diff options
author | Indrajith K L | 2022-12-03 17:00:20 +0530 |
---|---|---|
committer | Indrajith K L | 2022-12-03 17:00:20 +0530 |
commit | f5c4671bfbad96bf346bd7e9a21fc4317b4959df (patch) | |
tree | 2764fc62da58f2ba8da7ed341643fc359873142f /musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/docs/milkdrop_preset_authoring.html | |
download | cli-tools-windows-master.tar.gz cli-tools-windows-master.tar.bz2 cli-tools-windows-master.zip |
Diffstat (limited to 'musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/docs/milkdrop_preset_authoring.html')
-rw-r--r-- | musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/docs/milkdrop_preset_authoring.html | 1990 |
1 files changed, 1990 insertions, 0 deletions
diff --git a/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/docs/milkdrop_preset_authoring.html b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/docs/milkdrop_preset_authoring.html new file mode 100644 index 0000000..8825d60 --- /dev/null +++ b/musikcube_win32_with_milkdrop2_0.98.1/plugins/Milkdrop2/docs/milkdrop_preset_authoring.html @@ -0,0 +1,1990 @@ +<HTML> +<HEAD> +<TITLE>MilkDrop Preset Authoring Guide</TITLE> +</HEAD> +<BODY> +<A NAME="milkdrop_preset_authoring_top"> +<PRE> + +<B>MILKDROP preset authoring guide</B> + <A HREF="milkdrop.html">return to milkdrop.html</A> + + + +* * * +Note that there is another, quite comprehensive, Preset Authoring Guide +available on the web at <A HREF="http://www.milkdrop.co.uk/">http://www.milkdrop.co.uk/</A>, which is continually +updated and expanded through the hard work of a few dedicated preset +authors. Whereas this guide (the one you are currently viewing) gives the bare +technical specifications for writing your own presets, the guide at milkdrop.co.uk +'starts at the beginning' and walks you through all of the mathematics and subtleties +of 'rolling your own', explaining things in great detail. The guide at milkdrop.co.uk +is very highly recommended to anyone who wishes to learn more about creating their +own presets. +* * * + + +<B>Section Listing</B> +----------------------- +1. <A HREF="#1">about presets</A> +2. <A HREF="#2">preset authoring - basic</A> +3. <A HREF="#3">preset authoring - advanced</A> + a. <A HREF="#3a">per-frame equations</A> + b. <A HREF="#3b">per-vertex equations</A> + c. <A HREF="#3c">variable pools, declaring your own variables, persistence of values</A> + d. <A HREF="#3d">preset init code; carrying values between variable pools, using q1-q32</A> + e. <A HREF="#3e">custom shapes & waves</A> + f. <A HREF="#3f">pixel shaders</A> + <A HREF="#3f1">conceptual overview</A> + <A HREF="#3f2">the WARP shader</A> + <A HREF="#3f3">the COMPOSITE shader</A> + <A HREF="#3f4">pixel shader reference</A> + <A HREF="#3f5">intrinsic instructions</A> + <A HREF="#3f6">per-vertex shader inputs</A> + <A HREF="#3f7">per-frame shader inputs</A> + <A HREF="#3f8">texture sampling</A> + <A HREF="#3f9">milkdrop's built-in textures - main, blur, and noise</A> + <A HREF="#3f9b">blur1, blur2, blur3</A> + <A HREF="#3f9c">noise textures</A> + <A HREF="#3f9d">reading textures from disk</A> + <A HREF="#3f9e">random texture selection</A> + <A HREF="#3f10">misc. cool shader tricks</A> + <A HREF="#3f11">quality assurance for shaders</A> + g. <A HREF="#3r">quality assurance</A> + h. <A HREF="#3s">debugging</A> + i. <A HREF="#3t">function reference</A> (for expressions, not shaders) + + +<A NAME="1"> +<B>1. About Presets</B> +----------------------- + When you watch MilkDrop, you are watching a series of Presets. Each + one has its own look and feel, draws the sound waves in a particular + way, and has certain motions to it. After some time, you will see + a short blend transition, and then you will be watching a new preset. + + A single 'preset' is a collection of parameters that tell MilkDrop how + to draw the wave, how to warp the image around, and so on. MilkDrop + ships with over 100 built-in presets, each one having a distinct + look and feel to it. + + Using MilkDrop's built-in "preset-editing menu" (the M key), you can + edit presets on the fly, on-screen, from within the program. You can + make slight adjustments to existing presets, then save over them; + or you can change lots of things, so the preset doesn't look anything + like the original, and then save it under a new name. You can even + write insane new mathematical equations, of your own imagination, + into your preset files and come up with things that MilkDrop has never + done before! + + Each preset is saved as a file with the ".milk" extension, so you can + easily send them to your friends or post them on the web. You can also + go to <A HREF="http://www.nullsoft.com/free/milkdrop">http://www.nullsoft.com/free/milkdrop</A> and then jump to the + "preset sharing forum" to see what other people have come up with, + or post your own cool, new presets. <A HREF="http://www.milkdrop.co.uk/">milkdrop.co.uk/</A> is another great + place to download collections of presets made by others like yourself. + + +<A NAME="2"> +<B>2. Preset Authoring - Basic</B> +----------------------- + + You can edit the properties of the current preset by hitting 'M', + which brings up the "preset-editing menu". From this menu you + can use the up and down arrow keys to select an item. Press + the RIGHT arrow key to move forward through the menu and select + the item (note: you can also hit SPACE or RETURN to do this); + ***press the LEFT arrow key to go back to the previous menu.*** + + Pressing 'M' while the menu is already showing will hide the menu; + pressing ESCAPE will do the same thing. Press 'M' again to bring + the menu back. + + Once you've reached an item on the menu whose value can be edited, + use the UP and DOWN arrow keys to increase or decrease its value, + respectively. Changes will register immediately. Use PAGE UP and + PAGE DOWN to increase the value more quickly. Hold down SHIFT + and use the UP/DOWN arrow keys to change the value very slowly. + Hit RETURN To keep the new value, or ESC to abort the change. + + If the item you're editing is a text string, you can use the + arrow keys to move around. The Insert key can be used to toggle + between insert and overtype modes. You can hold shift and use + the arrow keys (home, end, left, right) to make a selection, + which will be identified by brackets []. You can then use CTRL-C + or CTRL-X to copy or cut text. CTRL-P pastes. When finished + editing, hit RETURN To keep the new string, or ESC to abort the + change. + + You'll want to get into the habit of using SCROLL LOCK whenever + you're making changes to a preset that you intend to save; + otherwise, MilkDrop is sure to move you along to a new (random) + preset, over time. When the menus are showing, the preset is + automatically temporarily locked, but BE CAREFUL - if you're not + also using SCROLL LOCK, then 0.1 seconds after you hide the menu + to take a look at your new masterpiece, MilkDrop might load a + random new preset on you, and you'd lose your changes! And you + might then ask me: "how large is large?" And I will tell you: + "thirty." + + There are also some hotkeys that will allow you to change certain + common parameters to the current preset. These are listed below. + + MOTION + i/I - zoom in/out + [ / ] - push motion to the left/right (dx) + { / } - push motion up/down (dy) + < / > - rotate left/right (rot) + o/O - shrink/grow the amplitude of the warp effect + + WAVEFORM + W - cycle through waveforms + j/J - scale waveform down/up + e/E - make the waveform more transparent/more solid + + BRIGHTNESS ** + g/G - decrease, increase gamma (brightness) ** + + VIDEO ECHO effect ** + q/Q - scale 2nd graphics layer down/up ** + F - flip 2nd graphics layer (cycles through 4 fixed orientations) ** + + ** these keys only have an effect if you are running a + MilkDrop 1-era preset. In MilkDrop 2-era presets, + these values are embedded in the shader, so you need + to go into the composite shader and tweak the code. + + +<A NAME="3"> +<B>3. Preset Authoring - Advanced</B> +----------------------- + + This section describes how to use the 'per-frame' and 'per-vertex' + equations to develop unique new presets. + + + <A NAME="3a"> + <B>a. PER-FRAME EQUATIONS</B> + ---------------------- + + When you hit 'm' to show the preset-editing menu, several items + show up. If you explore the sub-menus, you'll see that + all of the properties that make up the preset you're currently + viewing are there. The values you can specify here (such as + zoom amount, rotation amount, wave color, etc.) are all static + values, meaning that they don't change in time. For example, + take the 'zoom amount' option under the 'motion' submenu. + If this value is 1.0, there is no zoom. If the value is 1.01, + the image zooms in 1% every frame. If the value is 1.10, the + image zooms in 10% every frame. If the value is 0.9, the image + zooms out 10% every frame; and so on. + + However, presets get far more interesting if you can take these + parameters (such as the zoom amount) and animate them (make them + change over time). For example, if you could take the 'zoom + amount' parameter and make it oscillate (vary) between 0.9 and + 1.1 over time, the image would cyclically zoom in and out, in + time. + + You can do this - by writing 'per-frame' and 'per-vertex' + equations. Let's start with 'per-frame' equations. These are + executed once per frame. So, if you were to type the following + equation in: + + zoom = zoom + 0.1*sin(time); + + ...then the zoom amount would oscillate between 0.9 and 1.1 + over time. (Recall from your geometry classes that sin() + returns a value between -1 and 1.) The equation says: "take + the static value of 'zoom', then replace it with that value, + plus some variation." This particular equation would oscillate + (cycle) every 6.28 seconds, since the sin() function's + period is 6.28 (PI*2) seconds. If you wanted it to make it + cycle every 2 seconds, you could use: + + zoom = zoom + 0.1*sin(time*3.14); + + Now, let's say you wanted to make the color of the waveform + (sound wave) that gets plotted on the screen vary through time. + The color is defined by three values, one for each of the main + color components (red, green, and blue), each in the range 0 to 1 + (0 is dark, 1 is full intensity). You could use something like this: + + wave_r = wave_r + 0.5*sin(time*1.13); + wave_g = wave_g + 0.5*sin(time*1.23); + wave_b = wave_b + 0.5*sin(time*1.33); + + It's nice to stagger the frequencies (1.13, 1.23, and 1.33) of + the sine functions for the red, green, and blue color components + of the wave so that they cycle at different rates, to avoid them + always being all the same (which would create a greyscale wave). + + Here is a full list of the variables available for writing per-frame + equations: + + NAME WRITABLE? RANGE DESCRIPTION + ---- --------- ----- ----------- + zoom yes >0 controls inward/outward motion. 0.9=zoom out 10% per frame, 1.0=no zoom, 1.1=zoom in 10% + zoomexp yes >0 controls the curvature of the zoom; 1=normal + rot yes controls the amount of rotation. 0=none, 0.1=slightly right, -0.1=slightly clockwise, 0.1=CCW + warp yes >0 controls the magnitude of the warping; 0=none, 1=normal, 2=major warping... + cx yes 0..1 controls where the center of rotation and stretching is, horizontally. 0=left, 0.5=center, 1=right + cy yes 0..1 controls where the center of rotation and stretching is, vertically. 