1 | // |
---|
2 | // Neercs |
---|
3 | // |
---|
4 | |
---|
5 | #if defined HAVE_CONFIG_H |
---|
6 | # include "config.h" |
---|
7 | #endif |
---|
8 | |
---|
9 | #if defined _XBOX |
---|
10 | # define _USE_MATH_DEFINES /* for M_PI */ |
---|
11 | # include <xtl.h> |
---|
12 | #elif defined _WIN32 |
---|
13 | # define _USE_MATH_DEFINES /* for M_PI */ |
---|
14 | # define WIN32_LEAN_AND_MEAN |
---|
15 | # include <windows.h> |
---|
16 | #endif |
---|
17 | |
---|
18 | #include <cmath> |
---|
19 | #include <cstdio> |
---|
20 | #include <cstdlib> |
---|
21 | #include <ctime> |
---|
22 | #include <string> |
---|
23 | |
---|
24 | #include "core.h" |
---|
25 | #include "lolgl.h" |
---|
26 | |
---|
27 | using namespace std; |
---|
28 | using namespace lol; |
---|
29 | |
---|
30 | #include "../neercs.h" |
---|
31 | #include "render.h" |
---|
32 | #include "text-render.h" |
---|
33 | |
---|
34 | extern char const *lolfx_blurh; |
---|
35 | extern char const *lolfx_blurv; |
---|
36 | extern char const *lolfx_remanency; |
---|
37 | extern char const *lolfx_glow; |
---|
38 | extern char const *lolfx_postfx; |
---|
39 | extern char const *lolfx_radial; |
---|
40 | extern char const *lolfx_simple; |
---|
41 | |
---|
42 | #define PID M_PI/180.0f // pi ratio |
---|
43 | #define CR 1.0f/256.0f // color ratio |
---|
44 | |
---|
45 | /* |
---|
46 | * Various variables |
---|
47 | */ |
---|
48 | |
---|
49 | int active = true; // window active flag |
---|
50 | float nearplane = 0.1f; // nearplane |
---|
51 | float farplane = 1000.0f; // farplane |
---|
52 | int polygon_fillmode = GL_FILL; // fill mode |
---|
53 | /* timer variable */ |
---|
54 | float timer = 0; // timer |
---|
55 | float timer_key = 0; // key timer |
---|
56 | float timer_key_repeat = 0.25f;// key repeat delay |
---|
57 | /* window variable */ |
---|
58 | ivec2 screen_size; // screen size |
---|
59 | vec3 screen_color = CR * vec3(32, 32, 32); // screen color |
---|
60 | /* object variable */ |
---|
61 | float main_angle = 0.0f; // main angle |
---|
62 | float part_angle = 0.0f; // part angle |
---|
63 | float fx_angle; // current angle |
---|
64 | /* fs_quad variable */ |
---|
65 | float fs_quad_vtx[] = {-1.0f, 1.0f, 0, 1.0f, -1.0f, -1.0f, 0, 1.0f, 1.0f, -1.0f, 0, 1.0f, 1.0f, 1.0f, 0, 1.0f}; |
---|
66 | float fs_quad_tex[] = {0, 1.0f, 0, 0, 1.0f, 0, 1.0f, 1.0f}; |
---|
67 | /* flash variable */ |
---|
68 | bool flash_flag = false; // flag |
---|
69 | float flash_angle = 0; // angle |
---|
70 | float flash_value = 0; // value |
---|
71 | float flash_speed = 1.5f; // speed |
---|
72 | /* fade variable */ |
---|
73 | bool fade_flag = false; // flag |
---|
74 | float fade_angle = 0; // angle |
---|
75 | float fade_value = 0; // value |
---|
76 | float fade_speed = 0.2f; // speed |
---|
77 | /* sync variable */ |
---|
78 | bool sync_flag = false; // flagsh |
---|
79 | float sync_angle = 0; // angle |
---|
80 | float sync_value = 1.0f; // value |
---|
81 | float sync_speed = 1.0f; // speed |
---|
82 | /* beat variable */ |
---|
83 | bool beat_flag = false; // flag |
---|
84 | float beat_angle = 0; // angle |
---|
