1 | // |
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2 | // Neercs |
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3 | // |
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4 | |
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5 | #if defined HAVE_CONFIG_H |
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6 | # include "config.h" |
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7 | #endif |
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8 | |
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9 | #if defined _XBOX |
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10 | # define _USE_MATH_DEFINES /* for M_PI */ |
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11 | # include <xtl.h> |
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12 | #elif defined _WIN32 |
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13 | # define _USE_MATH_DEFINES /* for M_PI */ |
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14 | # define WIN32_LEAN_AND_MEAN |
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15 | # include <windows.h> |
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16 | #endif |
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17 | |
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18 | #include <cmath> |
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19 | #include <cstdio> |
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20 | #include <cstdlib> |
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21 | #include <ctime> |
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22 | #include <string> |
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23 | |
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24 | #include "core.h" |
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25 | #include "lolgl.h" |
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26 | |
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27 | using namespace std; |
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28 | using namespace lol; |
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29 | |
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30 | #include "../neercs.h" |
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31 | #include "render.h" |
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32 | #include "text-render.h" |
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33 | |
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34 | extern char const *lolfx_blurh; |
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35 | extern char const *lolfx_blurv; |
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36 | extern char const *lolfx_remanency; |
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37 | extern char const *lolfx_glow; |
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38 | extern char const *lolfx_postfx; |
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39 | extern char const *lolfx_radial; |
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40 | extern char const *lolfx_simple; |
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41 | |
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42 | #define PID M_PI/180.0f // pi ratio |
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43 | #define CR 1.0f/256.0f // color ratio |
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44 | |
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45 | /* |
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46 | * Various variables |
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47 | */ |
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48 | |
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49 | int active = true; // window active flag |
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50 | float nearplane = 0.1f; // nearplane |
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51 | float farplane = 1000.0f; // farplane |
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52 | int polygon_fillmode = GL_FILL; // fill mode |
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53 | /* timer variable */ |
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54 | float timer = 0; // timer |
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55 | float timer_key = 0; // key timer |
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56 | float timer_key_repeat = 0.25f;// key repeat delay |
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57 | /* window variable */ |
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58 | ivec2 screen_size; // screen size |
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59 | vec3 screen_color = CR * vec3(32, 32, 32); // screen color |
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60 | /* object variable */ |
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61 | float main_angle = 0.0f; // main angle |
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62 | float part_angle = 0.0f; // part angle |
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63 | float fx_angle; // current angle |
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64 | /* fs_quad variable */ |
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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}; |
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66 | float fs_quad_tex[] = {0, 1.0f, 0, 0, 1.0f, 0, 1.0f, 1.0f}; |
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67 | /* flash variable */ |
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68 | bool flash_flag = false; // flag |
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69 | float flash_angle = 0; // angle |
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70 | float flash_value = 0; // value |
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71 | float flash_speed = 1.5f; // speed |
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72 | /* fade variable */ |
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73 | bool fade_flag = false; // flag |
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74 | float fade_angle = 0; // angle |
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75 | float fade_value = 0; // value |
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76 | float fade_speed = 0.2f; // speed |
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77 | /* sync variable */ |
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78 | bool sync_flag = false; // flagsh |
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79 | float sync_angle = 0; // angle |
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80 | float sync_value = 1.0f; // value |
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81 | float sync_speed = 1.0f; // speed |
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82 | /* beat variable */ |