0=top, 0.5=center, 1=bottom + dx yes controls amount of constant horizontal motion; -0.01 = move left 1% per frame, 0=none, 0.01 = move right 1% + dy yes controls amount of constant vertical motion; -0.01 = move up 1% per frame, 0=none, 0.01 = move down 1% + sx yes >0 controls amount of constant horizontal stretching; 0.99=shrink 1%, 1=normal, 1.01=stretch 1% + sy yes >0 controls amount of constant vertical stretching; 0.99=shrink 1%, 1=normal, 1.01=stretch 1% + wave_mode yes 0,1,2,3,4,5,6,7 controls which of the 8 types of waveform is drawn + wave_x yes 0..1 position of the waveform: 0 = far left edge of screen, 0.5 = center, 1 = far right + wave_y yes 0..1 position of the waveform: 0 = very bottom of screen, 0.5 = center, 1 = top + wave_r yes 0..1 amount of red color in the wave (0..1), + wave_g yes 0..1 amount of green color in the wave (0..1) + wave_b yes 0..1 amount of blue color in the wave (0..1) + wave_a yes 0..1 opacity of the wave (0..1) [0=transparent, 1=opaque] + wave_mystery yes -1..1 what this parameter does is a mystery. (honestly, though, this value does different things for each waveform; for example, it could control angle at which the waveform was drawn.) + wave_usedots yes 0/1 if 1, the waveform is drawn as dots (instead of lines) + wave_thick yes 0/1 if 1, the waveform's lines (or dots) are drawn with double thickness + wave_additive yes 0/1 if 1, the wave is drawn additively, saturating the image at white + wave_brighten yes 0/1 if 1, all 3 r/g/b colors will be scaled up until at least one reaches 1.0 + ob_size yes 0..0.5 thickness of the outer border drawn at the edges of the screen every frame + ob_r yes 0..1 amount of red color in the outer border + ob_g yes 0..1 amount of green color in the outer border + ob_b yes 0..1 amount of blue color in the outer border + ob_a yes 0..1 opacity of the outer border (0=transparent, 1=opaque) + ib_size yes 0..0.5 thickness of the inner border drawn at the edges of the screen every frame + ib_r yes 0..1 amount of red color in the inner border + ib_g yes 0..1 amount of green color in the inner border + ib_b yes 0..1 amount of blue color in the inner border + ib_a yes 0..1 opacity of the inner border (0=transparent, 1=opaque) + mv_r yes 0..1 amount of red color in the motion vectors + mv_g yes 0..1 amount of green color in the motion vectors + mv_b yes 0..1 amount of blue color in the motion vectors + mv_a yes 0..1 opacity of the motion vectors (0=transparent, 1=opaque) + mv_x yes 0..64 the number of motion vectors in the X direction + mv_y yes 0..48 the number of motion vectors in the Y direction + mv_l yes 0..5 the length of the motion vectors (0=no trail, 1=normal, 2=double...) + mv_dx yes -1..1 horizontal placement offset of the motion vectors + mv_dy yes -1..1 vertical placement offset of the motion vectors + decay yes 0..1 controls the eventual fade to black; 1=no fade, 0.9=strong fade, 0.98=recommended + gamma yes >0 controls display brightness; 1=normal, 2=double, 3=triple, etc. + echo_zoom yes >0 controls the size of the second graphics layer + echo_alpha yes >0 controls the opacity of the second graphics layer; 0=transparent (off), 0.5=half-mix, 1=opaque + echo_orient yes 0,1,2,3 selects an orientation for the second graphics layer. 0=normal, 1=flip on x, 2=flip on y, 3=flip on both + darken_center yes 0/1 if 1, help keeps the image from getting too bright by continually dimming the center point + wrap yes 0/1 sets whether or not screen elements can drift off of one side and onto the other + invert yes 0/1 inverts the colors in the image + brighten yes 0/1 brightens the darker parts of the image (nonlinear; square root filter) + darken yes 0/1 darkens the brighter parts of the image (nonlinear; squaring filter) + solarize yes 0/1 emphasizes mid-range colors + monitor yes any set this value for debugging your preset code; if you hit the 'N' key, + the value of 'monitor' will be posted in the upper-right corner of milkdrop. + for example, setting "monitor = q3;" would let you keep an eye on q3's value. + + time NO >0 retrieves the current time, in seconds, since MilkDrop started running + fps NO >0 retrieves the current framerate, in frames per second. + frame NO retrieves the number of frames of animation elapsed since the program started + progress NO 0..1 progress through the current preset; if preset was just loaded, this is closer to 0; if preset is about to end, this is closer to 1. + -note that if Scroll Lock is on, 'progress' will freeze! + + bass NO >0 retrieves the current amount of bass. 1 is normal; below ~0.7 is quiet; above ~1.3 is loud bass + mid NO >0 -same, but for mids (middle frequencies) + treb NO >0 -same, but for treble (high) frequencies + bass_att NO >0 retrieves an attenuated reading on the bass, meaning that it is damped in time and doesn't change so rapidly. + mid_att NO >0 -same, but for mids (middle frequencies) + treb_att NO >0 -same, but for treble (high) frequencies + + meshx NO 8-128 tells you the user's mesh size in the X direction. always an integer value. + meshy NO 6-96 tells you the user's mesh size in the Y direction. always an integer value. + pixelsx NO 16-4096 width of the viz window, in pixels. If Canvas Stretch is on, this is the pre-stretched size. (same as "texsize.x" for shaders) + pixelsy NO 16-4096 height of the viz window, in pixels. If Canvas Stretch is on, this is the pre-stretched size. (same as "texsize.y" for shaders) + aspectx NO >0 multiply an x-coordinate by this to make the preset look the same at any aspect (window height:width) ratio. + -value: if widescreen, 1; if window is tall, h/w. + aspecty NO >0 multiply a y-coordinate by this to make the preset look the same at any aspect (window height:width) ratio. + -value: if widescreen, w/h; if window is tall, 1. + + blur1_min yes 0..1 Normally these are set to 0 (min) and 1 (max). + blur2_min yes 0..1 You can clamp the values in the blur texture to a tighter + blur3_min yes 0..1 range, though. + blur1_max yes 0..1 This will increase the precision in the blur textures, + blur2_max yes 0..1 but you run the risk of clamping values to your min/max. + blur3_max yes 0..1 If you use the GetBlur1() .. GetBlur3() functions to sample + blur1_edge_darken yes 0..1 the blur texture, they will automatically "unpack" the + values for you in the end! + + q1 yes any } Used to carry values along a chain + q2 yes any } from the preset init code, + q3 yes any } to the preset per-frame code, then on + q4 yes any } to the preset per-vertex code; + q5 yes any } or to the custom shape per-frame code, + q6 yes any } or to the custom wave per-frame code, + q7 yes any } then to the custom wave per-vertex code; + ... } or to the [pixel] shader code. + q31 yes any } <B><A HREF="q_vars.gif">Click here to see a diagram for the Q vars</A>.</B> + q32 yes any } + + + Some of the variables are read-only, meaning that you shouldn't change + their values them through the equations. You can; it won't stop you; + but the results are unpredictable. + + You can also make up to 30 of your own variables. For example: + + my_volume = (bass + mid + treb)/3; + zoom = zoom + 0.1*(my_volume - 1); + + This would make the zoom amount increase when the music is loud, + and decrease when the music is quiet. + + HOWEVER, custom variables do not carry over from per-frame equations + to per-vertex equations; if you set a custom variable's value in the + per-frame equations, and try to read it in the per-vertex equations, + you will not get the correct value. Instead, you have to "bridge the + gap" using 32 special variables: q1 through q32. This is usually only + used when you want to precompute some custom values in the per-frame + equations for later use in the per-vertex equations (or for use in + the pixel shaders). For a good example of this, see the 'dynamic swirls' + preset. See below for more information on q1-q32. + + + + <A NAME="3b"> + <B>b. PER-VERTEX EQUATIONS</B> + ----------------------- + + So far we've discussed only how to change parameters based on + time. What if you wanted to also vary a parameter, such as the + zoom amount, in different ways, for different locations on the + screen? For example, normally, the result of the 'zoom' parameter + is to just do a flat zoom. This doesn't look very realistic, + because you don't see any perspective in the zoom. It would be + better if we could give a unique zoom amount to each pixel on + the screen; we could make the pixels far away from the center + zoom more, and this would give it more perspective. In order + to do this, we use "per-vertex" equations, instead of per-frame + equations. + + The code for this per-vertex equation is simple: + + zoom = zoom + rad*0.1; + + Where 'rad' is the radius of the pixel if it were cast into + polar coordinates; from another perspective, 'rad' is the distance + of the pixel from the center of the screen. 'rad is zero at the + center, and 1 at the corners. So if we run the above code, + the image will be zoomed into 10% more at the edges of the screen + than at the center. + + The per-vertex equations are really just like the per-frame equations, + except for a variables. The following variables are available + exclusively to per-vertex equations (and not to per-frame equations): + + NAME WRITEABLE? RANGE DESCRIPTION + ---- ---------- ----- ----------- + x NO 0..1 retrieves the x-position of the current pixel. At the very left edge of the screen this would be 0; in the middle, 0.5; and at the right, 1. + y NO 0..1 retrieves the y-position of the current pixel. At the very top edge of the screen this would be 0; in the middle, 0.5; and at the bottom, 1. + rad NO 0..1 retrives the distance of the pixel from the center of the screen. At the center of the screen this will be zero, and at the corners, 1. + (The middle of the edges will be 0.707 (half of the square root of 2). + ang NO 0..6.28 retrieves the angle of the current pixel, with respect to the center of the screen. + If the point is to the right of the center, this is zero; above it, it is PI/2 (1.57); to the left, it is PI (3.14); and below, it is 4.71 (PI*3/2). + If it is just a dab below being directly to the right of the center of the screen, the value will approach 6.28 (PI*2). + (note: this is simply the arctangent of y over x, precomputed for you.) + + zoom yes >0 controls inward/outward motion. 0.9=zoom out 10% per frame, 1.0=no zoom, 1.1=zoom in 10% + zoomexp yes >0 controls the curvature of the zoom; 1=normal + rot yes controls the amount of rotation. 0=none, 0.1=slightly right, -0.1=slightly clockwise, 0.1=CCW + warp yes >0 controls the magnitude of the warping; 0=none, 1=normal, 2=major warping... + cx yes 0..1 controls where the center of rotation and stretching is, horizontally. 0=left, 0.5=center, 1=right + cy yes 0..1 controls where the center of rotation and stretching is, vertically. 0=top, 0.5=center, 1=bottom + dx yes controls amount of constant horizontal motion; -0.01 = move left 1% per frame, 0=none, 0.01 = move right 1% + dy yes controls amount of constant vertical motion; -0.01 = move up 1% per frame, 0=none, 0.01 = move down 1% + sx yes >0 controls amount of constant horizontal stretching; 0.99=shrink 1%, 1=normal, 1.01=stretch 1% + sy yes >0 controls amount of constant vertical stretching; 0.99=shrink 1%, 1=normal, 1.01=stretch 1% + + time NO >0 retrieves the current time, in seconds, since MilkDrop started running + fps NO >0 retrieves the current framerate, in frames per second. + frame NO retrieves the number of frames of animation elapsed since the program started + progress NO 0..1 progress through the current preset; if preset was just loaded, this is closer to 0; if preset is about to end, this is closer to 1. + -note that if Scroll Lock is on, 'progress' will freeze! + + bass NO >0 retrieves the current amount of bass. 1 is normal; below ~0.7 is quiet; above ~1.3 is loud bass + mid NO >0 -same, but for mids (middle frequencies) + treb NO >0 -same, but for treble (high) frequencies + bass_att NO >0 retrieves an attenuated reading on the bass, meaning that it is damped in time and doesn't change so rapidly. + mid_att NO >0 -same, but for mids (middle frequencies) + treb_att NO >0 -same, but for treble (high) frequencies + + meshx NO 8-192 tells you the user's mesh size in the X direction. always an integer value. + meshy NO 6-144 tells you the user's mesh size in the Y direction. always an integer value. + pixelsx NO 16-4096 width of the viz window, in pixels. If Canvas Stretch is on, this is the pre-stretched size. (same as "texsize.x" for shaders) + pixelsy NO 16-4096 height of the viz window, in pixels. If Canvas Stretch is on, this is the pre-stretched size. (same as "texsize.y" for shaders) + aspectx NO >0 multiply an x-coordinate by this to make the preset look the same at any aspect (window height:width) ratio. + -value: if widescreen, 1; if window is tall, h/w. + aspecty NO >0 multiply a y-coordinate by this to make the preset look the same at any aspect (window height:width) ratio. + -value: if widescreen, w/h; if window is tall, 1. + + q1 yes any } Used to carry values along a chain + q2 yes any } from the preset init code, + q3 yes any } to the preset per-frame code, then on + q4 yes any } to the preset per-vertex code; + q5 yes any } or to the custom shape per-frame code, + q6 yes any } or to the custom wave per-frame code, + q7 yes any } then to the custom wave per-vertex code; + ... } or to the [pixel] shader code. + q31 yes any } <B><A HREF="q_vars.gif">Click here to see a diagram for the Q vars</A>.