source: trunk/neercs/video/render.cpp @ 1473

Last change on this file since 1473 was 1473, checked in by rez, 9 years ago

real values for ratio_2d fixed and variable font size added

File size: 28.1 KB
Line 
1//
2// Neercs
3//
4
5#if defined HAVE_CONFIG_H
6#   include "config.h"
7#endif
8
9#if defined _XBOX
10#   define _USE_MATH_DEFINES /* for M_PI */
11#   include <xtl.h>
12#elif defined _WIN32
13#   define _USE_MATH_DEFINES /* for M_PI */
14#   define WIN32_LEAN_AND_MEAN
15#   include <windows.h>
16#endif
17
18#include <cmath>
19#include <cstdio>
20#include <cstdlib>
21#include <ctime>
22#include <string>
23
24#include "core.h"
25#include "lolgl.h"
26
27using namespace std;
28using namespace lol;
29
30#include "../neercs.h"
31#include "render.h"
32
33extern char const *lolfx_blurh;
34extern char const *lolfx_blurv;
35extern char const *lolfx_glow;
36extern char const *lolfx_postfx;
37extern char const *lolfx_radial;
38extern char const *lolfx_simple;
39extern char const *lolfx_text;
40
41#define DEBUG 1            // debug flag //#if defined(_DEBUG)
42#define SHADER 1           // shader flag
43#define FUCK 0             // test flag
44#define PI 3.1415926535f   // pi
45#define PID PI/180.0f      // pi ratio
46#define CR 1.0f/256.0f     // color ratio
47
48bool done = false;
49
50/*
51 * Various variables
52 */
53
54int keys[256];             // keyboard array
55int active = true;         // window active flag
56bool fullscreen = DEBUG?false:true; // fullscreen flag
57bool paused = false;       // pause flag
58float nearplane = 0.1f;    // nearplane
59float farplane = 1000.0f;  // farplane
60bool polygon = true;       // polygon mode
61int polygon_fillmode = GL_FILL; // fill mode
62/* window variable */
63ivec2 screen_size;         // screen size
64int window_color = 32;     // color depth
65vec3 screen_color;         // screen color
66/* object variable */
67float main_angle;          // main angle
68float part_angle;          // part angle
69float fx_angle;            // current angle
70/* text variable */
71char const *name = "cacaShell";
72/* fs_quad variable */
73float 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};
74float fs_quad_tex[] = {0, 1.0f, 0, 0, 1.0f, 0, 1.0f, 1.0f};
75/* flash variable */
76bool flash_flag = false;   // flag
77float flash_angle = 0;     // angle
78float flash_value = 0;     // value
79float flash_speed;         // speed
80/* fade variable */
81bool fade_flag = false;    // flag
82float fade_angle = 0;      // angle
83float fade_value = 0;      // value
84float fade_speed;          // speed
85/* sync variable */
86bool sync_flag = false;    // flag
87float sync_angle = 0;      // angle
88float sync_value = 0;      // value
89float sync_speed;          // speed
90/* beat variable */
91bool beat_flag = false;    // flag
92float beat_angle = 0;      // angle
93float beat_value = 0;      // value
94float beat_speed;          // speed
95/* corner variable */
96const int corner_n = 10;   // polygon number
97int corner_w = 24;         // radius
98int corner_vtx[corner_n*6];// vertex array
99/* dos variable */
100bool dos_flag = false;     // flag
101int dos_m;                 // margin
102vec3 dos_color;            // color value
103int dos_vtx[8];            // vertex array
104ivec2 ratio_2d(2,6);       // 2d ratio
105ivec2 map_size(256,256);   // texture map size
106ivec2 font_size(8,8);      // font size
107vec2 car_size(1.0f/map_size.x*font_size.x, 1.0f/map_size.y*font_size.y);
108int shell_vtx[8];          // vertex array
109float shell_tex[] = {1.0f, 0.96875f, 1.0f, 1.0f, 0.78125f, 1.0f, 0.78125f, 0.96875f};
110/* keyboard variable */
111int key_code = 0;          // keyboard code
112/* common variable */
113float value, angle, radius, scale, speed;
114TileSet *tex_map;
115/* shader variable */
116bool shader_flag = SHADER?true:false;
117bool shader_blur_flag = SHADER?true:false;
