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 | #include "loldebug.h" |
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27 | |
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28 | using namespace std; |
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29 | using namespace lol; |
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30 | |
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31 | #include "../neercs.h" |
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32 | #include "render.h" |
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33 | #include "text-render.h" |
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34 | |
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35 | extern char const *lolfx_simple; |
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36 | extern char const *lolfx_blurh; |
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37 | extern char const *lolfx_blurv; |
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38 | extern char const *lolfx_glow; |
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39 | extern char const *lolfx_remanence; |
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40 | extern char const *lolfx_copper; |
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41 | extern char const *lolfx_color; |
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42 | extern char const *lolfx_noise; |
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43 | extern char const *lolfx_postfx; |
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44 | extern char const *lolfx_mirror; |
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45 | extern char const *lolfx_radial; |
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46 | |
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47 | #define PID M_PI/180.0f // pi ratio |
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48 | |
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49 | /* |
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50 | * Global variable -- ugly (<rez> sam: c'est toi qui est ugly! \:D/) |
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51 | */ |
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52 | bool g_setup = false; |
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53 | |
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54 | /* |
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55 | * Various variables |
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56 | */ |
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57 | |
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58 | int active = true; // window active flag |
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59 | float nearplane = 0.1f; // nearplane |
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60 | float farplane = 1000.0f; // farplane |
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61 | /* timer variable */ |
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62 | float timer = 0; // timer |
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63 | /* window variable */ |
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64 | ivec2 screen_size; // screen size |
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65 | /* object variable */ |
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66 | float main_angle = 0.0f; // main angle |
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67 | float part_angle = 0.0f; // part angle |
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68 | float fx_angle; // current angle |
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69 | /* fs_quad variable */ |
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70 | 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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71 | float fs_quad_tex[] = {0, 1.0f, 0, 0, 1.0f, 0, 1.0f, 1.0f}; |
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72 | /* flash variable */ |
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73 | bool flash_flag = false; // flag |
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74 | float flash_angle = 0; // angle |
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75 | float flash_value = 0; // value |
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76 | float flash_speed = 2.0f; // speed |
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77 | /* fade variable */ |
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78 | bool fade_flag = false; // flag |
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79 | float fade_angle = 0; // angle |
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80 | float fade_value = 0; // value |
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81 | float fade_speed = 0.2f; // speed |
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82 | /* sync variable */ |
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83 | bool sync_flag = false; // flagsh |
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84 | float sync_angle = 0; // angle |
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85 | float sync_value = 0; // value |
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86 | float sync_speed = 1.0f; // speed |
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87 | /* beat variable */ |
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88 | bool beat_flag = false; // flag |
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89 | float beat_angle = 0; // angle |
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90 | float beat_value = 0; // value |
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91 | float beat_speed = 2.0f; // speed |
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92 | /* common variable */ |
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93 | float value, angle, radius, scale, speed; |
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94 | /* text variable */ |
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95 | ivec2 map_size(256,256); // texture map size |
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96 | ivec2 canvas_char(0,0); // canvas char number |
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97 | ivec2 canvas_size(0,0); // caca size |
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98 | ivec2 font_size(8,8); // font size |
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99 | ivec2 ratio_2d(1,1); // 2d ratio |
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100 | ivec2 border(0,0); // border width |
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101 | /* shader variable */ |
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102 | vec2 buffer(1.0f,0.0f); // [new frame mix,old frame mix] |
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103 | vec2 remanence(0.0f,0.0f); // remanence [source mix,buffer mix] |
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104 | vec2 glow_mix(0.7f,0.3f); // glow mix [source mix,glow mix] |
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105 | vec2 glow_large(3.0f,0.0f); // large glow radius [center,corner] |
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106 | vec2 glow_small(1.5f,0.0f); // small glow radius [center,corner] |
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107 | vec2 blur(0.5f,0.0f); // blur radius [center,corner] |
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108 | vec4 copper_copper(0.75f,0.25f,0.42f,4.0f); // copper [base,variable,repeat,color cycle] |
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109 | vec3 copper_mask_color(4.0f,4.0f,4.0f); // color [red,green,blue] |
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110 | vec3 color_filter(0.9f,0.95f,0.85f); // color filter [red,green,blue] |
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111 | vec4 color_color(1.0f,1.25f,0.1f,0.4f); // color modifier [brightness,contrast,level,grayscale] |
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112 | vec2 noise_offset(1.0f,1.0f); // random line [horizontal,vertical] |
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113 | float noise_noise = 0.15f; // noise |
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114 | vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed] |
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115 | vec2 postfx_deform(0.8f,0.48f); // deformation [ratio,zoom] |
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116 | float postfx_vignetting = 0.5f; // vignetting strength |
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117 | float postfx_aberration = 4.0f; // chromatic aberration |
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118 | vec4 postfx_ghost1(1.0f,0.0f,0.0f,-0.25f); // ghost picture 1 [position x,position y,position z,strength] |
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119 | vec4 postfx_ghost2(1.5f,0.0f,0.0f,0.25f); // ghost picture 2 [position x,position y,position z,strength] |
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120 | vec4 postfx_glass(8.0f,0.25f,0.75f,0.2f); // glass [depth,thickness,strength,deform ratio] |
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121 | vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); // vertical moire [base,variable,repeat,shift] |
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122 | vec4 postfx_moire_v(0.75f,-0.25f,1.0f,2.0f); // horizontal moire [base,variable,repeat,shift] |
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123 | vec4 postfx_scanline_h(1.0f,0.0f,0.0f,0.0f); // vertical scanline [base,variable,repeat,shift] |
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124 | vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,variable,repeat,shift] |
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125 | vec3 postfx_corner(0.0f,0.8f,0.96f); // corner [width,radius,blur] |