</B> + q32 yes any } + + + The main reason for distinction between per-frame and per-vertex equations + is simple: SPEED. If you have a per-vertex equation that doesn't make use + of the x, y, rad, or ang variables, then there's no reason for it to be + executed per-vertex; it could be executed once per frame, and the result + would be the same. So, here's a maxim to write on the wall: + + "If a per-vertex equation doesn't use at least one of the variables + { x, y, rad, ang }, then it should be actually be a per-frame + equation." + + You might be wondering how on earth all these formulas could be computed + for every pixel on the screen, every frame, and still yield a high frame + rate. Well, that's the magic of the hamster. And the fact that it really + does the processing only at certain points on the screen, then interpolates + the results across the space between the points. In the config panel, + the "mesh size" option defines how many points (in X and Y) there are at + which the per-vertex equations are actually computed. When you crank this + option up, you start eating up CPU cycles rather quickly. + + + + <A NAME="3c"> + <B>c. VARIABLE POOLS; DECLARING YOUR OWN VARIABLES; PERSISTENCE OF VALUES</B> + ----------------------- + Declaring and using your own variables is easy - in some bit of code + (init equations, per-frame equations, etc.) you just write something like + the following: + + billy = 5.3; + + This creates a variable called 'billy' and sets its value to 5.3. You can + then freely read and/or modify the value of 'billy' within that section + of code. + + However, sometimes it is desireable to create (really, initialize) a variable + in an "init" equations, then use and/or update it in the "per-frame" equations. + You can always do this, because paired init and per-frame equations + share the same <EM>variable pool.</EM> In addition, the values of user-defined + variables will persist from frame to frame. + + <U>There are three variable "pools" in MilkDrop</U>: + + 1. preset init code + preset per-frame code + 2. custom wave init + custom wave per-frame code + 3. custom shape init + custom shape per-frame code + + So, you can probably guess that if you declare a variable in the preset + init code, you can then read it in the preset per-frame code. You can + also write to it (update it), and its value will persist to the next + frame. All three pools work this way. + + As explained, though, you can't read the value of 'billy' in when in another + variable pool. (This is intentional, and keeps MilkDrop running nice and + fast.) If you want to pass values around between variable pools, you need + to use a set of special variables: q1, q2, q3, etc. on up to q32. See + the next section for details on how they work and how to properly use them. + Just remember: the Q variables (and later, the T variables) are the only ones + that you can use to "jump" between (carry values between) variable pools. + + You might notice that there are two other types of equations that weren't + listed above. They are: + + * preset per-vertex code + * custom wave per-point code + + For these two code sections, persistent values don't really make sense, + because there is no way to properly initialize them. Any user-defined + variables in these code sections should just be treated as scratch + variables, not persisting from frame to frame, from vertex to vertex, + or from point to point (even though technically, they will... but it + probably won't be what you want). The only thing that really makes sense + here is when you want to carry values along from point to point as + you run the custom wave per-point code; to do this, use q1-q32. (See + the next section for a more detailed explanation.) + + + + <A NAME="3d"> + <B>d. PRESET INIT CODE; CARRYING VALUES BETWEEN VARIABLE POOLS, USING q1-q32</B> + ----------------------- + As we've just seen, you can't normally pass values around between variable + pools. However, there is one mechanism for bridging this gap: the 'Q' + variables. They are named q1, q2, q3, and so on, through q32. Their + main function is to bridge the gap between various variable pools. + + In MilkDrop 1.03 and later, you can write code that is executed only once, + when a preset is loaded (switched to). This 'preset initialization' code + does two useful things: + + 1. It allows you to set the initial value of your own (user-defined) + variables (such as 'my_variable'), as just explained. + + 2. It allows you to write the default ("sticky") values for q1, q2, q3... + through q32. Whatever these values end up at after the init code, + those are the values that q1-q32 will be reset to at the start of + each frame (...the input to the per-frame equations). If the + per-frame equations change the values of q1-q32, those new values will + propagate on to other variable pools (see the diagram below), but on + the next frame, the values will be reset to the original "sticky" + defaults. + + See the flow chart below for a brief, and complete, glance at how the values + of the Q variables flow throughout MilkDrop. + <IMG SRC="q_vars.gif"> + + Let's walk through the flow of the chart. + + If you write to the values of q1..q32 from the "preset init code", the values + you write will become the new 'base values' to which q1..q32 are initialized + at the start of each frame, for the per-frame code. So when you access (read) + q1-q32 in the per-frame code, you'll get the values that were *initially* set - + over and over, every frame. You can then modify them (or not) in the per-frame + code, and the (possibly modified values) will then be readable by the per-vertex + code - as well as by all pixel shader code, and others. However, any modified + values will not persist to the next frame; they will be reset again, at the + start of the next frame, to the values they had at the end of the preset init + code. + + In the <B>per-vertex code</B>, the q1-q32 values start (for the first vertex + in any frame) as the values they had at the end of the per-frame code. If you + modify q1-q32 in the per-vertex code, those modified values will carry over + from vertex to vertex. (This isn't a very desireable effect; you should avoid + writing to the Q variables from the per-vertex equations.) Next frame, they + will be reset to whatever value they had at the end of the [next frame's + execution of the] per-frame code. (It's all in the diagram... look at that, + and you'll just get it.) + + There is one trick here. You might notice that the custom wave/shape + <EM>init</EM> boxes are missing from the diagram. That's because the q + variables coming out of them <EM>don't go anywhere</EM>. The Q values that come + into the per-<EM>frame</EM> wave/shape equations come from the <EM>preset per-frame</EM> + equations, as you can see. But, just to humor you: in the wave/shape init code, + the Q values coming in are the results from the preset init code. Any Q values + you write to there (in the wave/shape init code) will be meaningless; although + you can write to (initialize) your own custom variables, and read those in + later, in the wave/shape per-frame equations! So, really, you can still route + data that way, if you really want to. + + Side note: when you edit the preset init code and apply it (by hitting + CTRL+ENTER), the init code will re-execute immediately. However, when you + edit the regular per-frame/per-vertex code and hit CTRL+ENTER, the preset init + code will NOT be re-executed; the results of the last execution will persist. + If you change per-frame/per-vertex code and want to re-execute the initialization + code (i.e. to randomize it or reset the preset), you'll have to save the preset + and then re-load it. + + (Historical note: nothing here has changed since MilkDrop 1; these diagrams were + just re-designed to be much simpler to read. Actually, there was a bug in + the old diagrams that is now fixed: on frame 0, they showed the Q values + going straight from the (frame 0!?) per-<EM>frame</EM> code, into the custom + wave/shape init code. On frame 0, those Q values actually come straight from + the preset init code. HOWEVER, they are virtually useless, as discussed above.) + + + + <A NAME="3e"> + <B>e. CUSTOM SHAPES AND WAVES</B> + ---------------------- + As of MilkDrop 1.04, two new features are available: custom shapes, and custom + waves. A preset can have up to 4 of each. + + With custom shapes, you can draw an n-sided shape (with 3-100 sides) anywhere + on the screen, at any angle and size, in any color, and at any opacity. You + even have the option to map the previous frame's image onto the shape, which + makes for some incredible possibilities (such as realtime hardware fractals - + see the 'Geiss - Feedback' preset). You can also write per-frame code to + control all of these things about the shape(s). This way, they can react to + the audio or change over time - whatever you can imagine. You are limited to + four custom shapes per preset, however, each one of those can be instanced, + which lets you draw a huge number (up to 1024) of them each frame, if you + want to, and each one can be totally different (as long as the value of + the 'instance' variable ends up influencing the other properties). + + With custom waves, you can draw the waveform (or the frequency spectrum) + wherever, whenever, and however you want; a great addition since MilkDrop + 1.03, where only the built-in waveforms were possible. With custom waves + you can also write per-frame code to control the waves, and per-point code + to place every point (or line segment) on the wave exactly where you want, + and in exactly the color you want, and so on. + + Remember those q1-q32 variables that were committed at the end of the preset + initialization code, then reset (to those values) at the beginning of each + frame, and then (potentially) modified in the preset per-frame code? Those + (potentially modified) values of q1-q32 - as they were at the end of the + preset's per-frame code, each frame - are piped into the custom wave & custom + shape per-frame code. So if you read 'q3' in the custom wave per-frame + code, what you're really reading is the value of 'q3' as it was left at the + end of this frame's per-frame code. Again, see the <A HREF="q_vars.gif">q_vars.gif</A> image + for a diagram of the flow of the values of the q1-q32 varibles. + + For custom waves and shapes, you can modify q1-q32, if you like, in the per- + frame equations. As usual, the values of the Q variables will not persist + from frame to frame, though - they are reset on each new frame, to match + the values they had at the end of the *preset's* per-frame code, this frame. + + For custom waves, you also have one more link in the chain: per-point + (aka per-vertex) code. This code is executed once for each data point in the + waveform. The initial values of q1-q32 coming in (for the first point) + are the values that stood at the end of the custom wave per-frame code, + this frame. If you then modify q1-q32 in the per-point code (or even if you + don't), the values will pass on to the next point. You could, for example, + smooth out a waveform using this. + + THE 'T' VARIABLES + ---------------------- + There are 8 additional variables available for custom waves and shapes: + <B>t1-t8</B>. These are very similar to the Q variables, but they exist only + for custom waves & shapes. To see how the data flows from variable pool + to variable pool for the T vars, take a look at the diagram below. Like + the Q variables, they exist to help you bridge some