source: trunk/neercs/video/render.cpp @ 1476

Last change on this file since 1476 was 1476, checked in by sam, 9 years ago

neercs: improve the upcoming point sprite renderer.

File size: 28.0 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 0           // 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(2,4);       // 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<uint32_t>(VertexUsage::Color),
201                                  VertexStream<uint32_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);
233        memcpy(chars, caca_get_canvas_chars(m_caca),
234               m_width * m_height * sizeof(uint32_t));
235        m_vbo3->Unlock();
236
237        glEnable(GL_POINT_SPRITE);
238        //glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
239        glDisable(GL_POINT_SMOOTH);
240        glPointSize(16.f);
241        m_shader->Bind();
242        tex_map->Bind();
243        m_shader->SetUniform(m_texture, 0);
244        m_vdecl->SetStream(m_vbo1, m_coord);
245        m_vdecl->SetStream(m_vbo2, m_color);
246        m_vdecl->SetStream(m_vbo3, m_char);
247        m_vdecl->Bind();
248        m_vdecl->DrawElements(MeshPrimitive::Points, 0, m_width * m_height);
249        m_vdecl->Unbind();
250        tex_map->Unbind();
251        m_shader->Unbind();
252    }
253
254private:
255    caca_canvas_t *m_caca;
256    int m_width, m_height;
257
258    Array<vec2> m_vertices;
259    Shader *m_shader;
260    ShaderAttrib m_coord, m_color, m_char;
261    ShaderUniform m_texture;
262    VertexDeclaration *m_vdecl;
263    VertexBuffer *m_vbo1, *m_vbo2, *m_vbo3;
264};
265
266TextRender *text_render;
267#endif
268
269void init_viewport(int type)
270{
271    glViewport(0, 0, screen_size.x, screen_size.y);
272    glMatrixMode(GL_PROJECTION);
273    glLoadIdentity();
274    mat4 m;
275    if (type == 0)
276        m = mat4::perspective(70, (float)screen_size.x, (float)screen_size.y,
277                              nearplane, farplane);
278    else
279        m = mat4::ortho(0, screen_size.x, screen_size.y, 0, -1.f, 1.f);
280    glLoadMatrixf(&m[0][0]);
281    glMatrixMode(GL_MODELVIEW);
282}
283
284#if SHADER
285void init_shader()
286{
287    glDisable(GL_BLEND);
288    glVertexPointer(4, GL_FLOAT, 0, fs_quad_vtx);
289    glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex);
290}
291
292void fs_quad()
293{
294    glLoadIdentity();
295    glDrawArrays(GL_QUADS, 0, 4);
296}
297
298void draw_shader_simple(FrameBuffer *fbo_output, int n)
299{
300    shader_simple->Bind();
301    shader_simple->SetTexture(shader_simple_texture, fbo_output->GetTexture(), n);
302    fs_quad();
303    shader_simple->Unbind();
304}
305#endif
306
307void rectangle(int x, int y, int w, int h)
308{
309    glLoadIdentity();
310    glBegin(GL_QUADS);
311        glVertex2i(x+w, y  );
312        glVertex2i(x  , y  );
313        glVertex2i(x  , y+h);
314        glVertex2i(x+w, y+h);
315    glEnd();
316}
317
318void corner()
319{
320    float vertex[2+corner_n*2];
321    vertex[0] = 0;
322    vertex[1] = 0;
323    for (int i = 1; i < corner_n + 1; i++)
324    {
325        int j = i*2;
326        float a = PID*90.0f/(corner_n-1)*(i-1);
327        vertex[j  ] = corner_w-corner_w*cosf(a);
328        vertex[j+1] = corner_w-corner_w*sinf(a);
329    }
330    for (int i = 0; i < corner_n; i++)
331    {
332        int j = i*6;
333        int k = i*2;
334        corner_vtx[j  ] = (int)vertex[0];
335        corner_vtx[j+1] = (int)vertex[1];
336        corner_vtx[j+2] = (int)vertex[2+k];
337        corner_vtx[j+3] = (int)vertex[3+k];
338        corner_vtx[j+4] = (int)vertex[4+k];
339        corner_vtx[j+5] = (int)vertex[5+k];
340    }
341}
342
343void screen()
344{
345    part_angle = main_angle;
346    dos_flag = true;
347    dos_color = CR * vec3(48, 56, 64);