118bool shader_effect_flag = SHADER?true:false;
119bool shader_glow_flag = true;
120int glow_fbo_size = 2;     // glow fbo size
121int glow_color;            // 0 = color / 1 = alpha
122float glow_smoothstep;     // glow smoothstep value
123float glow_mix_ratio1;     // glow mixing ratio
124float glow_mix_ratio2;     // source mixing ratio
125bool shader_radial_flag = false;
126float radial_value1;
127float radial_value2;
128float radial_color;        // color
129bool shader_postfx_flag = SHADER?true:false;
130bool postfx_scanline = true;
131float postfx_deform;       // deformation ratio
132#if SHADER
133Shader *shader_simple, *shader_blur_h, *shader_blur_v;
134Shader *shader_glow, *shader_radial, *shader_postfx;
135// shader variables
136ShaderUniform shader_simple_texture;
137ShaderUniform shader_blur_h_texture,
138              shader_blur_h_screen_size,
139              shader_blur_h_time,
140              shader_blur_h_value;
141ShaderUniform shader_blur_v_texture,
142              shader_blur_v_screen_size,
143              shader_blur_v_time,
144              shader_blur_v_value;
145ShaderUniform shader_glow_texture,
146              shader_glow_texture_prv,
147              shader_glow_screen_size,
148              shader_glow_time,
149              shader_glow_step,
150              shader_glow_value1,
151              shader_glow_value2;
152ShaderUniform shader_radial_texture,
153              shader_radial_screen_size,
154              shader_radial_time,
155              shader_radial_value1,
156              shader_radial_value2,
157              shader_radial_color;
158ShaderUniform shader_postfx_texture,
159              shader_postfx_texture_2d,
160              shader_postfx_screen_size,
161              shader_postfx_time,
162              shader_postfx_flash,
163              shader_postfx_value,
164              shader_postfx_deform,
165              shader_postfx_scanline,
166              shader_postfx_sync;
167
168FrameBuffer *fbo_back, *fbo_front, *fbo_blur_h, *fbo_blur_v;
169FrameBuffer *fbo_ping, *fbo_pong;
170#endif
171
172#if FUCK
173/*
174 * Text rendering interface
175 */
176struct TextRender
177{
178    TextRender(caca_canvas_t *caca)
179      : m_caca(caca),
180        m_width(caca_get_canvas_width(m_caca)),
181        m_height(caca_get_canvas_height(m_caca))
182    {
183        for (int j = 0; j < m_height; j++)
184        for (int i = 0; i < m_width; i++)
185            m_vertices << vec2(0.05 * i - 1.0, 0.5 - 0.09 * j);
186    }
187
188    void Init()
189    {
190        m_shader = Shader::Create(lolfx_text);
191        m_coord = m_shader->GetAttribLocation("in_Position",
192                                              VertexUsage::Position, 0);
193        m_color = m_shader->GetAttribLocation("in_Color",
194                                              VertexUsage::Color, 0);
195        m_char = m_shader->GetAttribLocation("in_Char",
196                                             VertexUsage::Color, 1);
197        m_texture = m_shader->GetUniformLocation("in_Texture");
198        m_vdecl
199          = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position),
200                                  VertexStream<int32_t>(VertexUsage::Color),
201                                  VertexStream<int32_t>(VertexUsage::Color));
202
203        m_vbo1 = new VertexBuffer(m_vertices.Bytes());
204        void *vertices = m_vbo1->Lock(0, 0);
205        memcpy(vertices, &m_vertices[0], m_vertices.Bytes());
206        m_vbo1->Unlock();
207
208        m_vbo2 = new VertexBuffer(m_width * m_height * sizeof(int32_t));
209        m_vbo3 = new VertexBuffer(m_width * m_height * sizeof(int32_t));
210    }
211
212    void Blit()
213    {
214        void *colors = m_vbo2->Lock(0, 0);
215for (int j = 0; j < m_height; j++)
216for (int i = 0; i < m_width; i++)
217{
218    uint32_t attr = caca_get_attr(m_caca, i, j);