85 | float beat_value = 0; // value |
---|
86 | float beat_speed = 2.0f; // speed |
---|
87 | /* window variable */ |
---|
88 | ivec2 border; // border width |
---|
89 | /* text variable */ |
---|
90 | ivec2 ratio_2d(2,4); // 2d ratio |
---|
91 | ivec2 map_size(256,256); // texture map size |
---|
92 | ivec2 font_size(8,8); // font size |
---|
93 | ivec2 canvas_char(0,0); // canvas char number |
---|
94 | ivec2 canvas_size(0,0); // caca size |
---|
95 | /* common variable */ |
---|
96 | float value, angle, radius, scale, speed; |
---|
97 | /* shader variable */ |
---|
98 | vec2 buffer(0.75f,0.25f); // [new frame mix,old frame mix] |
---|
99 | vec2 remanency(0.25f,0.75f); // remanency [source mix,buffer mix] |
---|
100 | vec2 blur(0.25f,0.75f); // glow radius [normal,deform] |
---|
101 | vec2 glow_mix(0.5f,0.5f); // glow mix [source mix,glow mix] |
---|
102 | vec2 glow_large(2.0f,2.0f); // large glow radius [normal,deform] |
---|
103 | vec2 glow_small(1.0f,1.0f); // small glow radius [normal,deform] |
---|
104 | //vec3 radial(2.0f,0.8f,0); // radial [mix,strength,color mode] |
---|
105 | //---------------------------------[IDEAS] http://www.youtube.com/watch?v=d1qEP2vMe-I |
---|
106 | float postfx_deform = 0.625f; // deformation ratio |
---|
107 | vec3 postfx_filter(0.875f,0.75f,1.0f);// color filter [red,green,blue] |
---|
108 | vec3 postfx_color(1.75f,1.75f,0.5f); // color modifier [brightness,contrast,gray] |
---|
109 | vec3 postfx_retrace(0.025f,2.0f,4.0f);// retrace [color,length,speed] |
---|
110 | vec2 postfx_offset(3.0f,3.0f); // random line [horizontal,vertical] |
---|
111 | float postfx_noise = 0.125f; // noise |
---|
112 | float postfx_aberration = 3.0f; // chromatic aberration |
---|
113 | bool postfx_moire = true; // moire |
---|
114 | vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); |
---|
115 | vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); |
---|
116 | bool postfx_scanline = true; // scanline |
---|
117 | vec4 postfx_scanline_h(0.75f, 0.25f,0.0f,2.0f);// vertical scanline [base,variable,repeat x,repeat y] |
---|
118 | vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f);// horizontal scanline [base,variable,repeat x,repeat y] |
---|
119 | |
---|
120 | Shader *shader_simple; |
---|
121 | Shader *shader_blur_h, *shader_blur_v; |
---|
122 | Shader *shader_remanency, *shader_glow, *shader_radial, *shader_postfx; |
---|
123 | // shader variables |
---|
124 | ShaderUniform shader_simple_texture; |
---|
125 | ShaderUniform shader_blur_h_texture, |
---|
126 | shader_blur_h_radius, |
---|
127 | shader_blur_v_texture, |
---|
128 | shader_blur_v_radius; |
---|
129 | ShaderUniform shader_remanency_source, |
---|
130 | shader_remanency_buffer, |
---|
131 | shader_remanency_mix; |
---|
132 | ShaderUniform shader_glow_glow, |
---|
133 | shader_glow_source, |
---|
134 | shader_glow_mix; |
---|
135 | ShaderUniform shader_radial_texture, |
---|
136 | shader_radial_screen_size, |
---|
137 | shader_radial_time, |
---|
138 | shader_radial_value1, |
---|
139 | shader_radial_value2, |
---|
140 | shader_radial_color; |
---|
