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 PID M_PI/180.0f // pi ratio |
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42 | #define CR 1.0f/256.0f // color ratio |
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43 | |
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44 | /* |
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45 | * Various variables |
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46 | */ |
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47 | |
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48 | int active = true; // window active flag |
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49 | float nearplane = 0.1f; // nearplane |
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50 | float farplane = 1000.0f; // farplane |
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51 | int polygon_fillmode = GL_FILL; // fill mode |
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52 | bool key_state = 0; // key state |
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53 | /* window variable */ |
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54 | ivec2 screen_size; // screen size |
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55 | vec3 screen_color = CR * vec3(48, 56, 64); // screen color |
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56 | /* object variable */ |
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57 | float main_angle = 0.0f; // main angle |
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58 | float part_angle = 0.0f; // part angle |
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59 | float fx_angle; // current angle |
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60 | /* fs_quad variable */ |
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61 | 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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62 | float fs_quad_tex[] = {0, 1.0f, 0, 0, 1.0f, 0, 1.0f, 1.0f}; |
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63 | /* flash variable */ |
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64 | bool flash_flag = false; // flag |
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65 | float flash_angle = 0; // angle |
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66 | float flash_value = 0; // value |
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67 | float flash_speed = 1.5f; // speed |
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68 | /* fade variable */ |
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69 | bool fade_flag = false; // flag |
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70 | float fade_angle = 0; // angle |
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71 | float fade_value = 0; // value |
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72 | float fade_speed = 0.2f; // speed |
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73 | /* sync variable */ |
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74 | bool sync_flag = false; // flag |
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75 | float sync_angle = 0; // angle |
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76 | float sync_value = 1.0f; // value |
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77 | float sync_speed = 1.0f; // speed |
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78 | /* beat variable */ |
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79 | bool beat_flag = false; // flag |
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80 | float beat_angle = 0; // angle |
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81 | float beat_value = 0; // value |
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82 | float beat_speed = 2.0f; // speed |
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83 | /* window variable */ |
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84 | ivec2 border; // margin |
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85 | int window_vtx[8]; // vertex array |
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86 | /* text variable */ |
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87 | ivec2 ratio_2d(2,2); // 2d ratio |
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88 | ivec2 map_size(256,256); // texture map size |
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89 | ivec2 font_size(8,8); // font size |
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90 | ivec2 text_size(0,0); // text size |
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91 | ivec2 blit_top(0,0); // text blit top position |
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92 | ivec2 blit_bottom(0,0); // text blit bottom position |
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93 | /* common variable */ |
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94 | float value, angle, radius, scale, speed; |
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95 | /* shader variable */ |
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96 | int glow_fbo_size = 2; // glow fbo size |
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97 | float glow_smoothstep = 0.0f; // glow smoothstep value (try 0.025f) |
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98 | float glow_mix_ratio1 = 0.5f; // glow mixing ratio |
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99 | float glow_mix_ratio2 = 0.5f; // source mixing ratio |
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100 | float radial_value1 = 2.0f; |
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101 | float radial_value2 = 0.8f; |
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102 | float radial_color = 0; // color |
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103 | bool postfx_scanline = true; |
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104 | float postfx_deform = 0.5f; // deformation ratio |
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105 | |
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106 | Shader *shader_simple, *shader_blur_h, *shader_blur_v; |
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107 | Shader *shader_glow, *shader_radial, *shader_postfx; |
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108 | // shader variables |
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109 | ShaderUniform shader_simple_texture; |
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110 | ShaderUniform shader_blur_h_texture, |
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111 | shader_blur_h_screen_size, |
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112 | shader_blur_h_time, |
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113 | shader_blur_h_value; |
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114 | ShaderUniform shader_blur_v_texture, |
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115 | shader_blur_v_screen_size, |
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116 | shader_blur_v_time, |
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117 | shader_blur_v_value; |
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118 | ShaderUniform shader_glow_texture, |
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119 | shader_glow_texture_prv, |
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120 | shader_glow_screen_size, |
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121 | shader_glow_time, |
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122 | shader_glow_step, |
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123 | shader_glow_value1, |
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124 | shader_glow_value2; |
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125 | ShaderUniform shader_radial_texture, |
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126 | shader_radial_screen_size, |
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127 | shader_radial_time, |
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128 | shader_radial_value1, |
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129 | shader_radial_value2, |
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130 | shader_radial_color; |
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131 | ShaderUniform shader_postfx_texture, |
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132 | shader_postfx_texture_2d, |
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133 | shader_postfx_screen_size, |
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134 | shader_postfx_time, |
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135 | shader_postfx_flash, |
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136 | shader_postfx_value, |
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137 | shader_postfx_deform, |
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138 | shader_postfx_scanline, |
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139 | shader_postfx_sync; |
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140 | |
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141 | FrameBuffer *fbo_back, *fbo_front; |
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142 | FrameBuffer *fbo_blur_h, *fbo_blur_v, *fbo_ping, *fbo_pong; |
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143 | |
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144 | TextRender *text_render; |
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145 | |
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146 | void fs_quad() |
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147 | { |
