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 | #include "text-render.h" |
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33 | |
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34 | extern char const *lolfx_blurh; |
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35 | extern char const *lolfx_blurv; |
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36 | extern char const *lolfx_glow; |
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37 | extern char const *lolfx_postfx; |
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38 | extern char const *lolfx_radial; |
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39 | extern char const *lolfx_simple; |
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40 | |
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41 | #define DEBUG 1 // debug flag //#if defined(_DEBUG) |
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42 | #define PID M_PI/180.0f // pi ratio |
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43 | #define CR 1.0f/256.0f // color ratio |
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44 | |
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45 | /* |
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46 | * Various variables |
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47 | */ |
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48 | |
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49 | int active = true; // window active flag |
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50 | bool fullscreen = DEBUG?false:true; // fullscreen flag |
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51 | bool m_paused = false; // pause flag |
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52 | float nearplane = 0.1f; // nearplane |
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53 | float farplane = 1000.0f; // farplane |
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54 | bool polygon = true; // polygon mode |
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55 | int polygon_fillmode = GL_FILL; // fill mode |
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56 | /* window variable */ |
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57 | ivec2 screen_size; // screen size |
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58 | int window_color = 32; // color depth |
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59 | vec3 screen_color = CR * vec3(48, 56, 64); // screen color |
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60 | /* object variable */ |
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61 | float main_angle = 0.0f; // main angle |
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62 | float part_angle = 0.0f; // part angle |
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63 | float fx_angle; // current angle |
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64 | /* text variable */ |
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65 | char const *name = "cacaShell"; |
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66 | /* fs_quad variable */ |
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67 | 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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68 | float fs_quad_tex[] = {0, 1.0f, 0, 0, 1.0f, 0, 1.0f, 1.0f}; |
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69 | /* flash variable */ |
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70 | bool flash_flag = false; // flag |
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71 | float flash_angle = 0; // angle |
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72 | float flash_value = 0; // value |
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73 | float flash_speed = 1.5f; // speed |
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74 | /* fade variable */ |
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75 | bool fade_flag = false; // flag |
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76 | float fade_angle = 0; // angle |
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77 | float fade_value = 0; // value |
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78 | float fade_speed = 0.2f; // speed |
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79 | /* sync variable */ |
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80 | bool sync_flag = false; // flag |
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81 | float sync_angle = 0; // angle |
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82 | float sync_value = 1.0f; // value |
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83 | float sync_speed = 1.0f; // speed |
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84 | /* beat variable */ |
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85 | bool beat_flag = false; // flag |
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86 | float beat_angle = 0; // angle |
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87 | float beat_value = 0; // value |
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88 | float beat_speed = 2.0f; // speed |
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89 | /* corner variable */ |
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90 | const int corner_n = 10; // polygon number |
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91 | int corner_w = 24; // radius |
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92 | int corner_vtx[corner_n*6];// vertex array |
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93 | /* dos variable */ |
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94 | bool dos_flag = true; // flag |
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95 | int dos_m; // margin |
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96 | vec3 dos_color = CR * vec3(48, 56, 64); // color value |
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97 | int dos_vtx[8]; // vertex array |
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98 | ivec2 ratio_2d(2,4); // 2d ratio |
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99 | ivec2 map_size(256,256); // texture map size |
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100 | ivec2 font_size(8,8); // font size |
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101 | vec2 car_size(1.0f/map_size.x*font_size.x, 1.0f/map_size.y*font_size.y); |