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83 | bool beat_flag = false; // flag |
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84 | float beat_angle = 0; // angle |
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85 | float beat_value = 0; // value |
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86 | float beat_speed = 2.0f; // speed |
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87 | /* window variable */ |
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88 | ivec2 border; // border width |
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89 | /* text variable */ |
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90 | ivec2 ratio_2d(2,4); // 2d ratio |
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91 | ivec2 map_size(256,256); // texture map size |
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92 | ivec2 font_size(8,8); // font size |
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93 | ivec2 canvas_char(0,0); // canvas char number |
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94 | ivec2 canvas_size(0,0); // caca size |
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95 | /* setup variable */ |
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96 | bool setup_switch=false; // switch [option/item] |
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97 | int setup_option=0; // selected option |
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98 | int setup_option_n=6; // option number |
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99 | int setup_item=0; // selected item |
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100 | int setup_item_n=8; // item number |
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101 | ivec2 setup_p(1,1); // position [x,y] |
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102 | ivec3 setup_size(30,0,12); // size [w,h,split] |
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103 | ivec2 setup_color(0x678,0x234); // size [w,h] |
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104 | char const *setup_text[] = { |
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105 | "remanency", |
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106 | "enable", |
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107 | "buffer new frame", |
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108 | "buffer old frame", |
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109 | "source", |
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110 | "buffer", |
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111 | "", |
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112 | "", |
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113 | "", |
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114 | "glow/blur", |
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115 | "glow enable", |
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116 | "glow large center", |
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117 | "glow large corner", |
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118 | "glow small center", |
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119 | "glow small corner", |
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120 | "blur enable", |
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121 | "blur center", |
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122 | "blur corner", |
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123 | "color", |
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124 | "filter red", |
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125 | "filter green", |
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126 | "filter blue", |
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127 | "brightness", |
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128 | "contrast", |
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129 | "grayscale", |
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130 | "", |
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131 | "", |
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132 | "modifier", |
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133 | "deform ratio", |
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134 | "retrace color", |
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135 | "retrace length", |
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136 | "retrace speed", |
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137 | "offset h", |
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138 | "offset v", |
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139 | "noise", |
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140 | "aberration", |
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141 | "moire", |
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142 | "h base", |
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143 | "h variable", |
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144 | "h repeat x", |
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145 | "h repeat y", |
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146 | "v base", |
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147 | "v variable", |
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148 | "v repeat x", |
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149 | "v repeat y", |
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150 | "scanline", |
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151 | "h base", |
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152 | "h variable", |
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153 | "h repeat x", |
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154 | "h repeat y", |
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155 | "v base", |
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156 | "v variable", |
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157 | "v repeat x", |
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158 | "v repeat y" |
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159 | }; |
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160 | /* common variable */ |
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161 | float value, angle, radius, scale, speed; |
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162 | /* shader variable */ |
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163 | vec2 buffer(0.75f,0.25f); // [new frame mix,old frame mix] |
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164 | vec2 remanency(0.25f,0.75f); // remanency [source mix,buffer mix] |
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165 | vec2 glow_mix(0.5f,0.5f); // glow mix [source mix,glow mix] |
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166 | vec2 glow_large(2.0f,2.0f); // large glow radius [center,corner] |
