s32 = self.seed as u32;
for i in 1..N {
let (a, c) = (scr[i - 1], scr[i]);
let len = (c - a).length().max(1e-3);
// slow beam -> bright; fast beam -> dim (energy spreads over px)
let inten = (10.0 / (1.0 + 0.05 * len)).min(1.0);
let dith = h01(s32 ^ i as u32, fr ^ (i as u32 >> 3));
if inten < dith * 0.85 {
continue;
}
let mut col = Self::phosphor(pal.stroke(i as f32 / N as f32, 0.6 + 0.4 * self.loud, roll_h));
col[3] = (0.18 + 0.55 * inten) * (0.7 + 0.3 * self.loud);
put(a, c, 1.0 + 1.4 * inten, col);
}
// Faint CRT grain so the field is alive even between strokes.
let grain = 90 + (self.loud * 140.0) as usize;
for k in 0..grain {
let gx = (h01(s32 ^ 0x00A1 ^ k as u32, fr) - 0.5) * FIELD * fit;
let gy = (h01(s32 ^ 0x005C ^ k as u32, fr.wrapping_add(7)) - 0.5) * FIELD * fit;
draw.rect().x_y(gx, gy).w_h(1.0, 1.0).color(srgba(
base[0] * tint[0],
base[1] * tint[1],
base[2] * tint[2],
0.05,
));
}
}
}