1 | // |
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2 | // Neercs |
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3 | // |
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4 | |
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5 | #if defined HAVE_CONFIG_H |
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6 | # include "config.h" |
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7 | #endif |
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8 | |
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9 | #if defined _XBOX |
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10 | # define _USE_MATH_DEFINES /* for M_PI */ |
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11 | # include <xtl.h> |
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12 | #elif defined _WIN32 |
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13 | # define _USE_MATH_DEFINES /* for M_PI */ |
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14 | # define WIN32_LEAN_AND_MEAN |
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15 | # include <windows.h> |
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16 | #endif |
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17 | |
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18 | #include <cmath> |
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19 | #include <cstdio> |
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20 | #include <cstdlib> |
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21 | #include <ctime> |
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22 | #include <string> |
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23 | |
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24 | #include "core.h" |
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25 | #include "lolgl.h" |
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26 | |
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27 | using namespace std; |
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28 | using namespace lol; |
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29 | |
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30 | #include "../neercs.h" |
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31 | #include "render.h" |
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32 | |
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33 | extern char const *lolfx_blurh; |
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34 | extern char const *lolfx_blurv; |
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35 | extern char const *lolfx_glow; |
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36 | extern char const *lolfx_postfx; |
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37 | extern char const *lolfx_radial; |
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38 | extern char const *lolfx_simple; |
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39 | |
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40 | #define WIN32_LEAN_AND_MEAN |
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41 | #define DEBUG 1 // debug flag //#if defined(_DEBUG) |
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42 | #define SHADER 1 // shader flag |
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43 | #define PI 3.1415926535f // pi |
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44 | #define PID PI/180.0f // pi ratio |
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45 | #define CR 1.0f/256.0f // color ratio |
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46 | |
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47 | bool done=false; |
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48 | |
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49 | Timer *timer; |
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50 | |
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51 | //char *param=GetCommandLine(); |
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52 | |
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53 | int keys[256]; // keyboard array |
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54 | int active=true; // window active flag |
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55 | bool fullscreen=DEBUG?false:true; // fullscreen flag |
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56 | bool pause=false; // pause flag |
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57 | float nearplane=0.1f; // nearplane |
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58 | float farplane=1000.0f; // farplane |
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59 | bool polygon=true; // polygon mode |
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60 | int polygon_fillmode=GL_FILL; // fill mode |
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61 | int ratio_2d=4; // 2d ratio |
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62 | /* window variable */ |
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63 | int base_w=800; // base width |
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64 | int base_h=600; // base height |
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65 | int window_w=base_w; // width |
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66 | int window_h=base_h; // height |
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67 | int screen_w; // screen width |
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68 | int screen_h; // screen height |
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69 | int window_color=32; // color depth |
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70 | float screen_r; // color red |
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71 | float screen_g; // color green |
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72 | float screen_b; // color blue |
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73 | /* object variable */ |
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74 | float main_angle; // main angle |
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75 | float part_angle; // part angle |
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76 | float fx_angle; // current angle |
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77 | /* liner variable */ |
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78 | int car; // ascii code |
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79 | int car_cursor=126; // cursor ascii code |
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80 | int liner_length; // text length |
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81 | int liner_line_n; // line number |
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82 | int liner_line; // line increment |
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83 | int liner_max; // line max length |
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84 | int liner_i; // char increment |
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85 | int liner_count; // counter |
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86 | /* text variable */ |
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87 | char *name="cacaShell"; |