348    screen_color = dos_color;
349    /*-------------------------*/
350    shader_effect_flag = true;
351    shader_glow_flag = true;
352    glow_color = 1;
353    glow_smoothstep = 0;//.025f;
354    glow_mix_ratio1 = 0.5f;
355    glow_mix_ratio2 = 0.5f;
356    shader_radial_flag = false;
357    radial_value1 = 2.0f;
358    radial_value2 = 0.8f;
359    radial_color = 0;
360    postfx_deform = 0.5f;
361    /*-------------------------*/
362    flash_speed = 1.5f;
363    fade_speed = 0.2f;
364    sync_flag = false;
365    sync_value = 1.0f;
366    sync_speed = 1.0f;
367    beat_speed = 2.0f;
368    /*-------------------------*/
369    glClearColor(screen_color.r, screen_color.g, screen_color.b, 1.0f);
370}
371
372int InitGL(void)
373{
374    glClearDepth(1.0f);                                // set depth buffer
375    glDepthMask(GL_TRUE);                            // do not write z-buffer
376    glEnable(GL_CULL_FACE);                        // disable cull face
377    glCullFace(GL_BACK);                            // don't draw front face
378    // load texture
379    tex_map = new TileSet("neercs/video/resource/map.png", ivec2(256, 256), ivec2(1));
380    // initialize some variable
381    screen();
382#if SHADER
383    if (shader_flag)
384    {
385        fbo_back = new FrameBuffer(screen_size);
386        fbo_front = new FrameBuffer(screen_size);
387        fbo_blur_h = new FrameBuffer(screen_size / glow_fbo_size);
388        fbo_blur_v = new FrameBuffer(screen_size / glow_fbo_size);
389        fbo_ping = new FrameBuffer(screen_size);
390        fbo_pong = new FrameBuffer(screen_size);
391        // shader simple
392        shader_simple = Shader::Create(lolfx_simple);
393        shader_simple_texture = shader_simple->GetUniformLocation("texture");
394        // shader blur horizontal
395        shader_blur_h = Shader::Create(lolfx_blurh);
396        shader_blur_h_texture = shader_blur_h->GetUniformLocation("texture");
397        shader_blur_h_screen_size = shader_blur_h->GetUniformLocation("screen_size");
398        shader_blur_h_time = shader_blur_h->GetUniformLocation("time");
399        shader_blur_h_value = shader_blur_h->GetUniformLocation("value");
400        // shader blur vertical
401        shader_blur_v = Shader::Create(lolfx_blurv);
402        shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture");
403        shader_blur_v_screen_size = shader_blur_v->GetUniformLocation("screen_size");
404        shader_blur_v_time = shader_blur_v->GetUniformLocation("time");
405        shader_blur_v_value = shader_blur_v->GetUniformLocation("value");
406        // shader glow
407        shader_glow = Shader::Create(lolfx_glow);
408        shader_glow_texture = shader_glow->GetUniformLocation("texture");
409        shader_glow_texture_prv = shader_glow->GetUniformLocation("texture_prv");
410        shader_glow_screen_size = shader_glow->GetUniformLocation("screen_size");
411        shader_glow_time = shader_glow->GetUniformLocation("time");
412        shader_glow_step = shader_glow->GetUniformLocation("step");
413        shader_glow_value1 = shader_glow->GetUniformLocation("value1");
414        shader_glow_value2 = shader_glow->GetUniformLocation("value2");
415        // shader radial
416        shader_radial = Shader::Create(lolfx_radial);
417        shader_radial_texture = shader_radial->GetUniformLocation("texture");
418        shader_radial_screen_size = shader_radial->GetUniformLocation("screen_size");
419        shader_radial_time = shader_radial->GetUniformLocation("time");
420        shader_radial_value1 = shader_radial->GetUniformLocation("value1");
421        shader_radial_value2 = shader_radial->GetUniformLocation("value2");
422        shader_radial_color = shader_radial->GetUniformLocation("color");