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126 | vec4 mirror(0.95f,0.9f,0.4f,4.0f); // mirror [width,height,strength,ratio] |
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127 | vec4 radial(4.0f,0.9f,16,0.25f); // radial [distance,fade ratio,iteration,strength] |
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128 | /* theme variable */ |
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129 | int theme_i = 0; // current theme |
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130 | int theme_n = 2; // theme number |
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131 | int theme_var_n = 79; // var number |
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132 | /* setup variable */ |
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133 | bool setup_switch = false; // switch [option/item] |
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134 | int setup_n = 0; // item/option number |
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135 | int setup_h = 8; // height |
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136 | int setup_cursor = 0; // cursor position |
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137 | int setup_option_i = 0; // selected option |
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138 | int setup_option_n = 14; // option number |
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139 | int setup_option_p = 0; // option position |
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140 | int setup_item_i = 0; // selected item |
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141 | int setup_item_n = 8; // item number |
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142 | int setup_item_p = 0; // item position |
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143 | int setup_item_key = 0; // item array key |
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144 | ivec3 setup_size(29,9,12); // size [w,h,split] |
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145 | ivec2 setup_canvas_size(ivec2(setup_size.x + 1, setup_size.y + 1) * font_size * ivec2(2,4)); |
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146 | ivec2 setup_color(0xaaa,0x222); // color [foreground,background] 0x678,0x234 |
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147 | char const *setup_text[]={ |
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148 | "main", |
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149 | "2d ratio w", |
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150 | "2d ratio h", |
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151 | "border w", |
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152 | "border h", |
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153 | "", |
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154 | "", |
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155 | "", |
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156 | "", |
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157 | "remanence", |
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158 | "enable", |
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159 | "buffer new frame", |
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160 | "buffer old frame", |
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161 | "source mix", |
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162 | "buffer mix", |
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163 | "", |
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164 | "", |
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165 | "", |
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166 | "glow", |
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167 | "enable", |
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168 | "source mix", |
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169 | "glow mix", |
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170 | "large center", |
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171 | "large corner", |
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172 | "small center", |
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173 | "small corner", |
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174 | "", |
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175 | "blur", |
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176 | "enable", |
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177 | "blur center", |
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178 | "blur corner", |
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179 | "", |
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180 | "", |
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181 | "", |
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182 | "", |
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183 | "", |
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184 | "screen", |
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185 | "enable", |
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186 | "deform ratio", |
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187 | "zoom base", |
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188 | "corner width", |
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189 | "corner radius", |
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190 | "corner blur", |
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191 | "vignetting", |
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192 | "", |
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193 | "copper", |
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194 | "enable", |
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195 | "base", |
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196 | "variable", |
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197 | "repeat", |
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198 | "color cycle", |
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199 | "color r", |
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200 | "color g", |
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201 | "color b", |
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202 | "color", |
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203 | "filter red", |
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204 | "filter green", |
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205 | "filter blue", |
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206 | "brightness", |
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207 | "contrast", |
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208 | "level", |
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209 | "grayscale", |
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210 | "aberration", |
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211 | "noise", |
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212 | "enable", |
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213 | "offset h", |
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214 | "offset v", |
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215 | "noise", |
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216 | "retrace strength", |
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217 | "retrace length", |
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218 | "retrace speed", |
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219 | "", |
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220 | "ghost", |
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221 | "back x", |
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222 | "back y", |
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223 | "back z", |
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224 | "back strength", |
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225 | "front x", |
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226 | "front y", |
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227 | "front z", |
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228 | "front strength", |
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229 | "glass", |
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230 | "depth", |
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231 | "thickness", |
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232 | "strength", |
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233 | "deform ratio", |
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234 | "", |
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235 | "", |
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236 | "", |
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237 | "", |
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238 | "moire", |
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239 | "h base", |
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240 | "h variable", |
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241 | "h repeat", |
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242 | "h shift", |
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243 | "v base", |
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244 | "v variable", |
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245 | "v repeat", |
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246 | "v shift", |
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247 | "scanline", |
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248 | "h base", |
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249 | "h variable", |
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250 | "h repeat", |
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251 | "h shift", |
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252 | "v base", |
