[go: up one dir, main page]

Menu

[22bd09]: / gtk3 / matrix.cpp  Maximize  Restore  History

Download this file

294 lines (239 with data), 10.6 kB

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
#ifndef MATRIX_H
#define MATRIX_H
#include "visualization.h"
// Enhanced ASCII character sets for more variety
static const char* get_random_matrix_char(void) {
static const char* matrix_chars[] = {
// Numbers (weighted more heavily for that digital feel)
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9",
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9", // Doubled for higher frequency
// Uppercase letters
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J",
"K", "L", "M", "N", "O", "P", "Q", "R", "S", "T",
"U", "V", "W", "X", "Y", "Z",
// Lowercase letters
"a", "b", "c", "d", "e", "f", "g", "h", "i", "j",
"k", "l", "m", "n", "o", "p", "q", "r", "s", "t",
"u", "v", "w", "x", "y", "z",
// Special symbols and tech characters
"!", "@", "#", "$", "%", "^", "&", "*", "(", ")",
"[", "]", "{", "}", "|", "\\", "/", "?", "<", ">",
"=", "+", "-", "_", "~", "`", ":", ";", ".", ",",
// Extra digital/matrix-style characters
"§", "±", "°", "µ", "π", "Σ", "Ω", "∞", "≈", "≠",
"≤", "≥", "÷", "×", "√", "∫", "∆", "∇", "∂", "∑"
};
int num_chars = sizeof(matrix_chars) / sizeof(matrix_chars[0]);
int index = rand() % num_chars;
return matrix_chars[index];
}
// Get special "power" characters for intense moments
static const char* get_power_matrix_char(void) {
static const char* power_chars[] = {
"★", "※", "◆", "◇", "◈", "◉", "◎", "●", "○", "◐",
"◑", "◒", "◓", "▲", "△", "▼", "▽", "◄", "►", "♦",
"♠", "♣", "♥", "♪", "♫", "☆", "✦", "✧", "✩", "✪"
};
int num_chars = sizeof(power_chars) / sizeof(power_chars[0]);
int index = rand() % num_chars;
return power_chars[index];
}
static void init_matrix_system(Visualizer *vis) {
vis->matrix_column_count = 0;
vis->matrix_spawn_timer = 0.0;
vis->matrix_char_size = 12;
// Initialize all columns as inactive
for (int i = 0; i < MAX_MATRIX_COLUMNS; i++) {
vis->matrix_columns[i].active = FALSE;
vis->matrix_columns[i].x = 0;
vis->matrix_columns[i].y = 0;
vis->matrix_columns[i].speed = 0;
vis->matrix_columns[i].length = 0;
vis->matrix_columns[i].intensity = 0;
vis->matrix_columns[i].frequency_band = 0;
}
}
static void create_matrix_column_at_position(Visualizer *vis, int x_position) {
if (vis->matrix_column_count >= MAX_MATRIX_COLUMNS) return;
// Find inactive column slot
int slot = -1;
for (int i = 0; i < MAX_MATRIX_COLUMNS; i++) {
if (!vis->matrix_columns[i].active) {
slot = i;
break;
}
}
if (slot == -1) return;
MatrixColumn *col = &vis->matrix_columns[slot];
// Set the exact X position provided
col->x = x_position;
// Make sure we don't go off screen
if (col->x < 0) col->x = 0;
if (col->x > vis->width - vis->matrix_char_size) {
col->x = vis->width - vis->matrix_char_size;
}
// Start above screen
col->y = -vis->matrix_char_size * (1 + rand() % 3);
// Random properties
col->speed = 50 + (rand() % 150);
col->intensity = 0.4 + (rand() / (double)RAND_MAX) * 0.6;
col->length = 8 + (rand() % 18);
if (col->length > MAX_CHARS_PER_COLUMN) col->length = MAX_CHARS_PER_COLUMN;
// Random frequency band for audio reactivity
col->frequency_band = rand() % VIS_FREQUENCY_BARS;
// Generate characters
for (int i = 0; i < col->length; i++) {
col->chars[i] = get_random_matrix_char();
double position_factor = 1.0 - (double)i / col->length;
col->char_ages[i] = position_factor * position_factor;
}
col->active = TRUE;
vis->matrix_column_count++;
}
static void update_matrix(Visualizer *vis, double dt) {
vis->matrix_spawn_timer += dt;
// Calculate audio energy
double total_energy = 0.0;
for (int i = 0; i < VIS_FREQUENCY_BARS; i++) {
total_energy += vis->frequency_bands[i];
}
total_energy /= VIS_FREQUENCY_BARS;
// SYSTEMATIC spawning across the screen width
static int screen_section = 0;
const int NUM_SECTIONS = 8; // Divide screen into sections for even distribution
if (vis->matrix_spawn_timer > 0.1) { // Spawn every 0.1 seconds
// Always spawn at least 2-4 columns in different sections
int columns_to_spawn = 2 + (rand() % 3);
for (int spawn = 0; spawn < columns_to_spawn; spawn++) {
// Cycle through screen sections to ensure even distribution
screen_section = (screen_section + 1) % NUM_SECTIONS;
// Calculate X position in this section
int section_width = vis->width / NUM_SECTIONS;