423        // shader postfx
424        shader_postfx = Shader::Create(lolfx_postfx);
425        shader_postfx_texture = shader_postfx->GetUniformLocation("texture");
426        shader_postfx_texture_2d = shader_postfx->GetUniformLocation("texture_2d");
427        shader_postfx_screen_size = shader_postfx->GetUniformLocation("screen_size");
428        shader_postfx_time = shader_postfx->GetUniformLocation("time");
429        shader_postfx_flash = shader_postfx->GetUniformLocation("flash");
430        shader_postfx_value = shader_postfx->GetUniformLocation("value");
431        shader_postfx_deform = shader_postfx->GetUniformLocation("deform");
432        shader_postfx_scanline = shader_postfx->GetUniformLocation("scanline");
433        shader_postfx_sync = shader_postfx->GetUniformLocation("sync");
434    }
435#endif
436    return true;
437}
438
439int CreateGLWindow(char const *title)
440{
441    screen_size = Video::GetSize();
442    corner_w = 16*ratio_2d.x;
443    corner();
444    dos_m=12*ratio_2d.x;
445    dos_vtx[0]=font_size.x*ratio_2d.x/2.0f;
446    dos_vtx[1]=font_size.y*ratio_2d.y/2.0f;
447    dos_vtx[2]=font_size.x*ratio_2d.x/2.0f;
448    dos_vtx[3]=-font_size.y*ratio_2d.y/2.0f;
449    dos_vtx[4]=-font_size.x*ratio_2d.x/2.0f;
450    dos_vtx[5]=-font_size.y*ratio_2d.y/2.0f;
451    dos_vtx[6]=-font_size.x*ratio_2d.x/2.0f;
452    dos_vtx[7]=font_size.y*ratio_2d.y/2.0f;
453    shell_vtx[0]=dos_m+58*ratio_2d.x;
454    shell_vtx[1]=dos_m+(font_size.y+1)*ratio_2d.y;
455    shell_vtx[2]=dos_m+58*ratio_2d.x;
456    shell_vtx[3]=dos_m+ratio_2d.y;
457    shell_vtx[4]=dos_m+2*ratio_2d.x;
458    shell_vtx[5]=dos_m+ratio_2d.y;
459    shell_vtx[6]=dos_m+2*ratio_2d.x;
460    shell_vtx[7]=dos_m+(font_size.y+1)*ratio_2d.y;
461    InitGL();
462    return true;
463}
464
465Render::Render(caca_canvas_t *caca)
466  : m_caca(caca)
467{
468#if FUCK
469    text_render = new TextRender(m_caca);
470#endif
471}
472
473void Render::TickGame(float seconds)
474{
475    Entity::TickGame(seconds);
476}
477
478void Render::TickDraw(float seconds)
479{
480    Entity::TickDraw(seconds);
481
482    static int todo = 1;
483    if (todo)
484    {
485        CreateGLWindow("LOL");
486        todo = 0;
487#if FUCK
488        text_render->Init();
489#endif
490    }
491
492    // timer
493    if(!paused)
494        main_angle += seconds * 100.0f * PID;
495    if(sync_flag)
496    {
497        angle=(main_angle-sync_angle)*sync_speed;
498        sync_value=1.0f-sinf(angle);
499        if(angle>90.0f*PID)
500        {
501            sync_value=0;
502            sync_flag=false;
503        }
504    }
505    if(beat_flag)
506    {
507        angle=(main_angle-beat_angle)*beat_speed;
508        beat_value=1.0f-sinf(angle);
509        if(angle>90.0f*PID)
510        {
511            beat_value=0;
512            beat_flag=false;
513        }
514    }
515    if(flash_flag)
516    {
517        angle=(main_angle-flash_angle)*flash_speed;
518        flash_value=1.0f-sinf(angle);
519        if(angle>90.0f*PID)
520        {
521            flash_value=0;
522            flash_flag=false;
523        }
524    }
525    if(fade_flag)
526    {
527        angle=(main_angle-fade_angle)*fade_speed;
528        fade_value=1.0f-sinf(angle);
529        if(angle>90.0f*PID)
530        {
531            fade_value=0;
532            fade_flag=false;
533        }
534    }
535
536    glEnableClientState(GL_VERTEX_ARRAY);
537    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
538    Draw2D();
539    Draw3D();
540    glDisableClientState(GL_VERTEX_ARRAY);
541    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
542#if FUCK
543    text_render->Blit();
544#endif
545}
546
547void Render::Draw2D()
548{
549#if SHADER
550    if(shader_flag)
551    {
