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 | //char *param=GetCommandLine(); |
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50 | |
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51 | int keys[256]; // keyboard array |
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52 | int active = true; // window active flag |
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53 | bool fullscreen = DEBUG?false:true; // fullscreen flag |
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54 | bool pause = false; // pause flag |
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55 | float nearplane = 0.1f; // nearplane |
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56 | float farplane = 1000.0f; // farplane |
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57 | bool polygon = true; // polygon mode |
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58 | int polygon_fillmode = GL_FILL; // fill mode |
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59 | int ratio_2d = 4; // 2d ratio |
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60 | /* window variable */ |
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61 | int base_w = 800; // base width |
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62 | int base_h = 600; // base height |
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63 | int window_w = base_w; // width |
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64 | int window_h = base_h; // height |
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65 | ivec2 screen_size; // screen size |
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66 | int window_color = 32; // color depth |
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67 | vec3 screen_color; // screen color |
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68 | /* object variable */ |
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69 | float main_angle; // main angle |
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70 | float part_angle; // part angle |
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71 | float fx_angle; // current angle |
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72 | /* liner variable */ |
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73 | int car; // ascii code |
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74 | int car_cursor = 126; // cursor ascii code |
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75 | int liner_length; // text length |
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76 | int liner_line_n; // line number |
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77 | int liner_line; // line increment |
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78 | int liner_max; // line max length |
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79 | int liner_i; // char increment |
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80 | int liner_count; // counter |
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81 | /* text variable */ |
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82 | char const *name = "cacaShell"; |
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83 | std::string txt(""); |
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84 | /* fs_quad variable */ |
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85 | 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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86 | float fs_quad_tex[] = {0, 1.0f, 0, 0, 1.0f, 0, 1.0f, 1.0f}; |
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87 | /* flash variable */ |
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88 | bool flash_flag = false; // flag |
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89 | float flash_angle = 0; // angle |
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90 | float flash_value = 0; // value |
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91 | float flash_speed; // speed |
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92 | /* fade variable */ |
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93 | bool fade_flag = false; // flag |
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94 | float fade_angle = 0; // angle |
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95 | float fade_value = 0; // value |
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96 | float fade_speed; // speed |
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97 | /* debug variable */ |
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98 | bool debug_flag = false; // flag |
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99 | int debug_x; // position x |
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100 | int debug_y; // position y |
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101 | int debug_w; // width |
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102 | int debug_h; // height |
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103 | int debug_vtx[8]; // vertex array |
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104 | /* sync variable */ |
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105 | bool sync_flag = false; // flag |
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106 | float sync_angle = 0; // angle |
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107 | float sync_value = 0; // value |
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108 | float sync_speed; // speed |
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109 | /* beat variable */ |
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110 | bool beat_flag = false; // flag |
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111 | float beat_angle = 0; // angle |
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112 | float beat_value = 0; // value |
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113 | float beat_speed; // speed |
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114 | /* corner variable */ |
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115 | const int corner_n = 10; // polygon number |
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116 | int corner_w = 24; // radius |
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117 | int corner_vtx[corner_n*6];// vertex array |
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118 | /* dos variable */ |
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119 | bool dos_flag = false; // flag |