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253 | "v variable", |
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254 | "v repeat", |
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255 | "v shift", |
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256 | "mirror", |
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257 | "enable", |
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258 | "width", |
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259 | "height", |
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260 | "strength", |
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261 | "ratio", |
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262 | "", |
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263 | "", |
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264 | "", |
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265 | "radial", |
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266 | "enable", |
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267 | "distance", |
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268 | "fade ratio", |
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269 | "iteration", |
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270 | "strength", |
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271 | "", |
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272 | "", |
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273 | "" |
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274 | }; |
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275 | |
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276 | float theme_var[]={ |
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277 | /* default */ |
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278 | 2,3, // ratio_2d |
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279 | 2,1, // border |
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280 | 0.2f,0.8f, // buffer |
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281 | 0.6f,0.4f, // remanence |
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282 | 0.7f,0.3f, // glow_mix |
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283 | 3.0f,0.0f, // glow_large |
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284 | 1.5f,0.0f, // glow_small |
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285 | 0.5f,0.0f, // blur |
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286 | 0.8f,0.48f, // postfx_deform |
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287 | 0.0f,0.8f,0.96f, // postfx_corner |
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288 | 0.5f, // postfx_vignetting |
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289 | 0.75f,0.25f,0.42f,4.0f, // copper_copper |
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290 | 4.0f,4.0f,4.0f, // copper_mask_color |
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291 | 0.9f,0.95f,0.85f, // color_filter |
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292 | 1.0f,1.25f,0.1f,0.4f, // color_color |
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293 | 4.0f, // postfx_aberration |
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294 | 1.0f,1.0f, // noise_offset |
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295 | 0.15f, // noise_noise |
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296 | 1.0f,1.0f,0.5f, // noise_retrace |
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297 | 1.0f,0.0f,0.0f,-0.25f, // postfx_ghost1 |
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298 | 1.5f,0.0f,0.0f,0.25f, // postfx_ghost2 |
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299 | 8.0f,0.25f,0.75f,0.2f, // postfx_glass |
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300 | 0.75f,-0.25f,0.0f,1.0f, // postfx_moire_h |
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301 | 0.75f,-0.25f,1.0f,2.0f, // postfx_moire_v |
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302 | 1.0f,0.0f,0.0f,0.0f, // postfx_scanline_h |
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303 | 0.75f,-0.25f,2.0f,0.0f, // postfx_scanline_v |
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304 | 0.95f,0.9f,0.4f,4.0f, // mirror |
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305 | 4.0f,0.9f,16,0.25f, // radial |
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306 | /* crt */ |
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307 | /* green screen */ |
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308 | /* granpa tv */ |
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309 | 0.0f |
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310 | }; |
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311 | |
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312 | void Render::InitVar() |
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313 | { |
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314 | int k = theme_i * theme_var_n; |
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315 | ratio_2d = vec2(theme_var[k], theme_var[k + 1]); |
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316 | border = vec2(theme_var[k + 2], theme_var[k + 3]); |
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317 | buffer = vec2(theme_var[k + 4], theme_var[k + 5]); |
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318 | remanence = vec2(theme_var[k + 6], theme_var[k + 7]); |
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319 | glow_mix = vec2(theme_var[k + 8], theme_var[k + 9]); |
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320 | glow_large = vec2(theme_var[k + 10], theme_var[k + 11]); |
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321 | glow_small = vec2(theme_var[k + 12], theme_var[k + 13]); |
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322 | blur = vec2(theme_var[k + 14], theme_var[k + 15]); |
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323 | postfx_deform = vec2(theme_var[k + 16], theme_var[k + 17]); |
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324 | postfx_corner = vec3(theme_var[k + 18], theme_var[k + 19], theme_var[k + 20]); |
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325 | postfx_vignetting = theme_var[k + 21], |
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326 | copper_copper = vec4(theme_var[k + 22], theme_var[k + 23], theme_var[k + 24], theme_var[k + 25]); |
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327 | copper_mask_color = vec3(theme_var[k + 26], theme_var[k + 27], theme_var[k + 28]); |
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328 | color_filter = vec3(theme_var[k + 29], theme_var[k + 30], theme_var[k + 31]); |
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329 | color_color = vec4(theme_var[k + 32], theme_var[k + 33], theme_var[k + 34], theme_var[k + 35]); |
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330 | postfx_aberration = theme_var[k + 36]; |
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331 | noise_offset = vec2(theme_var[k + 37], theme_var[k + 38]); |
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332 | noise_noise = theme_var[k + 39]; |
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333 | noise_retrace = vec3(theme_var[k + 40], theme_var[k + 41], theme_var[k + 42]); |
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334 | postfx_ghost1 = vec4(theme_var[k + 43], theme_var[k + 44], theme_var[k + 45], theme_var[k + 46]); |
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335 | postfx_ghost2 = vec4(theme_var[k + 47], theme_var[k + 48], theme_var[k + 49], theme_var[k + 50]); |
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336 | postfx_glass = vec4(theme_var[k + 51], theme_var[k + 52], theme_var[k + 53], theme_var[k + 54]); |
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337 | postfx_moire_h = vec4(theme_var[k + 55], theme_var[k + 56], theme_var[k + 57], theme_var[k + 58]); |
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338 | postfx_moire_v = vec4(theme_var[k + 59], theme_var[k + 60], theme_var[k + 61], theme_var[k + 62]); |
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339 | postfx_scanline_h = vec4(theme_var[k + 63], theme_var[k + 64], theme_var[k + 65], theme_var[k + 66]); |
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340 | postfx_scanline_v = vec4(theme_var[k + 67], theme_var[k + 68], theme_var[k + 69], theme_var[k + 70]); |
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341 | mirror = vec4(theme_var[k + 71], theme_var[k + 72], theme_var[k + 73], theme_var[k + 74]); |
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342 | radial = vec4(theme_var[k + 75], theme_var[k + 76], theme_var[k + 77], theme_var[k + 78]); |
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343 | } |
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344 | |
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345 | vec4 setup_var[]={ // setup variable [start,end,step,value] |
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346 | vec4(0), /* main */ |
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347 | vec4(1, 8, 1, ratio_2d.x), |
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348 | vec4(1, 8, 1, ratio_2d.y), |
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349 | vec4(0, 16, 1, border.x), |
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350 | vec4(0, 16, 1, border.y), |
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351 | vec4(0), |
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352 | vec4(0), |
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353 | vec4(0), |
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354 | vec4(0), |
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355 | vec4(0), /* remanence */ |
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356 | vec4(0, 1, 1, 1), |