552        fbo_back->Bind();
553        fbo_back->Clear(vec4(screen_color, 0.0f), 1.0f);
554    }
555    else
556    {
557        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
558    }
559#else
560    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
561#endif
562
563    glEnable(GL_BLEND);
564    //if(polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH);
565    glLineWidth((polygon)?2.0f:1.0f);
566    fx_angle=main_angle-part_angle;
567    if(polygon) glEnable(GL_TEXTURE_2D);
568
569    init_viewport(1);
570
571    tex_map->Bind();
572    glEnable(GL_BLEND);
573    // draw dos
574    if(dos_flag)
575    {
576        glDisable(GL_TEXTURE_2D);
577        glDisable(GL_BLEND);
578        glColor3f(1.0f,1.0f,1.0f);
579        rectangle(dos_m,dos_m,screen_size.x-53*ratio_2d.x-dos_m*2,(font_size.y+2)*ratio_2d.y);
580        rectangle(screen_size.x-51*ratio_2d.x-dos_m,dos_m,22*ratio_2d.x,(font_size.y+2)*ratio_2d.y);
581        rectangle(screen_size.x-27*ratio_2d.x-dos_m,dos_m,22*ratio_2d.x,(font_size.y+2)*ratio_2d.y);
582        rectangle(screen_size.x-3*ratio_2d.x-dos_m,dos_m,3*ratio_2d.x,(font_size.y+2)*ratio_2d.y);
583        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);
584        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);
585        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);
586        glColor3f(dos_color.x,dos_color.y,dos_color.z);
587        rectangle(dos_m+2*ratio_2d.x,dos_m+ratio_2d.y,56*ratio_2d.x,font_size.y*ratio_2d.y);
588        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);
589        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);
590        rectangle(screen_size.x-49*ratio_2d.x-dos_m,dos_m+ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y);
591        glColor3f(1.0f,1.0f,1.0f);
592        rectangle(screen_size.x-47*ratio_2d.x-dos_m,dos_m+2*ratio_2d.y,10*ratio_2d.x,4*ratio_2d.y);
593        glColor3f(0,0,0);
594        rectangle(screen_size.x-45*ratio_2d.x-dos_m,dos_m+3*ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y);
595        rectangle(screen_size.x-25*ratio_2d.x-dos_m,dos_m+1*ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y);
596        glColor3f(dos_color.x,dos_color.y,dos_color.z);
597        rectangle(screen_size.x-21*ratio_2d.x-dos_m,dos_m+2*ratio_2d.y,14*ratio_2d.x,7*ratio_2d.y);
598        glColor3f(1.0f,1.0f,1.0f);
599        rectangle(screen_size.x-19*ratio_2d.x-dos_m,dos_m+3*ratio_2d.y,10*ratio_2d.x,5*ratio_2d.y);
600        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);
601        glColor3f(dos_color.x,dos_color.y,dos_color.z);
602        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);
603        glColor3f(1.0f,1.0f,1.0f);
604        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);
605        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);
606        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);
607        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);
608        glEnable(GL_BLEND);
609        if(polygon) glEnable(GL_TEXTURE_2D);
610        glBlendFunc(GL_ONE, GL_ONE);
611        glVertexPointer(2, GL_INT, 0, shell_vtx);
612        glTexCoordPointer(2, GL_FLOAT, 0, shell_tex);
613        glDrawArrays(GL_QUADS, 0, 4);
614        // draw dos text
615        glVertexPointer(2, GL_INT, 0, dos_vtx);
616        float x = dos_m + font_size.x;
617        float y = dos_m + (font_size.y*1.5f+3)*ratio_2d.y;
618
619        /* background colors */
620        glDisable(GL_TEXTURE_2D);
621        for (int j = 0; j < caca_get_canvas_height(m_caca); j++)
622        for (int i = 0; i < caca_get_canvas_width(m_caca); i++)
623        {
624            uint32_t att = caca_get_attr(m_caca, i, j);
625
626            glLoadIdentity();
627            glTranslated(x+i*font_size.x*ratio_2d.x, y+j*font_size.y*ratio_2d.y, 0);
