Changeset 1971
- Timestamp:
- Oct 4, 2012, 1:30:27 AM (10 years ago)
- Location:
- trunk/tools/neercs
- Files:
-
- 1 deleted
- 6 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/tools/neercs/Makefile.am
r1967 r1971 18 18 video/simple.lolfx \ 19 19 video/blurh.lolfx video/blurv.lolfx video/glow.lolfx \ 20 video/remanenc y.lolfx video/copper.lolfx video/color.lolfx \20 video/remanence.lolfx video/copper.lolfx video/color.lolfx \ 21 21 video/noise.lolfx video/postfx.lolfx video/mirror.lolfx \ 22 22 video/text.lolfx -
trunk/tools/neercs/neercs.vcxproj
r1967 r1971 89 89 <LolFxCompile Include="video\copper.lolfx" /> 90 90 <LolFxCompile Include="video\color.lolfx" /> 91 <LolFxCompile Include="video\remanenc y.lolfx" />91 <LolFxCompile Include="video\remanence.lolfx" /> 92 92 <LolFxCompile Include="video\noise.lolfx" /> 93 93 <LolFxCompile Include="video\postfx.lolfx" /> -
trunk/tools/neercs/neercs.vcxproj.filters
r1967 r1971 148 148 <Filter>video</Filter> 149 149 </LolFxCompile> 150 <LolFxCompile Include="video\remanenc y.lolfx">150 <LolFxCompile Include="video\remanence.lolfx"> 151 151 <Filter>video</Filter> 152 152 </LolFxCompile> -
trunk/tools/neercs/video/copper.lolfx
r1962 r1971 29 29 color.z += 0.5 * sin(p.y*float(screen_size.y / copper.w) + time); 30 30 31 color *= copper.x + copper.y * cos(p.y * float(screen_size.x / copper.z) );//- time);31 color *= copper.x + copper.y * cos(p.y * float(screen_size.x / copper.z) - time); 32 32 33 33 color.x = float(int(color.x * 8.0) * 32) / 256.0; -
trunk/tools/neercs/video/render.cpp
r1969 r1971 36 36 extern char const *lolfx_blurv; 37 37 extern char const *lolfx_glow; 38 extern char const *lolfx_remanenc y;38 extern char const *lolfx_remanence; 39 39 extern char const *lolfx_copper; 40 40 extern char const *lolfx_color; … … 89 89 /* shader variable */ 90 90 vec2 buffer(0.7f,0.3f); // [new frame mix,old frame mix] 91 vec2 remanenc y(0.6f,0.4f); // remanency[source mix,buffer mix]91 vec2 remanence(0.6f,0.4f); // remanence [source mix,buffer mix] 92 92 vec2 glow_mix(0.7f,0.3f); // glow mix [source mix,glow mix] 93 93 vec2 glow_large(3.0f,0.0f); // large glow radius [center,corner] 94 94 vec2 glow_small(1.5f,0.0f); // small glow radius [center,corner] 95 95 vec2 blur(0.5f,0.0f); // blur radius [center,corner] 96 vec4 copper_copper(0.8f,0.4f,0. 42f,4.0f);// copper [base,variable,repeat,color cycle]96 vec4 copper_copper(0.8f,0.4f,0.2f,4.0f); // copper [base,variable,repeat,color cycle] 97 97 vec3 copper_mask_color(4.0f,4.0f,4.0f); // color [red,green,blue] 98 98 vec3 color_filter(0.9f,0.95f,0.85f); // color filter [red,green,blue] … … 144 144 "", 145 145 "", 146 "remanenc y",146 "remanence", 147 147 "enable", 148 148 "buffer new frame", … … 238 238 vec4 setup_var[]={ // setup variable [start,end,step,value] 239 239 vec4(0), /* main */ 240 vec4( 241 vec4( 242 vec4( 243 vec4( 244 vec4(0), 245 vec4(0), 246 vec4(0), 247 vec4(0), 248 vec4(0), /* remanenc y*/240 vec4(1, 8, 1, ratio_2d.x), 241 vec4(1, 8, 1, ratio_2d.y), 242 vec4(0, 16, 1, border.x / ratio_2d.x / font_size.x), 243 vec4(0, 16, 1, border.y / ratio_2d.y / font_size.y), 244 vec4(0), 245 vec4(0), 246 vec4(0), 247 vec4(0), 248 vec4(0), /* remanence */ 249 249 vec4(0, 1, 1, 1), 250 250 vec4(0.0f, 1.0f, 0.1f, buffer.x), 251 251 vec4(0.0f, 1.0f, 0.1f, buffer.y), 252 vec4(0.0f, 1.0f, 0.1f, remanenc y.x),253 vec4(0.0f, 1.0f, 0.1f, remanenc y.y),252 vec4(0.0f, 1.0f, 0.1f, remanence.x), 253 vec4(0.0f, 1.0f, 0.1f, remanence.y), 254 254 vec4(0), 255 255 vec4(0), … … 266 266 vec4(0), /* blur */ 267 267 vec4(0, 1, 1, 1), 268 vec4(0 .0f, 2.0f, 0.05f, blur.x),269 vec4(0 .0f, 2.0f, 0.05f, blur.y),268 vec4(0, 2, 0.05f, blur.x), 269 vec4(0, 2, 0.05f, blur.y), 270 270 vec4(0), 271 271 vec4(0), … … 344 344 ratio_2d = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; 