gaps between variable + pools. However, the T variables are a bit simpler to understand than the + Q's. The diagram below should explain it all. + + <IMG SRC="t_vars.gif"> + + + + CUSTOM SHAPE PER-FRAME VARIABLES + ---------------------- + NAME WRITABLE? RANGE DESCRIPTION + ---- --------- ----- ----------- + num_inst no 1-1024 The total # of instances (the number of times to repeat the per-frame equations for, & draw, this shape). + instance no 0..num_inst-1 The current instance number that the equations are being executed for. + sides yes 3-100 the default number of sides that make up the polygonal shape + thick yes 0/1 if ON, the border will be overdrawn 4X to make it thicker, bolder, and more visible + additive yes 0/1 if ON, the shape will add color to sature the image toward white; otherwise, it will replace what's there. + x yes 0..1 default x position of the shape (0..1; 0=left side, 1=right side) + y yes 0..1 default y position of the shape (0..1; 0=bottom, 1=top of screen) + rad yes 0+ default radius of the shape (0+) + ang yes 0..6.28 default rotation angle of the shape (0...2*pi) + textured yes 0/1 if ON, the shape will be textured with the image from the previous frame + tex_zoom yes >0 the portion of the previous frame's image to use with the shape + tex_ang yes 0..6.28 the angle at which to rotate the previous frame's image before applying it to the shape + r yes 0..1 default amount of red color toward the center of the shape (0..1) + g yes 0..1 default amount of green color toward the center of the shape (0..1) + b yes 0..1 default amount of blue color toward the center of the shape (0..1) + a yes 0..1 default opacity of the center of the shape; 0=transparent, 1=opaque + r2 yes 0..1 default amount of red color toward the outer edge of the shape (0..1) + g2 yes 0..1 default amount of green color toward the outer edge of the shape (0..1) + b2 yes 0..1 default amount of blue color toward the outer edge of the shape (0..1) + a2 yes 0..1 default opacity of the outer edge of the shape; 0=transparent, 1=opaque + border_r yes 0..1 default amount of red color in the shape's border (0..1) + border_g yes 0..1 default amount of green color in the shape's border (0..1) + border_b yes 0..1 default amount of blue color in the shape's border (0..1) + border_a yes 0..1 default opacity of the shape's border; 0=transparent, 1=opaque + + time NO >0 retrieves the current time, in seconds, since MilkDrop started running + fps NO >0 retrieves the current framerate, in frames per second. + frame NO retrieves the number of frames of animation elapsed since the program started + progress NO 0..1 progress through the current preset; if preset was just loaded, this is closer to 0; if preset is about to end, this is closer to 1. + -note that if Scroll Lock is on, 'progress' will freeze! + + bass NO >0 retrieves the current amount of bass. 1 is normal; below ~0.7 is quiet; above ~1.3 is loud bass + mid NO >0 -same, but for mids (middle frequencies) + treb NO >0 -same, but for treble (high) frequencies + bass_att NO >0 retrieves an attenuated reading on the bass, meaning that it is damped in time and doesn't change so rapidly. + mid_att NO >0 -same, but for mids (middle frequencies) + treb_att NO >0 -same, but for treble (high) frequencies + + q1 yes any } Used to carry values along a chain + q2 yes any } from the preset init code, + q3 yes any } to the preset per-frame code, then on + q4 yes any } to the preset per-vertex code; + q5 yes any } or to the custom shape per-frame code, + q6 yes any } or to the custom wave per-frame code, + q7 yes any } then to the custom wave per-vertex code; + ... } or to the [pixel] shader code. + q31 yes any } <B><A HREF="q_vars.gif">Click here to see a diagram for the Q vars</A>.</B> + q32 yes any } + + t1 yes any } Used to carry information + t2 yes any } from the custom shape init code + t3 yes any } to the custom shape per-frame code. + t4 yes any } <B><A HREF="t_vars.gif">Click here to see a diagram for the T vars</A>.</B> + t5 yes any } + t6 yes any } + t7 yes any } + t8 yes any } + + + CUSTOM WAVE PER-FRAME VARIABLES + --------------------- + NAME WRITABLE? RANGE DESCRIPTION + ---- --------- ----- ----------- + r yes 0..1 base amount of red color in the wave (0..1) + g yes 0..1 base amount of green color in the wave (0..1) + b yes 0..1 base amount of blue color in the wave (0..1) + a yes 0..1 base opacity of the waveform; 0=transparent, 1=opaque + samples yes 0-512 read: retrieves the # of samples specified for this custom wave (from the menu). + write: lets you dynamically change that #, frame to frame. + + time NO >0 retrieves the current time, in seconds, since MilkDrop started running + fps NO >0 retrieves the current framerate, in frames per second. + frame NO retrieves the number of frames of animation elapsed since the program started + progress NO 0..1 progress through the current preset; if preset was just loaded, this is closer to 0; if preset is about to end, this is closer to 1. + -note that if Scroll Lock is on, 'progress' will freeze! + + bass NO >0 retrieves the current amount of bass. 1 is normal; below ~0.7 is quiet; above ~1.3 is loud bass + mid NO >0 -same, but for mids (middle frequencies) + treb NO >0 -same, but for treble (high) frequencies + bass_att NO >0 retrieves an attenuated reading on the bass, meaning that it is damped in time and doesn't change so rapidly. + mid_att NO >0 -same, but for mids (middle frequencies) + treb_att NO >0 -same, but for treble (high) frequencies + + q1 yes any } Used to carry values along a chain + q2 yes any } from the preset init code, + q3 yes any } to the preset per-frame code, then on + q4 yes any } to the preset per-vertex code; + q5 yes any } or to the custom shape per-frame code, + q6 yes any } or to the custom wave per-frame code, + q7 yes any } then to the custom wave per-vertex code; + ... } or to the [pixel] shader code. + q31 yes any } <B><A HREF="q_vars.gif">Click here to see a diagram for the Q vars</A>.</B> + q32 yes any } + + t1 yes any } Used to carry information + t2 yes any } from the custom wave init code, + t3 yes any } to the custom wave per-frame code, + t4 yes any } then on to the custom wave per-point code + t5 yes any } (and from point to point, too, if you write + t6 yes any } to the values from the per-point equations). + t7 yes any } <B><A HREF="t_vars.gif">Click here to see a diagram for the T vars</A>.</B> + t8 yes any } + + + CUSTOM WAVE PER-POINT (aka PER-VERTEX) VARIABLES + --------------------- + NAME WRITABLE? RANGE DESCRIPTION + ---- --------- ----- ----------- + x yes 0..1 the x position of this point that makes up the wave (0=left, 1=right) + y yes 0..1 the y position of this point that makes up the wave (0=bottom, 1=top) + sample no 0..1 how far along we are, through the samples that make up the waveform: 0=first sample, 0.5 = half-way through; 1=last sample. + value1 no any the value of the Left audio channel sample at this point in the waveform (or freq. spectrum). + value2 no any the value of the Right audio channel sample at this point in the waveform (or freq. spectrum). + r yes 0..1 amount of red color in this point of the wave (0..1) + g yes 0..1 amount of green color in this point of the wave (0..1) + b yes 0..1 amount of blue color in this point of the wave (0..1) + a yes 0..1 opacity of this point of the waveform; 0=transparent, 1=opaque + + time NO >0 retrieves the current time, in seconds, since MilkDrop started running + fps NO >0 retrieves the current framerate, in frames per second. + frame NO retrieves the number of frames of animation elapsed since the program started + progress NO 0..1 progress through the current preset; if preset was just loaded, this is closer to 0; if preset is about to end, this is closer to 1. + -note that if Scroll Lock is on, 'progress' will freeze! + + bass NO >0 retrieves the current amount of bass. 1 is normal; below ~0.7 is quiet; above ~1.3 is loud bass + mid NO >0 -same, but for mids (middle frequencies) + treb NO >0 -same, but for treble (high) frequencies + bass_att NO >0 retrieves an attenuated reading on the bass, meaning that it is damped in time and doesn't change so rapidly. + mid_att NO >0 -same, but for mids (middle frequencies) + treb_att NO >0 -same, but for treble (high) frequencies + + q1 yes any } Used to carry values along a chain + q2 yes any } from the preset init code, + q3 yes any } to the preset per-frame code, then on + q4 yes any } to the preset per-vertex code; + q5 yes any } or to the custom shape per-frame code, + q6 yes any } or to the custom wave per-frame code, + q7 yes any } then to the custom wave per-vertex code; + ... } or to the [pixel] shader code. + q31 yes any } <B><A HREF="q_vars.gif">Click here to see a diagram for the Q vars</A>.</B> + q32 yes any } + + t1 yes any } Used to carry information + t2 yes any } from the custom wave init code, + t3 yes any } to the custom wave per-frame code, + t4 yes any } then on to the custom wave per-point code + t5 yes any } (and from point to point, too, if you write + t6 yes any } to the values from the per-point equations). + t7 yes any } <B><A HREF="t_vars.gif">Click here to see a diagram for the T vars</A>.</B> + t8 yes any } + + + + <A NAME="3f"> + <B>f. PIXEL SHADERS</B> + ---------------------- + The world of realtime computer graphics made a huge stride around 2002-2003, + with the advent of pixel shaders. Lots of people want to learn how to + use pixel shaders; writing presets for MilkDrop is a <EM>great</EM> way + to learn them, because you get to see the effects of your code instantly, + on the screen. + + MilkDrop 1 ran on what is called the "fixed function" graphics pipeline. + That meant that certain common graphics operations - and very few of them - + could be executed for each pixel. You could do a few things - maybe multiply + by a texture or a color, then maybe one more simple operation - but that was about it. + + Newer presets (MilkDrop 2 and later) can take advantage of <EM>programmable + pixel shaders</EM>. GPUs (graphics processing units) are now capable of + executing dozens, even thousands (on more expensive hardware) of instructions + per pixel. To tell the GPU what to do at each pixel, you write some code + called a "pixel shader". It looks a lot like C, except you'll see + the types float3 (...often representing a color, or maybe a 3D coordinate), + as well as float2 and float4, as often as you'll see the simple + "float" type. There is also a lot of emphasis on sampling from textures. + Textures can either be procedural (like the image from the previous + frame, or a nicely gaussian-blurred version of it, or a procedurally- + generated noise texture), or they can be loaded from disk. To sample + from a texture on disk (...but cached in video memory, of course), + in the shader, you simply specify the name of the image file you want to load, + and how you want to sample it (what kind of filtering & wrapping) as well as + where (the UV coordinates, like XY coordinates, always in the [0..1] range). + It reads the sample (as a float4 - some image formats have four channels + instead of just r/g/b). You can then do whatever you like (mathematically) + with that sample, take other samples, combine them, and so on. The final + output of the shader is always a color value, and it is this color value + that is written to the render target (an internal texture, or the screen). + + + + <B>SHADER MODELS - 2.0, 3.0, etc.