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167 | vec2 glow_small(1.0f,1.0f); // small glow radius [center,corner] |
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168 | vec2 blur(0.25f,0.75f); // glow radius [center,corner] |
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169 | //vec3 radial(2.0f,0.8f,0); // radial [mix,strength,color mode] |
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170 | //------------------------------// [IDEAS] http://www.youtube.com/watch?v=d1qEP2vMe-I |
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171 | float postfx_deform = 0.625f; // deformation ratio |
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172 | vec3 postfx_filter(0.875f,0.75f,1.0f);// color filter [red,green,blue] |
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173 | vec3 postfx_color(1.75f,1.75f,0.5f); // color modifier [brightness,contrast,grayscale] |
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174 | vec3 postfx_retrace(0.025f,2.0f,4.0f);// retrace [color,length,speed] |
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175 | vec2 postfx_offset(3.0f,3.0f); // random line [horizontal,vertical] |
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176 | float postfx_noise = 0.125f; // noise |
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177 | float postfx_aberration = 3.0f; // chromatic aberration |
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178 | bool postfx_moire = true; // moire |
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179 | vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); |
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180 | vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); |
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181 | bool postfx_scanline = true; // scanline |
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182 | vec4 postfx_scanline_h(0.75f, 0.25f,0.0f,2.0f);// vertical scanline [base,variable,repeat x,repeat y] |
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183 | vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f);// horizontal scanline [base,variable,repeat x,repeat y] |
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184 | //------------------------------// |
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185 | //00:29 <@sam> Array<vec4> toto; |
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186 | //00:29 <@sam> toto << vec4(1.f, 2.f, 3.f, 4.f); |
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187 | vec4 setup_var[]={ |
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188 | vec4(0), /* remanency */ |
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189 | vec4(0, 1, 1, 1), |
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190 | vec4(0.0f, 1.0f, 0.1f, buffer.x), |
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191 | vec4(0.0f, 1.0f, 0.1f, buffer.y), |
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192 | vec4(0.0f, 1.0f, 0.1f, remanency.x), |
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193 | vec4(0.0f, 1.0f, 0.1f, remanency.y), |
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194 | vec4(0), |
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195 | vec4(0), |
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196 | vec4(0), |
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197 | vec4(0), /* glow/blur */ |
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198 | vec4(0, 1, 1, 0), |
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199 | vec4(0.0f, 8.0f, 0.1f, glow_large.x), |
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200 | vec4(0.0f, 8.0f, 0.1f, glow_large.y), |
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201 | vec4(0.0f, 4.0f, 0.1f, glow_small.x), |
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202 | vec4(0.0f, 4.0f, 0.1f, glow_small.y), |
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203 | vec4(0, 1, 1, 0), |
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204 | vec4(0.0f, 2.0f, 0.1f, blur.x), |
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205 | vec4(0.0f, 2.0f, 0.1f, blur.y), |
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206 | vec4(0) /* color */ |
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207 | }; |
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208 | |
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209 | Shader *shader_simple; |
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210 | Shader *shader_blur_h, *shader_blur_v; |
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211 | Shader *shader_remanency, *shader_glow, *shader_radial, *shader_postfx; |
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212 | // shader variables |
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213 | ShaderUniform shader_simple_texture; |
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214 | ShaderUniform shader_remanency_source, |
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215 | shader_remanency_buffer, |
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216 | shader_remanency_mix; |
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217 | ShaderUniform shader_glow_glow, |
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218 | shader_glow_source, |
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219 | shader_glow_mix; |
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220 | ShaderUniform shader_blur_h_texture, |
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221 | shader_blur_h_radius, |
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222 | shader_blur_v_texture, |
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223 | shader_blur_v_radius; |
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224 | ShaderUniform shader_radial_texture, |
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225 | shader_radial_screen_size, |
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226 | shader_radial_time, |
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227 | shader_radial_value1, |
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228 | shader_radial_value2, |
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229 | shader_radial_color; |
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230 | ShaderUniform shader_postfx_texture, |
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231 | shader_postfx_texture_2d, |
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232 | shader_postfx_screen_size, |
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233 | shader_postfx_time, |
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234 | shader_postfx_deform, |
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235 | shader_postfx_filter, |
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236 | shader_postfx_color, |