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120 | int dos_w; // width |
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121 | int dos_h; // height |
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122 | int dos_m; // margin |
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123 | vec3 dos_color; // color value |
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124 | int dos_vtx[8]; // vertex array |
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125 | int shell_vtx[8]; // vertex array |
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126 | float shell_tex[] = {1.0f, 0.96875f, 1.0f, 1.0f, 0.78125f, 1.0f, 0.78125f, 0.96875f}; |
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127 | /* keyboard variable */ |
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128 | int key_code = 0; // keyboard code |
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129 | /* common variable */ |
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130 | int i, j, k, l; |
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131 | float x, y, z, w, h; |
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132 | float r, g, b, c; |
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133 | float value, angle, radius, scale, speed; |
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134 | TileSet *tex_map; |
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135 | /* shader variable */ |
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136 | bool shader_flag = SHADER?true:false; |
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137 | bool shader_blur_flag = SHADER?true:false; |
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138 | bool shader_effect_flag = SHADER?true:false; |
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139 | bool shader_glow_flag = true; |
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140 | int glow_fbo_size = 2; // glow fbo size |
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141 | int glow_color; // 0 = color/1 = alpha |
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142 | float glow_smoothstep; // glow smoothstep value |
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143 | float glow_mix_ratio1; // glow mixing ratio |
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144 | float glow_mix_ratio2; // source mixing ratio |
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145 | bool shader_radial_flag = false; |
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146 | float radial_value1; |
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147 | float radial_value2; |
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148 | float radial_color; // color |
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149 | bool shader_postfx_flag = SHADER?true:false; |
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150 | bool postfx_scanline = true; |
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151 | float postfx_deform; // deformation ratio |
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152 | #if SHADER |
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153 | Shader *shader_simple, *shader_blur_h, *shader_blur_v; |
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154 | Shader *shader_glow, *shader_radial, *shader_postfx; |
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155 | // shader variables |
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156 | ShaderUniform shader_simple_texture; |
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157 | ShaderUniform shader_blur_h_texture, |
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158 | shader_blur_h_screen_size, |
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159 | shader_blur_h_time, |
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160 | shader_blur_h_value; |
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161 | ShaderUniform shader_blur_v_texture, |
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162 | shader_blur_v_screen_size, |
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163 | shader_blur_v_time, |
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164 | shader_blur_v_value; |
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165 | ShaderUniform shader_glow_texture, |
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166 | shader_glow_texture_prv, |
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167 | shader_glow_screen_size, |
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168 | shader_glow_time, |
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169 | shader_glow_step, |
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170 | shader_glow_value1, |
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171 | shader_glow_value2; |
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172 | ShaderUniform shader_radial_texture, |
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173 | shader_radial_screen_size, |
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174 | shader_radial_time, |
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175 | shader_radial_value1, |
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176 | shader_radial_value2, |
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177 | shader_radial_color; |
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178 | ShaderUniform shader_postfx_texture, |
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179 | shader_postfx_texture_2d, |
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180 | shader_postfx_screen_size, |
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181 | shader_postfx_time, |
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182 | shader_postfx_flash, |
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183 | shader_postfx_value, |
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184 | shader_postfx_deform, |
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185 | shader_postfx_scanline, |
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186 | shader_postfx_sync; |
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187 | |
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188 | FrameBuffer *fbo_back, *fbo_front, *fbo_blur_h, *fbo_blur_v; |
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189 | FrameBuffer *fbo_ping, *fbo_pong; |
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190 | #endif |