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88 | std::string txt(""); |
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89 | /* fs_quad variable */ |
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90 | 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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91 | float fs_quad_tex[]={0, 1.0f, 0, 0, 1.0f, 0, 1.0f, 1.0f}; |
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92 | /* flash variable */ |
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93 | bool flash_flag=false; // flag |
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94 | float flash_angle=0; // angle |
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95 | float flash_value=0; // value |
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96 | float flash_speed; // speed |
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97 | /* fade variable */ |
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98 | bool fade_flag=false; // flag |
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99 | float fade_angle=0; // angle |
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100 | float fade_value=0; // value |
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101 | float fade_speed; // speed |
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102 | /* debug variable */ |
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103 | bool debug_flag=false; // flag |
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104 | int debug_x; // position x |
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105 | int debug_y; // position y |
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106 | int debug_w; // width |
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107 | int debug_h; // height |
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108 | int debug_vtx[8]; // vertex array |
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109 | /* sync variable */ |
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110 | bool sync_flag=false; // flag |
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111 | float sync_angle=0; // angle |
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112 | float sync_value=0; // value |
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113 | float sync_speed; // speed |
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114 | /* beat variable */ |
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115 | bool beat_flag=false; // flag |
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116 | float beat_angle=0; // angle |
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117 | float beat_value=0; // value |
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118 | float beat_speed; // speed |
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119 | /* corner variable */ |
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120 | const int corner_n=10; // polygon number |
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121 | int corner_w=24; // radius |
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122 | int corner_vtx[corner_n*6];// vertex array |
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123 | /* dos variable */ |
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124 | bool dos_flag=false; // flag |
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125 | int dos_w; // width |
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126 | int dos_h; // height |
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127 | int dos_m; // margin |
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128 | float dos_r; // red value |
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129 | float dos_g; // green value |
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130 | float dos_b; // blue value |
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131 | int dos_vtx[8]; // vertex array |
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132 | int shell_vtx[8]; // vertex array |
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133 | float shell_tex[]={1.0f, 0.96875f, 1.0f, 1.0f, 0.78125f, 1.0f, 0.78125f, 0.96875f}; |
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134 | /* keyboard variable */ |
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135 | int key_code=0; // keyboard code |
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136 | /* common variable */ |
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137 | int i, j, k, l; |
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138 | float x, y, z, w, h; |
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139 | float r, g, b, c; |
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140 | float value, angle, radius, scale, speed; |
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141 | TileSet *tex_map; |
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142 | /* shader variable */ |
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143 | bool shader_flag=SHADER?true:false; |
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144 | bool shader_blur_flag=SHADER?true:false; |
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145 | bool shader_effect_flag=SHADER?true:false; |
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146 | bool shader_glow_flag=true; |
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147 | int glow_fbo_size=2; // glow fbo size |
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148 | int glow_color; // 0=color/1=alpha |
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149 | float glow_smoothstep; // glow smoothstep value |
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150 | float glow_mix_ratio1; // glow mixing ratio |
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151 | float glow_mix_ratio2; // source mixing ratio |
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152 | bool shader_radial_flag=false; |
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153 | float radial_value1; |
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154 | float radial_value2; |
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155 | float radial_color; // color |
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156 | bool shader_postfx_flag=SHADER?true:false; |
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157 | bool postfx_scanline=true; |
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158 | float postfx_deform; // deformation ratio |
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159 | #if SHADER |
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160 | Shader* shader_simple; |
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161 | Shader* shader_blur_h; |
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162 | Shader* shader_blur_v; |
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163 | Shader* shader_glow; |
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164 | Shader* shader_radial; |
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165 | Shader* shader_postfx; |
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166 | // shader variables |
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167 | ShaderUniform shader_simple_texture; |
