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1
Projects / Re: Paradox - Power Pinball - Remake
« on: June 22, 2024 »
really well done ;)

2
i think you need a newer Version of PB that support MP3D Lib.
also keep in mind that DX latest Version is installed.

after this you should see a demo properly


shouts

3
Purebasic / Re: My New Demo (old school)
« on: June 22, 2024 »
very nice. i'm pleased that PPL use my workflow and Tut's.
Keep em' comimg, nicely done \o/ but you should add a limit for the frames in the DEMO.It is really way too fast here.

Specs here:
RTX 4090
Proz. way too far.
RAM more than 64 GB here
and so on ;)


let me see more.

if you need help in some kind of effects or what ever, feel free to leave a message.


.big shouts

4
Purebasic / Re: My New Demo (old school)
« on: June 20, 2024 »
runing way too fast on my system. but it looks cool. the logo reminds me of my workflow in ulead 3d

\o/

5
ASM / Re: 4klang synth example in MASM32
« on: June 20, 2024 »
i only have the Pure Basic Version

dhouts

6
Purebasic / Re: Sync V2M Music 2 GLSL Shader
« on: May 28, 2022 »
Glad to read. Is the Source Code completely and can be successfully compiled outa Pure Basic?  As i think a.t.m., maybe the mp3d lib. must not be installed, if you remove the replay procedure in "Repeat" but i'm not sure. Will have a try later...

7
Purebasic / Re: 3d Object Tool
« on: May 25, 2022 »
it accept: *.3ds oject.

you can create 'em with 3dsmax ;)

8
Purebasic / Re: Sync V2M Music 2 GLSL Shader
« on: May 25, 2022 »
wow. what a delay. here comes the SC. i hope it's completely.
because of the V2M music usage you must install the MP3D Lib

see attachment

10
Purebasic / 3d Object Tool
« on: February 26, 2021 »
not finished but i think it's worth to show ;)


- start the exe
- load a 3ds Object or create your own in 3dsmax or your prefered 3d prog.
- load music
- load background pic

not finished: clear 3d object from mem if load another object.

and some other things need to be done ;)

11
General chat / Demoscene – The Art of Coding
« on: April 22, 2020 »

12
General chat / Re: Isolation crew, sign off
« on: April 19, 2020 »
best wishes to all ya. if someone is sick, get back on feet and joy the life again.



me personally are fine. no probs at all.

my only problem is: CAN'T GO TO the GYM. i'm in bodybuilding since many many years.
don't have Iron at home to bridge the lockdown because the gym is 10 minutes far from home and i never had in mind to buy some for home use.
bad now.

but as i can see, many guys here have bigger issues than mine.

Stay strong !
Shouts from germany

13
just experimenting with this:

http://www.dbfinteractive.com/forum/index.php?topic=6843.msg84681;topicseen#new



and also wrote a tool that can load up GLSL Shader in: 720p, 1080p, 2k or 4k.
it can deal txt and png files to open










14
Purebasic / Sync V2M Music 2 GLSL Shader
« on: April 19, 2020 »
ho ho,
anyone still alife?


after a long time i managed playing a v2m module to sync with a running GLSL shader.

ths attached Demo.exe show how it's working. not so accurately because i did not routed each channel but you can see, it's a lot of fun what you can do with normally GLSL Shaders ;)


more nice GLSL things i made in the past.

have phun.

your gfx card must support ogl

15
Purebasic / Music Routing Problem
« on: August 06, 2019 »
Hi folks,

after a long time i'm back and have a question.
i wrote a demo code that show up a glsl shader and playing a v2m sound file.

how does it looks like (plain and simple)


after some fails i wanna explain the problem that i have.

If i'm sending the V2M Music Main Out to the Shader, that one of the white SinWave react to the Music nice and smoove does not work properly.