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191 | |
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192 | void init_viewport(int type) |
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193 | { |
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194 | glViewport(0, 0, screen_size.x, screen_size.y); |
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195 | glMatrixMode(GL_PROJECTION); |
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196 | glLoadIdentity(); |
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197 | mat4 m; |
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198 | if (type == 0) |
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199 | m = mat4::perspective(70, (float)screen_size.x, (float)screen_size.y, |
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200 | nearplane, farplane); |
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201 | else |
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202 | m = mat4::ortho(0, screen_size.x, screen_size.y, 0, -1.f, 1.f); |
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203 | glLoadMatrixf(&m[0][0]); |
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204 | glMatrixMode(GL_MODELVIEW); |
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205 | } |
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206 | |
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207 | #if SHADER |
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208 | void init_shader() |
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209 | { |
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210 | glDisable(GL_BLEND); |
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211 | glVertexPointer(4, GL_FLOAT, 0, fs_quad_vtx); |
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212 | glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex); |
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213 | } |
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214 | |
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215 | void fs_quad() |
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216 | { |
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217 | glLoadIdentity(); |
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218 | glDrawArrays(GL_QUADS, 0, 4); |
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219 | } |
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220 | |
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221 | void draw_shader_simple(FrameBuffer *fbo_output, int n) |
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222 | { |
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223 | shader_simple->Bind(); |
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224 | shader_simple->SetTexture(shader_simple_texture, fbo_output->GetTexture(), n); |
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225 | fs_quad(); |
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226 | shader_simple->Unbind(); |
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227 | } |
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228 | #endif |
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229 | |
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230 | void calc_txt() |
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231 | { |
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232 | liner_length = txt.length(); |
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233 | liner_count = 0; |
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234 | liner_line_n = 0; |
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235 | liner_max = 0; |
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236 | liner_i = 0; |
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237 | for(i = 0;i<liner_length;i++) |
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238 | { |
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239 | if((unsigned char)txt[i] != 13) |
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240 | { |
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241 | liner_i++; |
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242 | } |
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243 | else |
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244 | { |
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245 | if(liner_i>liner_max) liner_max = liner_i; |
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246 | liner_line_n++; |
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247 | liner_i = 0; |
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248 | } |
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249 | } |
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250 | if(liner_i>liner_max) liner_max = liner_i; |
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251 | } |
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252 | |
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253 | void rectangle(int x, int y, int w, int h) |
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254 | { |
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255 | glLoadIdentity(); |
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256 | glBegin(GL_QUADS); |
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257 | glVertex2i(x+w, y ); |
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258 | glVertex2i(x , y ); |
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259 | glVertex2i(x , y+h); |
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260 | glVertex2i(x+w, y+h); |
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261 | glEnd(); |
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262 | } |
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263 | |
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264 | void corner() |
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265 | { |
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266 | float vertex[2+corner_n*2]; |
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267 | vertex[0] = 0; |
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268 | vertex[1] = 0; |
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269 | for(i = 1;i<corner_n+1;i++) |
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270 | { |
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271 | j = i*2; |
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272 | float a = PID*90.0f/(corner_n-1)*(i-1); |