141 | ShaderUniform shader_postfx_texture, |
---|
142 | shader_postfx_texture_2d, |
---|
143 | shader_postfx_screen_size, |
---|
144 | shader_postfx_time, |
---|
145 | shader_postfx_deform, |
---|
146 | shader_postfx_filter, |
---|
147 | shader_postfx_color, |
---|
148 | shader_postfx_retrace, |
---|
149 | shader_postfx_offset, |
---|
150 | shader_postfx_noise, |
---|
151 | shader_postfx_aberration, |
---|
152 | shader_postfx_moire, |
---|
153 | shader_postfx_moire_h, |
---|
154 | shader_postfx_moire_v, |
---|
155 | shader_postfx_scanline, |
---|
156 | shader_postfx_scanline_h, |
---|
157 | shader_postfx_scanline_v, |
---|
158 | shader_postfx_flash, |
---|
159 | shader_postfx_sync; |
---|
160 | |
---|
161 | FrameBuffer *fbo_back, *fbo_front, *fbo_buffer; |
---|
162 | FrameBuffer *fbo_blur_h, *fbo_blur_v, *fbo_ping, *fbo_pong; |
---|
163 | |
---|
164 | TextRender *text_render; |
---|
165 | |
---|
166 | void fs_quad() |
---|
167 | { |
---|
168 | glLoadIdentity(); |
---|
169 | glDrawArrays(GL_QUADS, 0, 4); |
---|
170 | } |
---|
171 | |
---|
172 | void draw_shader_simple(FrameBuffer *fbo_output, int n) |
---|
173 | { |
---|
174 | shader_simple->Bind(); |
---|
175 | shader_simple->SetTexture(shader_simple_texture, fbo_output->GetTexture(), n); |
---|
176 | fs_quad(); |
---|
177 | shader_simple->Unbind(); |
---|
178 | } |
---|
179 | |
---|
180 | void rectangle(int x, int y, int w, int h) |
---|
181 | { |
---|
182 | glLoadIdentity(); |
---|
183 | glBegin(GL_QUADS); |
---|
184 | glVertex2i(x+w, y ); |
---|
185 | glVertex2i(x , y ); |
---|
186 | glVertex2i(x , y+h); |
---|
187 | glVertex2i(x+w, y+h); |
---|
188 | glEnd(); |
---|
189 | } |
---|
190 | |
---|
191 | int Render::InitDraw(void) |
---|
192 | { |
---|
193 | glDepthMask(GL_TRUE); // do not write z-buffer |
---|
194 | glEnable(GL_CULL_FACE); // disable cull face |
---|
195 | glCullFace(GL_BACK); // don't draw front face |
---|
196 | |
---|
197 | /* Initialise framebuffer objects */ |
---|
198 | fbo_back = new FrameBuffer(screen_size); |
---|
199 | fbo_front = new FrameBuffer(screen_size); |
---|
200 | fbo_buffer = new FrameBuffer(screen_size); |
---|
201 | fbo_blur_h = new FrameBuffer(screen_size); |
---|
202 | fbo_blur_v = new FrameBuffer(screen_size); |
---|
203 | fbo_ping = new FrameBuffer(screen_size); |
---|
204 | fbo_pong = new FrameBuffer(screen_size); |
---|
205 | // shader simple |
---|
206 | shader_simple = Shader::Create(lolfx_simple); |
---|
207 | shader_simple_texture = shader_simple->GetUniformLocation("texture"); |
---|
208 | // shader blur horizontal |
---|
209 | shader_blur_h = Shader::Create(lolfx_blurh); |
---|
210 | shader_blur_h_texture = shader_blur_h->GetUniformLocation("texture"); |
---|
211 | shader_blur_h_radius = shader_blur_h->GetUniformLocation("radius"); |
---|
212 | // shader blur vertical |
---|
213 | shader_blur_v = Shader::Create(lolfx_blurv); |
---|
214 | shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture"); |
---|
215 | shader_blur_v_radius = shader_blur_v->GetUniformLocation("radius"); |
---|
216 | // shader remanency |
---|
217 | shader_remanency = Shader::Create(lolfx_remanency); |