345 345 border = vec2(setup_var[k].w, setup_var[k + 1].w) * ratio_2d * font_size; k += 2; 346 k += 5; /* remanenc y*/347 m_shader_remanenc y= (setup_var[k].w == 1) ? true : false; k++;346 k += 5; /* remanence */ 347 m_shader_remanence = (setup_var[k].w == 1) ? true : false; k++; 348 348 buffer = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; 349 remanenc y= vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;349 remanence = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; 350 350 k += 4; /* glow */ 351 351 m_shader_glow = (setup_var[k].w == 1) ? true : false; k++; … … 361 361 postfx_corner = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; 362 362 postfx_vignetting = setup_var[k].w; k++; 363 k += 1; /* copper */363 k += 2; /* copper */ 364 364 m_shader_copper = (setup_var[k].w == 1) ? true : false; k++; 365 365 copper_copper = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; 366 366 copper_mask_color = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; 367 k += 2; /* color */367 k += 1; /* color */ 368 368 color_filter = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; 369 369 color_color = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; … … 392 392 { 393 393 screen_size = Video::GetSize(); 394 //border.y = border.x; // enabled to get same border everywhere395 394 canvas_char = (screen_size - border * 2) / (font_size * ratio_2d); 396 395 canvas_char = max(canvas_char, ivec2(1, 1)); … … 400 399 401 400 caca_set_canvas_size(m_cv_screen, canvas_char.x, canvas_char.y); 401 caca_set_canvas_size(m_cv_setup, setup_size.x + 1, setup_size.y + 1); 402 402 } 403 403 … … 415 415 Shader *shader_simple; 416 416 Shader *shader_blur_h, *shader_blur_v, *shader_glow; 417 Shader *shader_remanenc y, *shader_copper, *shader_color;417 Shader *shader_remanence, *shader_copper, *shader_color; 418 418 Shader *shader_noise, *shader_postfx, *shader_mirror; 419 419 // shader variables … … 426 426 shader_glow_source, 427 427 shader_glow_mix; 428 ShaderUniform shader_remanenc y_source,429 shader_remanenc y_buffer,430 shader_remanenc y_mix;428 ShaderUniform shader_remanence_source, 429 shader_remanence_buffer, 430 shader_remanence_mix; 431 431 ShaderUniform shader_copper_texture, 432 432 shader_copper_screen_size, … … 511 511 shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture"); 512 512 shader_blur_v_radius = shader_blur_v->GetUniformLocation("radius"); 513 // shader remanenc y514 shader_remanenc y = Shader::Create(lolfx_remanency);515 shader_remanenc y_source = shader_remanency->GetUniformLocation("source");516 shader_remanenc y_buffer = shader_remanency->GetUniformLocation("buffer");517 shader_remanenc y_mix = shader_remanency->GetUniformLocation("mix");513 // shader remanence 514 shader_remanence = Shader::Create(lolfx_remanence); 515 shader_remanence_source = shader_remanence->GetUniformLocation("source"); 516 shader_remanence_buffer = shader_remanence->GetUniformLocation("buffer"); 517 shader_remanence_mix = shader_remanence->GetUniformLocation("mix"); 518 518 // shader copper 519 519 shader_copper = Shader::Create(lolfx_copper); … … 583 583 m_shader_glow(true), 584 584 m_shader_blur(true), 585 m_shader_remanenc y(true),585 m_shader_remanence(true), 586 586 m_shader_copper(true), 587 587 m_shader_color(true), … … 599 599 600 600 /* draw LOLCUBE */ 601 /* 601 602 caca_set_color_argb(m_cv_screen, 0xfff, 0x000); 602 603 caca_put_str(m_cv_screen, canvas_char.x - 8, canvas_char.y - 6, "_______"); … … 606 607 caca_put_str(m_cv_screen, canvas_char.x - 10, canvas_char.y - 2, "| :D | /"); 607 608 caca_put_str(m_cv_screen, canvas_char.x - 10, canvas_char.y - 1, "|______|/"); 609 */ 608 610 609 611 /* draw setup */ 610 612 if (m_setup) 611 613 { 612 caca_set_canvas_size(m_cv_setup, setup_size.x, setup_size.y);613 