</B> + ------------------------------ + Since pixel shaders were born, there have been a few revisions. Each new + model has more capabilities than the last. + + MilkDrop 1 only supports fixed-function graphics - i.e. no pixel shaders. + MilkDrop 2 supports shader model 2 at the lowest level. (If your GPU + doesn't support this, MilkDrop 2 should still run - it just won't show + you any presets that use pixel shaders.) Shader model 2 has a limit of + 64 instructions (per shader), though. + + Presets can be authored to use Shader Model 3, however. This shader + model is not as widely supported (...so be careful writing presets for + it - half of the GPUs out there don't support it yet, so the preset + won't show up in the preset list on those computers). However, it is + much more powerful, with a virtually unlimited number of instructions. + (You're just limited by the speed of your GPU and the number of pixels + you need to draw each frame!) On a GeForce 8000-series, believe it + or not, you can easily achieve smooth framerates running shaders with + THOUSANDS of instructions! + + Shader Model 4.0 also exists, but only in DirectX 10; and DirectX 10 + is only available with Windows Vista. Because not many people have + Vista yet, we've decided to wait (a damn long time) until going down + that path. Shader Model 3 has virtually everything we need in it + anyway. + + + + <B>PRESET FILE VERSIONS & COMPATIBILITY</B> + ------------------------------------ + Note that if you load a MilkDrop 1 preset, you can save it back to disk + (even after changing code, variables, etc.) and it will still be readable + by MilkDrop 1. Only if you select the menu option to "Upgrade [its] + Pixel Shader Version" will you be making it no longer backwards-compatible. + Once you've done this, though, you'll notice that the menus look slightly + different - some new shader-based options will appear, and some old stuff + (video echo, gamma, etc. - all things that are now folded into the + composite shader) are all gone. You'll also notice that two nice little + default shaders (warp and composite) have been written for you, and that + the relevant values and options from the old preset (gamma, decay, video + echo, texture wrap, etc.) have all been set correctly in the new shaders, + so that the preset does exactly what it did before. The only difference + is that now, the preset takes advantage of the full programmability of + pixel shaders (and you have a lot of freedom to tweak it), instead of + being restricted by the highly restrictive DX8 fixed-function graphics + pipeline. + + Some of the mash-up functions (discussed later) will mix old and new + presets together. In this case, the newly-created preset file will only + look correct on MilkDrop 1.xx if it uses neither a warp nor composite shader. + It will still run in MilkDrop 1, but without shaders, so whatever random + values gamma, video echo, etc. were left at, will all kick back in. + + One last note: keep in mind that MilkDrop 2 is smart enough to not show + you any presets that your GPU can't support. MilkDrop 1, though, isn't + so smart - it will let you look at MilkDrop 2 presets. It will + ignore all the shader stuff, and probably not display correctly, though. + + + <A NAME="3f1"> + <B>A PIXEL SHADER - CONCEPTUAL OVERVIEW</B> + ------------------------------------- + Games are what have driven the Hardware Graphics revolution, and games + work by projecting many thousands of 3D triangles onto your screen and + rasterizing (pixelizing) & shading them. In MilkDrop, also, + your graphics processing unit (GPU) is told to draw many triangle onto + your screen. Each is described by three vertices (points). The interior + of the triangle is a bunch of pixels. The GPU runs your "shader" code + on each pixel to determine how to shade the pixel - i.e., light it, + or determine its color. (The terminology is more geared toward the + idea that these triangles were originally in 3D and require realistic + lighting and shading.) + + In MilkDrop, the shaders are run on a dumb, regular grid of triangles + that covers the entire visualizer window. The results of the preset's + per-vertex equations are interpolated across the face of each of these + triangles, and your pixel shader will see the interpolated results. + They come in in the form of "UV" coordinates - they tell you where + to sample (read) the source image, in order to create the desired warping + effect each frame - the long-term effect of which is to create perceived + motion. + + You can then sample that image (or others), do some math on the result, + sample some other textures, do some more math, etc. By the end of + the shader, whatever value is in "ret" (a float3 - three floating-point + values) is the color that will be written for that pixel. + + Each preset in MilkDrop 2 has two pixel shaders: the warp shader, + which warps the image from frame to frame, and the composite shader, + which draws the frame to the screen (with or without special effects). + + To edit or experiment with these shaders, while MilkDrop is running, + hit 'M' to view the preset editing menu. The scroll down to either + [edit warp shader] + or + [edit composite shader] + and hit ENTER. If you don't see either of these options, it means + the current preset is an old MilkDrop 1 preset; in this case, you can + either try a different preset, or you can upgrade the current preset + by selecting + + update preset's pixel shader version + + toward the bottom of the menu. Keep in mind that if you upgrade + a preset's pixel shader version and then save it to disk, it might + not be usable anymore on other computers with older graphics chips. + + Now go edit one of the two shaders. Once you're in there, editing, + hit F9 - this will toggle the onscreen quick reference for writing + shaders. It's very handy. Press F9 again to hide it. + + + + <A NAME="3f2"> + <B>WARP SHADER</B> + ---------------- + Here is an example of a simple WARP shader. It is run over every pixel of + the internal canvas, with the output being back to the canvas itself (it's + a double-buffered texture). Any special effects that happen here get "baked" + into the image, and will persist into the next frame. + <font color=#A00000> + shader_body + { + // sample a pixel from the previous frame. + // uv coord is slightly warped (driven by the per-vertex equations), + // and is what creates the main "movement" in our preset. + ret = tex2D( sampler_main, uv ).xyz; + + // darken over time + ret *= 0.97; + }</font> + + There are only two instructions here... sample the old frame, and + darken the old color value (color values are always in the 0..1 range) + to prevent the screen from turning white over time. + + This code is run on every pixel on the screen. If the UV's coming in + were just [0..1] on X and Y, corresponding exactly to the location of + the <EM>pixel</EM> on the screen, there would be no movement (or warp). + What creates the warp is that the UV coordinates are slightly "off". + Each frame, MilkDrop executes the per-vertex equations for the current + preset at all the vertices on a grid covering the screen. The resulting + UV coordinates are then interpolated (by the GPU) between the vertices, + and this shader code is executed at each pixel, with the UV coordinates + smoothly interpolated for you to do your sampling. Note that the + original, un-distorted UV coordinates are always available in uv_orig. + If the preset had no motion in it, or if we used uv_orig instead of uv, + we would just see pixels getting darker over time, with no apparent motion. + + Note that MilkDrop's internal canvas (texture) can only store colors + in the [0..1] range, so if your shader outputs values beyond that range, + the values will be clipped to 0 or 1. Within the body of the shader, + you can go nuts, using any number ranges you want; this restriction only + applies to the final output. + + Note that there are several ways to darken pixels over time, and the + color precision (8 bits per color channel, or 256 shades, or [0..1] + in increments of 0.004) means you have to be careful about darkening + the color over time. If you're going to darken using this: + + ret *= 0.97; + + then you shouldn't use a multiplier above 0.98, because, due to precision, + dark-ish pixels will never become fully dark. Another way to do it + is this: + + ret -= 0.004; + + The above darkening method will make the pixels go dark, although, + sometimes too quickly. One way around this is to use error diffusion + dithering (discussed later in this guide). + + Probably the best thing is to combine the two: + + ret = (ret - 0.002)*0.99; + + This gives you a partially constant, partially linear darkening effect, + and it tends to look the best. Tweak the values as needed. + + + + <A NAME="3f3"> + <B>COMPOSITE SHADER</B> + ---------------- + Here is an example of a simple COMPOSITE shader. It is run over every + pixel in the visualizer window, the output being the actual screen that + you see. Anything you do here will NOT affect the subsequent frame - + it will only affect the display of the <EM>current</EM> frame. + <font color=#A00000> + shader_body + { + // sample the corresponding pixel from the internal rendering canvas + // note that, here, 'uv' is undistorted. + // in the warp shader, 'uv' is warped, and 'uv_orig' is undistorted! + ret = tex2D(sampler_main, uv).xyz; + + // make it a little bit "overbright" + ret *= 1.8; + }</font> + + The composite shader is easy to understand. We just sample the + internal canvas at the uv coords (undistorted here - but we could + play with them if we want!), and manipulate the result if we want + (here we brighten it a bit). The "overbrightening" here is nice because + pixels in the brighter ranges will (for display to the user only) + wash out to a white color; however, they can stay that way + for a bit. If we just displayed the color as-is here, and + instead drew our waveforms twice as bright, they would likely + start out at white but very quickly fade to shades of grey. + + Note that we could do other fancy stuff here instead, like: + <font color=#A00000> + float2 uv_flipped = 1 - uv; // '1' auto-replicates to float2(1,1) + ret = max( tex2D(sampler_main, uv).xyz, + tex2D(sampler_main, uv_flipped).xyz ); + ret = pow(ret, float3(0.5, 1, 2)); + </font> + This would flip the image about its diagonal, always show you + the brighter pixel from the two orientations, and then ramp + the R/G/B channels at different exponents to create a bit of + a cepia color tone. Not too tough! + + Now that you have an understanding of what the two shaders do, + let's look at all the intrinsic types and operators you can use + in shaders. + + + <A NAME="3f4"> + <B>PIXEL SHADER REFERENCE</B> + ---------------------- + Here is a list of all the shader functions and operations at your disposal. + + Data types + ---------- + float 1-4 component full-precision floating-point values. + float2 Use these for most things except color values. + float3 (When working with UV coords, time values, or big ranges + float4 of values, for example.) + + half 1-4 component half-precision floating-point values. + half2 Much faster on some older hardware; although drivers usually + half3 automatically substitute the 'half' type on you (behind your back) + half4 wherever it is prudent. Use 'half' for color values, or other + computations where precision is largely unimportant. + + float2x2 2d transformation matrix. (Rotate and/or scale.) + float3x2 2d transformation matrix. (Rotate, scale, translation.) + float3x3 3d transformation matrix. (Rotate and/or scale.) + float4x3 3d transformation matrix. (Rotate, scale, translation.) + + Operators + ---------- + + - * / typical arithmetic operators. + + a += b same as "a = a + b". Also valid: -= *= /= + + == equality test. + < less than. + <= less than or equal to. + > greater than. + >= your mom is soo fat. + + var.x swizzle operators. You can stick a dot after any variable + var.y and put up to four letters after it. If the variable is + var.z a float4, you can choose from x, y, z, and w; if it's a float2, + var.w just x and y; and so on. The data type yielded can be different + var.xy than the input, and is determined by the number of letters after + var.wzxy the dot, and which fields (from the input) you chose. + etc. For example, if you had: + float alpha = 104.37; + float2 bravo = float2(1,2); + float3 chuck = float3(10,20,30); + float4 delta = float4(5,6,7,8); + Then these swizzles would yield: + alpha.xxx -> float3(104.37, 104.37, 104.37) + bravo.yx -> float2(2,1) + chuck.z -> 30 + delta.wywy -> float4(8,6,8,6) + + Preprocessor + ------------ + If you're familiar with C/C++, you can use simple things like + #define, #if (condition) / #endif, #if / #elif/#else / #endif, and so on. + + <A NAME="3f5"> + <B>Intrinsic Instructions</B> + ---------------------- + Unless