---|
218 | shader_remanency_source = shader_remanency->GetUniformLocation("source"); |
---|
219 | shader_remanency_buffer = shader_remanency->GetUniformLocation("buffer"); |
---|
220 | shader_remanency_mix = shader_remanency->GetUniformLocation("mix"); |
---|
221 | // shader glow |
---|
222 | shader_glow = Shader::Create(lolfx_glow); |
---|
223 | shader_glow_glow = shader_glow->GetUniformLocation("glow"); |
---|
224 | shader_glow_source = shader_glow->GetUniformLocation("source"); |
---|
225 | shader_glow_mix = shader_glow->GetUniformLocation("mix"); |
---|
226 | // shader radial |
---|
227 | shader_radial = Shader::Create(lolfx_radial); |
---|
228 | shader_radial_texture = shader_radial->GetUniformLocation("texture"); |
---|
229 | shader_radial_screen_size = shader_radial->GetUniformLocation("screen_size"); |
---|
230 | shader_radial_time = shader_radial->GetUniformLocation("time"); |
---|
231 | shader_radial_value1 = shader_radial->GetUniformLocation("value1"); |
---|
232 | shader_radial_value2 = shader_radial->GetUniformLocation("value2"); |
---|
233 | shader_radial_color = shader_radial->GetUniformLocation("color"); |
---|
234 | // shader postfx |
---|
235 | shader_postfx = Shader::Create(lolfx_postfx); |
---|
236 | shader_postfx_texture = shader_postfx->GetUniformLocation("texture"); |
---|
237 | shader_postfx_texture_2d = shader_postfx->GetUniformLocation("texture_2d"); |
---|
238 | shader_postfx_screen_size = shader_postfx->GetUniformLocation("screen_size"); |
---|
239 | shader_postfx_time = shader_postfx->GetUniformLocation("time"); |
---|
240 | shader_postfx_deform = shader_postfx->GetUniformLocation("deform"); |
---|
241 | shader_postfx_filter = shader_postfx->GetUniformLocation("filter"); |
---|
242 | shader_postfx_color = shader_postfx->GetUniformLocation("color"); |
---|
243 | shader_postfx_retrace = shader_postfx->GetUniformLocation("retrace"); |
---|
244 | shader_postfx_offset = shader_postfx->GetUniformLocation("offset"); |
---|
245 | shader_postfx_noise = shader_postfx->GetUniformLocation("noise"); |
---|
246 | shader_postfx_aberration = shader_postfx->GetUniformLocation("aberration"); |
---|
247 | shader_postfx_moire = shader_postfx->GetUniformLocation("moire"); |
---|
248 | shader_postfx_moire_h = shader_postfx->GetUniformLocation("moire_h"); |
---|
249 | shader_postfx_moire_v = shader_postfx->GetUniformLocation("moire_v"); |
---|
250 | shader_postfx_scanline = shader_postfx->GetUniformLocation("scanline"); |
---|
251 | shader_postfx_scanline_h = shader_postfx->GetUniformLocation("scanline_h"); |
---|
252 | shader_postfx_scanline_v = shader_postfx->GetUniformLocation("scanline_v"); |
---|
253 | shader_postfx_flash = shader_postfx->GetUniformLocation("flash"); |
---|
254 | shader_postfx_sync = shader_postfx->GetUniformLocation("sync"); |
---|
255 | |
---|
256 | return true; |
---|
257 | } |
---|
258 | |
---|
259 | int Render::CreateGLWindow() |
---|
260 | { |
---|
261 | screen_size = Video::GetSize(); |
---|
262 | border = 18 * ratio_2d; |
---|
263 | border.y = border.x; // enabled to get same border everywhere |
---|