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357 | vec4(0.0f, 1.0f, 0.1f, buffer.x), |
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358 | vec4(0.0f, 1.0f, 0.1f, buffer.y), |
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359 | vec4(0.0f, 1.0f, 0.1f, remanence.x), |
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360 | vec4(0.0f, 1.0f, 0.1f, remanence.y), |
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361 | vec4(0), |
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362 | vec4(0), |
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363 | vec4(0), |
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364 | vec4(0), /* glow */ |
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365 | vec4(0, 1, 1, 1), |
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366 | vec4(0.0f, 1.0f, 0.1f, glow_mix.x), |
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367 | vec4(0.0f, 1.0f, 0.1f, glow_mix.y), |
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368 | vec4(0.0f, 4.0f, 0.1f, glow_large.x), |
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369 | vec4(0.0f, 4.0f, 0.1f, glow_large.y), |
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370 | vec4(0.0f, 2.0f, 0.1f, glow_small.x), |
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371 | vec4(0.0f, 2.0f, 0.1f, glow_small.y), |
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372 | vec4(0), |
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373 | vec4(0), /* blur */ |
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374 | vec4(0, 1, 1, 1), |
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375 | vec4(0, 2, 0.05f, blur.x), |
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376 | vec4(0, 2, 0.05f, blur.y), |
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377 | vec4(0), |
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378 | vec4(0), |
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379 | vec4(0), |
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380 | vec4(0), |
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381 | vec4(0), |
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382 | vec4(0), /* screen */ |
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383 | vec4(0, 1, 1, 1), |
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384 | vec4(0.0f, 1.0f, 0.05f, postfx_deform.x), |
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385 | vec4(0.2f, 0.7f, 0.01f, postfx_deform.y), |
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386 | vec4(0.0f, 4.0f, 0.10f, postfx_corner.x), |
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387 | vec4(0.0f, 1.0f, 0.05f, postfx_corner.y), |
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388 | vec4(0.8f, 1.0f, 0.01f, postfx_corner.z), |
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389 | vec4(0.0f, 1.0f, 0.10f, postfx_vignetting), |
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390 | vec4(0), |
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391 | vec4(0), /* copper */ |
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392 | vec4(0, 1, 1, 1), |
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393 | vec4(0.0f, 1.0f, 0.05f, copper_copper.x), |
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394 | vec4(0.0f, 1.0f, 0.05f, copper_copper.y), |
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395 | vec4(0.0f, 1.0f, 0.02f, copper_copper.z), |
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396 | vec4(1.0f, 8.0f, 0.25f, copper_copper.w), |
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397 | vec4(0.0f, 4.0f, 0.25f, copper_mask_color.x), |
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398 | vec4(0.0f, 4.0f, 0.25f, copper_mask_color.y), |
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399 | vec4(0.0f, 4.0f, 0.25f, copper_mask_color.z), |
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400 | vec4(0), /* color */ |
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401 | vec4( 0.0f, 1.0f, 0.05f, color_filter.x), |
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402 | vec4( 0.0f, 1.0f, 0.05f, color_filter.y), |
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403 | vec4( 0.0f, 1.0f, 0.05f, color_filter.z), |
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404 | vec4( 0.0f, 2.0f, 0.05f, color_color.x), |
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405 | vec4( 0.0f, 2.0f, 0.05f, color_color.y), |
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406 | vec4(-1.0f, 1.0f, 0.05f, color_color.z), |
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407 | vec4( 0.0f, 1.0f, 0.05f, color_color.w), |
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408 | vec4( 0.0f, 8.0f, 0.50f, postfx_aberration), |
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409 | vec4(0), /* noise */ |
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410 | vec4(0, 1, 1, 1), |
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411 | vec4(0.0f, 4.0f, 0.50f, noise_offset.x), |
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412 | vec4(0.0f, 4.0f, 0.50f, noise_offset.y), |
---|
413 | vec4(0.0f, 0.5f, 0.05f, noise_noise), |
---|
414 | vec4(0.0f, 4.0f, 0.25f, noise_retrace.x), |
---|
415 | vec4(0.0f, 8.0f, 0.50f, noise_retrace.y), |
---|
416 | vec4(0.0f, 4.0f, 0.25f, noise_retrace.z), |
---|
417 | vec4(0), |
---|
418 | vec4(0), /* ghost */ |
---|
419 | vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.x), |
---|
420 | vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.y), |
---|
421 | vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.z), |
---|
422 | vec4(-1.0f, 1.0f, 0.05f, postfx_ghost1.w), |
---|
423 | vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.x), |
---|
424 | vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.y), |
---|
425 | vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.z), |
---|
426 | vec4(-1.0f, 1.0f, 0.05f, postfx_ghost2.w), |
---|
427 | vec4(0), /* glass */ |
---|
428 | vec4(0.0f, 16.0f, 0.50f, postfx_glass.x), |
---|
429 | vec4(0.0f, 1.0f, 0.05f, postfx_glass.y), |
---|
430 | vec4(0.0f, 2.0f, 0.05f, postfx_glass.z), |
---|
431 | vec4(0.0f, 1.0f, 0.05f, postfx_glass.w), |
---|
432 | vec4(0), |
---|
433 | vec4(0), |
---|
434 | vec4(0), |
---|
435 | vec4(0), |
---|
436 | vec4(0), /* moire */ |
---|
437 | vec4( 0.5f, 1.0f, 0.05f, postfx_moire_h.x), |
---|
438 | vec4(-0.5f, 0.5f, 0.05f, postfx_moire_h.y), |
---|
439 | vec4( 0.0f, 4.0f, 0.50f, postfx_moire_h.z), |
---|
440 | vec4( 0.0f, 4.0f, 0.50f, postfx_moire_h.w), |
---|
441 | vec4( 0.5f, 1.0f, 0.05f, postfx_moire_v.x), |
---|
442 | vec4(-0.5f, 0.5f, 0.05f, postfx_moire_v.y), |
---|
443 | vec4( 0.0f, 4.0f, 0.50f, postfx_moire_v.z), |
---|
444 | vec4( 0.0f, 4.0f, 0.50f, postfx_moire_v.w), |
---|
445 | vec4(0), /* scanline */ |
---|
446 | vec4( 0.5f, 1.0f, 0.05f, postfx_scanline_h.x), |
---|
447 | vec4(-0.5f, 0.5f, 0.05f, postfx_scanline_h.y), |
---|
448 | vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_h.z), |
---|
449 | vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_h.w), |
---|
450 | vec4( 0.5f, 1.0f, 0.05f, postfx_scanline_v.x), |
---|
451 | vec4(-0.5f, 0.5f, 0.05f, postfx_scanline_v.y), |
---|
452 | vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_v.z), |
---|
453 | vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_v.w), |
---|
454 | vec4(0), /* mirror */ |
---|
455 | vec4(0, 1, 1, 1), |
---|
456 | vec4(0.0f, 2.0f, 0.05f, mirror.x), |
---|
457 | vec4(0.0f, 2.0f, 0.05f, mirror.y), |
---|
458 | vec4(0.0f, 1.0f, 0.05f, mirror.z), |
---|
459 | vec4(1.0f, 8.0f, 1.00f, mirror.w), |
---|
460 | vec4(0), |
---|
461 | vec4(0), |
---|
462 | vec4(0), |
---|
463 | vec4(0), /* radial blur */ |
---|
464 | vec4(0, 1, 1, 1), |
---|
465 | vec4(2.0f, 8.0f, 0.25f, radial.x), |
---|
466 | vec4(0.8f, 1.0f, 0.01f, radial.y), |
---|
467 | vec4(2.0f,32.0f, 2.00f, radial.z), |
---|
468 | vec4(0.0f, 1.0f, 0.05f, radial.w), |
---|
469 | vec4(0), |
---|
470 | vec4(0), |
---|
471 | vec4(0), |
---|
472 | vec4(0) /* ? */ |
---|
473 | }; |
---|
474 | |
---|
475 | void Render::UpdateVar() |
---|
476 | { |
---|
477 | int k = 1; /* main */ |
---|
478 | ratio_2d = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
---|
479 | border = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
---|
480 | k += 5; /* remanence */ |
---|
481 | m_shader_remanence = (setup_var[k].w == 1) ? true : false; k++; |
---|
482 | buffer = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
---|
483 | remanence = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
---|
484 | k += 4; /* glow */ |
---|
485 | m_shader_glow = (setup_var[k].w == 1) ? true : false; k++; |
---|
486 | glow_mix = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
---|
487 | glow_large = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
---|
488 | glow_small = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
---|
489 | k += 2; /* blur */ |
---|
490 | m_shader_blur = (setup_var[k].w == 1) ? true : false; k++; |
---|
491 | blur = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
---|
492 | k += 6; /* screen */ |
---|
493 | m_shader_postfx = (setup_var[k].w == 1) ? true : false; k++; |
---|
494 | postfx_deform = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
---|
495 | postfx_corner = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
---|
496 | postfx_vignetting = setup_var[k].w; k++; |
---|
497 | k += 2; /* copper */ |
---|
498 | m_shader_copper = (setup_var[k].w == 1) ? true : false; k++; |
---|
499 | copper_copper = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
---|
500 | copper_mask_color = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
---|
501 | k += 1; /* color */ |
---|
502 | color_filter = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
---|
503 | color_color = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
---|