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168 | ShaderUniform shader_blur_h_texture; |
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169 | ShaderUniform shader_blur_h_screen_w; |
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170 | ShaderUniform shader_blur_h_screen_h; |
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171 | ShaderUniform shader_blur_h_time; |
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172 | ShaderUniform shader_blur_h_value; |
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173 | ShaderUniform shader_blur_v_texture; |
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174 | ShaderUniform shader_blur_v_screen_w; |
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175 | ShaderUniform shader_blur_v_screen_h; |
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176 | ShaderUniform shader_blur_v_time; |
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177 | ShaderUniform shader_blur_v_value; |
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178 | ShaderUniform shader_glow_texture; |
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179 | ShaderUniform shader_glow_texture_prv; |
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180 | ShaderUniform shader_glow_screen_w; |
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181 | ShaderUniform shader_glow_screen_h; |
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182 | ShaderUniform shader_glow_time; |
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183 | ShaderUniform shader_glow_step; |
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184 | ShaderUniform shader_glow_value1; |
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185 | ShaderUniform shader_glow_value2; |
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186 | ShaderUniform shader_radial_texture; |
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187 | ShaderUniform shader_radial_screen_w; |
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188 | ShaderUniform shader_radial_screen_h; |
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189 | ShaderUniform shader_radial_time; |
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190 | ShaderUniform shader_radial_value1; |
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191 | ShaderUniform shader_radial_value2; |
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192 | ShaderUniform shader_radial_color; |
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193 | ShaderUniform shader_postfx_texture; |
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194 | ShaderUniform shader_postfx_texture_2d; |
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195 | ShaderUniform shader_postfx_screen_w; |
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196 | ShaderUniform shader_postfx_screen_h; |
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197 | ShaderUniform shader_postfx_time; |
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198 | ShaderUniform shader_postfx_flash; |
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199 | ShaderUniform shader_postfx_value; |
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200 | ShaderUniform shader_postfx_deform; |
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201 | ShaderUniform shader_postfx_scanline; |
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202 | ShaderUniform shader_postfx_sync; |
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203 | |
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204 | FrameBuffer *fbo_back; |
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205 | FrameBuffer *fbo_front; |
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206 | FrameBuffer *fbo_blur_h; |
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207 | FrameBuffer *fbo_blur_v; |
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208 | FrameBuffer *fbo_ping; |
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209 | FrameBuffer *fbo_pong; |
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210 | #endif |
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211 | |
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212 | void init_viewport(int type) |
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213 | { |
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214 | glViewport(0, 0, screen_w, screen_h); |
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215 | glMatrixMode(GL_PROJECTION); |
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216 | glLoadIdentity(); |
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217 | mat4 proj = (type == 0) ? mat4::perspective(70, (float)(float)screen_w, (float)screen_h, nearplane, farplane) : mat4::ortho(0, screen_w, screen_h, 0); |
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218 | glLoadMatrixf(&proj[0][0]); |
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219 | glMatrixMode(GL_MODELVIEW); |
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220 | } |
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221 | |
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222 | #if SHADER |
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223 | void init_shader() |
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224 | { |
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225 | glDisable(GL_BLEND); |
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226 | glVertexPointer(4, GL_FLOAT, 0, fs_quad_vtx); |
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227 | glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex); |
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228 | } |
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229 | |
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230 | void fs_quad() |
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231 | { |
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232 | glLoadIdentity(); |
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233 | glDrawArrays(GL_QUADS, 0, 4); |
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234 | } |
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235 | |
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236 | void draw_shader_simple(FrameBuffer *fbo_output, int n) |
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237 | { |
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238 | shader_simple->Bind(); |
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239 | shader_simple->SetTexture(shader_simple_texture, fbo_output->GetTexture(), n); |
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240 | fs_quad(); |
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241 | shader_simple->Unbind(); |
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242 | } |
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243 | #endif |
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244 | |
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245 | void calc_txt() |
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246 | { |
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247 | liner_length=txt.length(); |
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248 | liner_count=0; |
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249 | liner_line_n=0; |