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273 | vertex[j ] = corner_w-corner_w*cosf(a); |
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274 | vertex[j+1] = corner_w-corner_w*sinf(a); |
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275 | } |
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276 | for(i = 0;i<corner_n;i++) |
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277 | { |
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278 | j = i*6; |
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279 | k = i*2; |
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280 | corner_vtx[j ] = (int)vertex[0]; |
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281 | corner_vtx[j+1] = (int)vertex[1]; |
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282 | corner_vtx[j+2] = (int)vertex[2+k]; |
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283 | corner_vtx[j+3] = (int)vertex[3+k]; |
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284 | corner_vtx[j+4] = (int)vertex[4+k]; |
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285 | corner_vtx[j+5] = (int)vertex[5+k]; |
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286 | } |
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287 | } |
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288 | |
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289 | void screen() |
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290 | { |
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291 | part_angle = main_angle; |
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292 | dos_flag = true; |
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293 | dos_color = CR * vec3(48, 56, 64); |
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294 | screen_color = dos_color; |
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295 | txt = "\rCopyright \x05e 2012 cacaShell v0.1\r "; |
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296 | calc_txt(); |
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297 | /*-------------------------*/ |
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298 | shader_effect_flag = true; |
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299 | shader_glow_flag = true; |
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300 | glow_color = 1; |
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301 | glow_smoothstep = 0;//.025f; |
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302 | glow_mix_ratio1 = 0.5f; |
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303 | glow_mix_ratio2 = 0.5f; |
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304 | shader_radial_flag = false; |
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305 | radial_value1 = 2.0f; |
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306 | radial_value2 = 0.8f; |
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307 | radial_color = 0; |
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308 | postfx_deform = 0.5f; |
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309 | /*-------------------------*/ |
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310 | flash_speed = 1.5f; |
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311 | fade_speed = 0.2f; |
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312 | sync_flag = false; |
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313 | sync_value = 1.0f; |
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314 | sync_speed = 1.0f; |
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315 | beat_speed = 2.0f; |
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316 | /*-------------------------*/ |
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317 | glClearColor(screen_color.r, screen_color.g, screen_color.b, 1.0f); |
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318 | } |
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319 | |
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320 | int InitGL(void) |
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321 | { |
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322 | glClearDepth(1.0f); // set depth buffer |
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323 | glDepthMask(GL_TRUE); // do not write z-buffer |
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324 | glEnable(GL_CULL_FACE); // disable cull face |
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325 | glCullFace(GL_BACK); // don't draw front face |
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326 | glEnableClientState(GL_VERTEX_ARRAY); |
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327 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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328 | // load texture |
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329 | tex_map = new TileSet("neercs/video/resource/map.png", ivec2(256, 256), ivec2(1)); |
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330 | // initialize some variable |
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331 | screen(); |
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332 | /*-PATACODE----------------------------------------------------------------*/ |
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333 | #if SHADER |
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334 | if (shader_flag) |
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335 | { |
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336 | fbo_back = new FrameBuffer(screen_size); |
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337 | fbo_front = new FrameBuffer(screen_size); |
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338 | fbo_blur_h = new FrameBuffer(screen_size / glow_fbo_size); |
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339 | fbo_blur_v = new FrameBuffer(screen_size / glow_fbo_size); |
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340 | fbo_ping = new FrameBuffer(screen_size); |
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341 | fbo_pong = new FrameBuffer(screen_size); |
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342 | // shader simple |
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343 | shader_simple = Shader::Create(lolfx_simple); |
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344 | shader_simple_texture = shader_simple->GetUniformLocation("texture"); |
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345 | // shader blur horizontal |