264 | canvas_char = (screen_size - border * 2) / (font_size * ratio_2d); |
---|
265 | canvas_size = canvas_char * font_size * ratio_2d; |
---|
266 | |
---|
267 | border = (screen_size - canvas_size) / 2; |
---|
268 | |
---|
269 | caca_set_canvas_size(m_caca, canvas_char.x, canvas_char.y); |
---|
270 | |
---|
271 | InitDraw(); |
---|
272 | return true; |
---|
273 | } |
---|
274 | |
---|
275 | Render::Render(caca_canvas_t *caca) |
---|
276 | : m_caca(caca), |
---|
277 | m_ready(false), |
---|
278 | m_pause(false), |
---|
279 | m_polygon(true), |
---|
280 | m_shader(true), |
---|
281 | m_shader_remanency(true), |
---|
282 | m_shader_glow(true), |
---|
283 | m_shader_blur(true), |
---|
284 | m_shader_fx(true), |
---|
285 | m_shader_postfx(true), |
---|
286 | m_border(false) |
---|
287 | { |
---|
288 | text_render = new TextRender(m_caca, font_size); |
---|
289 | } |
---|
290 | |
---|
291 | void Render::TickGame(float seconds) |
---|
292 | { |
---|
293 | Entity::TickGame(seconds); |
---|
294 | } |
---|
295 | |
---|
296 | void Render::Pause() |
---|
297 | { |
---|
298 | m_pause=!m_pause; |
---|
299 | } |
---|
300 | |
---|
301 | void Render::TickDraw(float seconds) |
---|
302 | { |
---|
303 | /* keyboard manager */ |
---|
304 | if (Input::GetButtonState(27/*SDLK_ESCAPE*/)) |
---|
305 | Ticker::Shutdown(); |
---|
306 | //if (Input::GetButtonState(282/*SDLK_F1*/)) |
---|
307 | // LEAULE(); |
---|
308 | if (Input::GetButtonState(283/*SDLK_F2*/)&&(timer-timer_key>timer_key_repeat)) |
---|
309 | { |
---|
310 | m_polygon = !m_polygon; |
---|
311 | polygon_fillmode = (m_polygon)?GL_FILL:GL_LINE; |
---|
312 | glPolygonMode(GL_FRONT, polygon_fillmode); |
---|
313 | timer_key = timer; |
---|
314 | } |
---|
315 | if (Input::GetButtonState(284/*SDLK_F3*/)&&(timer-timer_key>timer_key_repeat)) |
---|
316 | { |
---|
317 | m_shader = !m_shader; |
---|
318 | timer_key = timer; |
---|
319 | } |
---|
320 | if (Input::GetButtonState(285/*SDLK_F4*/)&&(timer-timer_key>timer_key_repeat)) |
---|
321 | { |
---|
322 | m_shader_postfx = !m_shader_postfx; |
---|
323 | timer_key = timer; |
---|
324 | } |
---|
325 | if (Input::GetButtonState(286/*SDLK_F5*/)) |
---|
326 | { |
---|
327 | Pause(); |
---|
328 | } |
---|
329 | |
---|
330 | Entity::TickDraw(seconds); |
---|
331 | |
---|
332 | if (!m_ready) |
---|
333 | { |
---|
334 | CreateGLWindow(); |
---|
335 | text_render->Init(); |
---|
336 | m_ready = true; |
---|
337 | } |
---|
338 | |
---|
339 | // timer |
---|
340 | if (!m_pause) |
---|
341 | { |
---|
342 | timer += seconds; |
---|
343 | main_angle = timer * 100.0f * PID; |
---|
344 | } |
---|
345 | if (sync_flag) |
---|
346 | { |
---|
347 | angle=(main_angle-sync_angle)*sync_speed; |
---|
348 | sync_value=1.0f-sinf(angle); |
---|
349 | if (angle>90.0f*PID) |
---|
350 | { |
---|
351 | sync_value=0; |
---|
352 | sync_flag=false; |
---|
353 | } |
---|
354 | } |
---|
355 | if (beat_flag) |
---|
356 | { |
---|
357 | angle=(main_angle-beat_angle)*beat_speed; |
---|
358 | beat_value=1.0f-sinf(angle); |
---|
359 | if (angle>90.0f*PID) |
---|
360 | { |
---|
361 | beat_value=0; |
---|
362 | beat_flag=false; |