219//printf("%i %i: %08x -> ", i, j, attr);
220    uint16_t fg = caca_attr_to_rgb12_fg(attr);
221    uint16_t bg = caca_attr_to_rgb12_bg(attr);
222//printf("%04x %04x -> ", fg, bg);
223    caca_set_color_argb(m_caca, fg, bg);
224    attr = caca_get_attr(m_caca, -1, -1);
225//printf("%08x\n", attr);
226    caca_put_attr(m_caca, i, j, attr);
227}
228        memcpy(colors, caca_get_canvas_attrs(m_caca),
229               m_width * m_height * sizeof(uint32_t));
230        m_vbo2->Unlock();
231
232        void *chars = m_vbo3->Lock(0, 0);
233for (int j = 0; j < m_height; j++)
234for (int i = 0; i < m_width; i++)
235{
236    uint32_t ch = caca_get_char(m_caca, i, j);
237//ch = ch << 1;//(ch & 0xf) | ((ch & 0xf0) << 4);
238caca_put_char(m_caca, i, j, ch);
239//    printf("%i %i: %08x -> ", i, j, ch);
240}
241        memcpy(chars, caca_get_canvas_chars(m_caca),
242               m_width * m_height * sizeof(uint32_t));
243        m_vbo3->Unlock();
244
245        glDisable(GL_POINT_SMOOTH);
246        glPointSize(16.f);
247        m_shader->Bind();
248        tex_map->Bind();
249        m_shader->SetUniform(m_texture, 0);
250        m_vdecl->SetStream(m_vbo1, m_coord);
251        m_vdecl->SetStream(m_vbo2, m_color);
252        m_vdecl->SetStream(m_vbo3, m_char);
253        m_vdecl->Bind();
254        m_vdecl->DrawElements(MeshPrimitive::Points, 0, m_width * m_height);
255        m_vdecl->Unbind();
256        tex_map->Unbind();
257        m_shader->Unbind();
258    }
259
260private:
261    caca_canvas_t *m_caca;
262    int m_width, m_height;
263
264    Array<vec2> m_vertices;
265    Shader *m_shader;
266    ShaderAttrib m_coord, m_color, m_char;
267    ShaderUniform m_texture;
268    VertexDeclaration *m_vdecl;
269    VertexBuffer *m_vbo1, *m_vbo2, *m_vbo3;
270};
271
272TextRender *text_render;
273#endif
274
275void init_viewport(int type)
276{
277    glViewport(0, 0, screen_size.x, screen_size.y);
278    glMatrixMode(GL_PROJECTION);
279    glLoadIdentity();
280    mat4 m;
281    if (type == 0)
282        m = mat4::perspective(70, (float)screen_size.x, (float)screen_size.y,
283                              nearplane, farplane);
284    else
285        m = mat4::ortho(0, screen_size.x, screen_size.y, 0, -1.f, 1.f);
286    glLoadMatrixf(&m[0][0]);
287    glMatrixMode(GL_MODELVIEW);
288}
289
290#if SHADER
291void init_shader()
292{
293    glDisable(GL_BLEND);
294    glVertexPointer(4, GL_FLOAT, 0, fs_quad_vtx);
295    glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex);
296}
297
298void fs_quad()
299{
300    glLoadIdentity();
301    glDrawArrays(GL_QUADS, 0, 4);
302}
303
304void draw_shader_simple(FrameBuffer *fbo_output, int n)
305{
306    shader_simple->Bind();
307    shader_simple->SetTexture(shader_simple_texture, fbo_output->GetTexture(), n);
308    fs_quad();
309    shader_simple->Unbind();
310}
311#endif
312
313void rectangle(int x, int y, int w, int h)
314{
315    glLoadIdentity();
316    glBegin(GL_QUADS);
317        glVertex2i(x+w, y  );
318        glVertex2i(x  , y  );
319        glVertex2i(x  , y+h);
320        glVertex2i(x+w, y+h);
321    glEnd();
322}
323
324void corner()
325{
326    float vertex[2+corner_n*2];
327    vertex[0] = 0;
328    vertex[1] = 0;
329    for (int i = 1; i < corner_n + 1; i++)
330    {
331        int j = i*2;
332        float a = PID*90.0f/(corner_n-1)*(i-1);
333        vertex[j  ] = corner_w-corner_w*cosf(a);
334        vertex[j+1] = corner_w-corner_w*sinf(a);
335    }
336    for (int i = 0; i < corner_n; i++)
337    {
338        int j = i*6;
339        int k = i*2;
340        corner_vtx[j  ] = (int)vertex[0];
341        corner_vtx[j+1] = (int)vertex[1];
342        corner_vtx[j+2] = (int)vertex[2+k];
343        corner_vtx[j+3] = (int)vertex[3+k];
344        corner_vtx[j+4] = (int)vertex[4+k];
345        corner_vtx[j+5] = (int)vertex[5+k];
346    }
347}
348
349void screen()
350{
351    part_angle = main_angle;