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102 | int shell_vtx[8]; // vertex array |
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103 | float shell_tex[] = {1.0f, 0.96875f, 1.0f, 1.0f, 0.78125f, 1.0f, 0.78125f, 0.96875f}; |
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104 | /* keyboard variable */ |
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105 | int key_code = 0; // keyboard code |
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106 | /* common variable */ |
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107 | float value, angle, radius, scale, speed; |
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108 | /* shader variable */ |
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109 | bool m_shader = true; /* TO DELETE */ |
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110 | bool shader_blur_flag = true; |
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111 | bool shader_glow_flag = true; |
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112 | bool shader_effect_flag = true; |
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113 | bool shader_postfx_flag = true; |
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114 | |
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115 | int glow_fbo_size = 2; // glow fbo size |
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116 | float glow_smoothstep = 0.0f; // glow smoothstep value (try 0.025f) |
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117 | float glow_mix_ratio1 = 0.5f; // glow mixing ratio |
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118 | float glow_mix_ratio2 = 0.5f; // source mixing ratio |
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119 | |
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120 | float radial_value1 = 2.0f; |
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121 | float radial_value2 = 0.8f; |
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122 | float radial_color = 0; // color |
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123 | |
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124 | bool postfx_scanline = true; |
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125 | float postfx_deform = 0.5f; // deformation ratio |
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126 | |
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127 | Shader *shader_simple, *shader_blur_h, *shader_blur_v; |
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128 | Shader *shader_glow, *shader_radial, *shader_postfx; |
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129 | // shader variables |
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130 | ShaderUniform shader_simple_texture; |
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131 | ShaderUniform shader_blur_h_texture, |
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132 | shader_blur_h_screen_size, |
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133 | shader_blur_h_time, |
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134 | shader_blur_h_value; |
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135 | ShaderUniform shader_blur_v_texture, |
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136 | shader_blur_v_screen_size, |
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137 | shader_blur_v_time, |
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138 | shader_blur_v_value; |
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139 | ShaderUniform shader_glow_texture, |
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140 | shader_glow_texture_prv, |
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141 | shader_glow_screen_size, |
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142 | shader_glow_time, |
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143 | shader_glow_step, |
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144 | shader_glow_value1, |
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145 | shader_glow_value2; |
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146 | ShaderUniform shader_radial_texture, |
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147 | shader_radial_screen_size, |
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148 | shader_radial_time, |
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149 | shader_radial_value1, |
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150 | shader_radial_value2, |
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151 | shader_radial_color; |
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152 | ShaderUniform shader_postfx_texture, |
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153 | shader_postfx_texture_2d, |
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154 | shader_postfx_screen_size, |
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155 | shader_postfx_time, |
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156 | shader_postfx_flash, |
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157 | shader_postfx_value, |
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158 | shader_postfx_deform, |
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159 | shader_postfx_scanline, |
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160 | shader_postfx_sync; |
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161 | |
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162 | FrameBuffer *fbo_back, *fbo_front; |
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163 | FrameBuffer *fbo_blur_h, *fbo_blur_v, *fbo_ping, *fbo_pong; |
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164 | |
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165 | TextRender *text_render; |
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166 | |
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167 | void fs_quad() |
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168 | { |
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169 | glLoadIdentity(); |
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170 | glDrawArrays(GL_QUADS, 0, 4); |
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171 | } |
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172 | |
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173 | void draw_shader_simple(FrameBuffer *fbo_output, int n) |
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174 | { |