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250 | liner_max=0; |
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251 | liner_i=0; |
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252 | for(i=0;i<liner_length;i++) |
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253 | { |
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254 | if((unsigned char)txt[i]!=13) |
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255 | { |
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256 | liner_i++; |
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257 | } |
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258 | else |
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259 | { |
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260 | if(liner_i>liner_max) liner_max=liner_i; |
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261 | liner_line_n++; |
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262 | liner_i=0; |
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263 | } |
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264 | } |
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265 | if(liner_i>liner_max) liner_max=liner_i; |
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266 | } |
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267 | |
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268 | void flash() |
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269 | { |
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270 | flash_flag=true; |
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271 | flash_angle=main_angle; |
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272 | } |
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273 | |
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274 | void fade() |
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275 | { |
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276 | fade_flag=true; |
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277 | fade_angle=main_angle; |
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278 | } |
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279 | |
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280 | void sync() |
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281 | { |
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282 | sync_flag=true; |
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283 | sync_angle=main_angle; |
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284 | } |
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285 | |
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286 | void beat() |
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287 | { |
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288 | beat_flag=true; |
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289 | beat_angle=main_angle; |
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290 | } |
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291 | |
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292 | void rectangle(int x, int y, int w, int h) |
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293 | { |
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294 | glLoadIdentity(); |
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295 | glBegin(GL_QUADS); |
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296 | glVertex2i(x+w, y ); |
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297 | glVertex2i(x , y ); |
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298 | glVertex2i(x , y+h); |
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299 | glVertex2i(x+w, y+h); |
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300 | glEnd(); |
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301 | } |
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302 | |
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303 | void corner() |
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304 | { |
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305 | float vertex[2+corner_n*2]; |
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306 | vertex[0]=0; |
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307 | vertex[1]=0; |
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308 | for(i=1;i<corner_n+1;i++) |
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309 | { |
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310 | j=i*2; |
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311 | float a=PID*90.0f/(corner_n-1)*(i-1); |
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312 | vertex[j ]=corner_w-corner_w*cosf(a); |
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313 | vertex[j+1]=corner_w-corner_w*sinf(a); |
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314 | } |
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315 | for(i=0;i<corner_n;i++) |
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316 | { |
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317 | j=i*6; |
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318 | k=i*2; |
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319 | corner_vtx[j ]=(int)vertex[0]; |
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320 | corner_vtx[j+1]=(int)vertex[1]; |
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321 | corner_vtx[j+2]=(int)vertex[2+k]; |
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322 | corner_vtx[j+3]=(int)vertex[3+k]; |
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323 | corner_vtx[j+4]=(int)vertex[4+k]; |
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324 | corner_vtx[j+5]=(int)vertex[5+k]; |
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325 | } |
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326 | } |
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327 | |
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328 | void screen() |
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329 | { |
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330 | part_angle=main_angle; |
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331 | dos_flag=true; |
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332 | dos_r=CR*48; |
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333 | dos_g=CR*56; |
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334 | dos_b=CR*64; |
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335 | screen_r=dos_r; |
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336 | screen_g=dos_g; |
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337 | screen_b=dos_b; |
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338 | txt="\rCopyright \x05e 2012 cacaShell v0.1\r "; |
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339 | calc_txt(); |
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340 | /*-------------------------*/ |
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341 | shader_effect_flag=true; |
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342 | shader_glow_flag=true; |
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343 | glow_color=1; |
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344 | glow_smoothstep=0;//.025f; |