I tried a lot but always unnatural values will be sent to a SinWave and it wobble like this:


this is not what i want :D

define the value as following in Line 96:
Code: [Select]
Change = MP_GetChannelVUV2M(channel, @left.f, @right.f)
and adding the "change" into the shader code in Line 128 as an example:
Code: [Select]
Fragment$ + " float angle = iTime * speed * frequency *" + Change +"+(shift + uv.x) * 2.0;   " + Chr(10)
i know there is anything missing in my thoughts.
maybe some one can help?


if you try to run the code properly, you need a PureBasic Version that support MP3D Lib because i used the v2m Lib that is included. Not to forget in Compiler Settings the LibSubsystem set to : dx9


Code: [Select]
;:
;:  PureBasic Version 5.43 LTS x86
;:
;:
;:  get the MP3D Lib from here:
;:  inc-games-design.de/Tools/Mp3dLib_installer.rar
;:
;:



Enumeration
  #Main
EndEnumeration
Enumeration
  #leftbar
  #rightbar
  #Gad_OpenGL
  #Exit_btn
  #Gadget_exit
  #textgadget
  #Infobar_Font
EndEnumeration
#GL_VERTEX_SHADER = $8B31
#GL_FRAGMENT_SHADER = $8B30
#GL_BGR = $80E0
#GL_BGRA = $80E1
DataSection
  Song:
  IncludeBinary "Sound\mpl.v2m"
  SongEnd:
EndDataSection

;:handle the GLSL needs
XIncludeFile "include\cm_opengl_uni.pbi" : UseModule cm_opengl

Define IsPlaying, EndOfTrackReached, EventGadget
Define.i Event

;:V2M Music File Main Out - left / right
Define MainVULeft.f,MainVURight.f

;:Channels V2M Music File - no need yet
Define Ch0VULeft.f, Ch0VURight.f
Define Ch1VULeft.f, Ch1VURight.f
Define Ch2VULeft.f, Ch2VURight.f
Define Ch3VULeft.f, Ch3VURight.f
Define Ch4VULeft.f, Ch4VURight.f
Define Ch5VULeft.f, Ch5VURight.f
Define Ch6VULeft.f, Ch6VURight.f
Define Ch7VULeft.f, Ch7VURight.f
Define Ch8VULeft.f, Ch8VURight.f
Define Ch9VULeft.f, Ch9VURight.f
Define Ch10VULeft.f, Ch10VURight.f
Define Ch11VULeft.f, Ch11VURight.f
Define Ch12VULeft.f, Ch12VURight.f
Define Ch13VULeft.f, Ch13VURight.f
Define Ch14VULeft.f, Ch14VURight.f
Define Ch15VULeft.f, Ch15VURight.f


Procedure Open_MainScreen()
 
  CreateImage(#Exit_btn,16,16)
  StartDrawing(ImageOutput(#Exit_btn))
  FillArea(1,1,-1,RGB(137,187,229))
  Line(0,16,16,-17,RGB(45, 45, 45))
  Line(0,0,16,16,RGB(45, 45, 45))
  StopDrawing()
  OpenWindow(#Main, 0 , 0, 640, 480,"",#PB_Window_ScreenCentered|#PB_Window_BorderLess|#PB_Window_Invisible)
  SetWindowColor(#Main, RGB(137,187,229))
  SetClassLongPtr_(WindowID(#Main), #GCL_STYLE, #CS_DROPSHADOW)
  ;:exit button
  ImageGadget(#Gadget_exit,WindowWidth(0)-22,2,16,16,ImageID(#Exit_btn))
  TextGadget(#textgadget,5, 1, 567, 20, "GLSL Shader Test: inc 2019",#SS_CENTERIMAGE)
  SetGadgetFont(#textgadget, LoadFont(#Infobar_Font, "Microsoft Sans Serif", 8, #PB_Font_HighQuality))
  SetGadgetColor(#textgadget , #PB_Gadget_BackColor, RGB(137,187,229))
  SetGadgetColor(#textgadget , #PB_Gadget_FrontColor, RGB(15, 15, 15))

 
  OpenGLGadget(#Gad_OpenGL, 0, 20, 640, 460, #PB_OpenGL_Keyboard)
  Init_OpenGL(#Gad_OpenGL, 640, 420)
 
  HideWindow(#Main, #False)

EndProcedure

Open_MainScreen()

  MP_CatchV2M(?Song)  ;LOAD SONG
  MP_PlayV2M(0)       ;0 START SOUND FROM THE BEGINNING           
  MP_SetVolumeV2M(1)
  MP_GetMainVUV2M(@MainVULeft.f,@MainVURight.f)
 
  ;channel = -1
  ;Change = MP_GetChannelVUV2M(channel, @left.f, @right.f)