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175 | shader_simple->Bind(); |
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176 | shader_simple->SetTexture(shader_simple_texture, fbo_output->GetTexture(), n); |
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177 | fs_quad(); |
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178 | shader_simple->Unbind(); |
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179 | } |
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180 | |
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181 | void rectangle(int x, int y, int w, int h) |
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182 | { |
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183 | glLoadIdentity(); |
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184 | glBegin(GL_QUADS); |
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185 | glVertex2i(x+w, y ); |
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186 | glVertex2i(x , y ); |
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187 | glVertex2i(x , y+h); |
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188 | glVertex2i(x+w, y+h); |
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189 | glEnd(); |
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190 | } |
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191 | |
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192 | void corner() |
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193 | { |
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194 | float vertex[6+corner_n*2]; |
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195 | vertex[0] = 0; |
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196 | vertex[1] = 0; |
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197 | for (int i = 1; i < corner_n + 1; i++) |
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198 | { |
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199 | int j = i*2; |
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200 | float a = PID*90.0f/(corner_n-1)*(i-1); |
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201 | vertex[j ] = corner_w-corner_w*cosf(a); |
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202 | vertex[j+1] = corner_w-corner_w*sinf(a); |
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203 | } |
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204 | for (int i = 0; i < corner_n; i++) |
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205 | { |
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206 | int j = i*6; |
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207 | int k = i*2; |
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208 | corner_vtx[j ] = (int)vertex[0]; |
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209 | corner_vtx[j+1] = (int)vertex[1]; |
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210 | corner_vtx[j+2] = (int)vertex[2+k]; |
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211 | corner_vtx[j+3] = (int)vertex[3+k]; |
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212 | corner_vtx[j+4] = (int)vertex[4+k]; |
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213 | corner_vtx[j+5] = (int)vertex[5+k]; |
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214 | } |
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215 | } |
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216 | |
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217 | int InitGL(void) |
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218 | { |
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219 | glDepthMask(GL_TRUE); // do not write z-buffer |
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220 | glEnable(GL_CULL_FACE); // disable cull face |
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221 | glCullFace(GL_BACK); // don't draw front face |
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222 | |
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223 | if (m_shader) |
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224 | { |
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225 | /* Initialise framebuffer objects */ |
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226 | fbo_back = new FrameBuffer(screen_size); |
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227 | fbo_front = new FrameBuffer(screen_size); |
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228 | fbo_blur_h = new FrameBuffer(screen_size / glow_fbo_size); |
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229 | fbo_blur_v = new FrameBuffer(screen_size / glow_fbo_size); |
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230 | fbo_ping = new FrameBuffer(screen_size); |
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231 | fbo_pong = new FrameBuffer(screen_size); |
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232 | // shader simple |
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233 | shader_simple = Shader::Create(lolfx_simple); |
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234 | shader_simple_texture = shader_simple->GetUniformLocation("texture"); |
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235 | // shader blur horizontal |
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236 | shader_blur_h = Shader::Create(lolfx_blurh); |
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237 | shader_blur_h_texture = shader_blur_h->GetUniformLocation("texture"); |
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238 | shader_blur_h_screen_size = shader_blur_h->GetUniformLocation("screen_size"); |
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239 | shader_blur_h_time = shader_blur_h->GetUniformLocation("time"); |
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240 | shader_blur_h_value = shader_blur_h->GetUniformLocation("value"); |
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241 | // shader blur vertical |
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242 | shader_blur_v = Shader::Create(lolfx_blurv); |
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243 | shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture"); |
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244 | shader_blur_v_screen_size = shader_blur_v->GetUniformLocation("screen_size"); |
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245 | shader_blur_v_time = shader_blur_v->GetUniformLocation("time"); |