352    dos_flag = true;
353    dos_color = CR * vec3(48, 56, 64);
354    screen_color = dos_color;
355    /*-------------------------*/
356    shader_effect_flag = true;
357    shader_glow_flag = true;
358    glow_color = 1;
359    glow_smoothstep = 0;//.025f;
360    glow_mix_ratio1 = 0.5f;
361    glow_mix_ratio2 = 0.5f;
362    shader_radial_flag = false;
363    radial_value1 = 2.0f;
364    radial_value2 = 0.8f;
365    radial_color = 0;
366    postfx_deform = 0.5f;
367    /*-------------------------*/
368    flash_speed = 1.5f;
369    fade_speed = 0.2f;
370    sync_flag = false;
371    sync_value = 1.0f;
372    sync_speed = 1.0f;
373    beat_speed = 2.0f;
374    /*-------------------------*/
375    glClearColor(screen_color.r, screen_color.g, screen_color.b, 1.0f);
376}
377
378int InitGL(void)
379{
380    glClearDepth(1.0f);                                // set depth buffer
381    glDepthMask(GL_TRUE);                            // do not write z-buffer
382    glEnable(GL_CULL_FACE);                        // disable cull face
383    glCullFace(GL_BACK);                            // don't draw front face
384    glEnableClientState(GL_VERTEX_ARRAY);
385    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
386    // load texture
387    tex_map = new TileSet("neercs/video/resource/map.png", ivec2(256, 256), ivec2(1));
388    // initialize some variable
389    screen();
390#if SHADER
391    if (shader_flag)
392    {
393        fbo_back = new FrameBuffer(screen_size);
394        fbo_front = new FrameBuffer(screen_size);
395        fbo_blur_h = new FrameBuffer(screen_size / glow_fbo_size);
396        fbo_blur_v = new FrameBuffer(screen_size / glow_fbo_size);
397        fbo_ping = new FrameBuffer(screen_size);
398        fbo_pong = new FrameBuffer(screen_size);
399        // shader simple
400        shader_simple = Shader::Create(lolfx_simple);
401        shader_simple_texture = shader_simple->GetUniformLocation("texture");
402        // shader blur horizontal
403        shader_blur_h = Shader::Create(lolfx_blurh);
404        shader_blur_h_texture = shader_blur_h->GetUniformLocation("texture");
405        shader_blur_h_screen_size = shader_blur_h->GetUniformLocation("screen_size");
406        shader_blur_h_time = shader_blur_h->GetUniformLocation("time");
407        shader_blur_h_value = shader_blur_h->GetUniformLocation("value");
408        // shader blur vertical
409        shader_blur_v = Shader::Create(lolfx_blurv);
410        shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture");
411        shader_blur_v_screen_size = shader_blur_v->GetUniformLocation("screen_size");
412        shader_blur_v_time = shader_blur_v->GetUniformLocation("time");
413        shader_blur_v_value = shader_blur_v->GetUniformLocation("value");
414        // shader glow
415        shader_glow = Shader::Create(lolfx_glow);
416        shader_glow_texture = shader_glow->GetUniformLocation("texture");
417        shader_glow_texture_prv = shader_glow->GetUniformLocation("texture_prv");
418        shader_glow_screen_size = shader_glow->GetUniformLocation("screen_size");
419        shader_glow_time = shader_glow->GetUniformLocation("time");
420        shader_glow_step = shader_glow->GetUniformLocation("step");
421        shader_glow_value1 = shader_glow->GetUniformLocation("value1");
422        shader_glow_value2 = shader_glow->GetUniformLocation("value2");
423        // shader radial
424        shader_radial = Shader::Create(lolfx_radial);
425        shader_radial_texture = shader_radial->GetUniformLocation("texture");
426        shader_radial_screen_size = shader_radial->GetUniformLocation("screen_size");
427        shader_radial_time = shader_radial->GetUniformLocation("time");
428        shader_radial_value1 = shader_radial->GetUniformLocation("value1");
429        shader_radial_value2 = shader_radial->GetUniformLocation("value2");