504 | postfx_aberration = setup_var[k].w; k++; |
---|
505 | k += 1; /* noise */ |
---|
506 | m_shader_noise = (setup_var[k].w == 1) ? true : false; k++; |
---|
507 | noise_offset = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
---|
508 | noise_noise = setup_var[k].w; k++; |
---|
509 | noise_retrace = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
---|
510 | k += 2; /* ghost */ |
---|
511 | postfx_ghost1 = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
---|
512 | postfx_ghost2 = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
---|
513 | k += 1; /* glass */ |
---|
514 | postfx_glass = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
---|
515 | k += 5; /* moire */ |
---|
516 | postfx_moire_h = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
---|
517 | postfx_moire_v = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
---|
518 | k += 1; /* scanline */ |
---|
519 | postfx_scanline_h = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
---|
520 | postfx_scanline_v = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
---|
521 | k += 1; /* mirror */ |
---|
522 | m_shader_mirror = (setup_var[k].w == 1) ? true : false; k++; |
---|
523 | mirror = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
---|
524 | k += 4; /* radial blur */ |
---|
525 | m_shader_radial = (setup_var[k].w == 1) ? true : false; k++; |
---|
526 | radial = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
---|
527 | UpdateSize(); |
---|
528 | } |
---|
529 | |
---|
530 | void Render::UpdateSize() |
---|
531 | { |
---|
532 | screen_size = Video::GetSize(); |
---|
533 | canvas_char = (screen_size - border * ratio_2d * font_size * 2) / (font_size * ratio_2d); |
---|
534 | canvas_char = max(canvas_char, ivec2(1, 1)); |
---|
535 | canvas_size = canvas_char * font_size * ratio_2d; |
---|
536 | |
---|
537 | border = (screen_size - canvas_size) / 2; |
---|
538 | |
---|
539 | caca_set_canvas_size(m_cv_screen, canvas_char.x, canvas_char.y); |
---|
540 | caca_set_canvas_size(m_cv_setup, setup_size.x + 1, setup_size.y + 1); |
---|
541 | } |
---|
542 | |
---|
543 | int calc_item_length() |
---|
544 | { |
---|
545 | int n = !setup_switch ? setup_option_n : setup_item_n; |
---|
546 | for (int i = 0; i < n; i++) |
---|
547 | { |
---|
548 | int k = !setup_switch ? (i * (setup_item_n + 1)) : (setup_option_i * (setup_item_n + 1) + 1 + i); |
---|
549 | if (setup_text[k][0] == '\0') return i - 1; |
---|
550 | } |
---|
551 | return n - 1; |
---|
552 | } |
---|
553 | |
---|
554 | Shader *shader_simple; |
---|
555 | Shader *shader_blur_h, *shader_blur_v, *shader_glow; |
---|
556 | Shader *shader_remanence, *shader_copper, *shader_color; |
---|
557 | Shader *shader_noise, *shader_postfx, *shader_mirror, *shader_radial; |
---|
558 | // shader variables |
---|
559 | ShaderUniform shader_simple_texture; |
---|
560 | ShaderUniform shader_blur_h_texture, |
---|
561 | shader_blur_h_radius, |
---|
562 | shader_blur_v_texture, |
---|
563 | shader_blur_v_radius; |
---|
564 | ShaderUniform shader_glow_glow, |
---|
565 | shader_glow_source, |
---|
566 | shader_glow_mix; |
---|
567 | ShaderUniform shader_remanence_source, |
---|
568 | shader_remanence_buffer, |
---|
569 | shader_remanence_mix; |
---|
570 | ShaderUniform shader_copper_texture, |
---|
571 | shader_copper_screen_size, |
---|
572 | shader_copper_time, |
---|
573 | shader_copper_copper, |
---|
574 | shader_copper_mask_color; |
---|
575 | ShaderUniform shader_color_texture, |
---|
576 | shader_color_screen_size, |
---|
577 | shader_color_filter, |
---|
578 | shader_color_color, |
---|
579 | shader_color_flash; |
---|
580 | ShaderUniform shader_noise_texture, |
---|
581 | shader_noise_screen_size, |
---|
582 | shader_noise_time, |
---|
583 | shader_noise_offset, |
---|
584 | shader_noise_noise, |
---|
585 | shader_noise_retrace; |
---|
586 | ShaderUniform shader_postfx_texture, |
---|
587 | shader_postfx_texture_2d, |
---|
588 | shader_postfx_screen_size, |
---|
589 | shader_postfx_ratio_2d, |
---|
590 | shader_postfx_time, |
---|
591 | shader_postfx_deform, |
---|
592 | shader_postfx_ghost1, |
---|
593 | shader_postfx_ghost2, |
---|
594 | shader_postfx_glass, |
---|
595 | shader_postfx_vignetting, |
---|
596 | shader_postfx_aberration, |
---|
597 | shader_postfx_moire_h, |
---|
598 | shader_postfx_moire_v, |
---|
599 | shader_postfx_scanline_h, |
---|
600 | shader_postfx_scanline_v, |
---|
601 | shader_postfx_corner, |
---|
602 | shader_postfx_sync, |
---|
603 | shader_postfx_beat; |
---|
604 | ShaderUniform shader_mirror_texture, |
---|
605 | shader_mirror_screen_size, |
---|
606 | shader_mirror_mirror; |
---|
607 | ShaderUniform shader_radial_texture, |
---|
608 | shader_radial_screen_size, |
---|
609 | shader_radial_radial; |
---|
610 | |
---|
611 | FrameBuffer *fbo_back, *fbo_front, *fbo_screen; |
---|
612 | FrameBuffer *fbo_blur_h, *fbo_blur_v; |
---|
613 | FrameBuffer *fbo_tmp, *fbo_buffer; |
---|
614 | |
---|
615 | void Render::TraceQuad() |
---|
616 | { |
---|
617 | glLoadIdentity(); |
---|
618 | glDrawArrays(GL_QUADS, 0, 4); |
---|
619 | } |
---|
620 | |
---|
621 | void Render::ShaderSimple(FrameBuffer *fbo_output, int n) |
---|
622 | { |
---|
623 | shader_simple->Bind(); |
---|
624 | shader_simple->SetUniform(shader_simple_texture, fbo_output->GetTexture(), n); |
---|
625 | TraceQuad(); |
---|
626 | shader_simple->Unbind(); |
---|
627 | } |
---|
628 | |
---|
629 | int Render::InitDraw(void) |
---|
630 | { |
---|
631 | glDepthMask(GL_TRUE); // do not write z-buffer |
---|
632 | glEnable(GL_CULL_FACE); // disable cull face |
---|
633 | glCullFace(GL_BACK); // don't draw front face |
---|
634 | /* initialise framebuffer objects */ |
---|
635 | fbo_back = new FrameBuffer(screen_size); |
---|
636 | fbo_screen = new FrameBuffer(screen_size); |
---|
637 | fbo_front = new FrameBuffer(screen_size); |
---|
638 | fbo_buffer = new FrameBuffer(screen_size); |
---|
639 | fbo_blur_h = new FrameBuffer(screen_size); |
---|
640 | fbo_blur_v = new FrameBuffer(screen_size); |
---|
641 | fbo_tmp = new FrameBuffer(screen_size); |
---|
642 | // shader simple |
---|
643 | shader_simple = Shader::Create(lolfx_simple); |
---|
644 | shader_simple_texture = shader_simple->GetUniformLocation("texture"); |
---|
645 | // shader glow |
---|
646 | shader_glow = Shader::Create(lolfx_glow); |
---|
647 | shader_glow_glow = shader_glow->GetUniformLocation("glow"); |
---|
648 | shader_glow_source = shader_glow->GetUniformLocation("source"); |
---|
649 | shader_glow_mix = shader_glow->GetUniformLocation("mix"); |
---|
650 | // shader blur horizontal |
---|
651 | shader_blur_h = Shader::Create(lolfx_blurh); |
---|
652 | shader_blur_h_texture = shader_blur_h->GetUniformLocation("texture"); |
---|
653 | shader_blur_h_radius = shader_blur_h->GetUniformLocation("radius"); |
---|
654 | // shader blur vertical |
---|
655 | shader_blur_v = Shader::Create(lolfx_blurv); |
---|
656 | shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture"); |
---|
657 | shader_blur_v_radius = shader_blur_v->GetUniformLocation("radius"); |
---|
658 | // shader remanence |
---|
659 | shader_remanence = Shader::Create(lolfx_remanence); |
---|
660 | shader_remanence_source = shader_remanence->GetUniformLocation("source"); |
---|
661 | shader_remanence_buffer = shader_remanence->GetUniformLocation("buffer"); |
---|
662 | shader_remanence_mix = shader_remanence->GetUniformLocation("mix"); |
---|
663 | // shader copper |
---|
664 | shader_copper = Shader::Create(lolfx_copper); |
---|
665 | shader_copper_texture = shader_copper->GetUniformLocation("texture"); |
---|
666 | shader_copper_screen_size = shader_copper->GetUniformLocation("screen_size"); |
---|
667 | shader_copper_time = shader_copper->GetUniformLocation("time"); |
---|
668 | shader_copper_copper = shader_copper->GetUniformLocation("copper"); |
---|
669 | shader_copper_mask_color = shader_copper->GetUniformLocation("mask_color"); |
---|
670 | // shader color |
---|
671 | shader_color = Shader::Create(lolfx_color); |
---|
672 | shader_color_texture = shader_color->GetUniformLocation("texture"); |
---|
673 | shader_color_screen_size = shader_color->GetUniformLocation("screen_size"); |
---|
674 | shader_color_filter = shader_color->GetUniformLocation("filter"); |
---|
675 | shader_color_color = shader_color->GetUniformLocation("color"); |
---|
676 | shader_color_flash = shader_color->GetUniformLocation("flash"); |
---|
677 | // shader noise |
---|
678 | shader_noise = Shader::Create(lolfx_noise); |
---|
679 | shader_noise_texture = shader_noise->GetUniformLocation("texture"); |
---|
680 | shader_noise_screen_size = shader_noise->GetUniformLocation("screen_size"); |
---|
681 | shader_noise_time = shader_noise->GetUniformLocation("time"); |
---|
682 | shader_noise_offset = shader_noise->GetUniformLocation("offset"); |
---|
683 | shader_noise_noise = shader_noise->GetUniformLocation("noise"); |
---|
684 | shader_noise_retrace = shader_noise->GetUniformLocation("retrace"); |
---|
685 | // shader postfx |
---|
686 | shader_postfx = Shader::Create(lolfx_postfx); |
---|
687 | shader_postfx_texture = shader_postfx->GetUniformLocation("texture"); |
---|
688 | shader_postfx_texture_2d = shader_postfx->GetUniformLocation("texture_2d"); |
---|
689 | shader_postfx_screen_size = shader_postfx->GetUniformLocation("screen_size"); |
---|
690 | shader_postfx_ratio_2d = shader_postfx->GetUniformLocation("ratio_2d"); |
---|
691 | shader_postfx_time = shader_postfx->GetUniformLocation("time"); |
---|
692 | shader_postfx_deform = shader_postfx->GetUniformLocation("deform"); |
---|
693 | shader_postfx_ghost1 = shader_postfx->GetUniformLocation("ghost1"); |
---|
694 | shader_postfx_ghost2 = shader_postfx->GetUniformLocation("ghost2"); |
---|
695 | shader_postfx_glass = shader_postfx->GetUniformLocation("glass"); |
---|
696 | shader_postfx_vignetting = shader_postfx->GetUniformLocation("vignetting"); |