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345 | glow_mix_ratio1=0.5f; |
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346 | glow_mix_ratio2=0.5f; |
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347 | shader_radial_flag=false; |
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348 | radial_value1=2.0f; |
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349 | radial_value2=0.8f; |
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350 | radial_color=0; |
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351 | postfx_deform=0.5f; |
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352 | /*-------------------------*/ |
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353 | flash_speed=1.5f; |
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354 | fade_speed=0.2f; |
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355 | sync_flag=false; |
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356 | sync_value=1.0f; |
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357 | sync_speed=1.0f; |
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358 | beat_speed=2.0f; |
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359 | /*-------------------------*/ |
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360 | glClearColor(screen_r, screen_g, screen_b, 1.0f); |
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361 | } |
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362 | |
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363 | int InitGL(void) |
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364 | { |
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365 | glClearDepth(1.0f); // set depth buffer |
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366 | glDepthMask(GL_TRUE); // do not write z-buffer |
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367 | glEnable(GL_CULL_FACE); // disable cull face |
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368 | glCullFace(GL_BACK); // don't draw front face |
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369 | glEnableClientState(GL_VERTEX_ARRAY); |
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370 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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371 | // load texture |
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372 | tex_map=new TileSet("neercs/video/resource/map.bmp", ivec2(256, 256), ivec2(1)); |
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373 | // initialize some variable |
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374 | timer=new Timer(); |
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375 | screen(); |
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376 | /*-PATACODE----------------------------------------------------------------*/ |
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377 | #if SHADER |
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378 | if(shader_flag) |
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379 | { |
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380 | fbo_back=new FrameBuffer(ivec2(screen_w, screen_h)); |
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381 | fbo_front=new FrameBuffer(ivec2(screen_w, screen_h)); |
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382 | fbo_blur_h=new FrameBuffer(ivec2(screen_w/glow_fbo_size, screen_h/glow_fbo_size)); |
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383 | fbo_blur_v=new FrameBuffer(ivec2(screen_w/glow_fbo_size, screen_h/glow_fbo_size)); |
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384 | fbo_ping=new FrameBuffer(ivec2(screen_w, screen_h)); |
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385 | fbo_pong=new FrameBuffer(ivec2(screen_w, screen_h)); |
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386 | // shader simple |
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387 | shader_simple=Shader::Create(lolfx_simple); |
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388 | shader_simple_texture=shader_simple->GetUniformLocation("texture"); |
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389 | // shader blur horizontal |
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390 | shader_blur_h=Shader::Create(lolfx_blurh); |
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391 | shader_blur_h_texture=shader_blur_h->GetUniformLocation("texture"); |
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392 | shader_blur_h_screen_w=shader_blur_h->GetUniformLocation("screen_w"); |
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393 | shader_blur_h_screen_h=shader_blur_h->GetUniformLocation("screen_h"); |
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394 | shader_blur_h_time=shader_blur_h->GetUniformLocation("time"); |
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395 | shader_blur_h_value=shader_blur_h->GetUniformLocation("value"); |
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396 | // shader blur vertical |
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397 | shader_blur_v=Shader::Create(lolfx_blurv); |
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398 | shader_blur_v_texture=shader_blur_v->GetUniformLocation("texture"); |
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399 | shader_blur_v_screen_w=shader_blur_v->GetUniformLocation("screen_w"); |
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400 | shader_blur_v_screen_h=shader_blur_v->GetUniformLocation("screen_h"); |
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401 | shader_blur_v_time=shader_blur_v->GetUniformLocation("time"); |
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402 | shader_blur_v_value=shader_blur_v->GetUniformLocation("value"); |
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403 | // shader glow |
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404 | shader_glow=Shader::Create(lolfx_glow); |
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405 | shader_glow_texture=shader_glow->GetUniformLocation("texture"); |
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406 | shader_glow_texture_prv=shader_glow->GetUniformLocation("texture_prv"); |
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407 | shader_glow_screen_w=shader_glow->GetUniformLocation("screen_w"); |
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408 | shader_glow_screen_h=shader_glow->GetUniformLocation("screen_h"); |
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409 | shader_glow_time=shader_glow->GetUniformLocation("time"); |
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410 | shader_glow_step=shader_glow->GetUniformLocation("step"); |
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411 | shader_glow_value1=shader_glow->GetUniformLocation("value1"); |
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412 | shader_glow_value2=shader_glow->GetUniformLocation("value2"); |
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413 | // shader radial |
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414 | shader_radial=Shader::Create(lolfx_radial); |
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415 | shader_radial_texture=shader_radial->GetUniformLocation("texture"); |