otherwise noted, these instructions all work on float, float2, float3, + or float4 operands. + <FONT COLOR="green"> + math operations + --------------- + abs(a) Absolute value. Returns max(a, -a). + frac(a) Fractional value. Returns (a - (int)a). (the part after the decimal) + floor(a) Floor. Returns ((int)a). (the part before the decimal) + Only works on single floats. + saturate(a) Clamps a to the [0..1] range. Often FREE (costs no extra instructions). + max(a,b) Returns the greater of each component between a and b. + min(a,b) Returns the lesser of each component between a and b. + sqrt(a) Returns square root of input(s). Input should be >= 0. Output always positive. + pow(a,b) Returns a^b. b can be same type as a, or just a scalar (single float). + exp(a) Returns 2^a. + log(a) Returns log2(a). + lerp(a,b,c) Linear interpolate... blends from a to b based on the value of c[0..1]. + (Or extrapolates, if c is outside [0..1] range.) + a and b must be same type; can can be that same type, or just float. + Returns a + c*(b-a). Return type is same as a and b. + dot(a,b) Dot product. All versions return <EM>A SINGLE FLOAT</EM>. + dot(float a, float b) returns a+b. + dot(float2 a, float2 b) returns a.x*b.x + a.y*b.y. + dot(float3 a, float3 b) returns a.x*b.x + a.y*b.y + a.z*b.z. + dot(float4 a, float4 b) returns a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w. + lum(a) Converts a color (float3) to greyscale, or "luminance", for the human eye. + Returns dot(a, float3(0.32,0.49,0.29)). + Tip: oversaturate a color using "col = lerp(lum(col), col, 2);" + length(a) Input is float2, float3, or float4 vector; returns the length of the vector. + Returns sqrt( + normalize(a) Input is float2, float3, or float4 vector; normalizes it to unit length (1.0). + Returns a / length(a). + + texture operations + ------------------ + <FONT COLOR="black">tex2D(sampler_name, uv) </FONT> + Samples a 2D texture at the coordinates 'uv', where UV is a float2. + Returns a float4 (r,g,b,alpha). + + tex3D(sampler_name, uvw) + Samples a volume (3D) texture at the coordinates 'uvw', where UVW is a float3. + You could use this to sample a built-in "noise volume" or a volume texture + from a .DDS texture (that holds a 3D texture). + Returns a float4 (r,g,b,alpha). + + GetBlur1(uv) Samples a slightly-blurred version of the main texture + (internal canvas). Input is float2; outputs (returns) a float3. + GetBlur2(uv) Samples a more-blurred version. + GetBlur3(uv) Samples a very blurry version. + + + mega-slow operations + -------------------- + sin(a) Returns cos(a), where a is in radians. Output is in -1..1 range. + SLOW - use with care. + cos(a) Returns sin(a), where a is in radians. Output is in -1..1 range. + SLOW - use with care. + atan2(y,x) Returns the arctangent of y/x. In english, this means that if you give + it a Y and X coordinate (with the origin at zero), it will tell you + the angle you are at, with respect to the origin. The signs of x and y + are used to determine the quadrant of the return values in the range + [-pi, pi]. atan2 is well-defined for every point other than the origin. + You basically always want to use it like this: + float2 uv2 = (uv-0.5)*aspect.xy; // widescreen- or 4:3-friendly + float ang = atan2(uv2.y,uv2.x); + SLOW - use with care. + mul(a,b) Multiplies a vector and a matrix together. You can treat the matrix + as row-major or column-major based on whether you do mul(vec,mat) + or mul(mat,vec). + cross(a,b) Cross product. Returns (a.yzx*b.zxy - a.zxy*b.yzx). + Input and output must be float3's. + Slow - use with care. + if (a == b) 'If' blocks work in pixel shaders, although they can be very slow; + { the full code is always executed, whether the branch is taken or not. + ... You can use the equality operator, == (note the two equals signs! + } very important!) or the >, >=, <, or <= comparators. + else + { + ... + } + </FONT> + Keep in mind that cos(), sin(), and atan2() are incredibly slow (~8 instructions). + Almost everything else (even divide, taking a reciprocal square root, etc.) is 1 + or maybe, at most, 2 instructions. + + Note that the saturate() instruction, as well as multiplying by 2, 4, or 8, + or dividing by 2, 4, or 8, is a free operation on many GPUs. And the ALUs + inside a GPU almost always do a multiply + add (both) in a single instruction. + + Also, you can divide by an integer constant without suffixing it with ".0"; + in C/C++, "float x = 1/5;" will give you ZERO; but in shader language, it + will give you what you expect: 0.2. + + + <A NAME="3f6"> + <B>PER-VERTEX SHADER INPUTS</B> + ------------------------ + + <U>Warp shader</U>: + + float2 uv; // .xy = warped UV coords, ~[0..1] + float2 uv_orig; // .xy = original (un-warped) UV coords. [0..1] + float rad; // radius of the current pixel from center of screen [0..1] + float ang; // angle of the current pixel from center of screen [0..2*PI] + + <U>Composite shader</U>: + + float2 uv; // .xy = [un-warped] UV coords. + float rad; // radius of the current pixel from center of screen [0..1] + float ang; // angle of the current pixel from center of screen [0..2*PI] + float3 hue_shader; // .xyz = a color that varies across the screen + // (the old 'hue shader' effect from MilkDrop 1). + + Note that for both shaders, the vertex-interpolated angle value (ang) + gets a bit wonky near the center of the screen, where it is very difficult to + interpolate well (because it wraps suddenly from 0 to PI*2 at 9 o'clock on your + screen). If you see artifacts due to this, just use + + float better_ang = atan2(uv.y - 0.5, uv.x - 0.5); + + It's very slow, but will give you perfect results. Also, if you want a slightly + higher-quality value for the radius, use: + + float better_rad = length(uv - 0.5); + + The unwarped UV values will always be of impeccable quality, though, + because they will be interpolated in the direction that they vary, + and the rectilinear mesh is aligned perfectly for this. + + + <A NAME="3f7"> + <B>PER-FRAME SHADER INPUTS</B> + ----------------------- + MilkDrop feeds lots of data into the the shaders. Here is a list of everything + that the shaders can access. + + float4 rand_preset; // 4 random floats [0..1], updated once per preset + float4 rand_frame; // 4 random floats [0..1], updated each frame + float time; // the time, in seconds, starting at zero when the *preset* starts. + // (wraps back to zero after 10,000 seconds locked on a single preset.) + float fps; // the current framerate (frames per second). + float frame; // the current frame #. + float progress; // the progress through the current preset. [0..1] + + float bass; // immediate info about audio levels, + float mid; // just like in the per-frame equations, + float treb; // etc. + float vol; // + float bass_att; // slightly dampened info about audio levels. + float mid_att; // look at bass/bass_att, for example; + float treb_att; // if it's >1, then the bass is spiking. + float vol_att; // + + float4 aspect // .xy: multiplier to use on UV's to paste an image fullscreen, *aspect-aware*; .zw = inverse. + float4 texsize // info about the size of the internal canvas, in pixels. + // .xy = (width,height); .zw = (1/(float)w, 1/(float)h) + + // here are some values that roam around in the [0..1] range at varying speeds. + float4 slow_roam_cos // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.005, ~0.008, ~0.013, ~0.022)) + float4 roam_cos // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.3, ~1.3, ~5, ~20)) + // here are the corresponding sine values, in case you want them. + // pick a cos/sin pair and use the same accessor on it (.x, .z, etc.) + // to get plot a point making a circle over time. + float4 slow_roam_sin // .xyzw ~= same, but using sin() + float4 roam_sin // .xyzw ~= same, but using sin() + // of course, if you want anything more complicated, just generate it + // yourself in the per-frame equations, save it in q1-q32, and it will + // be available to your shaders! + + float q1; // The values of the q1-q32 variables, + float q2; // as output by the preset's per-frame equations. + //... // + float q31; // + float q32; // + + float4 _qa; // q1-q4 The values of the q1-q32 variables, + float4 _qb; // q5-q8 grouped into float4's + float4 _qc; // q9-q12 for more convenient access. + float4 _qd; // q13-q16 + float4 _qe; // q17-q20 + float4 _qf; // q21-q24 + float4 _qg; // q25-q28 + float4 _qh; // q29-q32 + + float blur1_min // these are the values of the min/max + float blur1_max // allowable color values for the 3 blur passes, + float blur2_min // as set from the onscreen menus. + float blur2_max // more info below. + float blur3_min // + float blur3_max // + + // note/warning: in general, don't use the current time value + // as an input to the *dynamic* rotations; as time gets large, + // the results will become total chaos. + float4x3 rot_s1; // four random, static rotations. + float4x3 rot_s2; // randomized @ preset load time. + float4x3 rot_s3; // minor translation component (<1). + float4x3 rot_s4; + + float4x3 rot_d1; // four random, slowly changing rotations. + float4x3 rot_d2; + float4x3 rot_d3; + float4x3 rot_d4; + + float4x3 rot_f1; // faster-changing. + float4x3 rot_f2; + float4x3 rot_f3; + float4x3 rot_f4; + + float4x3 rot_vf1; // very-fast-changing. + float4x3 rot_vf2; + float4x3 rot_vf3; + float4x3 rot_vf4; + + float4x3 rot_uf1; // ultra-fast-changing. + float4x3 rot_uf2; + float4x3 rot_uf3; + float4x3 rot_uf4; + + float4x3 rot_rand1; // random every frame + float4x3 rot_rand2; + float4x3 rot_rand3; + float4x3 rot_rand4; + + + <A NAME="3f8"> + <B>TEXTURE SAMPLING</B> + ---------------- + We've already used one texture: the internal canvas, also called "Main". + Because it's always being used, you don't have to declare it. You can + just sample it. However, you have some options for how to sample it. + There are four samplers tied to the Main canvas: + + BEHAVIOR OUTSIDE + SAMPLER NAME FILTERING METHOD [0..1] UV RANGE + ------------ ---------------- ---------------- + sampler_fw_main* bilinear filtering wrap + sampler_fc_main bilinear filtering clamp + sampler_pw_main point sampling wrap + sampler_pc_main point sampling clamp + + * you can also just use "sampler_main" for this one, + since it's by far the most common. + + When you go to sample a texture, the GPU finds the exact spot + in the texture that the UV coordinates point to. The chances + are good that it falls in between 4 texels (pixels) rather than + perfectly on one of them. If you use bilinear filtering to + sample, it will return a properly-weighted average of the four + pixels. If you use point sampling, it will just return the + nearest single pixel (also called "nearest neighbor"). + + Wrap vs. clamp is also pretty simple: if you specify a UV coord + of float2(-0.1, 0.5), the wrap mode would map this to (0.9, 0.5), + while the clamp mode would clamp it at (0.0, 0.5). Wrap mode + tends to create tiled images, while clamp mode takes the border + color and extends it out infinitely. + + In general, other textures can be sampled similarly, using these + same two-letter prefixes ("_fw", "_pc", etc.). Or, you can + always just leave off the prefix, and MilkDrop will assume you + want to do "_fw" - bilinear filtering and wrap mode - the defaults. + + + <A NAME="3f9"> + <B>MILKDROP'S BUILT-IN TEXTURES - MAIN, BLUR, and NOISE</B> + ---------------------------------------------------- + MilkDrop has several built-in textures you can sample from. + + MAIN + ---- + First, there is the Main texture (the internal canvas). As already + mentioned, you can sample from it by using sampler_main or one + of its variants. + + <A NAME="3f9b"> + BLUR1, BLUR2, BLUR3 + ------------------- + Next, there are several blurred versions of the main texture. + These are called Blur1, Blur2, and Blur3. Each one is + progressively blurrier. You can access them using these special + functions: + + GetBlur1(uv) // these take a float2 as input + GetBlur2(uv) // & return a float3 color value + GetBlur3(uv) + + GetBlur1 returns a slightly blurred image, GetBlur2 a more blurry image, + and GetBlur3 an extremely blurry image. A call to one of the GetBlur + functions is very fast, but keep in mind that the blur textures are only + generated each frame if the shaders actually use them, and the results + find their way into the final output color value of the pixel shader! + Blur1 is the fastest to generate; then Blur2 (because it is generated + from Blur1); and finally, Blur3 is the slowest (generated from Blur2). + + Here is an example of how to use one: + + float3 blurry = GetBlur2(uv); + + You could add this to your sample from the Main texture to + produce a softer-looking image, for example. Or, you could + do an edge detect in the composite shader, by taking the + [absolute value of the] difference between the crisp and blurred + main textures: + + float3 crisp = tex2D(sampler_main, uv).xyz; + float3 blurry = GetBlur1(uv); + ret = abs( crisp - blurry )*4; + + The "skin dots" effect in some of the presets (it makes spots + and stripes like you might see on fish or leopards, in nature) + is based on a very mild edge-detect in the *warp* shader, + and uses it to enforce a certain amount of variance in the + color values. It also serves to break up large areas of solid + white pixels. + + Note that you can do some cool glow effects by raising the + "min" values above 0. Say, for example, you set blur1_min + to 0.5. That means that any pixels with color values below + 0.5 will get clipped to 0.5. So, when you call GetBlur1(), + it's going to give you values in the range [0.5 .. 