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346 | shader_blur_h = Shader::Create(lolfx_blurh); |
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347 | shader_blur_h_texture = shader_blur_h->GetUniformLocation("texture"); |
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348 | shader_blur_h_screen_size = shader_blur_h->GetUniformLocation("screen_size"); |
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349 | shader_blur_h_time = shader_blur_h->GetUniformLocation("time"); |
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350 | shader_blur_h_value = shader_blur_h->GetUniformLocation("value"); |
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351 | // shader blur vertical |
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352 | shader_blur_v = Shader::Create(lolfx_blurv); |
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353 | shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture"); |
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354 | shader_blur_v_screen_size = shader_blur_v->GetUniformLocation("screen_size"); |
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355 | shader_blur_v_time = shader_blur_v->GetUniformLocation("time"); |
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356 | shader_blur_v_value = shader_blur_v->GetUniformLocation("value"); |
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357 | // shader glow |
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358 | shader_glow = Shader::Create(lolfx_glow); |
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359 | shader_glow_texture = shader_glow->GetUniformLocation("texture"); |
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360 | shader_glow_texture_prv = shader_glow->GetUniformLocation("texture_prv"); |
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361 | shader_glow_screen_size = shader_glow->GetUniformLocation("screen_size"); |
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362 | shader_glow_time = shader_glow->GetUniformLocation("time"); |
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363 | shader_glow_step = shader_glow->GetUniformLocation("step"); |
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364 | shader_glow_value1 = shader_glow->GetUniformLocation("value1"); |
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365 | shader_glow_value2 = shader_glow->GetUniformLocation("value2"); |
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366 | // shader radial |
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367 | shader_radial = Shader::Create(lolfx_radial); |
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368 | shader_radial_texture = shader_radial->GetUniformLocation("texture"); |
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369 | shader_radial_screen_size = shader_radial->GetUniformLocation("screen_size"); |
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370 | shader_radial_time = shader_radial->GetUniformLocation("time"); |
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371 | shader_radial_value1 = shader_radial->GetUniformLocation("value1"); |
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372 | shader_radial_value2 = shader_radial->GetUniformLocation("value2"); |
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373 | shader_radial_color = shader_radial->GetUniformLocation("color"); |
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374 | // shader postfx |
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375 | shader_postfx = Shader::Create(lolfx_postfx); |
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376 | shader_postfx_texture = shader_postfx->GetUniformLocation("texture"); |
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377 | shader_postfx_texture_2d = shader_postfx->GetUniformLocation("texture_2d"); |
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378 | shader_postfx_screen_size = shader_postfx->GetUniformLocation("screen_size"); |
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379 | shader_postfx_time = shader_postfx->GetUniformLocation("time"); |
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380 | shader_postfx_flash = shader_postfx->GetUniformLocation("flash"); |
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381 | shader_postfx_value = shader_postfx->GetUniformLocation("value"); |
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382 | shader_postfx_deform = shader_postfx->GetUniformLocation("deform"); |
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383 | shader_postfx_scanline = shader_postfx->GetUniformLocation("scanline"); |
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384 | shader_postfx_sync = shader_postfx->GetUniformLocation("sync"); |
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385 | } |
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386 | #endif |
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387 | /*-/PATACODE---------------------------------------------------------------*/ |
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388 | return true; |
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389 | } |
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390 | |
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391 | int CreateGLWindow(char const *title) |
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392 | { |
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393 | screen_size = Video::GetSize(); |
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394 | //ratio_2d = (int)(screen_size.x/400); if(ratio_2d<2) ratio_2d = 2; |
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395 | corner_w = 16*ratio_2d; |
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396 | corner(); |
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397 | dos_w = 2*ratio_2d; |
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398 | dos_h = 4*ratio_2d; |
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399 | dos_m = 12*ratio_2d; |
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400 | dos_vtx[0] = dos_w; |
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401 | dos_vtx[1] = dos_h; |
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402 | dos_vtx[2] = dos_w; |
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403 | dos_vtx[3] = -dos_h; |
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404 | dos_vtx[4] = -dos_w; |