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416 | shader_radial_screen_w=shader_radial->GetUniformLocation("screen_w"); |
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417 | shader_radial_screen_h=shader_radial->GetUniformLocation("screen_h"); |
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418 | shader_radial_time=shader_radial->GetUniformLocation("time"); |
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419 | shader_radial_value1=shader_radial->GetUniformLocation("value1"); |
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420 | shader_radial_value2=shader_radial->GetUniformLocation("value2"); |
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421 | shader_radial_color=shader_radial->GetUniformLocation("color"); |
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422 | // shader postfx |
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423 | shader_postfx=Shader::Create(lolfx_postfx); |
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424 | shader_postfx_texture=shader_postfx->GetUniformLocation("texture"); |
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425 | shader_postfx_texture_2d=shader_postfx->GetUniformLocation("texture_2d"); |
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426 | shader_postfx_screen_w=shader_postfx->GetUniformLocation("screen_w"); |
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427 | shader_postfx_screen_h=shader_postfx->GetUniformLocation("screen_h"); |
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428 | shader_postfx_time=shader_postfx->GetUniformLocation("time"); |
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429 | shader_postfx_flash=shader_postfx->GetUniformLocation("flash"); |
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430 | shader_postfx_value=shader_postfx->GetUniformLocation("value"); |
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431 | shader_postfx_deform=shader_postfx->GetUniformLocation("deform"); |
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432 | shader_postfx_scanline=shader_postfx->GetUniformLocation("scanline"); |
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433 | shader_postfx_sync=shader_postfx->GetUniformLocation("sync"); |
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434 | } |
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435 | #endif |
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436 | /*-/PATACODE---------------------------------------------------------------*/ |
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437 | return true; |
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438 | } |
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439 | |
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440 | int DrawGLScene(void) // draw scene |
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441 | { |
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442 | // timer |
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443 | if(!pause) main_angle += timer->Get() * 100.0f * PID; |
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444 | if(sync_flag) |
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445 | { |
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446 | angle=(main_angle-sync_angle)*sync_speed; |
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447 | sync_value=1.0f-sinf(angle); |
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448 | if(angle>90.0f*PID) |
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449 | { |
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450 | sync_value=0; |
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451 | sync_flag=false; |
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452 | } |
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453 | } |
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454 | if(beat_flag) |
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455 | { |
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456 | angle=(main_angle-beat_angle)*beat_speed; |
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457 | beat_value=1.0f-sinf(angle); |
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458 | if(angle>90.0f*PID) |
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459 | { |
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460 | beat_value=0; |
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461 | beat_flag=false; |
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462 | } |
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463 | } |
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464 | if(flash_flag) |
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465 | { |
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466 | angle=(main_angle-flash_angle)*flash_speed; |
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467 | flash_value=1.0f-sinf(angle); |
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468 | if(angle>90.0f*PID) |
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469 | { |
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470 | flash_value=0; |
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471 | flash_flag=false; |
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472 | } |
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473 | } |
---|
474 | if(fade_flag) |
---|
475 | { |
---|
476 | angle=(main_angle-fade_angle)*fade_speed; |
---|
477 | fade_value=1.0f-sinf(angle); |
---|
478 | if(angle>90.0f*PID) |
---|
479 | { |
---|
480 | fade_value=0; |
---|
481 | fade_flag=false; |
---|
482 | } |
---|
483 | } |
---|
484 | /*-PATACODE----------------------------------------------------------------*/ |
---|
485 | #if SHADER |
---|
486 | if(shader_flag) |
---|
487 | { |
---|
488 | fbo_back->Bind(); |
---|
489 | fbo_back->Clear(vec4(screen_r, screen_g, screen_b, 0.0f), 1.0f); |
---|
490 | } |
---|
491 | else |
---|
492 | { |
---|
493 | glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
494 | } |
---|
495 | #else |
---|
496 | glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
497 | #endif |
---|
498 | /*-/PATACODE---------------------------------------------------------------*/ |
---|
499 | glEnable(GL_BLEND); |
---|
500 | //if(polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH); |
---|
501 | glLineWidth((polygon)?2.0f:1.0f); |
---|
502 | fx_angle=main_angle-part_angle; |
---|
503 | if(polygon) glEnable(GL_TEXTURE_2D); |
---|
504 | /* .-------------------. */ |
---|
505 | /* | DRAW SOME 2D HERE | */ |
---|
506 | /* °-------------------° */ |
---|
507 | init_viewport(1); |
---|
508 | tex_map->Bind(); |
---|
509 | glEnable(GL_BLEND); |
---|
510 | // draw dos |
---|
511 | if(dos_flag) |
---|
512 | { |
---|
513 | glDisable(GL_TEXTURE_2D); |
---|
514 | glDisable(GL_BLEND); |
---|
515 | glColor3f(1.0f, 1.0f, 1.0f); |
---|
516 | rectangle(dos_m, dos_m, screen_w-(int)(26.5f*ratio_2d)-dos_m*2, 10*ratio_2d); |
---|
517 | rectangle(screen_w-(int)(25.5f*ratio_2d)-dos_m, dos_m, 11*ratio_2d, 10*ratio_2d); |
---|
518 | rectangle(screen_w-(int)(13.5f*ratio_2d)-dos_m, dos_m, 11*ratio_2d, 10*ratio_2d); |
---|
519 | rectangle(screen_w-(int)(1.5f*ratio_2d)-dos_m, dos_m, (int)(1.5f*ratio_2d), 10*ratio_2d); |