1.0]. + However, because you were only using half the range of possible + values, the precision of these values will be twice as good. + That's the purpose of the min/max values. Watch out, though - + having your values clipped to a minimum of 0.5 would look bad + if you actually had colors that are over 0.5, and you're not + subtracting that 0.5 off. + + However, if you do set a min and then subtract it off, you can + also get some great glow effects, where only really + bright pixels contribute to the "glow" If you set the min to + 0.7, for example, and then sample like this: + + ret += (GetBlur1(uv) - blur1_min)*2; + + It will subtract off the 0.7 minimum threshold, but because + of the clipping, you will basically just see the bright + pixels "glowing". The *2 is just for a little extra glow. + + + + <A NAME="3f9c"> + <B>NOISE TEXTURES</B> + -------------- + There are also "noise" (random value) textures built in to MilkDrop. + They are generated when MilkDrop starts, but only so the large amount + of (random) data wouldn't bloat the size of the MilkDrop download. + They vary in the quality (smoothness) of the noise, as well as + how often the pattern repeats itself. Always use the smallest + possible noise texture (_lite or _lq versions) when possible. + + Here are the details on the six textures: + + NAME DIMS PIXELS QUALITY + ---- ---- ------ --------- + noise_lq 2D 256x256 low + noise_lq_lite 2D 32x32 low + noise_mq 2D 64x64 medium + noise_hq 2D 32x32 high + noisevol_lq 3D 32x32x32 low + noisevol_hq 3D 8x8x8 high + + Notice that four of them are two-dimensional (use tex2D(float2 uv) + to sample them), and two of them are three-dimensional (use + tex3D(float3 uvw) to sample them). + + They come in at various sizes. You should always use the smallest + one necessary, to be video memory cache-friendly! + + The _lq, _mq, and _hq suffixes denote low, medium, or high quality. + The _lq textures have one random value at every texel in the + texture. But the _mq textures have (generally) about four texels + per random value, with high-quality [cubic] filtering baked into the + texture. (Sometimes you just want something better than bilinear + filtering, you know?) The high-quality textures usually have about + 8 texels for every random value. The sizes given here, in pixels, + are actually abstractions - they are the conceptual # of pixels + (values) before repetition. In reality, the textures are bigger + (for medium & high quality), and the extra texels are all filled + in using high-quality interpolation. + + The higher-quality textures aren't any slower to use, as long as + you're sampling them at the right frequency. If you sample any + of these at too high a frequency (i.e. tile them like crazy / + multiply the UV's by a large number) your video memory texture + cache will bring your GPU to a grinding halt. Don't do it! + + If using Noise textures with the default sampler settings (filtering + and wrap), you don't need to declare them above the shader_body; they + are always available. However, if you want to sample them with + special options (clamping or point sampling), then you do have to. + (ex: "sampler sampler_fc_noise_lq", or "sampler_pw_noise_lq"). + + To sample a color value from a noise texture, add code like this: + + float4 noiseVal = tex2D(sampler_noise_lq, uv_orig ); + + This returns a float4 of values in the [0..1] range. However, the noise + image will be stretched up so the 64x64 pixels cover the screen. What we'd + really like is to tile it so the noise values map 1:1 to pixels on the + screen. + + To do this, we need to invoke another handy feature: you can fetch the size + of any texture in MilkDrop. Just declare a float4 (still outside the shader + body) with the name of the texture, preceded by "texsize_" - like this: + + float4 texsize_noise_lq; // .xy = (w,h); .zw = (1/(float)w, 1/(float)h) + + Also, recall that the size of the Main canvas is universally available to + all shaders, and looks like this: (this is auto-declared for you, by the way) + + float4 texsize // .xy = (w,h); .zw = (1/(float)w, 1/(float)h) + + So, if we change our sampling code to look like this: + + float4 noiseVal = tex2D(sampler_noise_lq, uv_orig*texsize.xy*texsize_noise_lq.zw ); + + It's going to do exactly that. This is a very common and useful technique. + uv_orig gives you the original (unwarped) + UV coordinates [0..1]. If we then multiply by texsize.xy, we get the + pixel number we are on. For example, if the screen was 1280 x 1024 pixels, + we'd get float2 in the range [0..1279, 0..1023]. If we then multiply by + texsize_noise_lq.zw, we're dividing by the size of the noise texture, + in pixels (this one is 256x256). So, we'd end up with UV coords roughly + in the range [0..5, 0..4] - our image has been perfect tiled onto the + screen, with the pixels displaying 1:1. + + This can be used to mix a bit of random noise into the image each frame, + which can increase image quality - it's similar to error diffusion + dithering (which is one of the things that set the original Geiss + plugin/screensaver apart from the others, image-quality wise!). You + can ponder the reasons why. Also, further adding "rand_frame.xy" to the + UV coords will reposition the noise values every frame, making it seem + like truly random [changing] noise: + + float2 noise_uv = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy; + float4 noiseVal = tex2D(sampler_noise_lq, noise_uv); + + To add random dithering (which, statistically, is the same as error- + diffusion dithering), try this: + + float2 uv_noise = uv_orig*texsize.xy*texsize_noise_lq.zw + rand_frame.xy; + half4 noiseVal = tex2D(sampler_noise_lq, uv_noise); + ret = tex2D(sampler_main, uv); + ret += (noiseVal.xyz*2-1) * 0.01; + + This will add a good deal of noise into the image each frame. Adding + 'rand_frame.xy' to the UV coordinate serves to randomly place + the noise texture each frame, preventing the noise imprint from being + exactly the same each frame, which would cause artifact buildup. + + Important: Note that the medium- and high-quality textures should never be + used for 1:1 mapping! - it is a huge waste. You will only benefit from their + higher quality if you are *zoomed in* on these textures, seeing them + magnified, sampling them at a low frequency. If they are minified + (sampled at a high frequency / zoomed out of) or even displayed at 1:1, + you will thrash your video memory cache and the preset will run very + slow. + + + + + <A NAME="3f9d"> + <B>READING TEXTURES FROM DISK</B> + -------------------------- + Declaring and sampling from your own textures is easy. First, + create your texture. If you plan on sharing your presets with + other people, please make your texture SMALL (256x256 or less) + and save it as a JPG file at 95% quality. The file size should + be between 10k and 50k (kilobytes). Of course, the textures + could be huge, crisp photos if you want - they will just be + heavy (to send to other people) and will cause a little delay + when you switch to a preset that uses them (and loads the texture). + + Save the texture to the folder: + + c:\program files\winamp\plugins\milkdrop2\textures + + or wherever you installed Winamp and MilkDrop to. Let's imagine + you called your texture billy.jpg. + + Then, in any shader, above the shader_body section, declare a sampler + for the texture: + + sampler sampler_billy; + + That's all you have to do. It will find the file (billy.jpg) + and load it. Note that the sampler name DOES have to start with + "sampler_", and if you want, you could prefix it with "sampler_pc_" + or "sampler_fw_" (or whatever) to turn on texture clamp and/or point + sampling. + + Texture formats supported include: [in order of priority] + <FONT COLOR="green"> + jpg (great compression) + dds (a microsoft/directx format - very flexible - can even do 3D) + png (portable network graphics; can give you compress w/an alpha channel) + tga (truevision Targa - 1, 3, or 4 channels) + bmp (puke) + dib (puke) + </FONT> + Now that you've declared the texture, you can sample it like this, + from within the shader_body section: + + float3 mypixel = tex2D(sampler_billy, uv2).xyz; + + So first it will try to find billy.jpg; then billy.dds; and so + on, until it finds a valid texture. If the texture can not be + found in the "milkdrop2\textures" directory, it will then also try + to find it **in the current preset directory**; this is done so that + preset downloaders can be lazy and just put the presets, along + with the textures that come with them, into the same directory. + + If your shader wants to know how big the texture is, declare this + (also above the shader_body section): + + float4 texsize_billy; // .xy = (w,h); .zw = (1/w, 1/h) + + MilkDrop will see the "texsize_" prefix and automatically know what + to do. (You don't have to include the //comment, of course.) + + To stretch this texture to cover the screen, do this (in the shader + body): + + ret = tex2D(sampler_billy, uv).xyz; + + Or to map it fitted to the screen, aspect-aware: + + ret = tex2D(sampler_billy, uv * aspect.xy).xyz; + + Or to tile it so the pixels are represented 1:1: + + ret = tex2D(sampler_billy, uv * texsize.xy * texsize_billy.zw).xyz; + + Or to map it tiled exactly 5 times: + + ret = tex2D(sampler_billy, uv * 5).xyz; + + Or to zoom into the center 20% of the image: + + ret = tex2D(sampler_billy, (uv-0.5)*0.2 + 0.5 ).xyz; + + Of course, you could also declare sampler_pw_billy, to do point + sampling, or sampler_fc_billy, for clamping, and so on. + + + + <A NAME="3f9e"> + <B>RANDOM TEXTURE SELECTION</B> + ------------------------ + You can also load in a random texture. Just use the name "rand00" + through "rand15" as the filename, and MilkDrop will pick a random + file and do the rest. The texsize_ parameters work too. For example: + + sampler sampler_rand07; + float4 texsize_rand07; + + shader_body + { + ... + float3 color = tex2D(sampler_rand07, uv); + ... + } + + You can also choose from random subsets of textures on disk! Say you + have a whole slew of random textures in your textures\ subdirectory, + but you have a subset in there that begin with the word "smalltiled". + If you specify: + + sampler sampler_rand02_smalltiled; + float4 texsize_rand02; // ...it's smart enough to get it from just this. + + shader_body + { + ... + float3 color = tex2D(sampler_rand07_smalltiled, uv); + ... + } + + Then every time the preset loads (or the shader is recompiled), it's + going to pick a new random texture, but it will choose only from the + subset of those textures whose names begin with "smalltiled". + + One last thing, a tip: if you are working in windowed mode (or multimon) + and added textures to the directory and haven't yet exited