Changeset 2047
- Timestamp:
- Oct 26, 2012, 6:01:06 PM (10 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/tools/neercs/video/render.cpp
r2045 r2047 129 129 int theme_i = 1; // current theme 130 130 const int theme_n = 2; // theme number 131 const int theme_var_n = 79; // var number132 131 /* setup variable */ 133 132 bool setup_switch = false; // switch [option/item] … … 136 135 int setup_cursor = 0; // cursor position 137 136 int setup_option_i = 0; // selected option 138 int setup_option_n = 14;// option number137 const int setup_option_n = 14; // option number 139 138 int setup_option_p = 0; // option position 140 139 int setup_item_i = 0; // selected item … … 405 404 406 405 float theme_var[]={ 407 // DO LIKE SETUP TO KEEP KEY 408 /* default */ 406 /* default */ 407 0, 409 408 1,1, // ratio_2d 410 409 0,0, // border 410 0,0,0,0, 411 0, 412 1, // m_shader_remanence 411 413 1.0f,0.8f, // buffer 412 414 0.0f,0.0f, // remanence 415 0,0,0, 416 0, 417 1, // m_shader_glow 413 418 0.5f,0.0f, // glow_mix 414 419 0.0f,0.0f, // glow_large 415 420 0.0f,0.0f, // glow_small 421 0, 422 0, 423 1, // m_shader_blur 416 424 0.0f,0.0f, // blur 425 0,0,0,0,0, 426 0, 427 1, // m_shader_postfx 417 428 0.0f,0.5f, // postfx_deform 418 429 0.0f,1.0f,1.0f, // postfx_corner 419 430 0.0f, // postfx_vignetting 431 0, 432 0, 433 1, // m_shader_copper 420 434 0.75f,0.25f,0.42f,4.0f, // copper_copper 421 435 4.0f,4.0f,4.0f, // copper_mask_color 436 0, 422 437 1.0f,1.0f,1.0f, // color_filter 423 438 1.0f,1.0f,0.0f,0.0f, // color_color 424 439 0.0f, // postfx_aberration 440 0, 441 1, // m_shader_noise 425 442 0.0f,0.0f, // noise_offset 426 443 0.0f, // noise_noise 427 444 0.0f,0.0f,0.0f, // noise_retrace 445 0, 446 0, 428 447 0.0f,0.0f,0.0f,0.0f, // postfx_ghost1 429 448 0.0f,0.0f,0.0f,0.0f, // postfx_ghost2 449 0, 430 450 8.0f,0.0f,0.0f,0.0f, // postfx_glass 451 0,0,0,0, 452 0, 431 453 1.0f,0.0f,0.0f,0.0f, // postfx_moire_h 432 454 1.0f,0.0f,0.0f,0.0f, // postfx_moire_v 455 0, 433 456 1.0f,0.0f,0.0f,0.0f, // postfx_scanline_h 434 457 1.0f,0.0f,0.0f,0.0f, // postfx_scanline_v 458 0, 459 1, // m_shader_mirror 435 460 0.0f,0.0f,0.0f,1.0f, // mirror 461 0,0,0, 462 0, 463 1, // m_shader_radial 436 464 4.0f,0.9f,16,0.0f, // radial 465 0,0,0, 437 466 /* crt */ 438 467 2,3, // ratio_2d … … 471 500 void Render::InitVar() 472 501 { 473 int k = theme_i * theme_var_n; 474 ratio_2d = vec2(theme_var[k], theme_var[k + 1]); 475 border = vec2(theme_var[k + 2], theme_var[k + 3]); 476 buffer = vec2(theme_var[k + 4], theme_var[k + 5]); 477 remanence = vec2(theme_var[k + 6], theme_var[k + 7]); 478 glow_mix = vec2(theme_var[k + 8], theme_var[k + 9]); 479 glow_large = vec2(theme_var[k + 10], theme_var[k + 11]); 480 glow_small = vec2(theme_var[k + 12], theme_var[k + 13]); 481 blur = vec2(theme_var[k + 14], theme_var[k + 15]); 482 postfx_deform = vec2(theme_var[k + 16], theme_var[k + 17]); 483 postfx_corner = vec3(theme_var[k + 18], theme_var[k + 19], theme_var[k + 20]); 484 postfx_vignetting = theme_var[k + 21], 485 copper_copper = vec4(theme_var[k + 22], theme_var[k + 23], theme_var[k + 24], theme_var[k + 25]); 486 copper_mask_color = vec3(theme_var[k + 26], theme_var[k + 27], theme_var[k + 28]); 487 color_filter = vec3(theme_var[k + 29], theme_var[k + 30], theme_var[k + 31]); 488 color_color = vec4(theme_var[k + 32], theme_var[k + 33], theme_var[k + 34], theme_var[k + 35]); 489 postfx_aberration = theme_var[k + 36]; 490 noise_offset = vec2(theme_var[k + 37], theme_var[k + 38]); 491 noise_noise = theme_var[k + 39]; 492 noise_retrace = vec3(theme_var[k + 40], theme_var[k + 41], theme_var[k + 42]); 493 postfx_ghost1 = vec4(theme_var[k + 43], theme_var[k + 44], theme_var[k + 