---|
697 | shader_postfx_aberration = shader_postfx->GetUniformLocation("aberration"); |
---|
698 | shader_postfx_moire_h = shader_postfx->GetUniformLocation("moire_h"); |
---|
699 | shader_postfx_moire_v = shader_postfx->GetUniformLocation("moire_v"); |
---|
700 | shader_postfx_scanline_h = shader_postfx->GetUniformLocation("scanline_h"); |
---|
701 | shader_postfx_scanline_v = shader_postfx->GetUniformLocation("scanline_v"); |
---|
702 | shader_postfx_corner = shader_postfx->GetUniformLocation("corner"); |
---|
703 | shader_postfx_sync = shader_postfx->GetUniformLocation("sync"); |
---|
704 | shader_postfx_beat = shader_postfx->GetUniformLocation("beat"); |
---|
705 | // shader mirror |
---|
706 | shader_mirror = Shader::Create(lolfx_mirror); |
---|
707 | shader_mirror_texture = shader_mirror->GetUniformLocation("texture"); |
---|
708 | shader_mirror_screen_size = shader_mirror->GetUniformLocation("screen_size"); |
---|
709 | shader_mirror_mirror = shader_mirror->GetUniformLocation("mirror"); |
---|
710 | // shader radial blur |
---|
711 | shader_radial = Shader::Create(lolfx_radial); |
---|
712 | shader_radial_texture = shader_radial->GetUniformLocation("texture"); |
---|
713 | shader_radial_screen_size = shader_radial->GetUniformLocation("screen_size"); |
---|
714 | shader_radial_radial = shader_radial->GetUniformLocation("radial"); |
---|
715 | // initialize setup |
---|
716 | setup_n = calc_item_length(); |
---|
717 | return true; |
---|
718 | } |
---|
719 | |
---|
720 | int Render::CreateGLWindow() |
---|
721 | { |
---|
722 | UpdateSize(); |
---|
723 | InitDraw(); |
---|
724 | InitVar(); |
---|
725 | UpdateSize(); |
---|
726 | return true; |
---|
727 | } |
---|
728 | |
---|
729 | Render::Render(caca_canvas_t *caca) |
---|
730 | : m_cv_screen(caca), |
---|
731 | m_cv_setup(caca_create_canvas(1, 1)), |
---|
732 | m_fps_debug(0), |
---|
733 | m_ready(false), |
---|
734 | m_pause(false), |
---|
735 | m_shader(true), |
---|
736 | m_shader_glow(true), |
---|
737 | m_shader_blur(true), |
---|
738 | m_shader_remanence(true), |
---|
739 | m_shader_copper(true), |
---|
740 | m_shader_color(true), |
---|
741 | m_shader_noise(true), |
---|
742 | m_shader_postfx(true), |
---|
743 | m_shader_mirror(true), |
---|
744 | m_shader_radial(true) |
---|
745 | { |
---|
746 | m_txt_screen = new TextRender(m_cv_screen, font_size); |
---|
747 | m_txt_setup = new TextRender(m_cv_setup, font_size); |
---|
748 | } |
---|
749 | |
---|
750 | void Render::TickGame(float seconds) |
---|
751 | { |
---|
752 | Entity::TickGame(seconds); |
---|
753 | /* draw setup */ |
---|
754 | if (g_setup) |
---|
755 | { |
---|
756 | /* background */ |
---|
757 | caca_set_color_argb(m_cv_setup, setup_color.x, setup_color.y); |
---|
758 | caca_fill_box(m_cv_setup, 0, 0, setup_size.x + 1, setup_size.y,' '); |
---|
759 | caca_draw_line(m_cv_setup, setup_size.z - 1, 1, setup_size.z - 1, setup_size.y - 1,'|'); |
---|
760 | /* title */ |
---|
761 | caca_set_color_argb(m_cv_setup, setup_color.y, setup_color.x); |
---|
762 | caca_draw_line(m_cv_setup, 0, 0, setup_size.x, 0, ' '); |
---|
763 | caca_put_str(m_cv_setup, setup_size.x / 2 - 3, 0, "SETUP"); |
---|
764 | /* informations */ |
---|
765 | /* |
---|
766 | int w = caca_get_canvas_width(m_cv_screen); |
---|
767 | int h = caca_get_canvas_height(m_cv_screen); |
---|
768 | caca_set_color_argb(m_cv_setup, setup_color.y, setup_color.x); |
---|
769 | caca_printf(m_cv_setup, 1, 0, "%i*%i", w, h); |
---|
770 | */ |
---|
771 | /* display option */ |
---|
772 | for (int i = 0; i < setup_h; i++) |
---|
773 | { |
---|
774 | int y = 1 + i; |
---|
775 | int k = (setup_option_p + i) * (setup_item_n + 1); |
---|
776 | if (setup_option_i != setup_option_p + i || setup_switch) |
---|
777 | { |
---|
778 | caca_set_color_argb(m_cv_setup, setup_color.x, setup_color.y); |
---|
779 | caca_put_str(m_cv_setup, 1, y, setup_text[k]); |
---|
780 | } |
---|
781 | else |
---|
782 | { |
---|
783 | caca_set_color_argb(m_cv_setup, setup_color.y, 0xfff);//setup_color.x); |
---|
784 | caca_draw_line(m_cv_setup, 0, y, setup_size.z - 2, y,' '); |
---|
785 | caca_put_str(m_cv_setup, 1, y, setup_text[k]); |
---|
786 | } |
---|
787 | } |
---|
788 | /* display item */ |
---|
789 | for (int i = 0; i < setup_h; i++) |
---|
790 | { |
---|
791 | int y = 1 + i; |
---|
792 | int k = setup_option_i * (setup_item_n + 1) + 1 + setup_item_p + i; |
---|
793 | if (setup_item_i != setup_item_p + i || !setup_switch) |
---|
794 | { |
---|
795 | caca_set_color_argb(m_cv_setup, setup_color.x, setup_color.y); |
---|
796 | caca_put_str(m_cv_setup, setup_size.z + 1, y, setup_text[k]); |
---|
797 | } |
---|
798 | else |
---|
799 | { |
---|
800 | caca_set_color_argb(m_cv_setup, setup_color.y, 0xfff);//setup_color.x); |
---|
801 | caca_draw_line(m_cv_setup, setup_size.z, y, setup_size.x, y,' '); |
---|
802 | caca_put_str(m_cv_setup, setup_size.z + 1, y, setup_text[k]); |
---|
803 | } |
---|
804 | } |
---|
805 | /* display variable */ |
---|
806 | int y = setup_size.y; |
---|
807 | setup_item_key = setup_option_i * (setup_item_n + 1) + 1 + setup_item_i; |
---|
808 | caca_set_color_argb(m_cv_setup, setup_color.y, setup_color.x); |
---|
809 | caca_draw_line(m_cv_setup, 0, y, setup_size.x, y,' '); |
---|
810 | if (setup_switch) |
---|
811 | { |
---|
812 | int x = 1; |
---|
813 | int w = setup_size.x - 3 - 4; |
---|
814 | float bar_w = w / (setup_var[setup_item_key].y - setup_var[setup_item_key].x); |
---|
815 | int bar_x = bar_w * setup_var[setup_item_key].x; |
---|
816 | if ((setup_var[setup_item_key].y - setup_var[setup_item_key].x) / setup_var[setup_item_key].z > 1) |
---|
817 | { |
---|
818 | /* Work around a bug in libcaca */ |
---|
819 | if (setup_size.x - 4 < caca_get_canvas_width(m_cv_setup)) caca_printf(m_cv_setup, setup_size.x - 4, y, "%4.2f", setup_var[setup_item_key].w); |
---|
820 | caca_draw_line(m_cv_setup, x, y, x - bar_x + int(bar_w * setup_var[setup_item_key].y), y,'.'); |
---|
821 | if (setup_var[setup_item_key].w != setup_var[setup_item_key].x) caca_draw_line(m_cv_setup, x, y, x - bar_x + int(bar_w * setup_var[setup_item_key].w), y, 'x'); |
---|
822 | } |
---|
823 | else |
---|
824 | { |
---|
825 | if (setup_var[setup_item_key] != vec4(0)) |
---|
826 | { |
---|
827 | caca_put_str(m_cv_setup, setup_size.x - 3, y, (setup_var[setup_item_key].w == setup_var[setup_item_key].y)?"YES":" NO"); |
---|
828 | } |
---|
829 | } |
---|
830 | } |
---|
831 | else |
---|
832 | { |
---|
833 | caca_printf(m_cv_setup, 1, y, "%d/%d", setup_option_i, setup_n); |
---|
834 | } |
---|
835 | } |
---|
836 | |
---|
837 | } |
---|
838 | |
---|
839 | void Render::Pause() |
---|
840 | { |
---|
841 | m_pause=!m_pause; |
---|
842 | } |
---|
843 | |
---|
844 | void Render::TickDraw(float seconds) |
---|
845 | { |
---|
846 | /* keyboard manager */ |
---|
847 | if (Input::WasPressed(Key::F1)) |
---|
848 | { |
---|
849 | g_setup = !g_setup; |
---|
850 | if (g_setup) setup_n = calc_item_length(); |
---|
851 | sync_flag = true; |
---|
852 | sync_angle = main_angle; |
---|
853 | |
---|
854 | if (m_fps_debug) |
---|
855 | { |
---|
856 | Ticker::Unref(m_fps_debug); |
---|
857 | m_fps_debug = NULL; |
---|
858 | } |
---|
859 | |
---|
860 | if (g_setup) |
---|
861 | { |
---|
862 | m_fps_debug = new DebugFps(2, 2); |
---|
863 | Ticker::Ref(m_fps_debug); |
---|
864 | } |
---|
865 | } |
---|
866 | if (Input::WasPressed(Key::F2)) |
---|
867 | { |
---|
868 | m_shader_glow = !m_shader_glow; |
---|
869 | m_shader_blur = !m_shader_blur; |
---|
870 | m_shader_remanence = !m_shader_remanence; |
---|
871 | //m_shader_copper = !m_shader_copper; |
---|
872 | m_shader_color = !m_shader_color; |
---|
873 | m_shader_noise = !m_shader_noise; |
---|
874 | m_shader_postfx = !m_shader_postfx; |
---|
875 | m_shader_mirror = !m_shader_mirror; |
---|
876 | m_shader_radial = !m_shader_radial; |
---|
877 | } |
---|
878 | if (Input::WasPressed(Key::Tab)) |
---|
879 | { |
---|
880 | if (g_setup) |
---|
881 | { |
---|
882 | setup_switch = !setup_switch; |
---|
883 | setup_n = calc_item_length(); |
---|
884 | setup_cursor = (!setup_switch?setup_option_i:setup_item_i) - (!setup_switch?setup_option_p:setup_item_p); |
---|
885 | } |
---|
886 | } |
---|
887 | if (Input::WasPressed(Key::Up)) |
---|
888 | { |
---|
889 | if (g_setup) |
---|
890 | { |
---|
891 | if (!setup_switch) |
---|
892 | { |
---|
893 | if (setup_cursor > 0) |
---|
894 | { |
---|
895 | setup_cursor--; |
---|
896 | } |
---|
897 | else |
---|
898 | { |
---|
899 | if (setup_cursor == 0) setup_option_p--; |
---|
900 | } |
---|
901 | if (setup_option_i > 0) |
---|
902 | { |
---|
903 | setup_option_i--; |
---|
904 | } |
---|
905 | else |
---|
906 | { |
---|
907 | setup_option_i = setup_option_n - 1; |
---|
908 | setup_option_p = setup_option_n - setup_h; |
---|
909 | setup_cursor = setup_h - 1; |
---|
910 | } |
---|
911 | setup_item_i = 0; |
---|
912 | setup_item_p = 0; |
---|
913 | } |
---|
914 | else |
---|
915 | { |
---|
916 | if (setup_cursor > 0) |
---|
917 | { |
---|
918 | setup_cursor--; |
---|
919 | } |
---|
920 | else |
---|
921 | { |
---|
922 | if (setup_cursor == 0) setup_item_p--; |
---|
923 | } |
---|
924 | if (setup_item_i > 0) |
---|
925 | { |
---|
926 | setup_item_i--; |
---|
927 | } |
---|
928 | else |
---|
929 | { |
---|
930 | setup_item_i = setup_n; |
---|
931 | setup_item_p = (setup_n < setup_h) ? 0 : setup_n - setup_h + 1; |
---|
932 | setup_cursor = (setup_n < setup_h) ? setup_n : setup_h - 1; |
---|
933 | } |
---|
934 | } |
---|
935 | } |
---|
936 | } |
---|
937 | if (Input::WasPressed(Key::Down)) |
---|
938 | { |
---|
939 | if (g_setup) |
---|
940 | { |
---|
941 | if (!setup_switch) |
---|
942 | { |
---|
943 | if (setup_cursor < setup_h - 1) |
---|
944 | { |
---|
945 | setup_cursor++; |
---|
946 | } |
---|
947 | else |
---|
948 | { |
---|
949 | if (setup_cursor == setup_h - 1) setup_option_p++; |