---|
363 | } |
---|
364 | } |
---|
365 | if (flash_flag) |
---|
366 | { |
---|
367 | angle=(main_angle-flash_angle)*flash_speed; |
---|
368 | flash_value=1.0f-sinf(angle); |
---|
369 | if (angle>90.0f*PID) |
---|
370 | { |
---|
371 | flash_value=0; |
---|
372 | flash_flag=false; |
---|
373 | } |
---|
374 | } |
---|
375 | if (fade_flag) |
---|
376 | { |
---|
377 | angle=(main_angle-fade_angle)*fade_speed; |
---|
378 | fade_value=1.0f-sinf(angle); |
---|
379 | if (angle>90.0f*PID) |
---|
380 | { |
---|
381 | fade_value=0; |
---|
382 | fade_flag=false; |
---|
383 | } |
---|
384 | } |
---|
385 | |
---|
386 | Draw2D(); |
---|
387 | Draw3D(); |
---|
388 | } |
---|
389 | |
---|
390 | void Render::Draw2D() |
---|
391 | { |
---|
392 | /* Draw text in an offline buffer */ |
---|
393 | text_render->Render(); |
---|
394 | |
---|
395 | if (m_shader) |
---|
396 | { |
---|
397 | fbo_back->Bind(); |
---|
398 | } |
---|
399 | |
---|
400 | glViewport(0, 0, screen_size.x, screen_size.y); |
---|
401 | |
---|
402 | /* Clear the back buffer */ |
---|
403 | glEnable(GL_BLEND); |
---|
404 | glBlendFunc(GL_SRC_COLOR,GL_DST_ALPHA); |
---|
405 | glClearColor(screen_color.r, screen_color.g, screen_color.b, 1.0f); |
---|
406 | glClearDepth(1.0f); // set depth buffer |
---|
407 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
---|
408 | |
---|
409 | text_render->Blit(border, canvas_size); |
---|
410 | |
---|
411 | //if (m_polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH); |
---|
412 | glLineWidth((m_polygon)?2.0f:1.0f); |
---|
413 | fx_angle=main_angle-part_angle; |
---|
414 | if (m_polygon) |
---|
415 | glEnable(GL_TEXTURE_2D); |
---|
416 | |
---|
417 | glMatrixMode(GL_PROJECTION); |
---|
418 | mat4 m = mat4::ortho(0, screen_size.x, screen_size.y, 0, -1.f, 1.f); |
---|
419 | glLoadMatrixf(&m[0][0]); |
---|
420 | glMatrixMode(GL_MODELVIEW); |
---|
421 | // draw border |
---|
422 | if (m_border) |
---|
423 | { |
---|
424 | glDisable(GL_TEXTURE_2D); |
---|
425 | glDisable(GL_BLEND); |
---|
426 | glColor3f(1.0f, 1.0f, 1.0f); |
---|
427 | rectangle(border.x - ratio_2d.x, border.y - ratio_2d.y, canvas_size.x + ratio_2d.x * 2, ratio_2d.y); |
---|
428 | rectangle(border.x - ratio_2d.x, border.y, ratio_2d.x, canvas_size.y); |
---|
429 | rectangle(border.x + canvas_size.x, border.y, ratio_2d.x, canvas_size.y); |
---|
430 | rectangle(border.x - ratio_2d.x, border.y + canvas_size.y, canvas_size.x + ratio_2d.x * 2, ratio_2d.y); |
---|
431 | glEnable(GL_BLEND); |
---|
432 | } |
---|
433 | } |
---|
434 | |
---|
435 | void Render::Draw3D() |
---|
436 | { |
---|
437 | if (!m_shader) |
---|
438 | return; |
---|
439 | |
---|
440 | glDisable(GL_DEPTH_TEST); |
---|
441 | glDisable(GL_BLEND); |
---|
442 | |
---|
443 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
444 | glVertexPointer(4, GL_FLOAT, 0, fs_quad_vtx); |
---|
445 | |
---|
446 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
447 | glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex); |
---|
448 | |
---|
449 | if (m_shader_remanency) |
---|
450 | { |
---|
451 | // shader remanency |
---|
452 | fbo_ping->Bind(); |