---|
520 | rectangle(dos_m, dos_m+10*ratio_2d, 1*ratio_2d, screen_h-10*ratio_2d-dos_m*2); |
---|
521 | rectangle(screen_w-1*ratio_2d-dos_m, dos_m+10*ratio_2d, 1*ratio_2d, screen_h-10*ratio_2d-dos_m*2); |
---|
522 | rectangle(dos_m+1*ratio_2d, screen_h-1*ratio_2d-dos_m, screen_w-2*ratio_2d-dos_m*2, 1*ratio_2d); |
---|
523 | glColor3f(dos_r, dos_g, dos_b); |
---|
524 | rectangle(dos_m+1*ratio_2d, dos_m+1*ratio_2d, 28*ratio_2d, 8*ratio_2d); |
---|
525 | rectangle(dos_m+(int)(30.5f*ratio_2d), dos_m+2*ratio_2d, screen_w-(int)(58.5f*ratio_2d)-dos_m*2, 2*ratio_2d); |
---|
526 | rectangle(dos_m+(int)(30.5f*ratio_2d), dos_m+6*ratio_2d, screen_w-(int)(58.5f*ratio_2d)-dos_m*2, 2*ratio_2d); |
---|
527 | rectangle(screen_w-(int)(24.5f*ratio_2d)-dos_m, dos_m+1*ratio_2d, 7*ratio_2d, 6*ratio_2d); |
---|
528 | glColor3f(1.0f, 1.0f, 1.0f); |
---|
529 | rectangle(screen_w-(int)(23.5f*ratio_2d)-dos_m, dos_m+2*ratio_2d, 5*ratio_2d, 4*ratio_2d); |
---|
530 | glColor3f(0, 0, 0); |
---|
531 | rectangle(screen_w-(int)(22.5f*ratio_2d)-dos_m, dos_m+3*ratio_2d, 7*ratio_2d, 6*ratio_2d); |
---|
532 | rectangle(screen_w-(int)(12.5f*ratio_2d)-dos_m, dos_m+1*ratio_2d, 7*ratio_2d, 6*ratio_2d); |
---|
533 | glColor3f(dos_r, dos_g, dos_b); |
---|
534 | rectangle(screen_w-(int)(10.5f*ratio_2d)-dos_m, dos_m+2*ratio_2d, 7*ratio_2d, 7*ratio_2d); |
---|
535 | glColor3f(1.0f, 1.0f, 1.0f); |
---|
536 | rectangle(screen_w-(int)(9.5f*ratio_2d)-dos_m, dos_m+3*ratio_2d, 5*ratio_2d, 5*ratio_2d); |
---|
537 | rectangle(screen_w-8*ratio_2d-dos_m, screen_h-9*ratio_2d-dos_m, 7*ratio_2d, 8*ratio_2d); |
---|
538 | glColor3f(dos_r, dos_g, dos_b); |
---|
539 | rectangle(screen_w-7*ratio_2d-dos_m, screen_h-8*ratio_2d-dos_m, 6*ratio_2d, 7*ratio_2d); |
---|
540 | glColor3f(1.0f, 1.0f, 1.0f); |
---|
541 | rectangle(screen_w-4*ratio_2d-dos_m, screen_h-8*ratio_2d-dos_m, 4*ratio_2d, 2*ratio_2d); |
---|
542 | rectangle(screen_w-7*ratio_2d-dos_m, screen_h-5*ratio_2d-dos_m, 2*ratio_2d, 5*ratio_2d); |
---|
543 | rectangle(screen_w-6*ratio_2d-dos_m, screen_h-7*ratio_2d-dos_m, 1*ratio_2d, 1*ratio_2d); |
---|
544 | rectangle(screen_w-4*ratio_2d-dos_m, screen_h-5*ratio_2d-dos_m, 2*ratio_2d, 3*ratio_2d); |
---|
545 | glEnable(GL_BLEND); |
---|
546 | if(polygon) glEnable(GL_TEXTURE_2D); |
---|
547 | glBlendFunc(GL_ONE, GL_ONE); |
---|
548 | glVertexPointer(2, GL_INT, 0, shell_vtx); |
---|
549 | glTexCoordPointer(2, GL_FLOAT, 0, shell_tex); |
---|
550 | glDrawArrays(GL_QUADS, 0, 4); |
---|
551 | // draw dos text |
---|
552 | glVertexPointer(2, GL_INT, 0, dos_vtx); |
---|
553 | j=0; |
---|
554 | liner_line=-1; |
---|
555 | for(i=1;i<liner_length+1;i++) |
---|
556 | { |
---|
557 | j++; |
---|
558 | car=(unsigned char)txt[i-1]; |
---|
559 | if(i==liner_length) car=car_cursor; |
---|
560 | if(car>32) |
---|
561 | { |
---|
562 | glLoadIdentity(); |
---|
563 | glTranslated(x+j*(dos_w+2*ratio_2d), y, 0); |
---|
564 | float l_w=(car%16)*0.03125f; |
---|
565 | float l_h=(car-car%16)*0.001953125f; |
---|
566 | float dos_tex[]={l_w+0.03125f, 0.5f-l_h-0.03125f, l_w+0.03125f, 0.5f-l_h, l_w, 0.5f-l_h, l_w, 0.5f-l_h-0.03125f}; |
---|
567 | glTexCoordPointer(2, GL_FLOAT, 0, dos_tex); |
---|
568 | if(car==car_cursor) glColor3f(CR*(dos_r+64), CR*(dos_g+48), CR*(dos_b+48)); |
---|
569 | glDrawArrays(GL_QUADS, 0, 4); |
---|
570 | if(car==car_cursor) glColor3f(1.0f, 1.0f, 1.0f); |
---|
571 | } |
---|
572 | if(car==13) |
---|
573 | { |
---|
574 | j=0; |
---|
575 | liner_line++; |
---|
576 | x=dos_m; |
---|
577 | y=dos_m+(float)(15*ratio_2d+liner_line*(dos_h+4*ratio_2d)); |
---|
578 | if(y+dos_h>screen_h-dos_m) break; |
---|
579 | } |
---|
580 | } |
---|
581 | } |
---|
582 | // draw debug |
---|
583 | //#if DEBUG |
---|
584 | if(debug_flag) |
---|
585 | { |
---|
586 | char debug[512]; |
---|
587 | sprintf(debug, "width=%d\rheight=%d\rratio=%dx\rbeat=%-02.1f\rsync=%-02.1f\rkey code=%03d\r", screen_w, screen_h, ratio_2d, beat_value, sync_value, key_code); |
---|
588 | float l_v=0.0390625f; |
---|
589 | float l_j=0.001953125f; |
---|
590 | glVertexPointer(2, GL_INT, 0, debug_vtx); |
---|
591 | glLoadIdentity(); |
---|
592 | glBlendFunc(GL_ONE, GL_ONE); |
---|
593 | glColor3f(0.625f, 0.25f, 0.0f); |
---|
594 | glTranslated(debug_x, debug_y, 0); |
---|
595 | j=0; |
---|
596 | for(i=0;i<(int)strlen(debug);i++) |
---|
597 | { |
---|
598 | j++; |
---|
599 | car=(unsigned char)debug[i]; |
---|
600 | if(car==13) |
---|
601 | { |
---|
602 | glTranslated(-j*(debug_w-ratio_2d)*2, (debug_h-ratio_2d)*2, 0); |
---|
603 | j=0; |
---|
604 | } |
---|
605 | glTranslated((debug_w-ratio_2d)*2, 0, 0); |
---|
606 | if(car>32) |
---|
607 | { |
---|
608 | float l_w=(car%16)*0.03515625f; |
---|
609 | float l_h=(car-car%16)*0.00244140625f; |
---|
610 | float debug_tex[]={l_w+l_v-l_j, 1.0f-l_h-l_v, l_w+l_v-l_j, 1.0f-l_h, l_w-l_j, 1.0f-l_h, l_w-l_j, 1.0f-l_h-l_v}; |
---|
611 | glTexCoordPointer(2, GL_FLOAT, 0, debug_tex); |
---|
612 | glDrawArrays(GL_QUADS, 0, 4); |
---|
613 | } |
---|
614 | } |
---|
615 | } |
---|
616 | //#endif |
---|
617 | // draw corner |
---|
618 | glDisable(GL_TEXTURE_2D); |
---|
619 | glDisable(GL_BLEND); |
---|
620 | glVertexPointer(2, GL_INT, 0, corner_vtx); |
---|
621 | glLoadIdentity(); |
---|
622 | glColor3f(0, 0, 0); |
---|
623 | glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
---|
624 | glTranslated(screen_w, 0, 0); |
---|
625 | glRotated(90.0f, 0, 0, 1.0f); |
---|
626 | glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
---|
627 | glTranslated(screen_h, 0, 0); |
---|
628 | glRotated(90.0f, 0, 0, 1.0f); |
---|
629 | glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
---|
630 | glTranslated(screen_w, 0, 0); |
---|
631 | glRotated(90.0f, 0, 0, 1.0f); |
---|
632 | glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
---|
633 | glEnable(GL_BLEND); |
---|
634 | /* .-------------------. */ |
---|
635 | /* | DRAW SOME 3D HERE | */ |
---|
636 | /* °-------------------° */ |
---|
637 | //init_viewport(0); |
---|
638 | /*-PATACODE----------------------------------------------------------------*/ |
---|
639 | #if SHADER |
---|
640 | if(shader_flag) |
---|
641 | { |
---|
642 | init_shader(); |
---|
643 | fbo_back->Unbind(); |
---|
644 | if(shader_effect_flag&&shader_blur_flag) |
---|
645 | { |
---|
646 | // shader blur horizontal |
---|
647 | fbo_ping->Bind(); |
---|
648 | shader_blur_h->Bind(); |
---|
649 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_back->GetTexture(), 0); |
---|
650 | shader_blur_h->SetUniform(shader_blur_h_screen_w, 1.0f); |
---|
651 | shader_blur_h->SetUniform(shader_blur_h_screen_h, 1.0f); |
---|
652 | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); |
---|
653 | shader_blur_h->SetUniform(shader_blur_h_value, 0.5f/screen_w); |
---|
654 | fs_quad(); |
---|
655 | shader_blur_h->Unbind(); |
---|
656 | fbo_ping->Unbind(); |
---|
657 | // shader blur vertical |
---|
658 | fbo_front->Bind(); |
---|
659 | shader_blur_v->Bind(); |
---|
660 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_ping->GetTexture(), 0); |
---|
661 | shader_blur_v->SetUniform(shader_blur_v_screen_w, 1.0f); |
---|
662 | shader_blur_v->SetUniform(shader_blur_v_screen_h, 1.0f); |
---|
663 | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); |
---|