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246 | shader_blur_v_value = shader_blur_v->GetUniformLocation("value"); |
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247 | // shader glow |
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248 | shader_glow = Shader::Create(lolfx_glow); |
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249 | shader_glow_texture = shader_glow->GetUniformLocation("texture"); |
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250 | shader_glow_texture_prv = shader_glow->GetUniformLocation("texture_prv"); |
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251 | shader_glow_screen_size = shader_glow->GetUniformLocation("screen_size"); |
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252 | shader_glow_time = shader_glow->GetUniformLocation("time"); |
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253 | shader_glow_step = shader_glow->GetUniformLocation("step"); |
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254 | shader_glow_value1 = shader_glow->GetUniformLocation("value1"); |
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255 | shader_glow_value2 = shader_glow->GetUniformLocation("value2"); |
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256 | // shader radial |
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257 | shader_radial = Shader::Create(lolfx_radial); |
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258 | shader_radial_texture = shader_radial->GetUniformLocation("texture"); |
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259 | shader_radial_screen_size = shader_radial->GetUniformLocation("screen_size"); |
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260 | shader_radial_time = shader_radial->GetUniformLocation("time"); |
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261 | shader_radial_value1 = shader_radial->GetUniformLocation("value1"); |
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262 | shader_radial_value2 = shader_radial->GetUniformLocation("value2"); |
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263 | shader_radial_color = shader_radial->GetUniformLocation("color"); |
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264 | // shader postfx |
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265 | shader_postfx = Shader::Create(lolfx_postfx); |
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266 | shader_postfx_texture = shader_postfx->GetUniformLocation("texture"); |
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267 | shader_postfx_texture_2d = shader_postfx->GetUniformLocation("texture_2d"); |
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268 | shader_postfx_screen_size = shader_postfx->GetUniformLocation("screen_size"); |
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269 | shader_postfx_time = shader_postfx->GetUniformLocation("time"); |
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270 | shader_postfx_flash = shader_postfx->GetUniformLocation("flash"); |
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271 | shader_postfx_value = shader_postfx->GetUniformLocation("value"); |
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272 | shader_postfx_deform = shader_postfx->GetUniformLocation("deform"); |
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273 | shader_postfx_scanline = shader_postfx->GetUniformLocation("scanline"); |
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274 | shader_postfx_sync = shader_postfx->GetUniformLocation("sync"); |
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275 | } |
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276 | |
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277 | return true; |
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278 | } |
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279 | |
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280 | int CreateGLWindow() |
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281 | { |
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282 | screen_size = Video::GetSize(); |
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283 | corner_w = 16*ratio_2d.x; |
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284 | corner(); |
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285 | dos_m=12*ratio_2d.x; |
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286 | dos_vtx[0]=font_size.x*ratio_2d.x/2.0f; |
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287 | dos_vtx[1]=font_size.y*ratio_2d.y/2.0f; |
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288 | dos_vtx[2]=font_size.x*ratio_2d.x/2.0f; |
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289 | dos_vtx[3]=-font_size.y*ratio_2d.y/2.0f; |
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290 | dos_vtx[4]=-font_size.x*ratio_2d.x/2.0f; |
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291 | dos_vtx[5]=-font_size.y*ratio_2d.y/2.0f; |
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292 | dos_vtx[6]=-font_size.x*ratio_2d.x/2.0f; |
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293 | dos_vtx[7]=font_size.y*ratio_2d.y/2.0f; |
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294 | shell_vtx[0]=dos_m+58*ratio_2d.x; |
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295 | shell_vtx[1]=dos_m+(font_size.y+1)*ratio_2d.y; |
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296 | shell_vtx[2]=dos_m+58*ratio_2d.x; |
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297 | shell_vtx[3]=dos_m+ratio_2d.y; |
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298 | shell_vtx[4]=dos_m+2*ratio_2d.x; |
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299 | shell_vtx[5]=dos_m+ratio_2d.y; |
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300 | shell_vtx[6]=dos_m+2*ratio_2d.x; |
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301 | shell_vtx[7]=dos_m+(font_size.y+1)*ratio_2d.y; |
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302 | InitGL(); |
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303 | return true; |
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304 | } |
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305 | |
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306 | Render::Render(caca_canvas_t *caca) |
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307 | : m_caca(caca), |
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308 | m_ready(false), |
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309 | m_shader(true) |
