Changeset 2047


Ignore:
Timestamp:
Oct 26, 2012, 6:01:06 PM (8 years ago)
Author:
rez
Message:

neercs: fixed theme_var[] values

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/tools/neercs/video/render.cpp

    r2045 r2047  
    129129int theme_i = 1;                // current theme
    130130const int theme_n = 2;          // theme number
    131 const int theme_var_n = 79;     // var number
    132131/* setup variable */
    133132bool setup_switch = false;      // switch [option/item]
     
    136135int setup_cursor = 0;           // cursor position
    137136int setup_option_i = 0;         // selected option
    138 int setup_option_n = 14;        // option number
     137const int setup_option_n = 14;  // option number
    139138int setup_option_p = 0;         // option position
    140139int setup_item_i = 0;           // selected item
     
    405404
    406405float theme_var[]={
    407     // DO LIKE SETUP TO KEEP KEY
    408     /* default */
     406/* default */
     4070,
    409408    1,1,                      // ratio_2d
    410409    0,0,                      // border
     410    0,0,0,0,
     4110,
     412    1,                        // m_shader_remanence
    411413    1.0f,0.8f,                // buffer
    412414    0.0f,0.0f,                // remanence
     415    0,0,0,
     4160,
     417    1,                        // m_shader_glow
    413418    0.5f,0.0f,                // glow_mix
    414419    0.0f,0.0f,                // glow_large
    415420    0.0f,0.0f,                // glow_small
     421    0,
     4220,
     423    1,                        // m_shader_blur
    416424    0.0f,0.0f,                // blur
     425    0,0,0,0,0,
     4260,
     427    1,                        // m_shader_postfx
    417428    0.0f,0.5f,                // postfx_deform
    418429    0.0f,1.0f,1.0f,           // postfx_corner
    419430    0.0f,                     // postfx_vignetting
     431    0,
     4320,
     433    1,                        // m_shader_copper
    420434    0.75f,0.25f,0.42f,4.0f,   // copper_copper
    421435    4.0f,4.0f,4.0f,           // copper_mask_color
     4360,
    422437    1.0f,1.0f,1.0f,           // color_filter
    423438    1.0f,1.0f,0.0f,0.0f,      // color_color
    424439    0.0f,                     // postfx_aberration
     4400,
     441    1,                        // m_shader_noise
    425442    0.0f,0.0f,                // noise_offset
    426443    0.0f,                     // noise_noise
    427444    0.0f,0.0f,0.0f,           // noise_retrace
     445    0,
     4460,
    428447    0.0f,0.0f,0.0f,0.0f,      // postfx_ghost1
    429448    0.0f,0.0f,0.0f,0.0f,      // postfx_ghost2
     4490,
    430450    8.0f,0.0f,0.0f,0.0f,      // postfx_glass
     451    0,0,0,0,
     4520,
    431453    1.0f,0.0f,0.0f,0.0f,      // postfx_moire_h
    432454    1.0f,0.0f,0.0f,0.0f,      // postfx_moire_v
     4550,
    433456    1.0f,0.0f,0.0f,0.0f,      // postfx_scanline_h
    434457    1.0f,0.0f,0.0f,0.0f,      // postfx_scanline_v
     4580,
     459    1,                        // m_shader_mirror
    435460    0.0f,0.0f,0.0f,1.0f,      // mirror
     461    0,0,0,
     4620,
     463    1,                        // m_shader_radial
    436464    4.0f,0.9f,16,0.0f,        // radial
     465    0,0,0,
    437466    /* crt */
    438467    2,3,                      // ratio_2d
     
    471500void Render::InitVar()
    472501{
    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;
    502552}
    503553
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