430        shader_radial_color = shader_radial->GetUniformLocation("color");
431        // shader postfx
432        shader_postfx = Shader::Create(lolfx_postfx);
433        shader_postfx_texture = shader_postfx->GetUniformLocation("texture");
434        shader_postfx_texture_2d = shader_postfx->GetUniformLocation("texture_2d");
435        shader_postfx_screen_size = shader_postfx->GetUniformLocation("screen_size");
436        shader_postfx_time = shader_postfx->GetUniformLocation("time");
437        shader_postfx_flash = shader_postfx->GetUniformLocation("flash");
438        shader_postfx_value = shader_postfx->GetUniformLocation("value");
439        shader_postfx_deform = shader_postfx->GetUniformLocation("deform");
440        shader_postfx_scanline = shader_postfx->GetUniformLocation("scanline");
441        shader_postfx_sync = shader_postfx->GetUniformLocation("sync");
442    }
443#endif
444    return true;
445}
446
447int CreateGLWindow(char const *title)
448{
449    screen_size = Video::GetSize();
450    corner_w = 16*ratio_2d.x;
451    corner();
452    dos_m=12*ratio_2d.x;
453    dos_vtx[0]=font_size.x*ratio_2d.x/2.0f;
454    dos_vtx[1]=font_size.y*ratio_2d.y/2.0f;
455    dos_vtx[2]=font_size.x*ratio_2d.x/2.0f;
456    dos_vtx[3]=-font_size.y*ratio_2d.y/2.0f;
457    dos_vtx[4]=-font_size.x*ratio_2d.x/2.0f;
458    dos_vtx[5]=-font_size.y*ratio_2d.y/2.0f;
459    dos_vtx[6]=-font_size.x*ratio_2d.x/2.0f;
460    dos_vtx[7]=font_size.y*ratio_2d.y/2.0f;
461    shell_vtx[0]=dos_m+58*ratio_2d.x;
462    shell_vtx[1]=dos_m+(font_size.y+1)*ratio_2d.y;
463    shell_vtx[2]=dos_m+58*ratio_2d.x;
464    shell_vtx[3]=dos_m+ratio_2d.y;
465    shell_vtx[4]=dos_m+2*ratio_2d.x;
466    shell_vtx[5]=dos_m+ratio_2d.y;
467    shell_vtx[6]=dos_m+2*ratio_2d.x;
468    shell_vtx[7]=dos_m+(font_size.y+1)*ratio_2d.y;
469    InitGL();
470    return true;
471}
472
473Render::Render(caca_canvas_t *caca)
474  : m_caca(caca)
475{
476#if FUCK
477    text_render = new TextRender(m_caca);
478#endif
479}
480
481void Render::TickGame(float seconds)
482{
483    Entity::TickGame(seconds);
484}
485
486void Render::TickDraw(float seconds)
487{
488    Entity::TickDraw(seconds);
489
490    static int todo = 1;
491    if (todo)
492    {
493        CreateGLWindow("LOL");
494        todo = 0;
495#if FUCK
496        text_render->Init();
497#endif
498    }
499
500    // timer
501    if(!paused)
502        main_angle += seconds * 100.0f * PID;
503    if(sync_flag)
504    {
505        angle=(main_angle-sync_angle)*sync_speed;
506        sync_value=1.0f-sinf(angle);
507        if(angle>90.0f*PID)
508        {
509            sync_value=0;
510            sync_flag=false;
511        }
512    }
513    if(beat_flag)
514    {
515        angle=(main_angle-beat_angle)*beat_speed;
516        beat_value=1.0f-sinf(angle);
517        if(angle>90.0f*PID)
518        {
519            beat_value=0;
520            beat_flag=false;
521        }
522    }
523    if(flash_flag)
524    {
525        angle=(main_angle-flash_angle)*flash_speed;
526        flash_value=1.0f-sinf(angle);
527        if(angle>90.0f*PID)
528        {
529            flash_value=0;
530            flash_flag=false;
531        }
532    }
533    if(fade_flag)
534    {
535        angle=(main_angle-fade_angle)*fade_speed;
536        fade_value=1.0f-sinf(angle);
537        if(angle>90.0f*PID)
538        {
539            fade_value=0;
540            fade_flag=false;
541        }
542    }
543
544    Draw2D();
545    Draw3D();
546#if FUCK
547    text_render->Blit();
548#endif
549}
550
551void Render::Draw2D()
552{
553#if SHADER
554    if(shader_flag)
555    {
556        fbo_back->Bind();
557        fbo_back->Clear(vec4(screen_color, 0.0f), 1.0f);
558    }
559    else
560    {
561        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
562    }
563#else
564    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
565#endif
566
567    glEnable(GL_BLEND);