664 | shader_blur_v->SetUniform(shader_blur_v_value, 0.5f/screen_h); |
---|
665 | fs_quad(); |
---|
666 | shader_blur_v->Unbind(); |
---|
667 | } |
---|
668 | else |
---|
669 | { |
---|
670 | // shader simple |
---|
671 | fbo_front->Bind(); |
---|
672 | draw_shader_simple(fbo_back, 0); |
---|
673 | } |
---|
674 | fbo_front->Unbind(); |
---|
675 | // shader glow |
---|
676 | if(shader_effect_flag&&shader_glow_flag) |
---|
677 | { |
---|
678 | // shader blur horizontal |
---|
679 | fbo_blur_h->Bind(); |
---|
680 | shader_blur_h->Bind(); |
---|
681 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_ping->GetTexture(), 0); |
---|
682 | shader_blur_h->SetUniform(shader_blur_h_screen_w, 1.0f/glow_fbo_size); |
---|
683 | shader_blur_h->SetUniform(shader_blur_h_screen_h, 1.0f/glow_fbo_size); |
---|
684 | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); |
---|
685 | shader_blur_h->SetUniform(shader_blur_h_value, 2.5f/screen_w); |
---|
686 | fs_quad(); |
---|
687 | shader_blur_h->Unbind(); |
---|
688 | fbo_blur_h->Unbind(); |
---|
689 | // shader blur vertical |
---|
690 | fbo_blur_v->Bind(); |
---|
691 | shader_blur_v->Bind(); |
---|
692 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
---|
693 | shader_blur_v->SetUniform(shader_blur_v_screen_w, 1.0f/glow_fbo_size); |
---|
694 | shader_blur_v->SetUniform(shader_blur_v_screen_h, 1.0f/glow_fbo_size); |
---|
695 | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); |
---|
696 | shader_blur_v->SetUniform(shader_blur_h_value, 2.5f/screen_h); |
---|
697 | fs_quad(); |
---|
698 | shader_blur_v->Unbind(); |
---|
699 | fbo_blur_v->Unbind(); |
---|
700 | // shader blur horizontal |
---|
701 | fbo_blur_h->Bind(); |
---|
702 | shader_blur_h->Bind(); |
---|
703 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0); |
---|
704 | shader_blur_h->SetUniform(shader_blur_h_screen_w, 1.0f/glow_fbo_size); |
---|
705 | shader_blur_h->SetUniform(shader_blur_h_screen_h, 1.0f/glow_fbo_size); |
---|
706 | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); |
---|
707 | shader_blur_h->SetUniform(shader_blur_h_value, 1.0f/screen_w); |
---|
708 | fs_quad(); |
---|
709 | shader_blur_h->Unbind(); |
---|
710 | fbo_blur_h->Unbind(); |
---|
711 | // shader blur vertical |
---|
712 | fbo_blur_v->Bind(); |
---|
713 | shader_blur_v->Bind(); |
---|
714 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
---|
715 | shader_blur_v->SetUniform(shader_blur_v_screen_w, 1.0f/glow_fbo_size); |
---|
716 | shader_blur_v->SetUniform(shader_blur_v_screen_h, 1.0f/glow_fbo_size); |
---|
717 | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); |
---|
718 | shader_blur_v->SetUniform(shader_blur_h_value, 1.0f/screen_h); |
---|
719 | fs_quad(); |
---|
720 | shader_blur_v->Unbind(); |
---|
721 | fbo_blur_v->Unbind(); |
---|
722 | // shader glow |
---|
723 | fbo_pong->Bind(); |
---|
724 | shader_glow->Bind(); |
---|
725 | shader_glow->SetTexture(shader_glow_texture, fbo_blur_v->GetTexture(), 0); |
---|
726 | shader_glow->SetTexture(shader_glow_texture_prv, fbo_front->GetTexture(), 1); |
---|
727 | shader_glow->SetUniform(shader_glow_screen_w, 1.0f); |
---|
728 | shader_glow->SetUniform(shader_glow_screen_h, 1.0f); |
---|
729 | shader_glow->SetUniform(shader_glow_time, fx_angle); |
---|
730 | shader_glow->SetUniform(shader_glow_step, glow_smoothstep); |
---|
731 | shader_glow->SetUniform(shader_glow_value1, glow_mix_ratio1); |
---|
732 | shader_glow->SetUniform(shader_glow_value2, glow_mix_ratio2); |
---|
733 | fs_quad(); |
---|
734 | shader_glow->Unbind(); |
---|
735 | } |
---|
736 | if(!shader_effect_flag) |
---|
737 | { |
---|
738 | // shader simple |
---|
739 | fbo_pong->Bind(); |
---|
740 | draw_shader_simple(fbo_front, 0); |
---|
741 | } |
---|
742 | fbo_pong->Unbind(); |
---|
743 | if(shader_postfx_flag) |
---|
744 | { |
---|
745 | // shader postfx |
---|
746 | shader_postfx->Bind(); |
---|
747 | shader_postfx->SetTexture(shader_postfx_texture, fbo_pong->GetTexture(), 0); |
---|
748 | shader_postfx->SetUniform(shader_postfx_screen_w, screen_w); |
---|
749 | shader_postfx->SetUniform(shader_postfx_screen_h, screen_h); |
---|
750 | shader_postfx->SetUniform(shader_postfx_time, fx_angle); |
---|
751 | shader_postfx->SetUniform(shader_postfx_flash, flash_value); |
---|
752 | shader_postfx->SetUniform(shader_postfx_value, 4.0f); |
---|
753 | shader_postfx->SetUniform(shader_postfx_deform, postfx_deform); |
---|
754 | shader_postfx->SetUniform(shader_postfx_scanline, postfx_scanline); |
---|
755 | shader_postfx->SetUniform(shader_postfx_sync, (float)fabs(beat_value*cosf((main_angle-beat_angle)*8.0f))); |
---|
756 | fs_quad(); |
---|
757 | shader_postfx->Unbind(); |
---|
758 | } |
---|
759 | else |
---|
760 | { |
---|
761 | // shader simple |
---|
762 | draw_shader_simple(fbo_pong, 0); |
---|
763 | } |
---|
764 | } |
---|
765 | #endif |
---|
766 | /*-/PATACODE---------------------------------------------------------------*/ |
---|
767 | return true; |
---|
768 | } |
---|
769 | |
---|
770 | int CreateGLWindow(char* title) |
---|
771 | { |
---|
772 | GLuint pixelFormat; // pixel format result |
---|
773 | uint32_t dwExStyle; // window extended style |
---|
774 | uint32_t dwStyle; // window style |
---|
775 | screen_w=Video::GetSize().x; |
---|
776 | screen_h=Video::GetSize().y; |
---|
777 | //ratio_2d=(int)(screen_w/400); if(ratio_2d<2) ratio_2d=2; |
---|
778 | corner_w=16*ratio_2d; |
---|
779 | corner(); |
---|
780 | dos_w=2*ratio_2d; |
---|
781 | dos_h=4*ratio_2d; |
---|
782 | dos_m=12*ratio_2d; |
---|
783 | dos_vtx[0]=dos_w; |
---|
784 | dos_vtx[1]=dos_h; |
---|
785 | dos_vtx[2]=dos_w; |
---|
786 | dos_vtx[3]=-dos_h; |
---|
787 | dos_vtx[4]=-dos_w; |
---|
788 | dos_vtx[5]=-dos_h; |
---|
789 | dos_vtx[6]=-dos_w; |
---|
790 | dos_vtx[7]=dos_h; |
---|
791 | shell_vtx[0]=dos_m+29*ratio_2d; |
---|
792 | shell_vtx[1]=dos_m+9*ratio_2d; |
---|
793 | shell_vtx[2]=dos_m+29*ratio_2d; |
---|
794 | shell_vtx[3]=dos_m+1*ratio_2d; |
---|
795 | shell_vtx[4]=dos_m+1*ratio_2d; |
---|
796 | shell_vtx[5]=dos_m+1*ratio_2d; |
---|
797 | shell_vtx[6]=dos_m+1*ratio_2d; |
---|
798 | shell_vtx[7]=dos_m+9*ratio_2d; |
---|
799 | debug_w=5*ratio_2d; |
---|
800 | debug_h=5*ratio_2d; |
---|
801 | debug_x=10*ratio_2d; |
---|
802 | debug_y=28*ratio_2d; |
---|
803 | debug_vtx[0]=debug_w; |
---|
804 | debug_vtx[1]=debug_h; |
---|
805 | debug_vtx[2]=debug_w; |
---|
806 | debug_vtx[3]=-debug_h; |
---|
807 | debug_vtx[4]=-debug_w; |
---|
808 | debug_vtx[5]=-debug_h; |
---|
809 | debug_vtx[6]=-debug_w; |
---|
810 | debug_vtx[7]=debug_h; |
---|
811 | InitGL(); |
---|
812 | return true; |
---|
813 | } |
---|
814 | |
---|
815 | Render::Render() |
---|
816 | { |
---|
817 | } |
---|
818 | |
---|
819 | void Render::TickGame(float seconds) |
---|
820 | { |
---|
821 | Entity::TickGame(seconds); |
---|
822 | } |
---|
823 | |
---|
824 | void Render::TickDraw(float seconds) |
---|
825 | { |
---|
826 | Entity::TickDraw(seconds); |
---|
827 | |
---|
828 | static int todo = 1; |
---|
829 | if (todo) |
---|
830 | { |
---|
831 | CreateGLWindow("LOL"); |
---|
832 | todo = 0; |
---|
833 | } |
---|
834 | DrawGLScene(); |
---|
835 | } |
---|
836 | |
---|
837 | Render::~Render() |
---|
838 | { |
---|
839 | } |
---|
840 | |
---|