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237 | shader_postfx_retrace, |
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238 | shader_postfx_offset, |
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239 | shader_postfx_noise, |
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240 | shader_postfx_aberration, |
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241 | shader_postfx_moire, |
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242 | shader_postfx_moire_h, |
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243 | shader_postfx_moire_v, |
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244 | shader_postfx_scanline, |
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245 | shader_postfx_scanline_h, |
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246 | shader_postfx_scanline_v, |
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247 | shader_postfx_flash, |
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248 | shader_postfx_sync; |
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249 | |
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250 | FrameBuffer *fbo_back, *fbo_front, *fbo_buffer; |
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251 | FrameBuffer *fbo_blur_h, *fbo_blur_v, *fbo_ping, *fbo_pong; |
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252 | |
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253 | TextRender *text_render; |
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254 | |
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255 | void fs_quad() |
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256 | { |
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257 | glLoadIdentity(); |
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258 | glDrawArrays(GL_QUADS, 0, 4); |
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259 | } |
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260 | |
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261 | void draw_shader_simple(FrameBuffer *fbo_output, int n) |
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262 | { |
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263 | shader_simple->Bind(); |
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264 | shader_simple->SetTexture(shader_simple_texture, fbo_output->GetTexture(), n); |
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265 | fs_quad(); |
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266 | shader_simple->Unbind(); |
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267 | } |
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268 | |
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269 | void rectangle(int x, int y, int w, int h) |
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270 | { |
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271 | glLoadIdentity(); |
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272 | glBegin(GL_QUADS); |
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273 | glVertex2i(x+w, y ); |
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274 | glVertex2i(x , y ); |
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275 | glVertex2i(x , y+h); |
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276 | glVertex2i(x+w, y+h); |
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277 | glEnd(); |
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278 | } |
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279 | |
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280 | int Render::InitDraw(void) |
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281 | { |
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282 | glDepthMask(GL_TRUE); // do not write z-buffer |
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283 | glEnable(GL_CULL_FACE); // disable cull face |
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284 | glCullFace(GL_BACK); // don't draw front face |
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285 | |
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286 | /* Initialise framebuffer objects */ |
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287 | fbo_back = new FrameBuffer(screen_size); |
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288 | fbo_front = new FrameBuffer(screen_size); |
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289 | fbo_buffer = new FrameBuffer(screen_size); |
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290 | fbo_blur_h = new FrameBuffer(screen_size); |
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291 | fbo_blur_v = new FrameBuffer(screen_size); |
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292 | fbo_ping = new FrameBuffer(screen_size); |
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293 | fbo_pong = new FrameBuffer(screen_size); |
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294 | // shader simple |
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295 | shader_simple = Shader::Create(lolfx_simple); |
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296 | shader_simple_texture = shader_simple->GetUniformLocation("texture"); |
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297 | // shader remanency |
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298 | shader_remanency = Shader::Create(lolfx_remanency); |
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299 | shader_remanency_source = shader_remanency->GetUniformLocation("source"); |
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300 | shader_remanency_buffer = shader_remanency->GetUniformLocation("buffer"); |
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301 | shader_remanency_mix = shader_remanency->GetUniformLocation("mix"); |
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302 | // shader glow |
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303 | shader_glow = Shader::Create(lolfx_glow); |
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304 | shader_glow_glow = shader_glow->GetUniformLocation("glow"); |
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305 | shader_glow_source = shader_glow->GetUniformLocation("source"); |
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306 | shader_glow_mix = shader_glow->GetUniformLocation("mix"); |
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307 | // shader blur horizontal |
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308 | shader_blur_h = Shader::Create(lolfx_blurh); |
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309 | shader_blur_h_texture = shader_blur_h->GetUniformLocation("texture"); |
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310 | shader_blur_h_radius = shader_blur_h->GetUniformLocation("radius"); |
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311 | // shader blur vertical |
