Add Psytrance Visualizer macOS app with Metal rendering

A complete audio-reactive visualizer for psytrance music featuring:

Audio Analysis (DSPEngine):
- FFT spectrum analysis via Accelerate/vDSP
- 64-band Mel spectrogram
- Sub-bass energy extraction (<100Hz)
- Automatic sidechain pump detection
- Harmonic-to-Noise ratio (HNR) calculation
- Peak/transient detection

8 Visualization Modes (Metal Shaders):
1. FFT Classic - Frequency spectrum bars with glow
2. Mel Spectrogram - Waterfall display
3. Sub-Bass - Pulsating rings
4. Sidechain Pump - Breathing zoom effect
5. Harmonic/Noise - Geometric vs chaotic particles
6. Mandelbrot - Audio-reactive fractal zoom
7. Tunnel Warp - Infinite tunnel with distortion
8. DMT Geometry - Sacred geometry patterns

Features:
- Selectable audio input device (BlackHole support)
- Configurable buffer size (512/1024)
- Reactivity slider for visual intensity
- Auto-hiding control panel
- Fullscreen support with keyboard shortcuts (1-8, F, ESC)
- Persistent settings via UserDefaults
- Psytrance-inspired neon/UV color palette
This commit is contained in:
Claude
2025-12-22 21:36:45 +00:00
parent b607a9cd8a
commit a22c238dc4
29 changed files with 4780 additions and 0 deletions
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//
// DMTGeometryShader.metal
// PsytranceVisualizer
//
// Sacred geometry patterns: Flower of Life, Metatron's Cube, Sri Yantra, Hexagonal
//
#include <metal_stdlib>
using namespace metal;
#include "Common.metal"
// === SACRED GEOMETRY PRIMITIVES ===
// Flower of Life - overlapping circles
float flowerOfLife(float2 p, float scale, float time) {
p *= scale;
float result = 0.0;
float circleRadius = 0.5;
// Center circle
result = max(result, 1.0 - smoothstep(circleRadius - 0.02, circleRadius, length(p)));
// 6 circles around center
for (int i = 0; i < 6; i++) {
float angle = float(i) * 3.14159 / 3.0 + time * 0.1;
float2 offset = float2(cos(angle), sin(angle)) * circleRadius;
float d = length(p - offset);
result = max(result, 1.0 - smoothstep(circleRadius - 0.02, circleRadius, d));
}
// Second ring of 12 circles
for (int i = 0; i < 12; i++) {
float angle = float(i) * 3.14159 / 6.0 + time * 0.05;
float2 offset = float2(cos(angle), sin(angle)) * circleRadius * 2.0;
float d = length(p - offset);
result = max(result, 0.5 * (1.0 - smoothstep(circleRadius - 0.02, circleRadius, d)));
}
return result;
}
// Metatron's Cube - 13 circles with connecting lines
float metatronsCube(float2 p, float scale, float time) {
p *= scale;
float result = 0.0;
float nodeRadius = 0.08;
float lineWidth = 0.01;
// Define the 13 points of Metatron's Cube
float2 points[13];
points[0] = float2(0.0, 0.0); // Center
// Inner hexagon
for (int i = 0; i < 6; i++) {
float angle = float(i) * 3.14159 / 3.0 + time * 0.1;
points[i + 1] = float2(cos(angle), sin(angle)) * 0.5;
}
// Outer hexagon (rotated)
for (int i = 0; i < 6; i++) {
float angle = float(i) * 3.14159 / 3.0 + 3.14159 / 6.0 + time * 0.1;
points[i + 7] = float2(cos(angle), sin(angle)) * 0.866;
}
// Draw nodes
for (int i = 0; i < 13; i++) {
float d = length(p - points[i]);
float node = 1.0 - smoothstep(nodeRadius - 0.01, nodeRadius, d);
result = max(result, node);
}
// Draw connecting lines
for (int i = 0; i < 13; i++) {
for (int j = i + 1; j < 13; j++) {
float2 a = points[i];
float2 b = points[j];
float2 pa = p - a;
float2 ba = b - a;
float t = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
float d = length(pa - ba * t);
float line = 1.0 - smoothstep(lineWidth, lineWidth + 0.005, d);
result = max(result, line * 0.5);
}
}
return result;
}
// Sri Yantra - 9 interlocking triangles
float sriYantra(float2 p, float scale, float time) {
p *= scale;
float result = 0.0;
float lineWidth = 0.015;
// Rotating factor
float rot = time * 0.05;
// Draw 4 upward triangles
for (int i = 0; i < 4; i++) {
float size = 0.3 + float(i) * 0.15;
float yOffset = -0.1 + float(i) * 0.05;
float2 tp = p - float2(0.0, yOffset);
tp = rotate(tp, rot);
// Triangle SDF
float2 a = float2(0.0, size);
float2 b = float2(-size * 0.866, -size * 0.5);
float2 c = float2(size * 0.866, -size * 0.5);
float d1 = dot(tp - a, normalize(float2(b.y - a.y, a.x - b.x)));
float d2 = dot(tp - b, normalize(float2(c.y - b.y, b.x - c.x)));
float d3 = dot(tp - c, normalize(float2(a.y - c.y, c.x - a.x)));
float triangleDist = max(max(d1, d2), d3);
float edge = 1.0 - smoothstep(0.0, lineWidth, abs(triangleDist));
result = max(result, edge * (1.0 - float(i) * 0.15));