45], theme_var[k + 46]); 494 postfx_ghost2 = vec4(theme_var[k + 47], theme_var[k + 48], theme_var[k + 49], theme_var[k + 50]); 495 postfx_glass = vec4(theme_var[k + 51], theme_var[k + 52], theme_var[k + 53], theme_var[k + 54]); 496 postfx_moire_h = vec4(theme_var[k + 55], theme_var[k + 56], theme_var[k + 57], theme_var[k + 58]); 497 postfx_moire_v = vec4(theme_var[k + 59], theme_var[k + 60], theme_var[k + 61], theme_var[k + 62]); 498 postfx_scanline_h = vec4(theme_var[k + 63], theme_var[k + 64], theme_var[k + 65], theme_var[k + 66]); 499 postfx_scanline_v = vec4(theme_var[k + 67], theme_var[k + 68], theme_var[k + 69], theme_var[k + 70]); 500 mirror = vec4(theme_var[k + 71], theme_var[k + 72], theme_var[k + 73], theme_var[k + 74]); 501 radial = vec4(theme_var[k + 75], theme_var[k + 76], theme_var[k + 77], theme_var[k + 78]); 502 int k = theme_i * setup_option_n * 8 + 1; /* main */ 503 ratio_2d = vec2(theme_var[k], theme_var[k + 1]); k += 2; 504 border = vec2(theme_var[k], theme_var[k + 1]); k += 2; 505 k += 5; /* remanence */ 506 m_shader_remanence = (theme_var[k] == 1) ? true : false; k++; 507 buffer = vec2(theme_var[k], theme_var[k + 1]); k += 2; 508 remanence = vec2(theme_var[k], theme_var[k + 1]); k += 2; 509 k += 4; /* glow */ 510 m_shader_glow = (theme_var[k] == 1) ? true : false; k++; 511 glow_mix = vec2(theme_var[k], theme_var[k + 1]); k += 2; 512 glow_large = vec2(theme_var[k], theme_var[k + 1]); k += 2; 513 glow_small = vec2(theme_var[k], theme_var[k + 1]); k += 2; 514 k += 2; /* blur */ 515 m_shader_blur = (theme_var[k] == 1) ? true : false; k++; 516 blur = vec2(theme_var[k], theme_var[k + 1]); k += 2; 517 k += 6; /* screen */ 518 m_shader_postfx = (theme_var[k] == 1) ? true : false; k++; 519 postfx_deform = vec2(theme_var[k], theme_var[k + 1]); k += 2; 520 postfx_corner = vec3(theme_var[k], theme_var[k + 1], theme_var[k + 2]); k += 3; 521 postfx_vignetting = theme_var[k]; k++; 522 k += 2; /* copper */ 523 m_shader_copper = (theme_var[k] == 1) ? true : false; k++; 524 copper_copper = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; 525 copper_mask_color = vec3(theme_var[k], theme_var[k + 1], theme_var[k + 2]); k += 3; 526 k += 1; /* color */ 527 color_filter = vec3(theme_var[k], theme_var[k + 1], theme_var[k + 2]); k += 3; 528 color_color = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; 529 postfx_aberration = theme_var[k]; k++; 530 k += 1; /* noise */ 531 m_shader_noise = (theme_var[k] == 1) ? true : false; k++; 532 noise_offset = vec2(theme_var[k], theme_var[k + 1]); k += 2; 533 noise_noise = theme_var[k]; k++; 534 noise_retrace = vec3(theme_var[k], theme_var[k + 1], theme_var[k + 2]); k += 3; 535 k += 2; /* ghost */ 536 postfx_ghost1 = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; 537 postfx_ghost2 = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; 538 k += 1; /* glass */ 539 postfx_glass = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; 540 k += 5; /* moire */ 541 postfx_moire_h = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; 542 postfx_moire_v = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; 543 k += 1; /* scanline */ 544 postfx_scanline_h = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; 545 postfx_scanline_v = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; 546 k += 1; /* mirror */ 547 m_shader_mirror = (theme_var[k] == 1) ? true : false; k++; 548 mirror = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; 549 k += 4; /* radial blur */ 550 m_shader_radial = (theme_var[k] == 1) ? true : false; k++; 551 radial = vec4(theme_var[k], theme_var[k + 1], theme_var[k + 2], theme_var[k + 3]); k += 4; 502 552 } 503 553
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