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310 | { |
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311 | text_render = new TextRender(m_caca, font_size); |
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312 | } |
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313 | |
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314 | void Render::TickGame(float seconds) |
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315 | { |
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316 | Entity::TickGame(seconds); |
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317 | } |
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318 | |
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319 | void Render::TickDraw(float seconds) |
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320 | { |
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321 | /* keyboard manager */ |
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322 | if (Input::GetButtonState(27/*SDLK_ESCAPE*/)) |
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323 | Ticker::Shutdown(); |
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324 | if (Input::GetButtonState(8 /*SDLK_BACKSPACE*/)) |
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325 | m_paused=!m_paused; |
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326 | if (Input::GetButtonState(112 /*SDLK_F1*/)) |
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327 | m_shader=!m_shader; |
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328 | |
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329 | Entity::TickDraw(seconds); |
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330 | |
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331 | if (!m_ready) |
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332 | { |
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333 | CreateGLWindow(); |
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334 | text_render->Init(); |
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335 | |
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336 | m_ready = true; |
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337 | } |
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338 | |
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339 | // timer |
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340 | if(!m_paused) |
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341 | main_angle += seconds * 100.0f * PID; |
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342 | if(sync_flag) |
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343 | { |
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344 | angle=(main_angle-sync_angle)*sync_speed; |
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345 | sync_value=1.0f-sinf(angle); |
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346 | if(angle>90.0f*PID) |
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347 | { |
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348 | sync_value=0; |
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349 | sync_flag=false; |
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350 | } |
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351 | } |
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352 | if(beat_flag) |
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353 | { |
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354 | angle=(main_angle-beat_angle)*beat_speed; |
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355 | beat_value=1.0f-sinf(angle); |
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356 | if(angle>90.0f*PID) |
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357 | { |
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358 | beat_value=0; |
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359 | beat_flag=false; |
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360 | } |
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361 | } |
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362 | if(flash_flag) |
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363 | { |
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364 | angle=(main_angle-flash_angle)*flash_speed; |
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365 | flash_value=1.0f-sinf(angle); |
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366 | if(angle>90.0f*PID) |
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367 | { |
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368 | flash_value=0; |
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369 | flash_flag=false; |
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370 | } |
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371 | } |
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372 | if(fade_flag) |
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373 | { |
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374 | angle=(main_angle-fade_angle)*fade_speed; |
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375 | fade_value=1.0f-sinf(angle); |
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376 | if(angle>90.0f*PID) |
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377 | { |
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378 | fade_value=0; |
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379 | fade_flag=false; |
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380 | } |
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381 | } |
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382 | |
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383 | Draw2D(); |
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384 | Draw3D(); |
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385 | } |
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386 | |
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387 | void Render::Draw2D() |
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388 | { |
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389 | /* Draw text in an offline buffer */ |
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390 | text_render->Render(); |
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391 | |
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392 | if(m_shader) |
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393 | fbo_back->Bind(); |