614 614 /* background */ 615 615 caca_set_color_argb(m_cv_setup, setup_color.x, setup_color.y); … … 619 619 caca_set_color_argb(m_cv_setup, setup_color.y, setup_color.x); 620 620 caca_draw_line(m_cv_setup, 0, 0, setup_size.x, 0, ' '); 621 caca_put_str(m_cv_setup, setup_size.x / 2 - 3, 0, "SETUP"); 621 caca_put_str(m_cv_setup, setup_size.x / 2 - 6, 0, "NEERCS SETUP"); 622 /* informations */ 623 int w = caca_get_canvas_width(m_cv_screen); 624 int h = caca_get_canvas_height(m_cv_screen); 625 caca_set_color_argb(m_cv_setup, setup_color.y, setup_color.x); 626 caca_printf(m_cv_setup, 1, 0, "%i*%i", w, h); 622 627 /* display option */ 623 628 for (int i = 0; i < setup_h; i++) … … 632 637 else 633 638 { 634 caca_set_color_argb(m_cv_setup, setup_color.y, setup_color.x);639 caca_set_color_argb(m_cv_setup, setup_color.y, 0xfff);//setup_color.x); 635 640 caca_draw_line(m_cv_setup, 0, y, setup_size.z - 2, y,' '); 636 641 caca_put_str(m_cv_setup, 1, y, setup_text[k]); … … 649 654 else 650 655 { 651 caca_set_color_argb(m_cv_setup, setup_color.y, setup_color.x);656 caca_set_color_argb(m_cv_setup, setup_color.y, 0xfff);//setup_color.x); 652 657 caca_draw_line(m_cv_setup, setup_size.z, y, setup_size.x, y,' '); 653 658 caca_put_str(m_cv_setup, setup_size.z + 1, y, setup_text[k]); … … 684 689 caca_printf(m_cv_setup, 1, y, "%d/%d", setup_option_i, setup_n); 685 690 } 686 687 /* informations */688 int w = caca_get_canvas_width(m_cv_screen);689 int h = caca_get_canvas_height(m_cv_screen);690 caca_set_color_argb(m_cv_setup, 0xfff, 0x000);691 caca_printf(m_cv_setup, 0, 0, "%i*%i", w, h);692 691 } 693 692 … … 717 716 m_shader_glow = !m_shader_glow; 718 717 m_shader_blur = !m_shader_blur; 719 m_shader_remanenc y = !m_shader_remanency;718 m_shader_remanence = !m_shader_remanence; 720 719 //m_shader_copper = !m_shader_copper; 721 720 m_shader_color = !m_shader_color; … … 1108 1107 } 1109 1108 1110 if (m_shader_remanenc y)1111 { 1112 // shader remanenc y1109 if (m_shader_remanence) 1110 { 1111 // shader remanence 1113 1112 fbo_tmp->Bind(); 1114 shader_remanenc y->Bind();1115 shader_remanenc y->SetUniform(shader_remanency_source, fbo_back->GetTexture(), 0);1116 shader_remanenc y->SetUniform(shader_remanency_buffer, fbo_buffer->GetTexture(), 1);1117 shader_remanenc y->SetUniform(shader_remanency_mix, remanency);1113 shader_remanence->Bind(); 1114 shader_remanence->SetUniform(shader_remanence_source, fbo_back->GetTexture(), 0); 1115 shader_remanence->SetUniform(shader_remanence_buffer, fbo_buffer->GetTexture(), 1); 1116 shader_remanence->SetUniform(shader_remanence_mix, remanence); 1118 1117 TraceQuad(); 1119 shader_remanenc y->Unbind();1118 shader_remanence->Unbind(); 1120 1119 fbo_tmp->Unbind(); 1121 1120 // shader simple … … 1125 1124 // save previous fbo 1126 1125 fbo_tmp->Bind(); 1127 shader_remanenc y->Bind();1128 shader_remanenc y->SetUniform(shader_remanency_source, fbo_front->GetTexture(), 0);1129 shader_remanenc y->SetUniform(shader_remanency_buffer, fbo_buffer->GetTexture(), 1);1130 shader_remanenc y->SetUniform(shader_remanency_mix, buffer);1126 shader_remanence->Bind(); 1127 shader_remanence->SetUniform(shader_remanence_source, fbo_front->GetTexture(), 0); 1128 shader_remanence->SetUniform(shader_remanence_buffer, fbo_buffer->GetTexture(), 1); 1129 shader_remanence->SetUniform(shader_remanence_mix, buffer); 1131 1130 TraceQuad(); 1132 shader_remanenc y->Unbind();1131 shader_remanence->Unbind(); 1133 1132 fbo_tmp->Unbind(); 1134 1133 // shader simple -
trunk/tools/neercs/video/render.h
r1967 r1971 41 41 bool m_shader_glow; 42 42 bool m_shader_blur; 43 bool m_shader_remanenc y;43 bool m_shader_remanence; 44 44 bool m_shader_copper; 45 45 bool m_shader_color;
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