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312 | shader_blur_v = Shader::Create(lolfx_blurv); |
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313 | shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture"); |
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314 | shader_blur_v_radius = shader_blur_v->GetUniformLocation("radius"); |
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315 | // shader radial |
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316 | shader_radial = Shader::Create(lolfx_radial); |
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317 | shader_radial_texture = shader_radial->GetUniformLocation("texture"); |
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318 | shader_radial_screen_size = shader_radial->GetUniformLocation("screen_size"); |
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319 | shader_radial_time = shader_radial->GetUniformLocation("time"); |
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320 | shader_radial_value1 = shader_radial->GetUniformLocation("value1"); |
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321 | shader_radial_value2 = shader_radial->GetUniformLocation("value2"); |
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322 | shader_radial_color = shader_radial->GetUniformLocation("color"); |
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323 | // shader postfx |
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324 | shader_postfx = Shader::Create(lolfx_postfx); |
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325 | shader_postfx_texture = shader_postfx->GetUniformLocation("texture"); |
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326 | shader_postfx_texture_2d = shader_postfx->GetUniformLocation("texture_2d"); |
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327 | shader_postfx_screen_size = shader_postfx->GetUniformLocation("screen_size"); |
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328 | shader_postfx_time = shader_postfx->GetUniformLocation("time"); |
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329 | shader_postfx_deform = shader_postfx->GetUniformLocation("deform"); |
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330 | shader_postfx_filter = shader_postfx->GetUniformLocation("filter"); |
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331 | shader_postfx_color = shader_postfx->GetUniformLocation("color"); |
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332 | shader_postfx_retrace = shader_postfx->GetUniformLocation("retrace"); |
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333 | shader_postfx_offset = shader_postfx->GetUniformLocation("offset"); |
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334 | shader_postfx_noise = shader_postfx->GetUniformLocation("noise"); |
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335 | shader_postfx_aberration = shader_postfx->GetUniformLocation("aberration"); |
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336 | shader_postfx_moire = shader_postfx->GetUniformLocation("moire"); |
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337 | shader_postfx_moire_h = shader_postfx->GetUniformLocation("moire_h"); |
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338 | shader_postfx_moire_v = shader_postfx->GetUniformLocation("moire_v"); |
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339 | shader_postfx_scanline = shader_postfx->GetUniformLocation("scanline"); |
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340 | shader_postfx_scanline_h = shader_postfx->GetUniformLocation("scanline_h"); |
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341 | shader_postfx_scanline_v = shader_postfx->GetUniformLocation("scanline_v"); |
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342 | shader_postfx_flash = shader_postfx->GetUniformLocation("flash"); |
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343 | shader_postfx_sync = shader_postfx->GetUniformLocation("sync"); |
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344 | |
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345 | return true; |
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346 | } |
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347 | |
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348 | int Render::CreateGLWindow() |
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349 | { |
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350 | screen_size = Video::GetSize(); |
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351 | border = 18 * ratio_2d; |
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352 | border.y = border.x; // enabled to get same border everywhere |
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353 | canvas_char = (screen_size - border * 2) / (font_size * ratio_2d); |
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354 | canvas_size = canvas_char * font_size * ratio_2d; |
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355 | |
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356 | border = (screen_size - canvas_size) / 2; |
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357 | |
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358 | caca_set_canvas_size(m_caca, canvas_char.x, canvas_char.y); |
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359 | |
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360 | setup_size.y = ((setup_option_n > setup_item_n) ? setup_option_n : setup_item_n) + 1; |
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361 | setup_p = (canvas_char - setup_size.xy) / 2; |
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362 | |
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363 | InitDraw(); |
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364 | return true; |
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365 | } |
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366 | |
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367 | Render::Render(caca_canvas_t *caca) |
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368 | : m_caca(caca), |
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369 | m_ready(false), |
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370 | m_pause(false), |
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371 | m_polygon(true), |
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372 | m_setup(true), |
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373 | m_shader(true), |
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374 | m_shader_remanency(true), |
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375 | m_shader_glow(false), |
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376 | m_shader_blur(false), |
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377 | m_shader_postfx(false), |
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378 | m_border(false) |