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394 | |
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395 | glViewport(0, 0, screen_size.x, screen_size.y); |
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396 | |
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397 | /* Clear the back buffer */ |
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398 | glEnable(GL_BLEND); |
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399 | glBlendFunc(GL_SRC_COLOR,GL_DST_ALPHA); |
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400 | glClearColor(screen_color.r, screen_color.g, screen_color.b, 0.5f); |
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401 | glClearDepth(1.0f); // set depth buffer |
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402 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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403 | |
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404 | ivec2 border_top = ivec2(dos_m, dos_m + font_size.y * ratio_2d.y) |
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405 | + ratio_2d * 2; |
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406 | ivec2 border_bottom = ivec2(dos_m * 2, dos_m * 2 + font_size.y * ratio_2d.y) |
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407 | + ratio_2d * 2; |
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408 | text_render->Blit(border_top, screen_size - border_bottom); |
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409 | |
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410 | //if(polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH); |
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411 | glLineWidth((polygon)?2.0f:1.0f); |
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412 | fx_angle=main_angle-part_angle; |
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413 | if(polygon) glEnable(GL_TEXTURE_2D); |
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414 | |
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415 | glMatrixMode(GL_PROJECTION); |
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416 | mat4 m = mat4::ortho(0, screen_size.x, screen_size.y, 0, -1.f, 1.f); |
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417 | glLoadMatrixf(&m[0][0]); |
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418 | glMatrixMode(GL_MODELVIEW); |
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419 | // draw dos |
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420 | if(dos_flag) |
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421 | { |
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422 | glDisable(GL_TEXTURE_2D); |
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423 | glDisable(GL_BLEND); |
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424 | glColor3f(1.0f,1.0f,1.0f); |
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425 | rectangle(dos_m,dos_m,screen_size.x-53*ratio_2d.x-dos_m*2,(font_size.y+2)*ratio_2d.y); |
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426 | rectangle(screen_size.x-51*ratio_2d.x-dos_m,dos_m,22*ratio_2d.x,(font_size.y+2)*ratio_2d.y); |
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427 | rectangle(screen_size.x-27*ratio_2d.x-dos_m,dos_m,22*ratio_2d.x,(font_size.y+2)*ratio_2d.y); |
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428 | rectangle(screen_size.x-3*ratio_2d.x-dos_m,dos_m,3*ratio_2d.x,(font_size.y+2)*ratio_2d.y); |
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429 | 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); |
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430 | 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); |
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431 | 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); |
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432 | glColor3f(dos_color.x,dos_color.y,dos_color.z); |
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433 | rectangle(dos_m+2*ratio_2d.x,dos_m+ratio_2d.y,56*ratio_2d.x,font_size.y*ratio_2d.y); |
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434 | 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); |
---|
435 | 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); |
---|
436 | rectangle(screen_size.x-49*ratio_2d.x-dos_m,dos_m+ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y); |
---|
437 | glColor3f(1.0f,1.0f,1.0f); |
---|
438 | rectangle(screen_size.x-47*ratio_2d.x-dos_m,dos_m+2*ratio_2d.y,10*ratio_2d.x,4*ratio_2d.y); |
---|
439 | glColor3f(0,0,0); |
---|
440 | rectangle(screen_size.x-45*ratio_2d.x-dos_m,dos_m+3*ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y); |
---|
441 | rectangle(screen_size.x-25*ratio_2d.x-dos_m,dos_m+1*ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y); |
---|
442 | glColor3f(dos_color.x,dos_color.y,dos_color.z); |
---|
443 | rectangle(screen_size.x-21*ratio_2d.x-dos_m,dos_m+2*ratio_2d.y,14*ratio_2d.x,7*ratio_2d.y); |
---|
444 | glColor3f(1.0f,1.0f,1.0f); |
---|
445 | rectangle(screen_size.x-19*ratio_2d.x-dos_m,dos_m+3*ratio_2d.y,10*ratio_2d.x,5*ratio_2d.y); |
---|
446 | 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); |
---|
447 | glColor3f(dos_color.x,dos_color.y,dos_color.z); |
---|
448 | 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); |
---|
449 | glColor3f(1.0f,1.0f,1.0f); |
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450 | 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); |
---|
451 | 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); |
---|
452 | 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); |
---|
453 | 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); |
---|
454 | glEnable(GL_BLEND); |
---|
455 | if(polygon) glEnable(GL_TEXTURE_2D); |
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456 | glBlendFunc(GL_ONE, GL_ONE); |
---|
457 | glVertexPointer(2, GL_INT, 0, shell_vtx); |
---|
458 | glTexCoordPointer(2, GL_FLOAT, 0, shell_tex); |
---|
459 | glDrawArrays(GL_QUADS, 0, 4); |
---|
460 | } |
---|
461 | // draw corner |
---|
462 | glDisable(GL_TEXTURE_2D); |
---|
463 | glDisable(GL_BLEND); |
---|
464 | glColor3f(0, 1.0f, 0); |
---|
465 | glVertexPointer(2, GL_INT, 0, corner_vtx); |
---|
466 | glLoadIdentity(); |
---|
467 | glColor3f(0, 0, 0); |
---|
468 | glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
---|
469 | glTranslated(screen_size.x, 0, 0); |
---|
470 | glRotated(90.0f, 0, 0, 1.0f); |
---|