628
629            uint16_t bg = caca_attr_to_rgb12_bg(att);
630            glColor3f((float)(bg >> 8) / 16.f,
631                      (float)((bg & 0xf0) >> 4) / 16.f,
632                      (float)(bg & 0xf) / 16.f);
633            glDrawArrays(GL_QUADS, 0, 4);
634        }
635        glEnable(GL_TEXTURE_2D);
636
637        /* Foreground characters */
638        for (int j = 0; j < caca_get_canvas_height(m_caca); j++)
639        for (int i = 0; i < caca_get_canvas_width(m_caca); i++)
640        {
641            uint32_t car = caca_get_char(m_caca, i, j);
642            uint32_t att = caca_get_attr(m_caca, i, j);
643
644            if (car <= 32 || car >= 127)
645                continue;
646
647            glLoadIdentity();
648            glTranslated(x+i*font_size.x*ratio_2d.x, y+j*font_size.y*ratio_2d.y, 0);
649            vec2 uv((car%16)*car_size.x, (car-car%16)*1.0f/map_size.y/16*font_size.y);
650            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};
651
652            glTexCoordPointer(2, GL_FLOAT, 0, dos_tex);
653            uint16_t fg = caca_attr_to_rgb12_fg(att);
654            glColor3f((float)(fg >> 8) / 16.f,
655                      (float)((fg & 0xf0) >> 4) / 16.f,
656                      (float)(fg & 0xf) / 16.f);
657            // FIXME: draw cursor!
658            //if(car==car_cursor) glColor3f(CR*(dos_color.r+64), CR*(dos_color.g+48), CR*(dos_color.b+48));
659            glDrawArrays(GL_QUADS, 0, 4);
660            //if(car==car_cursor) glColor3f(1.0f, 1.0f, 1.0f);
661        }
662    }
663    // draw corner
664    glDisable(GL_TEXTURE_2D);
665    glDisable(GL_BLEND);
666    glVertexPointer(2, GL_INT, 0, corner_vtx);
667    glLoadIdentity();
668    glColor3f(0, 0, 0);
669    glDrawArrays(GL_TRIANGLES, 0, corner_n*3);
670    glTranslated(screen_size.x, 0, 0);
671    glRotated(90.0f, 0, 0, 1.0f);
672    glDrawArrays(GL_TRIANGLES, 0, corner_n*3);
673    glTranslated(screen_size.y, 0, 0);
674    glRotated(90.0f, 0, 0, 1.0f);
675    glDrawArrays(GL_TRIANGLES, 0, corner_n*3);
676    glTranslated(screen_size.x, 0, 0);
677    glRotated(90.0f, 0, 0, 1.0f);
678    glDrawArrays(GL_TRIANGLES, 0, corner_n*3);
679    glEnable(GL_BLEND);
680    tex_map->Unbind();
681}
682
683void Render::Draw3D()
684{
685    //init_viewport(0);
686    glDisable(GL_DEPTH_TEST);
687
688#if SHADER
689    if (!shader_flag)
690        return;
691
692    init_shader();
693    fbo_back->Unbind();
694    if (shader_effect_flag && shader_blur_flag)
695    {
696        // shader blur horizontal
697        fbo_ping->Bind();
698        shader_blur_h->Bind();
699        shader_blur_h->SetTexture(shader_blur_h_texture, fbo_back->GetTexture(), 0);
700        shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f));
701        shader_blur_h->SetUniform(shader_blur_h_time, fx_angle);
702        shader_blur_h->SetUniform(shader_blur_h_value, 0.5f/screen_size.x);
703        fs_quad();
704        shader_blur_h->Unbind();
705        fbo_ping->Unbind();
706        // shader blur vertical
707        fbo_front->Bind();
708        shader_blur_v->Bind();
709        shader_blur_v->SetTexture(shader_blur_v_texture, fbo_ping->GetTexture(), 0);
710        shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f));
711        shader_blur_v->SetUniform(shader_blur_v_time, fx_angle);
712        shader_blur_v->SetUniform(shader_blur_v_value, 0.5f/screen_size.y);
713        fs_quad();
714        shader_blur_v->Unbind();
715    }
716    else
717    {
718        // shader simple
719        fbo_front->Bind();
720        draw_shader_simple(fbo_back, 0);
721    }
722    fbo_front->Unbind();
723    // shader glow
724    if(shader_effect_flag&&shader_glow_flag)
725    {
726        // shader blur horizontal