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379 | { |
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380 | text_render = new TextRender(m_caca, font_size); |
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381 | } |
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382 | |
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383 | void Render::TickGame(float seconds) |
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384 | { |
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385 | Entity::TickGame(seconds); |
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386 | } |
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387 | |
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388 | void Render::Pause() |
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389 | { |
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390 | m_pause=!m_pause; |
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391 | } |
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392 | |
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393 | void Render::TickDraw(float seconds) |
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394 | { |
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395 | /* keyboard manager */ |
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396 | if (Input::GetButtonState(27/*SDLK_ESCAPE*/)) |
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397 | Ticker::Shutdown(); |
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398 | if (Input::GetButtonState(282/*SDLK_F1*/) && (timer - timer_key > timer_key_repeat)) |
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399 | { |
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400 | m_setup = !m_setup; |
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401 | timer_key = timer; |
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402 | } |
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403 | if (Input::GetButtonState(283/*SDLK_F2*/) && (timer - timer_key > timer_key_repeat)) |
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404 | { |
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405 | /* |
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406 | m_polygon = !m_polygon; |
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407 | polygon_fillmode = (m_polygon)?GL_FILL:GL_LINE; |
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408 | glPolygonMode(GL_FRONT, polygon_fillmode); |
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409 | */ |
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410 | timer_key = timer; |
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411 | } |
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412 | if (Input::GetButtonState(284/*SDLK_F3*/) && (timer - timer_key > timer_key_repeat)) |
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413 | { |
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414 | m_shader_glow = !m_shader_glow; |
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415 | m_shader_blur = !m_shader_blur; |
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416 | timer_key = timer; |
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417 | } |
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418 | if (Input::GetButtonState(285/*SDLK_F4*/)&&(timer-timer_key>timer_key_repeat)) |
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419 | { |
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420 | m_shader_postfx = !m_shader_postfx; |
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421 | timer_key = timer; |
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422 | } |
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423 | if (Input::GetButtonState(286/*SDLK_F5*/)) |
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424 | { |
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425 | Pause(); |
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426 | } |
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427 | if (Input::GetButtonState(273/*SDLK_UP*/)&&(timer-timer_key>timer_key_repeat)) |
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428 | { |
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429 | if (m_setup) |
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430 | { |
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431 | if (!setup_switch) |
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432 | { |
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433 | setup_option--; |
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434 | if (setup_option < 0) setup_option = setup_option_n - 1; |
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435 | setup_item = 0; |
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436 | } |
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437 | else |
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438 | { |
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439 | setup_item--; |
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440 | if (setup_item < 0) setup_item = setup_item_n - 1; |
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441 | } |
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442 | } |
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443 | timer_key = timer; |
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444 | } |
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445 | if (Input::GetButtonState(274/*SDLK_DOWN*/)&&(timer-timer_key>timer_key_repeat)) |
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446 | { |
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447 | if (m_setup) |
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448 | { |
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449 | if (!setup_switch) |
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450 | { |
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451 | setup_option++; |
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452 | if (setup_option > setup_option_n - 1) setup_option = 0; |
---|
453 | setup_item = 0; |
---|
454 | } |
---|
455 | else |
---|
456 | { |
---|
457 | setup_item++; |
---|
458 | if (setup_item > setup_item_n - 1) setup_item = 0; |
---|
459 | } |
---|
460 | } |
---|
461 | timer_key = timer; |
---|
462 | } |
---|
463 | if (Input::GetButtonState(276/*SDLK_LEFT*/)&&(timer-timer_key>timer_key_repeat)) |
---|
464 | { |
---|
465 | if (m_setup && setup_switch) |
---|
466 | { |
---|
467 | int k = setup_option * (setup_item_n + 1) + 1 + setup_item; |
---|
468 | setup_var[k].w -= setup_var[k].z; |
---|
469 | if (setup_var[k].w < setup_var[k].x) setup_var[k].w = setup_var[k].x; |
---|
470 | } |
---|
471 | timer_key = timer; |
---|
472 | } |
---|
473 | if (Input::GetButtonState(275/*SDLK_RIGHT*/)&&(timer-timer_key>timer_key_repeat)) |
---|
474 | { |
---|
475 | if (m_setup && setup_switch) |