the plugin, + to force the list of textures to update itself, edit one of the shaders + (any shader) and then hit CTRL+ENTER (accept). That will trigger it + to rescan the directory (but only if it needs to, because your shaders + ask for random textures). + + + + <A NAME="3f10"> + <B>MISC. COOL SHADER TRICKS</B> + ------------------------ + + AUTO CENTER DARKENING + --------------------- + MilkDrop 1 had a cool feature, "center darken", that would quickly dampen + bright pixels placed at the center of the screen, because in "zoomy" + (forward motion) presets, the screen would quickly become all white + if you didn't. As presets get more sophisticated, though, where the + "center" of the zooming motion is can be very hard to pinpoint. + + You can actually find it algorithmically. Wherever on the screen you + have warped UV coordinates that are very close to the original UV + coordinates, it means there's either no motion there, or it's the + center of motion - you'll know, based on what kind of preset you're + writing. If it's a "zoomy" preset, it's probably the latter. In this + case, just use something like this in your warp shader: + + // this darkens the pixels at the center of the zoom, only + ret *= 0.97 + 0.03*saturate( length(uv - uv_orig)*200 ); + + + RANDOM DIFFUSION DITHER + ----------------------- + See above, in the "noise" section. + + + SOFT MAX + -------- + The max(a,b) function returns the max. value for each channel + of the two inputs, however, this can have a discontinuous + look sometimes, as it switches from a to b or back suddenly. + If you want a not-so-accurate, but smoother, max function, + try this: + + a + b - a*b + + Note that the inputs must be in the [0..1] range. + + + + + <A NAME="3f11"> + <B>QUALITY ASSURANCE FOR SHADERS</B> + ----------------------------- + *Please* adhere to these guidelines when writing shaders... + + 1. use small (256x256 or less) textures; save as jpg 95% + -so your presets are small to download, and so they load w/o a pause. + + 2. make sure your shaders are zippy. + -avoid 'if' statements. + -avoid "massive zoom-outs" of any texture. Sampling textures at too + high a frequency thrashes your texture cache and will drop your + framerate like mad. Sample things near 1:1, or feel free to zoom + in close on them, but avoid extreme zoom-outs. + -avoid sin() and cos() functions if you can. If their inputs don't + vary from pixel to pixel, calculate the sin/cos values in + the per-frame equations, then store them in q1-q32, and read + them into your shader from there. + -any calculation that results in the same value for all pixels + on the screen should be offloaded into MilkDrop's per-frame + equations, then passed to the shader via the q1-q32 variables. + These variables are directly accessible from all shaders (q1, + q2, etc.) and can also be read in as float4's for convenience + (q1-q4 make up a float4 called _qa; q5-q8 come together in _qb; + etc.). + -also avoid doing motion/warping calculations in the warp shader, + that you could do in the per-vertex equations. Those run on the + CPU, which is a huge resource that is almost never completely + used; the GPU, although processing 1,000 times as much math + because it works per-pixel instead of per-vertex, can use as + much of a break as it can get. Any low-frequency effects (values + that vary slowly over the screen) should go in the per-vertex + equations, and only the high-frequency component of the motion + or warping should come from the pixel shader. + -keep in mind that the DirectX shader compiler is superb at + optimizing; anything that can be thrown out, will be. Things like + ret *= 1.0; + ret += 0; + ret += tex2D(mytex, uv).xyz * 0; + will completely disappear. If you sample a texture and then the + sample doesn't end up making it into the final output color value, + the texture will never even get bound (or loaded from disk), + let alone sampled. And so on. + -you can use the 'half' type wherever you don't need full 'float' + precision. Generally use 'float' for UVs and time values, and + 'half' for almost everything else. However, don't stress about it + too much, because most GPUs run + everything at full-precision & full-speed nowadays - and for the + older GPUs that don't, the driver is probably very smart (if it's + an Nvidia or ATI card) about auto-substituting halfs for floats + wherever possible. + + 3. before sharing your presets, please make sure they look good in a + SQUARE or WIDESCREEN window. If they don't, scan these guidelines + and you will probably be able to easily fix it. + + The overall design goal in MilkDrop, concerning aspect ratio, is to + fit the preset to the long axis of the window, and to crop the rest, + but to do all of this without any stretching or zooming (so all internal + canvas pixels map 1:1 to screen pixels). + + -per-frame/per-vertex equations: + * multiply XY coords by the values "aspectx" and "aspecty", respectively. + + -shader code: + * multiply UV coordinates by 'aspect.xy', prior to using them + to sample a texture, to make the texture fit on the screen properly. + (For example, if the screen is wide, the image will be fitted to cover + the width of the screen, and it will be cropped at the top and bottom.) + + * multiply by 'aspect.zw' to make it fit the other way (it will fit + the image to be completely visible in one dimension, and tiled in the + other direction). + + * any time you perturb the UV coordinates in the warp shader, prior to + sampling the Main texture, you should multiply the "delta" you are applying + by aspect.xy. Otherwise, in a widescreen window, the "delta" will actually + be dramatically squished, or in a tall window, the change would be + elongated very vertically. + + * the 'ang' value is aspect-aware, in the per-vertex equations, as well + as in the warp and composite shaders. However, if you generate your own + high-quality "ang" value using atan2(), beware - you really + should multiply the UV's by aspect.xy beforehand, like this: + float2 uv2 = (uv-0.5)*aspect.xy; + float ang = atan2(uv2.y,uv2.x); + + + + + + <A NAME="3g"> + <B>g. QUALITY ASSURANCE</B> + ---------------------- + When designing presets, please adhere to the pixel shader 'quality assurance' + guidelines in the above section, as they are very important. But, in order + to make sure the presets you create work well on other systems, please + also keep in mind: + + 1. Keep your presets fast. There's nothing to spoil the mood like + a preset popping up that chokes at 10 fps. Since division is 11 + times slower than multiplication (or addition/subtraction), if you + divide a bunch of values by one other value, pre-divide that value + ("inv = 1/myval;") and then multiply those other values by that + inverse. Also, never put computations in the per-vertex code that + are the same for every pixel; move these into the per-frame code, + and carry the results to the per-vertex code using the q1-q32 variables. + Remember that maxim: "If a per-vertex equation doesn't use at least + one of the variables { x, y, rad, ang }, then it should be actually + be a per-frame equation." + + 2. Design your presets using the default mesh size option + from the config panel, or at least check, before you distribute them, + to make sure they look correct at the default mesh size. If your + mesh is too coarse (small), then a viewer with the default mesh size + might see unexpected "bonus" effects that you might not have intended, + and might mess up your preset. If your mesh is too fine, then a + viewer with the default might not see all the detail you intended, + and it might look bad. + + 2. Try to design your presets in a 32-bit video mode, so that its + brightness levels are standard. The thing to really watch out + for is designing your presets in 16-bit color when the "fix pink/ + white color saturation artifact" checkbox is checked. This + checkbox keeps the image extra dark to avoid color saturation, + which is only necessary on some cards, in 16-bit color. If this + is the case for you, and you write a preset, then when you run + it on another machine, it might appear insanely bright. + + 3. Don't underestimate the power of the 'dx' and 'dy' parameters + (in the per-vertex equations). Some of the best presets are based + on using these. If you strip everything out of a preset so that + there's no motion at all, then you can use the dx and dy parameters + to have precise manual control over the motion. Basically, all the + other effects (zoom, warp, rot, etc.) are just complicated + abstractions; they could all be simulated by using only { x, y, + rad, ang } and { dx, dy }. + + 4. If you use the 'progress' variable in a preset, make sure you + try the preset out with several values for 'Time Between Auto + Preset Changes'. The biggest thing to avoid is using something + like sin(progress), since the rate at which 'progress' increases + can vary drastically from system to system, dependong on the user's + setting for 'Time Between Auto Preset Changes'. + + 5. if writing shaders, please also see the 'Quality Assurance for + Shaders' section above. + + + <A NAME="3h"> + <B>h. DEBUGGING</B> + ----------------------- + One feature that preset authors should definitely be aware of is the + variable monitoring feature, which lets you monitor (watch) the value + of any per-frame variable you like. First, hit the 'N' key to show + the monitor value, which will probably display zero. Then all you + have to do is add a line like this to the per-frame equations: + + monitor = x; + + where 'x' is the variable or expression you want to monitor. Once you + hit CTRL+ENTER to accept the changes, you should see the value of the + per-frame variable or expression in the upper-right corner of the + screen! + + Once again, note that it only works for *per-frame* equations, and NOT + for per-vertex equations. + + + + <A NAME="3i"> + <B>i. FUNCTION REFERENCE</B> + ----------------------- + Following is a list of the functions supported by the expression evaluator + (for preset init, per-frame, and per-vertex equations; NOT for pixel shaders). + The list was blatently ripped from the help box of Justin Frankels' AVS + plug-in, since MilkDrop uses the expression evaluator that he wrote. + + Format your expressions using a semicolon (;) to delimit between statements. + Use parenthesis ['(' and ')'] to denote precedence if you are unsure. + The following operators are available: + = : assign + +,-,/,* : plus, minus, divide, multiply + | : convert to integer, and do bitwise or + & : convert to integer, and do bitwise and + % : convert to integer, and get remainder + The following functions are available: + int(var) : returns the integer value of 'var' (rounds toward zero) + abs(var) : returns the absolute value of var + sin(var) : returns the sine of the angle var (expressed in radians) + cos(var) : returns the cosine of the angle var + tan(var) : returns the tangent of the angle var + asin(var) : returns the arcsine of var + acos(var) : returns the arccosine of var + atan(var) : returns the arctangent of var + sqr(var) : returns the square of var + sqrt(var) : returns the square root of var + pow(var,var2) : returns var to the power of var2 + log(var) : returns the log base e of var + log10(var) : returns the log base 10 of var + sign(var) : returns the sign of var or 0 + min(var,var2) : returns the smalest value + max(var,var2) : returns the greatest value + sigmoid(var,var2) : returns sigmoid function value of x=var (var2=constraint) + rand(var) : returns a random integer modulo 'var'; e.g. rand(4) will return 0, 1, 2, or 3. + bor(var,var2) : boolean or, returns 1 if var or var2 is != 0 + bnot(var) : boolean not, returns 1 if var == 0 or 0 if var != 0 + if(cond,vartrue,varfalse) : if condition is nonzero, returns valtrue, otherwise returns valfalse + equal(var,var2) : returns 1 if var = var2, else 0 + above(var,var2) : returns 1 if var > var2, else 0 + below(var,var2) : returns 1 if var < var2, else 0 + + + + +<A HREF="#milkdrop_preset_authoring_top">return to top</A> +<A HREF="milkdrop.html">return to milkdrop.html</A> +</PRE> +</BODY> +</HTML>
\ No newline at end of file |