727        fbo_blur_h->Bind();
728        shader_blur_h->Bind();
729        shader_blur_h->SetTexture(shader_blur_h_texture, fbo_ping->GetTexture(), 0);
730        shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size));
731        shader_blur_h->SetUniform(shader_blur_h_time, fx_angle);
732        shader_blur_h->SetUniform(shader_blur_h_value, 2.5f/screen_size.x);
733        fs_quad();
734        shader_blur_h->Unbind();
735        fbo_blur_h->Unbind();
736        // shader blur vertical
737        fbo_blur_v->Bind();
738        shader_blur_v->Bind();
739        shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0);
740        shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size));
741        shader_blur_v->SetUniform(shader_blur_v_time, fx_angle);
742        shader_blur_v->SetUniform(shader_blur_h_value, 2.5f/screen_size.y);
743        fs_quad();
744        shader_blur_v->Unbind();
745        fbo_blur_v->Unbind();
746        // shader blur horizontal
747        fbo_blur_h->Bind();
748        shader_blur_h->Bind();
749        shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0);
750        shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size));
751        shader_blur_h->SetUniform(shader_blur_h_time, fx_angle);
752        shader_blur_h->SetUniform(shader_blur_h_value, 1.0f/screen_size.x);
753        fs_quad();
754        shader_blur_h->Unbind();
755        fbo_blur_h->Unbind();
756        // shader blur vertical
757        fbo_blur_v->Bind();
758        shader_blur_v->Bind();
759        shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0);
760        shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size));
761        shader_blur_v->SetUniform(shader_blur_v_time, fx_angle);
762        shader_blur_v->SetUniform(shader_blur_h_value, 1.0f/screen_size.y);
763        fs_quad();
764        shader_blur_v->Unbind();
765        fbo_blur_v->Unbind();
766        // shader glow
767        fbo_pong->Bind();
768        shader_glow->Bind();
769        shader_glow->SetTexture(shader_glow_texture, fbo_blur_v->GetTexture(), 0);
770        shader_glow->SetTexture(shader_glow_texture_prv, fbo_front->GetTexture(), 1);
771        shader_glow->SetUniform(shader_glow_screen_size, vec2(1.0f));
772        shader_glow->SetUniform(shader_glow_time, fx_angle);
773        shader_glow->SetUniform(shader_glow_step, glow_smoothstep);
774        shader_glow->SetUniform(shader_glow_value1, glow_mix_ratio1);
775        shader_glow->SetUniform(shader_glow_value2, glow_mix_ratio2);
776        fs_quad();
777        shader_glow->Unbind();
778    }
779    if(!shader_effect_flag)
780    {
781        // shader simple
782        fbo_pong->Bind();
783        draw_shader_simple(fbo_front, 0);
784    }
785    fbo_pong->Unbind();
786    if(shader_postfx_flag)
787    {
788        // shader postfx
789        shader_postfx->Bind();
790        shader_postfx->SetTexture(shader_postfx_texture, fbo_pong->GetTexture(), 0);
791        shader_postfx->SetUniform(shader_postfx_screen_size, (vec2)screen_size);
792        shader_postfx->SetUniform(shader_postfx_time, fx_angle);
793        shader_postfx->SetUniform(shader_postfx_flash, flash_value);
794        shader_postfx->SetUniform(shader_postfx_value, 4.0f);
795        shader_postfx->SetUniform(shader_postfx_deform, postfx_deform);
796        shader_postfx->SetUniform(shader_postfx_scanline, postfx_scanline);
797        shader_postfx->SetUniform(shader_postfx_sync, (float)fabs(beat_value*cosf((main_angle-beat_angle)*8.0f)));
798        fs_quad();
799        shader_postfx->Unbind();
800    }
801    else
802    {
803        // shader simple
804        draw_shader_simple(fbo_pong, 0);
805    }
806#endif
807}
808
809Render::~Render()
810{
811}
812
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