---|
476 | { |
---|
477 | int k = setup_option * (setup_item_n + 1) + 1 + setup_item; |
---|
478 | setup_var[k].w += setup_var[k].z; |
---|
479 | if (setup_var[k].w > setup_var[k].y) setup_var[k].w = setup_var[k].y; |
---|
480 | } |
---|
481 | timer_key = timer; |
---|
482 | } |
---|
483 | if (Input::GetButtonState(13/*SDLK_RETURN*/)&&(timer-timer_key>timer_key_repeat)) |
---|
484 | { |
---|
485 | if (m_setup) |
---|
486 | { |
---|
487 | setup_switch = !setup_switch; |
---|
488 | } |
---|
489 | timer_key = timer; |
---|
490 | } |
---|
491 | |
---|
492 | Entity::TickDraw(seconds); |
---|
493 | |
---|
494 | if (!m_ready) |
---|
495 | { |
---|
496 | CreateGLWindow(); |
---|
497 | text_render->Init(); |
---|
498 | m_ready = true; |
---|
499 | } |
---|
500 | |
---|
501 | // timer |
---|
502 | if (!m_pause) |
---|
503 | { |
---|
504 | timer += seconds; |
---|
505 | main_angle = timer * 100.0f * PID; |
---|
506 | } |
---|
507 | if (sync_flag) |
---|
508 | { |
---|
509 | angle=(main_angle-sync_angle)*sync_speed; |
---|
510 | sync_value=1.0f-sinf(angle); |
---|
511 | if (angle>90.0f*PID) |
---|
512 | { |
---|
513 | sync_value=0; |
---|
514 | sync_flag=false; |
---|
515 | } |
---|
516 | } |
---|
517 | if (beat_flag) |
---|
518 | { |
---|
519 | angle=(main_angle-beat_angle)*beat_speed; |
---|
520 | beat_value=1.0f-sinf(angle); |
---|
521 | if (angle>90.0f*PID) |
---|
522 | { |
---|
523 | beat_value=0; |
---|
524 | beat_flag=false; |
---|
525 | } |
---|
526 | } |
---|
527 | if (flash_flag) |
---|
528 | { |
---|
529 | angle=(main_angle-flash_angle)*flash_speed; |
---|
530 | flash_value=1.0f-sinf(angle); |
---|
531 | if (angle>90.0f*PID) |
---|
532 | { |
---|
533 | flash_value=0; |
---|
534 | flash_flag=false; |
---|
535 | } |
---|
536 | } |
---|
537 | if (fade_flag) |
---|
538 | { |
---|
539 | angle=(main_angle-fade_angle)*fade_speed; |
---|
540 | fade_value=1.0f-sinf(angle); |
---|
541 | if (angle>90.0f*PID) |
---|
542 | { |
---|
543 | fade_value=0; |
---|
544 | fade_flag=false; |
---|
545 | } |
---|
546 | } |
---|
547 | /* draw setup */ |
---|
548 | if (m_setup) |
---|
549 | { |
---|
550 | /* background */ |
---|
551 | caca_set_color_argb(m_caca, setup_color.x, setup_color.y); |
---|
552 | caca_fill_box(m_caca, setup_p.x, setup_p.y, setup_size.x + 1, setup_size.y,' '); |
---|
553 | caca_draw_line(m_caca, setup_p.x + setup_size.z - 1, setup_p.y + 1, setup_p.x + setup_size.z - 1, setup_p.y + setup_size.y - 1,'|'); |
---|
554 | /* title */ |
---|
555 | caca_set_color_argb(m_caca, setup_color.y, setup_color.x); |
---|
556 | caca_draw_line(m_caca, setup_p.x, setup_p.y, setup_p.x + setup_size.x, setup_p.y,' '); |
---|
557 | caca_put_str(m_caca, setup_p.x + setup_size.x / 2 - 3, setup_p.y, "SETUP"); |
---|
558 | /* display option */ |
---|
559 | for (int i = 0; i < setup_option_n; i++) |
---|
560 | { |
---|
561 | int y = setup_p.y + 1 + i; |
---|
562 | int k = i * (setup_item_n + 1); |
---|
563 | if (setup_option != i || setup_switch) |
---|
564 | { |
---|
565 | caca_set_color_argb(m_caca, setup_color.x, setup_color.y); |
---|
566 | caca_put_str(m_caca, setup_p.x + 1, y, setup_text[k]); |
---|
567 | } |
---|
568 | else |
---|
569 | { |
---|
570 | caca_set_color_argb(m_caca, setup_color.y, setup_color.x); |
---|
571 | caca_draw_line(m_caca, setup_p.x, y, setup_p.x + setup_size.z - 2, y,' '); |
---|
572 | caca_put_str(m_caca, setup_p.x + 1, y, setup_text[k]); |
---|
573 | } |
---|
574 | } |
---|
575 | /* display item */ |
---|
576 | for (int i = 0; i < setup_item_n; i++) |
---|
577 | { |
---|
578 | int y = setup_p.y + 1 + i; |
---|
579 | int k = setup_option * (setup_item_n + 1) + 1; |
---|
580 | if (setup_item != i || !setup_switch) |
---|
581 | { |
---|
582 | caca_set_color_argb(m_caca, setup_color.x, setup_color.y); |
---|
583 | caca_put_str(m_caca, setup_p.x + setup_size.z + 1, y, setup_text[k + i]); |
---|
584 | } |
---|
585 | else |
---|
586 | { |
---|
587 | caca_set_color_argb(m_caca, setup_color.y, setup_color.x); |
---|
588 | caca_draw_line(m_caca, setup_p.x + setup_size.z, y, setup_p.x + setup_size.x, y,' '); |
---|
589 | caca_put_str(m_caca, setup_p.x + setup_size.z + 1, y, setup_text[k + i]); |
---|
590 | } |
---|
591 | } |
---|
592 | /* display variable */ |
---|
593 | int y = setup_p.y + setup_size.y; |
---|
594 | caca_set_color_argb(m_caca, setup_color.y, setup_color.x); |
---|
595 | caca_draw_line(m_caca, setup_p.x, y, setup_p.x + setup_size.x, y,' '); |
---|
596 | if (setup_switch) |
---|
597 | { |
---|
598 | int k = setup_option * (setup_item_n + 1) + 1 + setup_item; |
---|
599 | int w = setup_size.x - 3 - 4; |
---|
600 | caca_printf(m_caca, setup_p.x + setup_size.x - 4, y, "%4.2f", setup_var[k].w); |
---|
601 | caca_draw_line(m_caca, setup_p.x + 1, y, setup_p.x + 1 + w, y,'-'); |
---|
602 | if(setup_var[k].w > setup_var[k].x) caca_draw_line(m_caca, setup_p.x + 1, y, setup_p.x + 1 + int(w / (setup_var[k].y - setup_var[k].x) * setup_var[k].w), y,'X'); |
---|
603 | } |
---|
604 | } |
---|
605 | |
---|
606 | Draw2D(); |
---|
607 | Draw3D(); |
---|
608 | |
---|
609 | } |
---|
610 | |
---|
611 | void Render::Draw2D() |
---|
612 | { |
---|
613 | /* Draw text in an offline buffer */ |
---|
614 | text_render->Render(); |
---|
615 | |
---|
616 | if (m_shader) |
---|
617 | { |
---|
618 | fbo_back->Bind(); |
---|
619 | } |
---|
620 | |
---|
621 | glViewport(0, 0, screen_size.x, screen_size.y); |
---|
622 | |
---|
623 | /* Clear the back buffer */ |
---|
624 | glEnable(GL_BLEND); |
---|
625 | glBlendFunc(GL_SRC_COLOR,GL_DST_ALPHA); |
---|
626 | glClearColor(screen_color.r, screen_color.g, screen_color.b, 1.0f); |
---|
627 | glClearDepth(1.0f); // set depth buffer |
---|
628 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
---|
629 | |
---|
630 | text_render->Blit(border, canvas_size); |
---|
631 | |
---|
632 | //if (m_polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH); |
---|
633 | glLineWidth((m_polygon)?2.0f:1.0f); |
---|
634 | fx_angle=main_angle-part_angle; |
---|
635 | if (m_polygon) |
---|
636 | glEnable(GL_TEXTURE_2D); |
---|
637 | |
---|
638 | glMatrixMode(GL_PROJECTION); |
---|
639 | mat4 m = mat4::ortho(0, screen_size.x, screen_size.y, 0, -1.f, 1.f); |
---|
640 | glLoadMatrixf(&m[0][0]); |
---|
641 | glMatrixMode(GL_MODELVIEW); |
---|
642 | // draw border |
---|
643 | if (m_border) |
---|
644 | { |
---|
645 | glDisable(GL_TEXTURE_2D); |
---|
646 | glDisable(GL_BLEND); |
---|
647 | glColor3f(1.0f, 1.0f, 1.0f); |
---|
648 | rectangle(border.x - ratio_2d.x, border.y - ratio_2d.y, canvas_size.x + ratio_2d.x * 2, ratio_2d.y); |
---|
649 | rectangle(border.x - ratio_2d.x, border.y, ratio_2d.x, canvas_size.y); |
---|
650 | rectangle(border.x + canvas_size.x, border.y, ratio_2d.x, canvas_size.y); |
---|
651 | rectangle(border.x - ratio_2d.x, border.y + canvas_size.y, canvas_size.x + ratio_2d.x * 2, ratio_2d.y); |