int section_start = screen_section * section_width;
int x_pos = section_start + (rand() % section_width);
create_matrix_column_at_position(vis, x_pos);
}
// Additional random spawning for variety
for (int random_spawn = 0; random_spawn < 2; random_spawn++) {
int random_x = rand() % vis->width;
create_matrix_column_at_position(vis, random_x);
}
vis->matrix_spawn_timer = 0.0;
}
// Audio-reactive burst spawning
if (total_energy > 0.3) {
int burst_columns = (int)(total_energy * 5);
for (int burst = 0; burst < burst_columns; burst++) {
int random_x = rand() % vis->width;
create_matrix_column_at_position(vis, random_x);
}
}
// Update existing columns
for (int i = 0; i < MAX_MATRIX_COLUMNS; i++) {
if (!vis->matrix_columns[i].active) continue;
MatrixColumn *col = &vis->matrix_columns[i];
// Update position
col->y += col->speed * dt;
// Update intensity based on audio
double current_audio = vis->frequency_bands[col->frequency_band];
col->intensity = fmax(col->intensity * 0.98, 0.3 + current_audio * 0.7);
// Character morphing
if (rand() / (double)RAND_MAX < dt * 4.0) {
int char_to_change = rand() % col->length;
if (current_audio > 0.6 && char_to_change < 3 && (rand() % 3 == 0)) {
col->chars[char_to_change] = get_power_matrix_char();
} else {
col->chars[char_to_change] = get_random_matrix_char();
}
}
// Age characters
for (int j = 0; j < col->length; j++) {
double fade_rate = (j < 3) ? 0.4 : 0.8;
col->char_ages[j] -= dt * fade_rate;
if (col->char_ages[j] < 0) col->char_ages[j] = 0;
}
// Remove when off screen
if (col->y > vis->height + col->length * vis->matrix_char_size) {
col->active = FALSE;
vis->matrix_column_count--;
}
}
}
void draw_matrix(Visualizer *vis, cairo_t *cr) {
if (vis->width <= 0 || vis->height <= 0) return;
// Initialize matrix system on first call
static gboolean matrix_initialized = FALSE;
if (!matrix_initialized) {
init_matrix_system(vis);
matrix_initialized = TRUE;
}
update_matrix(vis, 0.033); // ~30 FPS
// Subtle background grid
cairo_set_source_rgba(cr, 0.0, 0.1, 0.0, 0.2);
cairo_set_line_width(cr, 0.5);
for (int x = 0; x < vis->width; x += vis->matrix_char_size * 3) {
cairo_move_to(cr, x, 0);
cairo_line_to(cr, x, vis->height);
cairo_stroke(cr);
}
// Set up font
cairo_select_font_face(cr, "Monospace", CAIRO_FONT_SLANT_NORMAL, CAIRO_FONT_WEIGHT_BOLD);
cairo_set_font_size(cr, vis->matrix_char_size);
// Draw all active columns
for (int i = 0; i < MAX_MATRIX_COLUMNS; i++) {
if (!vis->matrix_columns[i].active) continue;
MatrixColumn *col = &vis->matrix_columns[i];
// Draw each character in the column
for (int j = 0; j < col->length; j++) {
double char_y = col->y - j * vis->matrix_char_size;
// Skip if off screen
if (char_y < -vis->matrix_char_size || char_y > vis->height + vis->matrix_char_size) continue;
double brightness = col->char_ages[j] * col->intensity;
if (brightness < 0.05) continue;
// Color based on position in column
if (j == 0 && brightness > 0.7) {
// Bright head
cairo_set_source_rgba(cr, 0.9, 1.0, 0.9, brightness);
} else {
// Matrix green
cairo_set_source_rgba(cr, 0, brightness, 0, brightness);
}
// Draw character
cairo_move_to(cr, col->x, char_y);
cairo_show_text(cr, col->chars[j]);
// Glow effect for bright characters
if (brightness > 0.6) {
cairo_set_source_rgba(cr, 0, brightness * 0.5, 0, brightness * 0.3);
cairo_move_to(cr, col->x - 1, char_y);
cairo_show_text(cr, col->chars[j]);
cairo_move_to(cr, col->x + 1, char_y);
cairo_show_text(cr, col->chars[j]);
}
}
}
// Audio-reactive particles
int particle_count = 20 + (int)(vis->volume_level * 40);
for (int i = 0; i < particle_count; i++) {
double x = fmod(vis->time_offset * 30 + i * 47, vis->width);
double y = fmod(vis->time_offset * 25 + i * 83, vis->height);
double alpha = (sin(vis->time_offset * 3 + i) + 1) * 0.1 + vis->volume_level * 0.2;
cairo_set_source_rgba(cr, 0, 0.6, 0, alpha);
cairo_arc(cr, x, y, 1.0 + vis->volume_level * 2.0, 0, 2 * M_PI);
cairo_fill(cr);
}
// Screen flash for intense audio
if (vis->volume_level > 0.4) {
double flash_alpha = (vis->volume_level - 0.4) * 0.1;
cairo_set_source_rgba(cr, 0, 1.0, 0.2, flash_alpha);
cairo_rectangle(cr, 0, 0, vis->width, vis->height);
cairo_fill(cr);
}
// Scanning line effect
static double scan_y = 0;
scan_y += vis->height * 0.008;
if (scan_y > vis->height) scan_y = 0;
cairo_set_source_rgba(cr, 0, 0.7, 0.3, 0.15);
cairo_rectangle(cr, 0, scan_y, vis->width, 2);
cairo_fill(cr);
}
#endif