568    //if(polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH);
569    glLineWidth((polygon)?2.0f:1.0f);
570    fx_angle=main_angle-part_angle;
571    if(polygon) glEnable(GL_TEXTURE_2D);
572
573    init_viewport(1);
574
575    tex_map->Bind();
576    glEnable(GL_BLEND);
577    // draw dos
578    if(dos_flag)
579    {
580        glDisable(GL_TEXTURE_2D);
581        glDisable(GL_BLEND);
582        glColor3f(1.0f,1.0f,1.0f);
583        rectangle(dos_m,dos_m,screen_size.x-53*ratio_2d.x-dos_m*2,(font_size.y+2)*ratio_2d.y);
584        rectangle(screen_size.x-51*ratio_2d.x-dos_m,dos_m,22*ratio_2d.x,(font_size.y+2)*ratio_2d.y);
585        rectangle(screen_size.x-27*ratio_2d.x-dos_m,dos_m,22*ratio_2d.x,(font_size.y+2)*ratio_2d.y);
586        rectangle(screen_size.x-3*ratio_2d.x-dos_m,dos_m,3*ratio_2d.x,(font_size.y+2)*ratio_2d.y);
587        rectangle(dos_m,dos_m+(font_size.y+2)*ratio_2d.y,2*ratio_2d.x,screen_size.y-(font_size.y+2)*ratio_2d.y-dos_m*2);
588        rectangle(screen_size.x-2*ratio_2d.x-dos_m,dos_m+(font_size.y+2)*ratio_2d.y,2*ratio_2d.x,screen_size.y-(font_size.y+2)*ratio_2d.y-dos_m*2);
589        rectangle(dos_m+2*ratio_2d.x,screen_size.y-ratio_2d.y-dos_m,screen_size.x-4*ratio_2d.x-dos_m*2,ratio_2d.y);
590        glColor3f(dos_color.x,dos_color.y,dos_color.z);
591        rectangle(dos_m+2*ratio_2d.x,dos_m+ratio_2d.y,56*ratio_2d.x,font_size.y*ratio_2d.y);
592        rectangle(dos_m+60*ratio_2d.x,dos_m+2*ratio_2d.y,screen_size.x-115*ratio_2d.x-dos_m*2,2*ratio_2d.y);
593        rectangle(dos_m+60*ratio_2d.x,dos_m+6*ratio_2d.y,screen_size.x-115*ratio_2d.x-dos_m*2,2*ratio_2d.y);
594        rectangle(screen_size.x-49*ratio_2d.x-dos_m,dos_m+ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y);
595        glColor3f(1.0f,1.0f,1.0f);
596        rectangle(screen_size.x-47*ratio_2d.x-dos_m,dos_m+2*ratio_2d.y,10*ratio_2d.x,4*ratio_2d.y);
597        glColor3f(0,0,0);
598        rectangle(screen_size.x-45*ratio_2d.x-dos_m,dos_m+3*ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y);
599        rectangle(screen_size.x-25*ratio_2d.x-dos_m,dos_m+1*ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y);
600        glColor3f(dos_color.x,dos_color.y,dos_color.z);
601        rectangle(screen_size.x-21*ratio_2d.x-dos_m,dos_m+2*ratio_2d.y,14*ratio_2d.x,7*ratio_2d.y);
602        glColor3f(1.0f,1.0f,1.0f);
603        rectangle(screen_size.x-19*ratio_2d.x-dos_m,dos_m+3*ratio_2d.y,10*ratio_2d.x,5*ratio_2d.y);
604        rectangle(screen_size.x-16*ratio_2d.x-dos_m,screen_size.y-9*ratio_2d.y-dos_m,14*ratio_2d.x,8*ratio_2d.y);
605        glColor3f(dos_color.x,dos_color.y,dos_color.z);
606        rectangle(screen_size.x-14*ratio_2d.x-dos_m,screen_size.y-8*ratio_2d.y-dos_m,12*ratio_2d.x,7*ratio_2d.y);
607        glColor3f(1.0f,1.0f,1.0f);
608        rectangle(screen_size.x-8*ratio_2d.x-dos_m,screen_size.y-8*ratio_2d.y-dos_m,8*ratio_2d.x,2*ratio_2d.y);
609        rectangle(screen_size.x-14*ratio_2d.x-dos_m,screen_size.y-5*ratio_2d.y-dos_m,4*ratio_2d.x,5*ratio_2d.y);
610        rectangle(screen_size.x-12*ratio_2d.x-dos_m,screen_size.y-7*ratio_2d.y-dos_m,2*ratio_2d.x,1*ratio_2d.y);
611        rectangle(screen_size.x-8*ratio_2d.x-dos_m,screen_size.y-5*ratio_2d.y-dos_m,4*ratio_2d.x,3*ratio_2d.y);
612        glEnable(GL_BLEND);
613        if(polygon) glEnable(GL_TEXTURE_2D);
614        glBlendFunc(GL_ONE, GL_ONE);
615        glVertexPointer(2, GL_INT, 0, shell_vtx);
616        glTexCoordPointer(2, GL_FLOAT, 0, shell_tex);
617        glDrawArrays(GL_QUADS, 0, 4);
618        // draw dos text
619        glVertexPointer(2, GL_INT, 0, dos_vtx);
620        float x = dos_m + font_size.x;
621        float y = dos_m + (font_size.y*1.5f+3)*ratio_2d.y;
622
623        /* background colors */
624        glDisable(GL_TEXTURE_2D);
625        for (int j = 0; j < caca_get_canvas_height(m_caca); j++)
626        for (int i = 0; i < caca_get_canvas_width(m_caca); i++)