---|
652 | glEnable(GL_BLEND); |
---|
653 | } |
---|
654 | } |
---|
655 | |
---|
656 | void Render::Draw3D() |
---|
657 | { |
---|
658 | if (!m_shader) |
---|
659 | return; |
---|
660 | |
---|
661 | glDisable(GL_DEPTH_TEST); |
---|
662 | glDisable(GL_BLEND); |
---|
663 | |
---|
664 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
665 | glVertexPointer(4, GL_FLOAT, 0, fs_quad_vtx); |
---|
666 | |
---|
667 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
668 | glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex); |
---|
669 | |
---|
670 | if (m_shader_remanency) |
---|
671 | { |
---|
672 | // shader remanency |
---|
673 | fbo_ping->Bind(); |
---|
674 | shader_remanency->Bind(); |
---|
675 | shader_remanency->SetTexture(shader_remanency_source, fbo_back->GetTexture(), 0); |
---|
676 | shader_remanency->SetTexture(shader_remanency_buffer, fbo_buffer->GetTexture(), 1); |
---|
677 | shader_remanency->SetUniform(shader_remanency_mix, remanency); |
---|
678 | fs_quad(); |
---|
679 | shader_remanency->Unbind(); |
---|
680 | fbo_ping->Unbind(); |
---|
681 | // shader simple |
---|
682 | fbo_back->Bind(); |
---|
683 | draw_shader_simple(fbo_ping, 0); |
---|
684 | fbo_back->Unbind(); |
---|
685 | // save previous fbo |
---|
686 | fbo_ping->Bind(); |
---|
687 | shader_remanency->Bind(); |
---|
688 | shader_remanency->SetTexture(shader_remanency_source, fbo_front->GetTexture(), 0); |
---|
689 | shader_remanency->SetTexture(shader_remanency_buffer, fbo_buffer->GetTexture(), 1); |
---|
690 | shader_remanency->SetUniform(shader_remanency_mix, buffer); |
---|
691 | fs_quad(); |
---|
692 | shader_remanency->Unbind(); |
---|
693 | fbo_ping->Unbind(); |
---|
694 | // shader simple |
---|
695 | fbo_buffer->Bind(); |
---|
696 | draw_shader_simple(fbo_ping, 0); |
---|
697 | fbo_buffer->Unbind(); |
---|
698 | } |
---|
699 | |
---|
700 | // shader glow |
---|
701 | if (m_shader_glow) |
---|
702 | { |
---|
703 | // shader blur horizontal |
---|
704 | fbo_blur_h->Bind(); |
---|
705 | shader_blur_h->Bind(); |
---|
706 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_back->GetTexture(), 0); |
---|
707 | shader_blur_h->SetUniform(shader_blur_h_radius, glow_large / screen_size.x); |
---|
708 | fs_quad(); |
---|
709 | shader_blur_h->Unbind(); |
---|
710 | fbo_blur_h->Unbind(); |
---|
711 | // shader blur vertical |
---|
712 | fbo_blur_v->Bind(); |
---|
713 | shader_blur_v->Bind(); |
---|
714 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
---|
715 | shader_blur_v->SetUniform(shader_blur_v_radius, glow_large / screen_size.y); |
---|
716 | fs_quad(); |
---|
717 | shader_blur_v->Unbind(); |
---|
718 | fbo_blur_v->Unbind(); |
---|
719 | // shader blur horizontal |
---|
720 | fbo_blur_h->Bind(); |
---|
721 | shader_blur_h->Bind(); |
---|
722 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0); |
---|
723 | shader_blur_h->SetUniform(shader_blur_h_radius, glow_small / screen_size.x); |
---|
724 | fs_quad(); |
---|
725 | shader_blur_h->Unbind(); |
---|
726 | fbo_blur_h->Unbind(); |
---|
727 | // shader blur vertical |
---|
728 | fbo_blur_v->Bind(); |
---|
729 | shader_blur_v->Bind(); |
---|
730 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
---|
731 | shader_blur_v->SetUniform(shader_blur_v_radius, glow_small / screen_size.y); |
---|
732 | fs_quad(); |
---|
733 | shader_blur_v->Unbind(); |
---|
734 | fbo_blur_v->Unbind(); |
---|
735 | // shader glow |
---|
736 | fbo_front->Bind(); |
---|
737 | shader_glow->Bind(); |
---|
738 | shader_glow->SetTexture(shader_glow_glow, fbo_blur_v->GetTexture(), 0); |
---|
739 | shader_glow->SetTexture(shader_glow_source, fbo_back->GetTexture(), 1); |
---|
740 | shader_glow->SetUniform(shader_glow_mix, glow_mix); |
---|
741 | fs_quad(); |
---|
742 | shader_glow->Unbind(); |
---|
743 | fbo_front->Unbind(); |
---|
744 | } |
---|
745 | else |
---|
746 | { |
---|
747 | // shader simple |
---|
748 | fbo_front->Bind(); |
---|
749 | draw_shader_simple(fbo_back, 0); |
---|
750 | fbo_front->Unbind(); |
---|
751 | } |
---|
752 | |
---|
753 | if (m_shader_blur) |
---|
754 | { |
---|
755 | // shader blur horizontal |
---|
756 | fbo_ping->Bind(); |
---|
757 | shader_blur_h->Bind(); |
---|
758 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_front->GetTexture(), 0); |
---|
759 | shader_blur_h->SetUniform(shader_blur_h_radius, blur / screen_size.x); |
---|
760 | fs_quad(); |
---|
761 | shader_blur_h->Unbind(); |
---|
762 | fbo_ping->Unbind(); |
---|
763 | // shader blur vertical |
---|
764 | fbo_front->Bind(); |
---|
765 | shader_blur_v->Bind(); |
---|
766 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_ping->GetTexture(), 0); |
---|
767 | shader_blur_v->SetUniform(shader_blur_v_radius, blur / screen_size.y); |
---|
768 | fs_quad(); |
---|
769 | shader_blur_v->Unbind(); |
---|
770 | fbo_front->Unbind(); |
---|
771 | } |
---|
772 | |
---|
773 | if (m_shader_postfx) |
---|
774 | { |
---|
775 | // shader postfx |
---|
776 | shader_postfx->Bind(); |
---|
777 | shader_postfx->SetTexture(shader_postfx_texture, fbo_front->GetTexture(), 0); |
---|
778 | shader_postfx->SetUniform(shader_postfx_screen_size, (vec2)screen_size); |
---|
779 | shader_postfx->SetUniform(shader_postfx_time, fx_angle); |
---|
780 | shader_postfx->SetUniform(shader_postfx_deform, postfx_deform); |
---|
781 | shader_postfx->SetUniform(shader_postfx_filter, postfx_filter); |
---|
782 | shader_postfx->SetUniform(shader_postfx_color, postfx_color); |
---|
783 | shader_postfx->SetUniform(shader_postfx_retrace, postfx_retrace); |
---|
784 | shader_postfx->SetUniform(shader_postfx_offset, postfx_offset); |
---|
785 | shader_postfx->SetUniform(shader_postfx_noise, postfx_noise); |
---|
786 | shader_postfx->SetUniform(shader_postfx_aberration, postfx_aberration); |
---|
787 | shader_postfx->SetUniform(shader_postfx_moire, postfx_moire); |
---|
788 | shader_postfx->SetUniform(shader_postfx_moire_h, postfx_moire_h); |
---|
789 | shader_postfx->SetUniform(shader_postfx_moire_v, postfx_moire_v); |
---|
790 | shader_postfx->SetUniform(shader_postfx_scanline, postfx_scanline); |
---|
791 | shader_postfx->SetUniform(shader_postfx_scanline_h, postfx_scanline_h); |
---|
792 | shader_postfx->SetUniform(shader_postfx_scanline_v, postfx_scanline_v); |
---|
793 | shader_postfx->SetUniform(shader_postfx_flash, flash_value); |
---|
794 | shader_postfx->SetUniform(shader_postfx_sync, (float)fabs(beat_value*cosf((main_angle-beat_angle)*8.0f))); |
---|
795 | fs_quad(); |
---|
796 | shader_postfx->Unbind(); |
---|
797 | } |
---|
798 | else |
---|
799 | { |
---|
800 | // shader simple |
---|
801 | draw_shader_simple(fbo_front, 0); |
---|
802 | } |
---|
803 | |
---|
804 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
805 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
806 | } |
---|
807 | |
---|
808 | Render::~Render() |
---|
809 | { |
---|
810 | } |
---|