   
  ;Change = MP_GetChannelVUV2M(channel, @MainVULeft.f, @MainVURight.f)
  ;SetGadgetState(#ProgressBar_6,(Ch1VULeft + Ch1VURight)*20)
;:----------------------------------------------------------------------------------------
  ;:The plain Shader Code
  ;{
Vertex$ = "attribute vec3 position;"
Vertex$ + "attribute vec2 surfacePosAttrib;"
Vertex$ + "varying vec2 surfacePosition;"
Vertex$ + " void main() {"
Vertex$ + " surfacePosition = surfacePosAttrib;"
Vertex$ + " gl_Position = vec4( position, 1.0 );"
Vertex$ + " }"

Fragment$ = " #ifdef GL_ES                                                                       " + Chr(10)
Fragment$ + " precision mediump float;                                                           " + Chr(10)
Fragment$ + " #endif                                                                             " + Chr(10)
Fragment$ + " #extension GL_OES_standard_derivatives : enable                                   " + Chr(10)
Fragment$ + " uniform float time;                                                               " + Chr(10)
Fragment$ + " uniform vec2 mouse;                                                               " + Chr(10)
Fragment$ + " uniform vec2 resolution;                                                           " + Chr(10)
Fragment$ + " const vec3 top = vec3(0.318, 0.831, 1.0);                                         " + Chr(10)
Fragment$ + " const vec3 bottom = vec3(0.094, 0.141, 0.424);                                     " + Chr(10)
Fragment$ + " const float widthFactor = 1.5;                                                     " + Chr(10)
Fragment$ + " #define iTime time                                                                 " + Chr(10)
Fragment$ + " #define iResolution resolution                                                     " + Chr(10)
Fragment$ + " vec3 calcSine(vec2 uv, float speed,                                               " + Chr(10)
Fragment$ + " float frequency, float amplitude, float shift, float offset,                       " + Chr(10)
Fragment$ + " vec3 color, float width, float exponent, bool dir)                                 " + Chr(10)
Fragment$ + " {                                                                                 " + Chr(10)
Fragment$ + " float angle = iTime * speed * frequency *" + Change +"+(shift + uv.x) * 2.0;   " + Chr(10)
Fragment$ + " float y = sin(angle) * amplitude + offset;                                         " + Chr(10)
Fragment$ + " float clampY = clamp(0.0, y, y);                                                   " + Chr(10)
Fragment$ + " float diffY = y - uv.y;                                                           " + Chr(10)
Fragment$ + " float dsqr = distance(y, uv.y);                                                   " + Chr(10)
Fragment$ + " float scale = 1.0;                                                                 " + Chr(10)
Fragment$ + " if(dir && diffY > 0.0)                                                             " + Chr(10)
Fragment$ + " {                                                                                 " + Chr(10)
Fragment$ + " dsqr = dsqr * 4.0;                                                                 " + Chr(10)
Fragment$ + " }                                                                                 " + Chr(10)
Fragment$ + " else if(!dir && diffY < 0.0)                                                       " + Chr(10)
Fragment$ + " {                                                                                 " + Chr(10)
Fragment$ + " dsqr = dsqr * 4.0;                                                                 " + Chr(10)
Fragment$ + " }                                                                                 " + Chr(10)
Fragment$ + " scale = pow(smoothstep(width * widthFactor, 0.0, dsqr), exponent);                 " + Chr(10)
Fragment$ + " return min(color * scale, color);                                                 " + Chr(10)
Fragment$ + " }                                                                                 " + Chr(10)
Fragment$ + " void mainImage( out vec4 fragColor, in vec2 fragCoord )                           " + Chr(10)
Fragment$ + " {                                                                                 " + Chr(10)
Fragment$ + " vec2 uv = fragCoord.xy / iResolution.xy;                                           " + Chr(10)
Fragment$ + " vec3 color = vec3(mix(bottom, top, uv.y));                                         " + Chr(10)
Fragment$ + " color += calcSine(uv, 0.2, 0.20, 0.2, 0.0, 0.5,  vec3(0.3, 0.3, 0.3), 0.1, 15.0,false);    " + Chr(10)
Fragment$ + " color += calcSine(uv, 0.4, 0.40, 0.15, 0.0, 0.5, vec3(0.3, 0.3, 0.3), 0.1, 17.0,false); " + Chr(10)
Fragment$ + " color += calcSine(uv, 0.3, 0.60, 0.15, 0.0, 0.5, vec3(0.3, 0.3, 0.3), 0.05, 23.0,false); " + Chr(10)
Fragment$ + " color += calcSine(uv, 0.1, 0.26, 0.07, 0.0, 0.3, vec3(0.3, 0.3, 0.3), 0.1, 17.0,true); " + Chr(10)
Fragment$ + " color += calcSine(uv, 0.3, 0.36, 0.07, 0.0, 0.3, vec3(0.3, 0.3, 0.3), 0.1, 17.0,true); " + Chr(10)
Fragment$ + " color += calcSine(uv, 0.5, 0.46, 0.07, 0.0, 0.3, vec3(0.3, 0.3, 0.3), 0.05, 23.0,true); " + Chr(10)
Fragment$ + " color += calcSine(uv, 0.2, 0.58, 0.05, 0.0, 0.3, vec3(0.3, 0.3, 0.3), 0.2, 15.0,true); " + Chr(10)
Fragment$ + " fragColor = vec4(color,1.0);                                                       " + Chr(10)
Fragment$ + " }                                                                                 " + Chr(10)
Fragment$ + " void main( void ) {                                                               " + Chr(10)
Fragment$ + " mainImage(gl_FragColor, gl_FragCoord.xy);                                         " + Chr(10)
Fragment$ + " }                                                                                 " + Chr(10)
;}