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405 | dos_vtx[5] = -dos_h; |
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406 | dos_vtx[6] = -dos_w; |
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407 | dos_vtx[7] = dos_h; |
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408 | shell_vtx[0] = dos_m+29*ratio_2d; |
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409 | shell_vtx[1] = dos_m+9*ratio_2d; |
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410 | shell_vtx[2] = dos_m+29*ratio_2d; |
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411 | shell_vtx[3] = dos_m+1*ratio_2d; |
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412 | shell_vtx[4] = dos_m+1*ratio_2d; |
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413 | shell_vtx[5] = dos_m+1*ratio_2d; |
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414 | shell_vtx[6] = dos_m+1*ratio_2d; |
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415 | shell_vtx[7] = dos_m+9*ratio_2d; |
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416 | debug_w = 5*ratio_2d; |
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417 | debug_h = 5*ratio_2d; |
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418 | debug_x = 10*ratio_2d; |
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419 | debug_y = 28*ratio_2d; |
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420 | debug_vtx[0] = debug_w; |
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421 | debug_vtx[1] = debug_h; |
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422 | debug_vtx[2] = debug_w; |
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423 | debug_vtx[3] = -debug_h; |
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424 | debug_vtx[4] = -debug_w; |
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425 | debug_vtx[5] = -debug_h; |
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426 | debug_vtx[6] = -debug_w; |
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427 | debug_vtx[7] = debug_h; |
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428 | InitGL(); |
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429 | return true; |
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430 | } |
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431 | |
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432 | Render::Render() |
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433 | { |
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434 | } |
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435 | |
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436 | void Render::TickGame(float seconds) |
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437 | { |
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438 | Entity::TickGame(seconds); |
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439 | } |
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440 | |
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441 | void Render::TickDraw(float seconds) |
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442 | { |
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443 | Entity::TickDraw(seconds); |
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444 | |
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445 | static int todo = 1; |
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446 | if (todo) |
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447 | { |
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448 | CreateGLWindow("LOL"); |
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449 | todo = 0; |
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450 | } |
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451 | |
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452 | // timer |
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453 | if(!pause) |
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454 | main_angle += seconds * 100.0f * PID; |
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455 | if(sync_flag) |
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456 | { |
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457 | angle=(main_angle-sync_angle)*sync_speed; |
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458 | sync_value=1.0f-sinf(angle); |
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459 | if(angle>90.0f*PID) |
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460 | { |
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461 | sync_value=0; |
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462 | sync_flag=false; |
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463 | } |
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464 | } |
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465 | if(beat_flag) |
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466 | { |
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467 | angle=(main_angle-beat_angle)*beat_speed; |
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468 | beat_value=1.0f-sinf(angle); |
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469 | if(angle>90.0f*PID) |
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470 | { |
---|
471 | beat_value=0; |
---|
472 | beat_flag=false; |
---|
473 | } |
---|
474 | } |
---|
475 | if(flash_flag) |
---|
476 | { |
---|
477 | angle=(main_angle-flash_angle)*flash_speed; |
---|
478 | flash_value=1.0f-sinf(angle); |
---|
479 | if(angle>90.0f*PID) |
---|
480 | { |
---|
481 | flash_value=0; |
---|
482 | flash_flag=false; |
---|
483 | } |
---|
484 | } |
---|
485 | if(fade_flag) |
---|
486 | { |
---|
487 | angle=(main_angle-fade_angle)*fade_speed; |
---|
488 | fade_value=1.0f-sinf(angle); |
---|
489 | if(angle>90.0f*PID) |
---|
490 | { |
---|
491 | fade_value=0; |
---|
492 | fade_flag=false; |
---|
493 | } |
---|
494 | } |
---|
495 | |
---|
496 | Draw2D(); |
---|
497 | Draw3D(); |
---|
498 | } |
---|
499 | |
---|
500 | void Render::Draw2D() |
---|
501 | { |
---|
502 | /*-PATACODE----------------------------------------------------------------*/ |
---|
503 | #if SHADER |
---|
504 | if(shader_flag) |
---|
505 | { |
---|
506 | fbo_back->Bind(); |
---|
507 | fbo_back->Clear(vec4(screen_color, 0.0f), 1.0f); |
---|
508 | } |
---|
509 | else |
---|
510 | { |
---|
511 | glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
512 | } |
---|
513 | #else |
---|
514 | glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
515 | #endif |