}
// Draw 5 downward triangles
for (int i = 0; i < 5; i++) {
float size = 0.25 + float(i) * 0.12;
float yOffset = 0.1 - float(i) * 0.04;
float2 tp = p - float2(0.0, yOffset);
tp = rotate(tp, -rot);
float2 a = float2(0.0, -size);
float2 b = float2(-size * 0.866, size * 0.5);
float2 c = float2(size * 0.866, size * 0.5);
float d1 = dot(tp - a, normalize(float2(b.y - a.y, a.x - b.x)));
float d2 = dot(tp - b, normalize(float2(c.y - b.y, b.x - c.x)));
float d3 = dot(tp - c, normalize(float2(a.y - c.y, c.x - a.x)));
float triangleDist = max(max(d1, d2), d3);
float edge = 1.0 - smoothstep(0.0, lineWidth, abs(triangleDist));
result = max(result, edge * (1.0 - float(i) * 0.12));
}
// Central bindu (point)
float bindu = 1.0 - smoothstep(0.03, 0.04, length(p));
result = max(result, bindu);
return result;
}
// Hexagonal grid pattern
float hexagonalPattern(float2 p, float scale, float time) {
p *= scale;
// Hexagonal grid transformation
float2 s = float2(1.0, 1.732);
float2 h = s * 0.5;
float2 a = fmod(p, s) - h;
float2 b = fmod(p + h, s) - h;
float2 gv = dot(a, a) < dot(b, b) ? a : b;
float hexDist = max(abs(gv.x), dot(abs(gv), normalize(float2(1.0, 1.732))));
float edge = 1.0 - smoothstep(0.4, 0.42, hexDist);
float fill = smoothstep(0.38, 0.4, hexDist);
// Animate individual hexagons
float2 cellId = floor(p / s);
float cellPhase = hash(cellId + floor(time * 0.5)) * 2.0 * 3.14159;
float pulse = 0.5 + 0.5 * sin(time * 3.0 + cellPhase);
return edge + fill * pulse * 0.3;
}
// === MAIN FRAGMENT SHADER ===
fragment float4 dmtGeometryFragment(
VertexOut in [[stage_in]],
constant ShaderUniforms& uniforms [[buffer(0)]],
constant float* fftData [[buffer(1)]],
constant float* melData [[buffer(2)]],
constant float* historyData [[buffer(3)]]
) {
float2 uv = in.uv;
float2 resolution = uniforms.resolution;
float time = uniforms.time;
float reactivity = uniforms.reactivity;
float subBass = uniforms.subBassEnergy;
float hnr = uniforms.hnrRatio;
float peak = uniforms.isPeak;
float peakIntensity = uniforms.peakIntensity;
// Aspect ratio correction
float aspectRatio = resolution.x / resolution.y;
float2 p = (uv - 0.5) * 2.0;
p.x *= aspectRatio;
// Scale pulsing with sub-bass
float scale = 2.0 + subBass * 0.5 * (0.5 + reactivity * 0.5);
p *= scale;
// Rotation
float rotation = time * 0.1;
p = rotate(p, rotation);
// Determine which geometry to show
// Changes on peaks or every few seconds
float cycleTime = 8.0; // Seconds per geometry
float cyclePhase = fmod(time, cycleTime * 4.0) / cycleTime;
int geometryIndex = int(cyclePhase);
// Force change on strong peaks
if (peak > 0.5 && peakIntensity > 0.7) {
geometryIndex = int(fmod(float(geometryIndex) + 1.0, 4.0));
}
// Calculate all geometries (for blending)
float flower = flowerOfLife(p, 1.0, time);
float metatron = metatronsCube(p, 1.5, time);
float yantra = sriYantra(p, 1.2, time);
float hexGrid = hexagonalPattern(p, 3.0, time);
// Select primary and secondary for blending
float primary = 0.0;
float secondary = 0.0;
float blendPhase = fract(cyclePhase);
switch (geometryIndex) {
case 0:
primary = flower;
secondary = metatron;
break;
case 1:
primary = metatron;
secondary = yantra;
break;
case 2:
primary = yantra;
secondary = hexGrid;
break;
default:
primary = hexGrid;
secondary = flower;
break;
}
// Smooth transition
float transitionWindow = 0.2; // 20% of cycle for transition
float blend = smoothstep(1.0 - transitionWindow, 1.0, blendPhase);
float geometry = mix(primary, secondary, blend);
// Complexity based on HNR (more harmonic = more detail)
geometry *= 0.7 + hnr * 0.3;
// Color based on geometry and audio
float colorPhase = time * 0.1 + geometry * 0.5;
float3 geometryColor = psytrancePalette(colorPhase, time);
// Glow intensity from peak
float glowIntensity = 0.5 + peakIntensity * 0.5;
float3 glowColor = mix(neonMagenta, neonCyan, 0.5 + 0.5 * sin(time));
// Compose final color
float3 finalColor = geometryColor * geometry;
// Add glow
finalColor = addGlow(finalColor, geometry * glowIntensity, glowColor);
// Background - subtle pulsing gradient
float dist = length(uv - 0.5);
float3 bgColor = mix(deepPurple, uvViolet * 0.3, dist);
bgColor *= 0.8 + 0.2 * subBass;
finalColor = mix(bgColor, finalColor, clamp(geometry * 1.5, 0.0, 1.0));
// Peak flash
if (peak > 0.5) {
finalColor += float3(1.0) * peakIntensity * 0.2;
}
// Outer glow
float outerGlow = exp(-dist * 3.0);
finalColor += neonMagenta * outerGlow * 0.1 * subBass;
return float4(finalColor, 1.0);
}