CreateShader(1, Vertex$, Fragment$)
UseShader(1)

Repeat
  Event = WindowEvent()
  EventGadget = EventGadget()
 
  Render_OpenGL()
  ;: LOOP FUNCTION V2M SOUND 
 
  If MP_IsPlayingV2M()
      IsPlaying=1           ;CHECK IF SONG IS PLAYING
    Else
      EndOfTrackReached=1   ;IF SONG REACHED ITS END
      MP_PlayV2M(0)         ;0 STARTs SONG At THE BEGINNING
    EndIf

 
  Select Event
    Case #WM_LBUTTONDOWN
      If WindowMouseX(#Main) >= 0 And WindowMouseX(#Main) <= 640 And WindowMouseY(#Main) >= 0 And WindowMouseY(#Main) <= 61
        SendMessage_(WindowID(#Main), #WM_NCLBUTTONDOWN, #HTCAPTION, 0)
      EndIf
    Case #PB_Event_Gadget
      Select EventGadget() 
        Case #Gadget_exit
          End
      EndSelect
  EndSelect
  ;ESC END PROGRAM
  If GetAsyncKeyState_(#VK_ESCAPE)
    End
  EndIf
Until Event = #PB_Event_CloseWindow
End

the complete package is attached to this posting.

16
i can provide a sinus generator for windows:



it calculate your values and give a preview. the output can be exported for further usage in C or C++. I used this Gen. back in the late nineties for Playstation 1 C++ coding for Sinus Scrollers and effects / wobbler :D

17
ArtRage is really cool. I bought it last year.  The pics are also painted with it :D

No need for Corel Painter.  I also use PhotoPaint since 1996 or so because i hate Photoshop,  don't know why.

18
Yes, not bad.  which program do you use?

Here are some digital paintings that i made in the past:








19
General chat / Re: The Welcoming Committee
« on: June 08, 2018 »
Hi there,
i subscribed in February 20, 2016 but i haven't written anything about me till now.
I'm coming from germany.
In the early 80th i got an c64 and i started coding gfx and animations on it.
Sadly i never had an Amiga.
In the beginning 90th i started to code on  PC.
I studied IT and became a professional coder. My languages are VB.Net, C/ C++, C#. For hobby Blitz3D, BlitzMax, FreeBasic, PureBasic, C++ with SFML, OpenGL, DX9.
I want to code demos, cracktros keygens but i still train gfx effects ;-).

Best regards,
Spliffer


spliffer, have a look at my new project:
http://www.dbfinteractive.com/forum/index.php?topic=6763.msg84228#msg84228

maybe you like it.

i'm looking for a skilled coder who can handle sesion id's in Purebasic. just try to code a upload tool for Rapidgator. the point is: receiving the uploaded shortlink.

maybe you can help? :)

ahhh ... and welcome

20
Purebasic / Re: Introducing a first Look
« on: June 01, 2018 »
Will you be making this tool open source at some point? Just curious.

Anyway, I'll be looking forward to the initial release that produces usable code. It's looking to be a convenient little time saver.
I really like being able to adjust the various values and see how it looks so quickly and easily.

i think yes, it could be a open source project. latest if i'm heavy stuck :D looking forward.. and yes, later it would be possible to export the settings into PureBasic SourceCode.

I've uploaded a newer Version.

see 1st Post


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