---|
453 | shader_remanency->Bind(); |
---|
454 | shader_remanency->SetTexture(shader_remanency_source, fbo_back->GetTexture(), 0); |
---|
455 | shader_remanency->SetTexture(shader_remanency_buffer, fbo_buffer->GetTexture(), 1); |
---|
456 | shader_remanency->SetUniform(shader_remanency_mix, remanency); |
---|
457 | fs_quad(); |
---|
458 | shader_remanency->Unbind(); |
---|
459 | fbo_ping->Unbind(); |
---|
460 | // shader simple |
---|
461 | fbo_back->Bind(); |
---|
462 | draw_shader_simple(fbo_ping, 0); |
---|
463 | fbo_back->Unbind(); |
---|
464 | // save previous fbo |
---|
465 | fbo_ping->Bind(); |
---|
466 | shader_remanency->Bind(); |
---|
467 | shader_remanency->SetTexture(shader_remanency_source, fbo_front->GetTexture(), 0); |
---|
468 | shader_remanency->SetTexture(shader_remanency_buffer, fbo_buffer->GetTexture(), 1); |
---|
469 | shader_remanency->SetUniform(shader_remanency_mix, buffer); |
---|
470 | fs_quad(); |
---|
471 | shader_remanency->Unbind(); |
---|
472 | fbo_ping->Unbind(); |
---|
473 | // shader simple |
---|
474 | fbo_buffer->Bind(); |
---|
475 | draw_shader_simple(fbo_ping, 0); |
---|
476 | fbo_buffer->Unbind(); |
---|
477 | } |
---|
478 | |
---|
479 | // shader glow |
---|
480 | if (m_shader_fx && m_shader_glow) |
---|
481 | { |
---|
482 | // shader blur horizontal |
---|
483 | fbo_blur_h->Bind(); |
---|
484 | shader_blur_h->Bind(); |
---|
485 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_back->GetTexture(), 0); |
---|
486 | shader_blur_h->SetUniform(shader_blur_h_radius, glow_large / screen_size.x); |
---|
487 | fs_quad(); |
---|
488 | shader_blur_h->Unbind(); |
---|
489 | fbo_blur_h->Unbind(); |
---|
490 | // shader blur vertical |
---|
491 | fbo_blur_v->Bind(); |
---|
492 | shader_blur_v->Bind(); |
---|
493 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
---|
494 | shader_blur_v->SetUniform(shader_blur_v_radius, glow_large / screen_size.y); |
---|
495 | fs_quad(); |
---|
496 | shader_blur_v->Unbind(); |
---|
497 | fbo_blur_v->Unbind(); |
---|
498 | // shader blur horizontal |
---|
499 | fbo_blur_h->Bind(); |
---|
500 | shader_blur_h->Bind(); |
---|
501 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0); |
---|
502 | shader_blur_h->SetUniform(shader_blur_h_radius, glow_small / screen_size.x); |
---|
503 | fs_quad(); |
---|
504 | shader_blur_h->Unbind(); |
---|
505 | fbo_blur_h->Unbind(); |
---|
506 | // shader blur vertical |
---|
507 | fbo_blur_v->Bind(); |
---|
508 | shader_blur_v->Bind(); |
---|
509 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
---|
510 | shader_blur_v->SetUniform(shader_blur_v_radius, glow_small / screen_size.y); |
---|
511 | fs_quad(); |
---|
512 | shader_blur_v->Unbind(); |
---|
513 | fbo_blur_v->Unbind(); |
---|
514 | // shader glow |
---|
515 | fbo_front->Bind(); |
---|
516 | shader_glow->Bind(); |
---|
517 | shader_glow->SetTexture(shader_glow_glow, fbo_blur_v->GetTexture(), 0); |
---|
518 | shader_glow->SetTexture(shader_glow_source, fbo_back->GetTexture(), 1); |
---|
519 | shader_glow->SetUniform(shader_glow_mix, glow_mix); |
---|
520 | fs_quad(); |
---|
521 | shader_glow->Unbind(); |