627        {
628            uint32_t att = caca_get_attr(m_caca, i, j);
629
630            glLoadIdentity();
631            glTranslated(x+i*font_size.x*ratio_2d.x, y+j*font_size.y*ratio_2d.y, 0);
632
633            uint16_t bg = caca_attr_to_rgb12_bg(att);
634            glColor3f((float)(bg >> 8) / 16.f,
635                      (float)((bg & 0xf0) >> 4) / 16.f,
636                      (float)(bg & 0xf) / 16.f);
637            glDrawArrays(GL_QUADS, 0, 4);
638        }
639        glEnable(GL_TEXTURE_2D);
640
641        /* Foreground characters */
642        for (int j = 0; j < caca_get_canvas_height(m_caca); j++)
643        for (int i = 0; i < caca_get_canvas_width(m_caca); i++)
644        {
645            uint32_t car = caca_get_char(m_caca, i, j);
646            uint32_t att = caca_get_attr(m_caca, i, j);
647
648            if (car <= 32 || car >= 127)
649                continue;
650
651            glLoadIdentity();
652            glTranslated(x+i*font_size.x*ratio_2d.x, y+j*font_size.y*ratio_2d.y, 0);
653            vec2 uv((car%16)*car_size.x, (car-car%16)*1.0f/map_size.y/16*font_size.y);
654            float dos_tex[]={uv.x+car_size.x, uv.y+0.5f+car_size.y, uv.x+car_size.x, uv.y+0.5f, uv.x, uv.y+0.5f, uv.x, uv.y+0.5f+car_size.y};
655
656            glTexCoordPointer(2, GL_FLOAT, 0, dos_tex);
657            uint16_t fg = caca_attr_to_rgb12_fg(att);
658            glColor3f((float)(fg >> 8) / 16.f,
659                      (float)((fg & 0xf0) >> 4) / 16.f,
660                      (float)(fg & 0xf) / 16.f);
661            // FIXME: draw cursor!
662            //if(car==car_cursor) glColor3f(CR*(dos_color.r+64), CR*(dos_color.g+48), CR*(dos_color.b+48));
663            glDrawArrays(GL_QUADS, 0, 4);
664            //if(car==car_cursor) glColor3f(1.0f, 1.0f, 1.0f);
665        }
666    }
667    // draw corner
668    glDisable(GL_TEXTURE_2D);
669    glDisable(GL_BLEND);
670    glVertexPointer(2, GL_INT, 0, corner_vtx);
671    glLoadIdentity();
672    glColor3f(0, 0, 0);
673    glDrawArrays(GL_TRIANGLES, 0, corner_n*3);
674    glTranslated(screen_size.x, 0, 0);
675    glRotated(90.0f, 0, 0, 1.0f);
676    glDrawArrays(GL_TRIANGLES, 0, corner_n*3);
677    glTranslated(screen_size.y, 0, 0);
678    glRotated(90.0f, 0, 0, 1.0f);
679    glDrawArrays(GL_TRIANGLES, 0, corner_n*3);
680    glTranslated(screen_size.x, 0, 0);
681    glRotated(90.0f, 0, 0, 1.0f);
682    glDrawArrays(GL_TRIANGLES, 0, corner_n*3);
683    glEnable(GL_BLEND);
684    tex_map->Unbind();
685}
686
687void Render::Draw3D()
688{
689    //init_viewport(0);
690    glDisable(GL_DEPTH_TEST);
691
692#if SHADER
693    if (!shader_flag)
694        return;
695
696    init_shader();
697    fbo_back->Unbind();
698    if (shader_effect_flag && shader_blur_flag)
699    {
700        // shader blur horizontal
701        fbo_ping->Bind();
702        shader_blur_h->Bind();
703        shader_blur_h->SetTexture(shader_blur_h_texture, fbo_back->GetTexture(), 0);
704        shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f));
705        shader_blur_h->SetUniform(shader_blur_h_time, fx_angle);
706        shader_blur_h->SetUniform(shader_blur_h_value, 0.5f/screen_size.x);
707        fs_quad();
708        shader_blur_h->Unbind();
709        fbo_ping->Unbind();
710        // shader blur vertical
711        fbo_front->Bind();
712        shader_blur_v->Bind();
713        shader_blur_v->SetTexture(shader_blur_v_texture, fbo_ping->GetTexture(), 0);
714        shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f));
715        shader_blur_v->SetUniform(shader_blur_v_time, fx_angle);
716        shader_blur_v->SetUniform(shader_blur_v_value, 0.5f/screen_size.y);
717        fs_quad();
718        shader_blur_v->Unbind();
719    }
720    else
721    {
722        // shader simple
723        fbo_front->Bind();
724        draw_shader_simple(fbo_back, 0);
725    }
726    fbo_front->Unbind();