---|
950 | } |
---|
951 | if (setup_option_i < setup_option_n - 1) |
---|
952 | { |
---|
953 | setup_option_i++; |
---|
954 | } |
---|
955 | else |
---|
956 | { |
---|
957 | setup_option_i = 0; |
---|
958 | setup_option_p = 0; |
---|
959 | setup_cursor = 0; |
---|
960 | } |
---|
961 | setup_item_i = 0; |
---|
962 | setup_item_p = 0; |
---|
963 | } |
---|
964 | else |
---|
965 | { |
---|
966 | if (setup_cursor < setup_h - 1) |
---|
967 | { |
---|
968 | setup_cursor++; |
---|
969 | } |
---|
970 | else |
---|
971 | { |
---|
972 | if (setup_cursor == setup_h - 1) setup_item_p++; |
---|
973 | } |
---|
974 | if (setup_item_i < setup_n) |
---|
975 | { |
---|
976 | setup_item_i++; |
---|
977 | } |
---|
978 | else |
---|
979 | { |
---|
980 | setup_item_i = 0; |
---|
981 | setup_item_p = 0; |
---|
982 | setup_cursor = 0; |
---|
983 | } |
---|
984 | } |
---|
985 | } |
---|
986 | } |
---|
987 | if (Input::WasPressed(Key::PageUp)) |
---|
988 | { |
---|
989 | if (g_setup) |
---|
990 | { |
---|
991 | if (!setup_switch) |
---|
992 | { |
---|
993 | if (setup_cursor > 0) |
---|
994 | { |
---|
995 | setup_option_i -= setup_cursor; |
---|
996 | setup_cursor = 0; |
---|
997 | } |
---|
998 | else |
---|
999 | { |
---|
1000 | if (setup_option_i > setup_h) |
---|
1001 | { |
---|
1002 | setup_option_i -= setup_h; |
---|
1003 | setup_option_p -= setup_h; |
---|
1004 | } |
---|
1005 | else |
---|
1006 | { |
---|
1007 | setup_option_i = 0; |
---|
1008 | setup_option_p = 0; |
---|
1009 | } |
---|
1010 | } |
---|
1011 | setup_item_i = 0; |
---|
1012 | } |
---|
1013 | else |
---|
1014 | { |
---|
1015 | if (setup_cursor > 0) |
---|
1016 | { |
---|
1017 | setup_item_i -= setup_cursor; |
---|
1018 | setup_cursor = 0; |
---|
1019 | } |
---|
1020 | else |
---|
1021 | { |
---|
1022 | if (setup_item_i > setup_h) |
---|
1023 | { |
---|
1024 | setup_item_i -= setup_h; |
---|
1025 | setup_item_p -= setup_h; |
---|
1026 | } |
---|
1027 | else |
---|
1028 | { |
---|
1029 | setup_item_i = 0; |
---|
1030 | setup_item_p = 0; |
---|
1031 | } |
---|
1032 | } |
---|
1033 | } |
---|
1034 | } |
---|
1035 | } |
---|
1036 | if (Input::WasPressed(Key::PageDown)) |
---|
1037 | { |
---|
1038 | if (g_setup) |
---|
1039 | { |
---|
1040 | if (!setup_switch) |
---|
1041 | { |
---|
1042 | if (setup_cursor < setup_h - 1) |
---|
1043 | { |
---|
1044 | setup_option_i += setup_h - setup_cursor - 1; |
---|
1045 | setup_cursor = setup_h - 1; |
---|
1046 | setup_item_i = 0; |
---|
1047 | } |
---|
1048 | else |
---|
1049 | { |
---|
1050 | if (setup_option_i < setup_option_n - setup_h - 1) |
---|
1051 | { |
---|
1052 | setup_option_i += setup_h; |
---|
1053 | setup_option_p += setup_h; |
---|
1054 | } |
---|
1055 | else |
---|
1056 | { |
---|
1057 | setup_option_i = setup_option_n - 1; |
---|
1058 | setup_option_p = setup_option_n - setup_h; |
---|
1059 | } |
---|
1060 | } |
---|
1061 | } |
---|
1062 | else |
---|
1063 | { |
---|
1064 | if (setup_cursor < setup_h - 1) |
---|
1065 | { |
---|
1066 | setup_item_i += (setup_n < setup_h) ? setup_n - setup_cursor : setup_h - setup_cursor - 1; |
---|
1067 | setup_cursor = (setup_n < setup_h) ? setup_n : setup_h - 1; |
---|
1068 | } |
---|
1069 | else |
---|
1070 | { |
---|
1071 | if (setup_item_i < setup_n - setup_h + 1) |
---|
1072 | { |
---|
1073 | setup_item_i += setup_h; |
---|
1074 | setup_item_p += setup_h; |
---|
1075 | } |
---|
1076 | else |
---|
1077 | { |
---|
1078 | setup_item_i = setup_n; |
---|
1079 | setup_item_p = setup_n - setup_h + 1; |
---|
1080 | } |
---|
1081 | } |
---|
1082 | } |
---|
1083 | } |
---|
1084 | } |
---|
1085 | if (Input::WasPressed(Key::Left)) |
---|
1086 | { |
---|
1087 | if (g_setup && setup_switch) |
---|
1088 | { |
---|
1089 | setup_var[setup_item_key].w -= setup_var[setup_item_key].z; |
---|
1090 | if (setup_var[setup_item_key].w < setup_var[setup_item_key].x) setup_var[setup_item_key].w = setup_var[setup_item_key].x; |
---|
1091 | UpdateVar(); |
---|
1092 | } |
---|
1093 | } |
---|
1094 | if (Input::WasPressed(Key::Right)) |
---|
1095 | { |
---|
1096 | if (g_setup && setup_switch) |
---|
1097 | { |
---|
1098 | setup_var[setup_item_key].w += setup_var[setup_item_key].z; |
---|
1099 | if (setup_var[setup_item_key].w > setup_var[setup_item_key].y) setup_var[setup_item_key].w = setup_var[setup_item_key].y; |
---|
1100 | UpdateVar(); |
---|
1101 | } |
---|
1102 | } |
---|
1103 | if (Input::WasPressed(Key::Home)) |
---|
1104 | { |
---|
1105 | if (g_setup && setup_switch) |
---|
1106 | { |
---|
1107 | setup_var[setup_item_key].w = setup_var[setup_item_key].x; |
---|
1108 | UpdateVar(); |
---|
1109 | } |
---|
1110 | } |
---|
1111 | if (Input::WasPressed(Key::End)) |
---|
1112 | { |
---|
1113 | if (g_setup && setup_switch) |
---|
1114 | { |
---|
1115 | setup_var[setup_item_key].w = setup_var[setup_item_key].y; |
---|
1116 | UpdateVar(); |
---|
1117 | } |
---|
1118 | } |
---|
1119 | if (Input::WasPressed(Key::Return)) |
---|
1120 | { |
---|
1121 | beat_flag = true; |
---|
1122 | beat_angle = main_angle; |
---|
1123 | //flash_flag = true; |
---|
1124 | //flash_angle = main_angle; |
---|
1125 | } |
---|
1126 | |
---|
1127 | Entity::TickDraw(seconds); |
---|
1128 | |
---|
1129 | if (!m_ready) |
---|
1130 | { |
---|
1131 | CreateGLWindow(); |
---|
1132 | m_txt_screen->Init(); |
---|
1133 | m_txt_setup->Init(); |
---|
1134 | m_ready = true; |
---|
1135 | } |
---|
1136 | |
---|
1137 | // timer |
---|
1138 | if (!m_pause) |
---|
1139 | { |
---|
1140 | timer += seconds; |
---|
1141 | main_angle = timer * 100.0f * PID; |
---|
1142 | } |
---|
1143 | if (sync_flag) |
---|
1144 | { |
---|
1145 | angle = (main_angle - sync_angle) * sync_speed; |
---|
1146 | sync_value = 1.0f - sinf(angle); |
---|
1147 | if (angle > 90.0f * PID) |
---|
1148 | { |
---|
1149 | sync_value = 0; |
---|
1150 | sync_flag = false; |
---|
1151 | } |
---|
1152 | } |
---|
1153 | if (beat_flag) |
---|
1154 | { |
---|
1155 | angle = (main_angle - beat_angle) * beat_speed; |
---|
1156 | beat_value = 1.0f - sinf(angle); |
---|
1157 | if (angle > 90.0f * PID) |
---|
1158 | { |
---|
1159 | beat_value = 0; |
---|
1160 | beat_flag = false; |
---|
1161 | } |
---|
1162 | } |
---|
1163 | if (flash_flag) |
---|
1164 | { |
---|
1165 | angle = (main_angle - flash_angle) * flash_speed; |
---|
1166 | flash_value = 1.0f - sinf(angle); |
---|
1167 | if (angle > 90.0f * PID) |
---|
1168 | { |
---|
1169 | flash_value = 0; |
---|
1170 | flash_flag = false; |
---|
1171 | } |
---|
1172 | } |
---|
1173 | if (fade_flag) |
---|
1174 | { |
---|
1175 | angle = (main_angle - fade_angle) * fade_speed; |
---|
1176 | fade_value = 1.0f - sinf(angle); |
---|
1177 | if (angle > 90.0f * PID) |
---|
1178 | { |
---|
1179 | fade_value = 0; |
---|
1180 | fade_flag = false; |
---|
1181 | } |
---|
1182 | } |
---|
1183 | |
---|
1184 | Draw2D(); |
---|
1185 | Draw3D(); |
---|
1186 | } |
---|
1187 | |
---|
1188 | void Render::Draw2D() |
---|
1189 | { |
---|
1190 | /* Draw text in an offline buffer */ |
---|
1191 | m_txt_screen->Render(); |
---|
1192 | |
---|
1193 | if (g_setup) |
---|
1194 | m_txt_setup->Render(); |
---|
1195 | |
---|
1196 | if (m_shader) |
---|
1197 | fbo_back->Bind(); |
---|
1198 | |
---|
1199 | glViewport(0, 0, screen_size.x, screen_size.y); |
---|
1200 | |
---|
1201 | /* Clear the back buffer */ |
---|
1202 | glEnable(GL_TEXTURE_2D); |
---|
1203 | glEnable(GL_BLEND); |
---|
1204 | glBlendFunc(GL_SRC_COLOR, GL_DST_ALPHA); |
---|
1205 | |
---|
1206 | Video::SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f)); |
---|
1207 | Video::SetClearDepth(1.0f); // set depth buffer |
---|
1208 | Video::Clear(ClearMask::Color | ClearMask::Depth); |
---|
1209 | |
---|
1210 | m_txt_screen->Blit(border, canvas_size); |
---|
1211 | if (g_setup) |
---|
1212 | m_txt_setup->Blit((screen_size - setup_canvas_size) / 2, setup_canvas_size); |
---|
1213 | |
---|
1214 | glMatrixMode(GL_PROJECTION); |
---|
1215 | mat4 m = mat4::ortho(0, screen_size.x, screen_size.y, 0, -1.f, 1.f); |
---|
1216 | glLoadMatrixf(&m[0][0]); |
---|
1217 | glMatrixMode(GL_MODELVIEW); |
---|
1218 | |
---|
1219 | fx_angle=main_angle-part_angle; |
---|
1220 | } |
---|
1221 | |
---|
1222 | void Render::Draw3D() |
---|
1223 | { |
---|
1224 | if (!m_shader) |
---|
1225 | return; |
---|
1226 | |
---|
1227 | glDisable(GL_DEPTH_TEST); |
---|
1228 | glDisable(GL_BLEND); |
---|
1229 | |
---|
1230 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
1231 | glVertexPointer(4, GL_FLOAT, 0, fs_quad_vtx); |
---|
1232 | |
---|
1233 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
1234 | glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex); |
---|
1235 | |
---|
1236 | if (m_shader_copper) |
---|
1237 | { |
---|
1238 | // shader copper |
---|
1239 | fbo_tmp->Bind(); |
---|
1240 | shader_copper->Bind(); |
---|
1241 | shader_copper->SetUniform(shader_copper_texture, fbo_back->GetTexture(), 0); |
---|
1242 | shader_copper->SetUniform(shader_copper_screen_size, (vec2)screen_size); |
---|
1243 | shader_copper->SetUniform(shader_copper_time, fx_angle); |
---|
1244 | shader_copper->SetUniform(shader_copper_copper, vec4(copper_copper.x, copper_copper.y, copper_copper.z * 16.0f, copper_copper.w * 16.0f)); |
---|
1245 | shader_copper->SetUniform(shader_copper_mask_color, copper_mask_color / 4.0f); |
---|
1246 | TraceQuad(); |
---|
1247 | shader_color->Unbind(); |
---|
1248 | fbo_tmp->Unbind(); |
---|
1249 | // shader simple |
---|
1250 | fbo_back->Bind(); |
---|
1251 | ShaderSimple(fbo_tmp, 0); |
---|
1252 | fbo_back->Unbind(); |
---|
1253 | } |
---|
1254 | |
---|
1255 | if (m_shader_remanence) |
---|
1256 | { |
---|
1257 | // shader remanence |
---|
1258 | fbo_tmp->Bind(); |
---|
1259 | shader_remanence->Bind(); |
---|
1260 | shader_remanence->SetUniform(shader_remanence_source, fbo_back->GetTexture(), 0); |
---|
1261 | shader_remanence->SetUniform(shader_remanence_buffer, fbo_buffer->GetTexture(), 1); |