---|
522 | fbo_front->Unbind(); |
---|
523 | } |
---|
524 | else |
---|
525 | { |
---|
526 | // shader simple |
---|
527 | fbo_front->Bind(); |
---|
528 | draw_shader_simple(fbo_back, 0); |
---|
529 | fbo_front->Unbind(); |
---|
530 | } |
---|
531 | |
---|
532 | if (m_shader_fx && m_shader_blur) |
---|
533 | { |
---|
534 | // shader blur horizontal |
---|
535 | fbo_ping->Bind(); |
---|
536 | shader_blur_h->Bind(); |
---|
537 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_front->GetTexture(), 0); |
---|
538 | shader_blur_h->SetUniform(shader_blur_h_radius, blur / screen_size.x); |
---|
539 | fs_quad(); |
---|
540 | shader_blur_h->Unbind(); |
---|
541 | fbo_ping->Unbind(); |
---|
542 | // shader blur vertical |
---|
543 | fbo_front->Bind(); |
---|
544 | shader_blur_v->Bind(); |
---|
545 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_ping->GetTexture(), 0); |
---|
546 | shader_blur_v->SetUniform(shader_blur_v_radius, blur / screen_size.y); |
---|
547 | fs_quad(); |
---|
548 | shader_blur_v->Unbind(); |
---|
549 | fbo_front->Unbind(); |
---|
550 | } |
---|
551 | |
---|
552 | if (m_shader_postfx) |
---|
553 | { |
---|
554 | // shader postfx |
---|
555 | shader_postfx->Bind(); |
---|
556 | shader_postfx->SetTexture(shader_postfx_texture, fbo_front->GetTexture(), 0); |
---|
557 | shader_postfx->SetUniform(shader_postfx_screen_size, (vec2)screen_size); |
---|
558 | shader_postfx->SetUniform(shader_postfx_time, fx_angle); |
---|
559 | shader_postfx->SetUniform(shader_postfx_deform, postfx_deform); |
---|
560 | shader_postfx->SetUniform(shader_postfx_filter, postfx_filter); |
---|
561 | shader_postfx->SetUniform(shader_postfx_color, postfx_color); |
---|
562 | shader_postfx->SetUniform(shader_postfx_retrace, postfx_retrace); |
---|
563 | shader_postfx->SetUniform(shader_postfx_offset, postfx_offset); |
---|
564 | shader_postfx->SetUniform(shader_postfx_noise, postfx_noise); |
---|
565 | shader_postfx->SetUniform(shader_postfx_aberration, postfx_aberration); |
---|
566 | shader_postfx->SetUniform(shader_postfx_moire, postfx_moire); |
---|
567 | shader_postfx->SetUniform(shader_postfx_moire_h, postfx_moire_h); |
---|
568 | shader_postfx->SetUniform(shader_postfx_moire_v, postfx_moire_v); |
---|
569 | shader_postfx->SetUniform(shader_postfx_scanline, postfx_scanline); |
---|
570 | shader_postfx->SetUniform(shader_postfx_scanline_h, postfx_scanline_h); |
---|
571 | shader_postfx->SetUniform(shader_postfx_scanline_v, postfx_scanline_v); |
---|
572 | shader_postfx->SetUniform(shader_postfx_flash, flash_value); |
---|
573 | shader_postfx->SetUniform(shader_postfx_sync, (float)fabs(beat_value*cosf((main_angle-beat_angle)*8.0f))); |
---|
574 | fs_quad(); |
---|
575 | shader_postfx->Unbind(); |
---|
576 | } |
---|
577 | else |
---|
578 | { |
---|
579 | // shader simple |
---|
580 | draw_shader_simple(fbo_front, 0); |
---|
581 | } |
---|
582 | |
---|
583 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
584 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
585 | } |
---|
586 | |
---|
587 | Render::~Render() |
---|
588 | { |
---|
589 | } |
---|