727    // shader glow
728    if(shader_effect_flag&&shader_glow_flag)
729    {
730        // shader blur horizontal
731        fbo_blur_h->Bind();
732        shader_blur_h->Bind();
733        shader_blur_h->SetTexture(shader_blur_h_texture, fbo_ping->GetTexture(), 0);
734        shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size));
735        shader_blur_h->SetUniform(shader_blur_h_time, fx_angle);
736        shader_blur_h->SetUniform(shader_blur_h_value, 2.5f/screen_size.x);
737        fs_quad();
738        shader_blur_h->Unbind();
739        fbo_blur_h->Unbind();
740        // shader blur vertical
741        fbo_blur_v->Bind();
742        shader_blur_v->Bind();
743        shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0);
744        shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size));
745        shader_blur_v->SetUniform(shader_blur_v_time, fx_angle);
746        shader_blur_v->SetUniform(shader_blur_h_value, 2.5f/screen_size.y);
747        fs_quad();
748        shader_blur_v->Unbind();
749        fbo_blur_v->Unbind();
750        // shader blur horizontal
751        fbo_blur_h->Bind();
752        shader_blur_h->Bind();
753        shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0);
754        shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size));
755        shader_blur_h->SetUniform(shader_blur_h_time, fx_angle);
756        shader_blur_h->SetUniform(shader_blur_h_value, 1.0f/screen_size.x);
757        fs_quad();
758        shader_blur_h->Unbind();
759        fbo_blur_h->Unbind();
760        // shader blur vertical
761        fbo_blur_v->Bind();
762        shader_blur_v->Bind();
763        shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0);
764        shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size));
765        shader_blur_v->SetUniform(shader_blur_v_time, fx_angle);
766        shader_blur_v->SetUniform(shader_blur_h_value, 1.0f/screen_size.y);
767        fs_quad();
768        shader_blur_v->Unbind();
769        fbo_blur_v->Unbind();
770        // shader glow
771        fbo_pong->Bind();
772        shader_glow->Bind();
773        shader_glow->SetTexture(shader_glow_texture, fbo_blur_v->GetTexture(), 0);
774        shader_glow->SetTexture(shader_glow_texture_prv, fbo_front->GetTexture(), 1);
775        shader_glow->SetUniform(shader_glow_screen_size, vec2(1.0f));
776        shader_glow->SetUniform(shader_glow_time, fx_angle);
777        shader_glow->SetUniform(shader_glow_step, glow_smoothstep);
778        shader_glow->SetUniform(shader_glow_value1, glow_mix_ratio1);
779        shader_glow->SetUniform(shader_glow_value2, glow_mix_ratio2);
780        fs_quad();
781        shader_glow->Unbind();
782    }
783    if(!shader_effect_flag)
784    {
785        // shader simple
786        fbo_pong->Bind();
787        draw_shader_simple(fbo_front, 0);
788    }
789    fbo_pong->Unbind();
790    if(shader_postfx_flag)
791    {
792        // shader postfx
793        shader_postfx->Bind();
794        shader_postfx->SetTexture(shader_postfx_texture, fbo_pong->GetTexture(), 0);
795        shader_postfx->SetUniform(shader_postfx_screen_size, (vec2)screen_size);
796        shader_postfx->SetUniform(shader_postfx_time, fx_angle);
797        shader_postfx->SetUniform(shader_postfx_flash, flash_value);
798        shader_postfx->SetUniform(shader_postfx_value, 4.0f);
799        shader_postfx->SetUniform(shader_postfx_deform, postfx_deform);
800        shader_postfx->SetUniform(shader_postfx_scanline, postfx_scanline);
801        shader_postfx->SetUniform(shader_postfx_sync, (float)fabs(beat_value*cosf((main_angle-beat_angle)*8.0f)));
802        fs_quad();
803        shader_postfx->Unbind();
804    }
805    else
806    {
807        // shader simple
808        draw_shader_simple(fbo_pong, 0);
809    }
810#endif
811}
812
813Render::~Render()
814{
815}
816
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