---|
516 | |
---|
517 | /*-/PATACODE---------------------------------------------------------------*/ |
---|
518 | glEnable(GL_BLEND); |
---|
519 | //if(polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH); |
---|
520 | glLineWidth((polygon)?2.0f:1.0f); |
---|
521 | fx_angle=main_angle-part_angle; |
---|
522 | if(polygon) glEnable(GL_TEXTURE_2D); |
---|
523 | |
---|
524 | init_viewport(1); |
---|
525 | |
---|
526 | tex_map->Bind(); |
---|
527 | glEnable(GL_BLEND); |
---|
528 | // draw dos |
---|
529 | if(dos_flag) |
---|
530 | { |
---|
531 | glDisable(GL_TEXTURE_2D); |
---|
532 | glDisable(GL_BLEND); |
---|
533 | glColor3f(1.0f, 1.0f, 1.0f); |
---|
534 | rectangle(dos_m, dos_m, screen_size.x-(int)(26.5f*ratio_2d)-dos_m*2, 10*ratio_2d); |
---|
535 | rectangle(screen_size.x-(int)(25.5f*ratio_2d)-dos_m, dos_m, 11*ratio_2d, 10*ratio_2d); |
---|
536 | rectangle(screen_size.x-(int)(13.5f*ratio_2d)-dos_m, dos_m, 11*ratio_2d, 10*ratio_2d); |
---|
537 | rectangle(screen_size.x-(int)(1.5f*ratio_2d)-dos_m, dos_m, (int)(1.5f*ratio_2d), 10*ratio_2d); |
---|
538 | rectangle(dos_m, dos_m+10*ratio_2d, 1*ratio_2d, screen_size.y-10*ratio_2d-dos_m*2); |
---|
539 | rectangle(screen_size.x-1*ratio_2d-dos_m, dos_m+10*ratio_2d, 1*ratio_2d, screen_size.y-10*ratio_2d-dos_m*2); |
---|
540 | rectangle(dos_m+1*ratio_2d, screen_size.y-1*ratio_2d-dos_m, screen_size.x-2*ratio_2d-dos_m*2, 1*ratio_2d); |
---|
541 | glColor3f(dos_color.r, dos_color.g, dos_color.b); |
---|
542 | rectangle(dos_m+1*ratio_2d, dos_m+1*ratio_2d, 28*ratio_2d, 8*ratio_2d); |
---|
543 | rectangle(dos_m+(int)(30.5f*ratio_2d), dos_m+2*ratio_2d, screen_size.x-(int)(58.5f*ratio_2d)-dos_m*2, 2*ratio_2d); |
---|
544 | rectangle(dos_m+(int)(30.5f*ratio_2d), dos_m+6*ratio_2d, screen_size.x-(int)(58.5f*ratio_2d)-dos_m*2, 2*ratio_2d); |
---|
545 | rectangle(screen_size.x-(int)(24.5f*ratio_2d)-dos_m, dos_m+1*ratio_2d, 7*ratio_2d, 6*ratio_2d); |
---|
546 | glColor3f(1.0f, 1.0f, 1.0f); |
---|
547 | rectangle(screen_size.x-(int)(23.5f*ratio_2d)-dos_m, dos_m+2*ratio_2d, 5*ratio_2d, 4*ratio_2d); |
---|
548 | glColor3f(0, 0, 0); |
---|
549 | rectangle(screen_size.x-(int)(22.5f*ratio_2d)-dos_m, dos_m+3*ratio_2d, 7*ratio_2d, 6*ratio_2d); |
---|
550 | rectangle(screen_size.x-(int)(12.5f*ratio_2d)-dos_m, dos_m+1*ratio_2d, 7*ratio_2d, 6*ratio_2d); |
---|
551 | glColor3f(dos_color.r, dos_color.g, dos_color.b); |
---|
552 | rectangle(screen_size.x-(int)(10.5f*ratio_2d)-dos_m, dos_m+2*ratio_2d, 7*ratio_2d, 7*ratio_2d); |
---|
553 | glColor3f(1.0f, 1.0f, 1.0f); |
---|
554 | rectangle(screen_size.x-(int)(9.5f*ratio_2d)-dos_m, dos_m+3*ratio_2d, 5*ratio_2d, 5*ratio_2d); |
---|
555 | rectangle(screen_size.x-8*ratio_2d-dos_m, screen_size.y-9*ratio_2d-dos_m, 7*ratio_2d, 8*ratio_2d); |
---|
556 | glColor3f(dos_color.r, dos_color.g, dos_color.b); |
---|
557 | rectangle(screen_size.x-7*ratio_2d-dos_m, screen_size.y-8*ratio_2d-dos_m, 6*ratio_2d, 7*ratio_2d); |
---|
558 | glColor3f(1.0f, 1.0f, 1.0f); |
---|
559 | rectangle(screen_size.x-4*ratio_2d-dos_m, screen_size.y-8*ratio_2d-dos_m, 4*ratio_2d, 2*ratio_2d); |
---|
560 | rectangle(screen_size.x-7*ratio_2d-dos_m, screen_size.y-5*ratio_2d-dos_m, 2*ratio_2d, 5*ratio_2d); |
---|
561 | rectangle(screen_size.x-6*ratio_2d-dos_m, screen_size.y-7*ratio_2d-dos_m, 1*ratio_2d, 1*ratio_2d); |
---|
562 | rectangle(screen_size.x-4*ratio_2d-dos_m, screen_size.y-5*ratio_2d-dos_m, 2*ratio_2d, 3*ratio_2d); |
---|
563 | glEnable(GL_BLEND); |
---|
564 | if(polygon) glEnable(GL_TEXTURE_2D); |
---|
565 | glBlendFunc(GL_ONE, GL_ONE); |
---|
566 | glVertexPointer(2, GL_INT, 0, shell_vtx); |
---|
567 | glTexCoordPointer(2, GL_FLOAT, 0, shell_tex); |
---|
568 | glDrawArrays(GL_QUADS, 0, 4); |
---|
569 | // draw dos text |
---|
570 | glVertexPointer(2, GL_INT, 0, dos_vtx); |
---|
571 | j=0; |
---|
572 | liner_line=-1; |
---|
573 | for(i=1;i<liner_length+1;i++) |
---|
574 | { |
---|
575 | j++; |
---|
576 | car=(unsigned char)txt[i-1]; |
---|
577 | if(i==liner_length) car=car_cursor; |
---|
578 | if(car>32) |
---|
579 | { |
---|
580 | glLoadIdentity(); |
---|
581 | glTranslated(x+j*(dos_w+2*ratio_2d), y, 0); |
---|
582 | float l_w=(car%16)*0.03125f; |
---|
583 | float l_h=(car-car%16)*0.001953125f; |
---|
584 | 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}; |
---|
585 | glTexCoordPointer(2, GL_FLOAT, 0, dos_tex); |
---|
586 | if(car==car_cursor) glColor3f(CR*(dos_color.r+64), CR*(dos_color.g+48), CR*(dos_color.b+48)); |
---|
587 | glDrawArrays(GL_QUADS, 0, 4); |
---|
588 | if(car==car_cursor) glColor3f(1.0f, 1.0f, 1.0f); |
---|
589 | } |
---|
590 | if(car==13) |
---|
591 | { |
---|
592 | j=0; |
---|
593 | liner_line++; |
---|
594 | x=dos_m; |
---|
595 | y=dos_m+(float)(15*ratio_2d+liner_line*(dos_h+4*ratio_2d)); |
---|
596 | if(y+dos_h>screen_size.y-dos_m) break; |
---|
597 | } |
---|
598 | } |
---|
599 | } |
---|
600 | // draw debug |
---|
601 | //#if DEBUG |
---|
602 | if(debug_flag) |
---|
603 | { |
---|
604 | char debug[512]; |
---|
605 | sprintf(debug, "width=%d\rheight=%d\rratio=%dx\rbeat=%-02.1f\rsync=%-02.1f\rkey code=%03d\r", screen_size.x, screen_size.y, ratio_2d, beat_value, sync_value, key_code); |
---|
606 | float l_v=0.0390625f; |
---|
607 | float l_j=0.001953125f; |
---|
608 | glVertexPointer(2, GL_INT, 0, debug_vtx); |
---|
609 | glLoadIdentity(); |
---|
610 | glBlendFunc(GL_ONE, GL_ONE); |
---|
611 | glColor3f(0.625f, 0.25f, 0.0f); |
---|
612 | glTranslated(debug_x, debug_y, 0); |
---|
613 | j=0; |
---|
614 | for(i=0;i<(int)strlen(debug);i++) |
---|
615 | { |
---|
616 | j++; |
---|
617 | car=(unsigned char)debug[i]; |
---|
618 | if(car==13) |
---|
619 | { |
---|
620 | glTranslated(-j*(debug_w-ratio_2d)*2, (debug_h-ratio_2d)*2, 0); |
---|
621 | j=0; |
---|
622 | } |
---|
623 | glTranslated((debug_w-ratio_2d)*2, 0, 0); |
---|
624 | if(car>32) |
---|
625 | { |
---|
626 | float l_w=(car%16)*0.03515625f; |
---|
627 | float l_h=(car-car%16)*0.00244140625f; |
---|
628 | 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}; |
---|
629 | glTexCoordPointer(2, GL_FLOAT, 0, debug_tex); |
---|
630 | glDrawArrays(GL_QUADS, 0, 4); |
---|
631 | } |
---|
632 | } |
---|
633 | } |
---|
634 | //#endif |
---|
635 | // draw corner |
---|
636 | glDisable(GL_TEXTURE_2D); |
---|
637 | glDisable(GL_BLEND); |
---|
638 | glVertexPointer(2, GL_INT, 0, corner_vtx); |
---|
639 | glLoadIdentity(); |
---|
640 | glColor3f(0, 0, 0); |
---|
641 | glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