---|
1262 | shader_remanence->SetUniform(shader_remanence_mix, remanence); |
---|
1263 | TraceQuad(); |
---|
1264 | shader_remanence->Unbind(); |
---|
1265 | fbo_tmp->Unbind(); |
---|
1266 | // shader simple |
---|
1267 | fbo_back->Bind(); |
---|
1268 | ShaderSimple(fbo_tmp, 0); |
---|
1269 | fbo_back->Unbind(); |
---|
1270 | // save previous fbo |
---|
1271 | fbo_tmp->Bind(); |
---|
1272 | shader_remanence->Bind(); |
---|
1273 | shader_remanence->SetUniform(shader_remanence_source, fbo_screen->GetTexture(), 0); |
---|
1274 | shader_remanence->SetUniform(shader_remanence_buffer, fbo_buffer->GetTexture(), 1); |
---|
1275 | shader_remanence->SetUniform(shader_remanence_mix, buffer); |
---|
1276 | TraceQuad(); |
---|
1277 | shader_remanence->Unbind(); |
---|
1278 | fbo_tmp->Unbind(); |
---|
1279 | // shader simple |
---|
1280 | fbo_buffer->Bind(); |
---|
1281 | ShaderSimple(fbo_tmp, 0); |
---|
1282 | fbo_buffer->Unbind(); |
---|
1283 | } |
---|
1284 | |
---|
1285 | // shader glow |
---|
1286 | if (m_shader_glow) |
---|
1287 | { |
---|
1288 | // shader blur horizontal |
---|
1289 | fbo_blur_h->Bind(); |
---|
1290 | shader_blur_h->Bind(); |
---|
1291 | shader_blur_h->SetUniform(shader_blur_h_texture, fbo_back->GetTexture(), 0); |
---|
1292 | shader_blur_h->SetUniform(shader_blur_h_radius, glow_large / screen_size.x); |
---|
1293 | TraceQuad(); |
---|
1294 | shader_blur_h->Unbind(); |
---|
1295 | fbo_blur_h->Unbind(); |
---|
1296 | // shader blur vertical |
---|
1297 | fbo_blur_v->Bind(); |
---|
1298 | shader_blur_v->Bind(); |
---|
1299 | shader_blur_v->SetUniform(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
---|
1300 | shader_blur_v->SetUniform(shader_blur_v_radius, glow_large / screen_size.y); |
---|
1301 | TraceQuad(); |
---|
1302 | shader_blur_v->Unbind(); |
---|
1303 | fbo_blur_v->Unbind(); |
---|
1304 | // shader blur horizontal |
---|
1305 | fbo_blur_h->Bind(); |
---|
1306 | shader_blur_h->Bind(); |
---|
1307 | shader_blur_h->SetUniform(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0); |
---|
1308 | shader_blur_h->SetUniform(shader_blur_h_radius, glow_small / screen_size.x); |
---|
1309 | TraceQuad(); |
---|
1310 | shader_blur_h->Unbind(); |
---|
1311 | fbo_blur_h->Unbind(); |
---|
1312 | // shader blur vertical |
---|
1313 | fbo_blur_v->Bind(); |
---|
1314 | shader_blur_v->Bind(); |
---|
1315 | shader_blur_v->SetUniform(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
---|
1316 | shader_blur_v->SetUniform(shader_blur_v_radius, glow_small / screen_size.y); |
---|
1317 | TraceQuad(); |
---|
1318 | shader_blur_v->Unbind(); |
---|
1319 | fbo_blur_v->Unbind(); |
---|
1320 | // shader glow |
---|
1321 | fbo_screen->Bind(); |
---|
1322 | shader_glow->Bind(); |
---|
1323 | shader_glow->SetUniform(shader_glow_glow, fbo_blur_v->GetTexture(), 0); |
---|
1324 | shader_glow->SetUniform(shader_glow_source, fbo_back->GetTexture(), 1); |
---|
1325 | shader_glow->SetUniform(shader_glow_mix, glow_mix); |
---|
1326 | TraceQuad(); |
---|
1327 | shader_glow->Unbind(); |
---|
1328 | fbo_screen->Unbind(); |
---|
1329 | } |
---|
1330 | else |
---|
1331 | { |
---|
1332 | // shader simple |
---|
1333 | fbo_screen->Bind(); |
---|
1334 | ShaderSimple(fbo_back, 0); |
---|
1335 | fbo_screen->Unbind(); |
---|
1336 | } |
---|
1337 | |
---|
1338 | if (m_shader_color) |
---|
1339 | { |
---|
1340 | // shader color |
---|
1341 | fbo_tmp->Bind(); |
---|
1342 | shader_color->Bind(); |
---|
1343 | shader_color->SetUniform(shader_color_texture, fbo_screen->GetTexture(), 0); |
---|
1344 | shader_color->SetUniform(shader_color_screen_size, (vec2)screen_size); |
---|
1345 | shader_color->SetUniform(shader_color_filter, color_filter); |
---|
1346 | shader_color->SetUniform(shader_color_color, color_color); |
---|
1347 | shader_color->SetUniform(shader_color_flash, flash_value); |
---|
1348 | TraceQuad(); |
---|
1349 | shader_color->Unbind(); |
---|
1350 | fbo_tmp->Unbind(); |
---|
1351 | // shader simple |
---|
1352 | fbo_screen->Bind(); |
---|
1353 | ShaderSimple(fbo_tmp, 0); |
---|
1354 | fbo_screen->Unbind(); |
---|
1355 | } |
---|
1356 | |
---|
1357 | if (m_shader_noise) |
---|
1358 | { |
---|
1359 | // shader noise |
---|
1360 | fbo_tmp->Bind(); |
---|
1361 | shader_noise->Bind(); |
---|
1362 | shader_noise->SetUniform(shader_noise_texture, fbo_screen->GetTexture(), 0); |
---|
1363 | shader_noise->SetUniform(shader_noise_screen_size, (vec2)screen_size); |
---|
1364 | shader_noise->SetUniform(shader_noise_time, fx_angle); |
---|
1365 | shader_noise->SetUniform(shader_noise_offset, noise_offset); |
---|
1366 | shader_noise->SetUniform(shader_noise_noise, noise_noise); |
---|
1367 | shader_noise->SetUniform(shader_noise_retrace, noise_retrace); |
---|
1368 | TraceQuad(); |
---|
1369 | shader_noise->Unbind(); |
---|
1370 | fbo_tmp->Unbind(); |
---|
1371 | // shader simple |
---|
1372 | fbo_screen->Bind(); |
---|
1373 | ShaderSimple(fbo_tmp, 0); |
---|
1374 | fbo_screen->Unbind(); |
---|
1375 | } |
---|
1376 | |
---|
1377 | if (m_shader_blur) |
---|
1378 | { |
---|
1379 | // shader blur horizontal |
---|
1380 | fbo_tmp->Bind(); |
---|
1381 | shader_blur_h->Bind(); |
---|
1382 | shader_blur_h->SetUniform(shader_blur_h_texture, fbo_screen->GetTexture(), 0); |
---|
1383 | shader_blur_h->SetUniform(shader_blur_h_radius, blur / screen_size.x); |
---|
1384 | TraceQuad(); |
---|
1385 | shader_blur_h->Unbind(); |
---|
1386 | fbo_tmp->Unbind(); |
---|
1387 | // shader blur vertical |
---|
1388 | fbo_screen->Bind(); |
---|
1389 | shader_blur_v->Bind(); |
---|
1390 | shader_blur_v->SetUniform(shader_blur_v_texture, fbo_tmp->GetTexture(), 0); |
---|
1391 | shader_blur_v->SetUniform(shader_blur_v_radius, blur / screen_size.y); |
---|
1392 | TraceQuad(); |
---|
1393 | shader_blur_v->Unbind(); |
---|
1394 | fbo_screen->Unbind(); |
---|
1395 | } |
---|
1396 | |
---|
1397 | if (m_shader_postfx) |
---|
1398 | { |
---|
1399 | // shader postfx |
---|
1400 | fbo_front->Bind(); |
---|
1401 | shader_postfx->Bind(); |
---|
1402 | shader_postfx->SetUniform(shader_postfx_texture, fbo_screen->GetTexture(), 0); |
---|
1403 | shader_postfx->SetUniform(shader_postfx_screen_size, (vec2)screen_size); |
---|
1404 | shader_postfx->SetUniform(shader_postfx_ratio_2d, (vec2)ratio_2d / 2); |
---|
1405 | shader_postfx->SetUniform(shader_postfx_time, fx_angle); |
---|
1406 | shader_postfx->SetUniform(shader_postfx_deform, postfx_deform); |
---|
1407 | shader_postfx->SetUniform(shader_postfx_ghost1, vec4(postfx_ghost1.x * 0.01, postfx_ghost1.y * 0.01, postfx_ghost1.z * 0.01, postfx_ghost1.w)); |
---|
1408 | shader_postfx->SetUniform(shader_postfx_ghost2, vec4(postfx_ghost2.x * 0.01, postfx_ghost2.y * 0.01, postfx_ghost2.z * 0.01, postfx_ghost2.w)); |
---|
1409 | shader_postfx->SetUniform(shader_postfx_glass, vec4(postfx_glass.x * 0.01, postfx_glass.y * 0.01, postfx_glass.z * 0.1, postfx_glass.w)); |
---|
1410 | shader_postfx->SetUniform(shader_postfx_vignetting, postfx_vignetting); |
---|
1411 | shader_postfx->SetUniform(shader_postfx_aberration, postfx_aberration); |
---|
1412 | shader_postfx->SetUniform(shader_postfx_moire_h, postfx_moire_h); |
---|
1413 | shader_postfx->SetUniform(shader_postfx_moire_v, postfx_moire_v); |
---|
1414 | shader_postfx->SetUniform(shader_postfx_scanline_h, postfx_scanline_h); |
---|
1415 | shader_postfx->SetUniform(shader_postfx_scanline_v, postfx_scanline_v); |
---|
1416 | shader_postfx->SetUniform(shader_postfx_corner, postfx_corner); |
---|
1417 | shader_postfx->SetUniform(shader_postfx_sync, (float)fabs(sync_value * cosf((main_angle - sync_angle) * 6.0f))); |
---|
1418 | shader_postfx->SetUniform(shader_postfx_beat, (float)fabs(beat_value * cosf((main_angle - beat_angle) * 6.0f))); |
---|
1419 | TraceQuad(); |
---|
1420 | shader_postfx->Unbind(); |
---|
1421 | fbo_front->Unbind(); |
---|
1422 | } |
---|
1423 | else |
---|
1424 | { |
---|
1425 | // shader simple |
---|
1426 | fbo_front->Bind(); |
---|
1427 | ShaderSimple(fbo_screen, 0); |
---|
1428 | fbo_front->Unbind(); |
---|
1429 | } |
---|
1430 | |
---|
1431 | if (m_shader_mirror) |
---|
1432 | { |
---|
1433 | // shader mirror |
---|
1434 | fbo_tmp->Bind(); |
---|
1435 | shader_mirror->Bind(); |
---|
1436 | shader_mirror->SetUniform(shader_mirror_texture, fbo_front->GetTexture(), 0); |
---|
1437 | shader_mirror->SetUniform(shader_mirror_screen_size, (vec2)screen_size); |
---|
1438 | shader_mirror->SetUniform(shader_mirror_mirror, vec4(mirror.x * 0.1f, mirror.y * 0.1f, mirror.z, mirror.w)); |
---|
1439 | TraceQuad(); |
---|
1440 | shader_mirror->Unbind(); |
---|
1441 | fbo_tmp->Unbind(); |
---|
1442 | // shader simple |
---|
1443 | fbo_front->Bind(); |
---|
1444 | ShaderSimple(fbo_tmp, 0); |
---|
1445 | fbo_front->Unbind(); |
---|
1446 | } |
---|
1447 | |
---|
1448 | if (m_shader_radial) |
---|
1449 | { |
---|
1450 | // shader radial blur |
---|
1451 | fbo_tmp->Bind(); |
---|
1452 | shader_radial->Bind(); |
---|
1453 | shader_radial->SetUniform(shader_radial_texture, fbo_front->GetTexture(), 0); |
---|
1454 | shader_radial->SetUniform(shader_radial_screen_size, (vec2)screen_size); |
---|
1455 | shader_radial->SetUniform(shader_radial_radial, vec4(radial.x, radial.y, radial.z, radial.w * 0.1f)); |
---|
1456 | TraceQuad(); |
---|
1457 | shader_radial->Unbind(); |
---|
1458 | fbo_tmp->Unbind(); |
---|
1459 | // shader simple |
---|
1460 | fbo_front->Bind(); |
---|
1461 | ShaderSimple(fbo_tmp, 0); |
---|
1462 | fbo_front->Unbind(); |
---|
1463 | } |
---|
1464 | |
---|
1465 | // shader simple |
---|
1466 | ShaderSimple(fbo_front, 0); |
---|
1467 | |
---|
1468 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
1469 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
1470 | } |
---|
1471 | |
---|
1472 | Render::~Render() |
---|
1473 | { |
---|
1474 | if (m_fps_debug) |
---|
1475 | Ticker::Unref(m_fps_debug); |
---|
1476 | } |
---|