471 | glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
---|
472 | glTranslated(screen_size.y, 0, 0); |
---|
473 | glRotated(90.0f, 0, 0, 1.0f); |
---|
474 | glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
---|
475 | glTranslated(screen_size.x, 0, 0); |
---|
476 | glRotated(90.0f, 0, 0, 1.0f); |
---|
477 | glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
---|
478 | glEnable(GL_BLEND); |
---|
479 | } |
---|
480 | |
---|
481 | void Render::Draw3D() |
---|
482 | { |
---|
483 | if (!m_shader) |
---|
484 | return; |
---|
485 | |
---|
486 | glDisable(GL_DEPTH_TEST); |
---|
487 | glDisable(GL_BLEND); |
---|
488 | |
---|
489 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
490 | glVertexPointer(4, GL_FLOAT, 0, fs_quad_vtx); |
---|
491 | |
---|
492 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
493 | glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex); |
---|
494 | |
---|
495 | fbo_back->Unbind(); |
---|
496 | if (shader_effect_flag && shader_blur_flag) |
---|
497 | { |
---|
498 | // shader blur horizontal |
---|
499 | fbo_ping->Bind(); |
---|
500 | shader_blur_h->Bind(); |
---|
501 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_back->GetTexture(), 0); |
---|
502 | shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f)); |
---|
503 | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); |
---|
504 | shader_blur_h->SetUniform(shader_blur_h_value, 0.5f/screen_size.x); |
---|
505 | fs_quad(); |
---|
506 | shader_blur_h->Unbind(); |
---|
507 | fbo_ping->Unbind(); |
---|
508 | // shader blur vertical |
---|
509 | fbo_front->Bind(); |
---|
510 | shader_blur_v->Bind(); |
---|
511 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_ping->GetTexture(), 0); |
---|
512 | shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f)); |
---|
513 | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); |
---|
514 | shader_blur_v->SetUniform(shader_blur_v_value, 0.5f/screen_size.y); |
---|
515 | fs_quad(); |
---|
516 | shader_blur_v->Unbind(); |
---|
517 | } |
---|
518 | else |
---|
519 | { |
---|
520 | // shader simple |
---|
521 | fbo_front->Bind(); |
---|
522 | draw_shader_simple(fbo_back, 0); |
---|
523 | } |
---|
524 | fbo_front->Unbind(); |
---|
525 | // shader glow |
---|
526 | if(shader_effect_flag && shader_glow_flag) |
---|
527 | { |
---|
528 | // shader blur horizontal |
---|
529 | fbo_blur_h->Bind(); |
---|
530 | shader_blur_h->Bind(); |
---|
531 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_ping->GetTexture(), 0); |
---|
532 | shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size)); |
---|
533 | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); |
---|
534 | shader_blur_h->SetUniform(shader_blur_h_value, 2.5f/screen_size.x); |
---|
535 | fs_quad(); |
---|
536 | shader_blur_h->Unbind(); |
---|
537 | fbo_blur_h->Unbind(); |
---|
538 | // shader blur vertical |
---|
539 | fbo_blur_v->Bind(); |
---|
540 | shader_blur_v->Bind(); |
---|
541 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
---|
542 | shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size)); |
---|
543 | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); |
---|
544 | shader_blur_v->SetUniform(shader_blur_h_value, 2.5f/screen_size.y); |
---|
545 | fs_quad(); |
---|
546 | shader_blur_v->Unbind(); |
---|
547 | fbo_blur_v->Unbind(); |
---|
548 | // shader blur horizontal |
---|
549 | fbo_blur_h->Bind(); |
---|
550 | shader_blur_h->Bind(); |
---|
551 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0); |
---|
552 | shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size)); |
---|
553 | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); |
---|
554 | shader_blur_h->SetUniform(shader_blur_h_value, 1.0f/screen_size.x); |
---|
555 | fs_quad(); |
---|
556 | shader_blur_h->Unbind(); |
---|
557 | fbo_blur_h->Unbind(); |
---|
558 | // shader blur vertical |
---|
559 | fbo_blur_v->Bind(); |
---|
560 | shader_blur_v->Bind(); |
---|
561 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
---|
562 | shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size)); |
---|
563 | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); |
---|
564 | shader_blur_v->SetUniform(shader_blur_h_value, 1.0f/screen_size.y); |
---|
565 | fs_quad(); |
---|
566 | shader_blur_v->Unbind(); |
---|
567 | fbo_blur_v->Unbind(); |
---|
568 | // shader glow |
---|
569 | fbo_pong->Bind(); |
---|
570 | shader_glow->Bind(); |
---|
571 | shader_glow->SetTexture(shader_glow_texture, fbo_blur_v->GetTexture(), 0); |
---|
572 | shader_glow->SetTexture(shader_glow_texture_prv, fbo_front->GetTexture(), 1); |
---|
573 | shader_glow->SetUniform(shader_glow_screen_size, vec2(1.0f)); |
---|
574 | shader_glow->SetUniform(shader_glow_time, fx_angle); |
---|
575 | shader_glow->SetUniform(shader_glow_step, glow_smoothstep); |
---|
576 | shader_glow->SetUniform(shader_glow_value1, glow_mix_ratio1); |
---|
577 | shader_glow->SetUniform(shader_glow_value2, glow_mix_ratio2); |
---|
578 | fs_quad(); |
---|
579 | shader_glow->Unbind(); |
---|
580 | } |
---|
581 | if(!shader_effect_flag) |
---|
582 | { |
---|
583 | // shader simple |
---|
584 | fbo_pong->Bind(); |
---|
585 | draw_shader_simple(fbo_front, 0); |
---|
586 | } |
---|
587 | fbo_pong->Unbind(); |
---|
588 | if(shader_postfx_flag) |
---|
589 | { |
---|
590 | // shader postfx |
---|
591 | shader_postfx->Bind(); |
---|
592 | shader_postfx->SetTexture(shader_postfx_texture, fbo_pong->GetTexture(), 0); |
---|
593 | shader_postfx->SetUniform(shader_postfx_screen_size, (vec2)screen_size); |
---|
594 | shader_postfx->SetUniform(shader_postfx_time, fx_angle); |
---|
595 | shader_postfx->SetUniform(shader_postfx_flash, flash_value); |
---|
596 | shader_postfx->SetUniform(shader_postfx_value, 4.0f); |
---|
597 | shader_postfx->SetUniform(shader_postfx_deform, postfx_deform); |
---|
598 | shader_postfx->SetUniform(shader_postfx_scanline, postfx_scanline); |
---|
599 | shader_postfx->SetUniform(shader_postfx_sync, (float)fabs(beat_value*cosf((main_angle-beat_angle)*8.0f))); |
---|
600 | fs_quad(); |
---|
601 | shader_postfx->Unbind(); |
---|
602 | } |
---|
603 | else |
---|
604 | { |
---|
605 | // shader simple |
---|
606 | draw_shader_simple(fbo_pong, 0); |
---|
607 | } |
---|
608 | |
---|
609 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
610 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
611 | } |
---|
612 | |
---|
613 | Render::~Render() |
---|
614 | { |
---|
615 | } |
---|
616 | |
---|