---|
642 | glTranslated(screen_size.x, 0, 0); |
---|
643 | glRotated(90.0f, 0, 0, 1.0f); |
---|
644 | glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
---|
645 | glTranslated(screen_size.y, 0, 0); |
---|
646 | glRotated(90.0f, 0, 0, 1.0f); |
---|
647 | glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
---|
648 | glTranslated(screen_size.x, 0, 0); |
---|
649 | glRotated(90.0f, 0, 0, 1.0f); |
---|
650 | glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
---|
651 | glEnable(GL_BLEND); |
---|
652 | tex_map->Unbind(); |
---|
653 | } |
---|
654 | |
---|
655 | void Render::Draw3D() |
---|
656 | { |
---|
657 | //init_viewport(0); |
---|
658 | /*-PATACODE----------------------------------------------------------------*/ |
---|
659 | glDisable(GL_DEPTH_TEST); |
---|
660 | |
---|
661 | #if SHADER |
---|
662 | if (!shader_flag) |
---|
663 | return; |
---|
664 | |
---|
665 | init_shader(); |
---|
666 | fbo_back->Unbind(); |
---|
667 | if (shader_effect_flag && shader_blur_flag) |
---|
668 | { |
---|
669 | // shader blur horizontal |
---|
670 | fbo_ping->Bind(); |
---|
671 | shader_blur_h->Bind(); |
---|
672 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_back->GetTexture(), 0); |
---|
673 | shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f)); |
---|
674 | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); |
---|
675 | shader_blur_h->SetUniform(shader_blur_h_value, 0.5f/screen_size.x); |
---|
676 | fs_quad(); |
---|
677 | shader_blur_h->Unbind(); |
---|
678 | fbo_ping->Unbind(); |
---|
679 | // shader blur vertical |
---|
680 | fbo_front->Bind(); |
---|
681 | shader_blur_v->Bind(); |
---|
682 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_ping->GetTexture(), 0); |
---|
683 | shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f)); |
---|
684 | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); |
---|
685 | shader_blur_v->SetUniform(shader_blur_v_value, 0.5f/screen_size.y); |
---|
686 | fs_quad(); |
---|
687 | shader_blur_v->Unbind(); |
---|
688 | } |
---|
689 | else |
---|
690 | { |
---|
691 | // shader simple |
---|
692 | fbo_front->Bind(); |
---|
693 | draw_shader_simple(fbo_back, 0); |
---|
694 | } |
---|
695 | fbo_front->Unbind(); |
---|
696 | // shader glow |
---|
697 | if(shader_effect_flag&&shader_glow_flag) |
---|
698 | { |
---|
699 | // shader blur horizontal |
---|
700 | fbo_blur_h->Bind(); |
---|
701 | shader_blur_h->Bind(); |
---|
702 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_ping->GetTexture(), 0); |
---|
703 | shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size)); |
---|
704 | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); |
---|
705 | shader_blur_h->SetUniform(shader_blur_h_value, 2.5f/screen_size.x); |
---|
706 | fs_quad(); |
---|
707 | shader_blur_h->Unbind(); |
---|
708 | fbo_blur_h->Unbind(); |
---|
709 | // shader blur vertical |
---|
710 | fbo_blur_v->Bind(); |
---|
711 | shader_blur_v->Bind(); |
---|
712 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
---|
713 | shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size)); |
---|
714 | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); |
---|
715 | shader_blur_v->SetUniform(shader_blur_h_value, 2.5f/screen_size.y); |
---|
716 | fs_quad(); |
---|
717 | shader_blur_v->Unbind(); |
---|
718 | fbo_blur_v->Unbind(); |
---|
719 | // shader blur horizontal |
---|
720 | fbo_blur_h->Bind(); |
---|
721 | shader_blur_h->Bind(); |
---|
722 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0); |
---|
723 | shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size)); |
---|
724 | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); |
---|
725 | shader_blur_h->SetUniform(shader_blur_h_value, 1.0f/screen_size.x); |
---|
726 | fs_quad(); |
---|
727 | shader_blur_h->Unbind(); |
---|
728 | fbo_blur_h->Unbind(); |
---|
729 | // shader blur vertical |
---|
730 | fbo_blur_v->Bind(); |
---|
731 | shader_blur_v->Bind(); |
---|
732 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
---|
733 | shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size)); |
---|
734 | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); |
---|
735 | shader_blur_v->SetUniform(shader_blur_h_value, 1.0f/screen_size.y); |
---|
736 | fs_quad(); |
---|
737 | shader_blur_v->Unbind(); |
---|
738 | fbo_blur_v->Unbind(); |
---|
739 | // shader glow |
---|
740 | fbo_pong->Bind(); |
---|
741 | shader_glow->Bind(); |
---|
742 | shader_glow->SetTexture(shader_glow_texture, fbo_blur_v->GetTexture(), 0); |
---|
743 | shader_glow->SetTexture(shader_glow_texture_prv, fbo_front->GetTexture(), 1); |
---|
744 | shader_glow->SetUniform(shader_glow_screen_size, vec2(1.0f)); |
---|
745 | shader_glow->SetUniform(shader_glow_time, fx_angle); |
---|
746 | shader_glow->SetUniform(shader_glow_step, glow_smoothstep); |
---|
747 | shader_glow->SetUniform(shader_glow_value1, glow_mix_ratio1); |
---|
748 | shader_glow->SetUniform(shader_glow_value2, glow_mix_ratio2); |
---|
749 | fs_quad(); |
---|
750 | shader_glow->Unbind(); |
---|
751 | } |
---|
752 | if(!shader_effect_flag) |
---|
753 | { |
---|
754 | // shader simple |
---|
755 | fbo_pong->Bind(); |
---|
756 | draw_shader_simple(fbo_front, 0); |
---|
757 | } |
---|
758 | fbo_pong->Unbind(); |
---|
759 | if(shader_postfx_flag) |
---|
760 | { |
---|
761 | // shader postfx |
---|
762 | shader_postfx->Bind(); |
---|
763 | shader_postfx->SetTexture(shader_postfx_texture, fbo_pong->GetTexture(), 0); |
---|
764 | shader_postfx->SetUniform(shader_postfx_screen_size, (vec2)screen_size); |
---|
765 | shader_postfx->SetUniform(shader_postfx_time, fx_angle); |
---|
766 | shader_postfx->SetUniform(shader_postfx_flash, flash_value); |
---|
767 | shader_postfx->SetUniform(shader_postfx_value, 4.0f); |
---|
768 | shader_postfx->SetUniform(shader_postfx_deform, postfx_deform); |
---|
769 | shader_postfx->SetUniform(shader_postfx_scanline, postfx_scanline); |
---|
770 | shader_postfx->SetUniform(shader_postfx_sync, (float)fabs(beat_value*cosf((main_angle-beat_angle)*8.0f))); |
---|
771 | fs_quad(); |
---|
772 | shader_postfx->Unbind(); |
---|
773 | } |
---|
774 | else |
---|
775 | { |
---|
776 | // shader simple |
---|
777 | draw_shader_simple(fbo_pong, 0); |
---|
778 | } |
---|
779 | #endif |
---|
780 | /*-/PATACODE---------------------------------------------------------------*/ |
---|
781 | } |
---|
782 | |
---|
783 | Render::~Render() |
---|
784 | { |
---|
785 | } |
---|
786 | |
---|