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148 | glLoadIdentity(); |
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149 | glDrawArrays(GL_QUADS, 0, 4); |
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150 | } |
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151 | |
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152 | void draw_shader_simple(FrameBuffer *fbo_output, int n) |
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153 | { |
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154 | shader_simple->Bind(); |
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155 | shader_simple->SetTexture(shader_simple_texture, fbo_output->GetTexture(), n); |
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156 | fs_quad(); |
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157 | shader_simple->Unbind(); |
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158 | } |
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159 | |
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160 | void rectangle(int x, int y, int w, int h) |
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161 | { |
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162 | glLoadIdentity(); |
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163 | glBegin(GL_QUADS); |
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164 | glVertex2i(x+w, y ); |
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165 | glVertex2i(x , y ); |
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166 | glVertex2i(x , y+h); |
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167 | glVertex2i(x+w, y+h); |
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168 | glEnd(); |
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169 | } |
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170 | |
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171 | int Render::InitDraw(void) |
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172 | { |
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173 | glDepthMask(GL_TRUE); // do not write z-buffer |
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174 | glEnable(GL_CULL_FACE); // disable cull face |
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175 | glCullFace(GL_BACK); // don't draw front face |
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176 | |
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177 | if (m_shader) |
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178 | { |
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179 | /* Initialise framebuffer objects */ |
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180 | fbo_back = new FrameBuffer(screen_size); |
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181 | fbo_front = new FrameBuffer(screen_size); |
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182 | fbo_blur_h = new FrameBuffer(screen_size / glow_fbo_size); |
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183 | fbo_blur_v = new FrameBuffer(screen_size / glow_fbo_size); |
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184 | fbo_ping = new FrameBuffer(screen_size); |
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185 | fbo_pong = new FrameBuffer(screen_size); |
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186 | // shader simple |
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187 | shader_simple = Shader::Create(lolfx_simple); |
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188 | shader_simple_texture = shader_simple->GetUniformLocation("texture"); |
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189 | // shader blur horizontal |
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190 | shader_blur_h = Shader::Create(lolfx_blurh); |
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191 | shader_blur_h_texture = shader_blur_h->GetUniformLocation("texture"); |
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192 | shader_blur_h_screen_size = shader_blur_h->GetUniformLocation("screen_size"); |
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193 | shader_blur_h_time = shader_blur_h->GetUniformLocation("time"); |
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194 | shader_blur_h_value = shader_blur_h->GetUniformLocation("value"); |
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195 | // shader blur vertical |
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196 | shader_blur_v = Shader::Create(lolfx_blurv); |
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197 | shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture"); |
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198 | shader_blur_v_screen_size = shader_blur_v->GetUniformLocation("screen_size"); |
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199 | shader_blur_v_time = shader_blur_v->GetUniformLocation("time"); |
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200 | shader_blur_v_value = shader_blur_v->GetUniformLocation("value"); |
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201 | // shader glow |
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202 | shader_glow = Shader::Create(lolfx_glow); |
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203 | shader_glow_texture = shader_glow->GetUniformLocation("texture"); |
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204 | shader_glow_texture_prv = shader_glow->GetUniformLocation("texture_prv"); |
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205 | shader_glow_screen_size = shader_glow->GetUniformLocation("screen_size"); |
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206 | shader_glow_time = shader_glow->GetUniformLocation("time"); |
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207 | shader_glow_step = shader_glow->GetUniformLocation("step"); |
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208 | shader_glow_value1 = shader_glow->GetUniformLocation("value1"); |
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209 | shader_glow_value2 = shader_glow->GetUniformLocation("value2"); |
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210 | // shader radial |
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211 | shader_radial = Shader::Create(lolfx_radial); |
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212 | shader_radial_texture = shader_radial->GetUniformLocation("texture"); |
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213 | shader_radial_screen_size = shader_radial->GetUniformLocation("screen_size"); |
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214 | shader_radial_time = shader_radial->GetUniformLocation("time"); |
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215 | shader_radial_value1 = shader_radial->GetUniformLocation("value1"); |
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216 | shader_radial_value2 = shader_radial->GetUniformLocation("value2"); |
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217 | shader_radial_color = shader_radial->GetUniformLocation("color"); |
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218 | // shader postfx |
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219 | shader_postfx = Shader::Create(lolfx_postfx); |
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220 | shader_postfx_texture = shader_postfx->GetUniformLocation("texture"); |
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221 | shader_postfx_texture_2d = shader_postfx->GetUniformLocation("texture_2d"); |
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222 | shader_postfx_screen_size = shader_postfx->GetUniformLocation("screen_size"); |
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223 | shader_postfx_time = shader_postfx->GetUniformLocation("time"); |
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224 | shader_postfx_flash = shader_postfx->GetUniformLocation("flash"); |
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225 | shader_postfx_value = shader_postfx->GetUniformLocation("value"); |
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226 | shader_postfx_deform = shader_postfx->GetUniformLocation("deform"); |
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227 | shader_postfx_scanline = shader_postfx->GetUniformLocation("scanline"); |
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228 | shader_postfx_sync = shader_postfx->GetUniformLocation("sync"); |
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229 | } |
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230 | |
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231 | return true; |
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232 | } |
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233 | |
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234 | int Render::CreateGLWindow(caca_canvas_t *caca) |
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235 | { |
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236 | screen_size = Video::GetSize(); |
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237 | |
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238 | border = 12 * ratio_2d; |
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239 | window_vtx[0] = font_size.x * ratio_2d.x / 2.0f; |
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240 | window_vtx[1] = font_size.y * ratio_2d.y / 2.0f; |
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241 | window_vtx[2] = font_size.x * ratio_2d.x / 2.0f; |
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242 | window_vtx[3] = -font_size.y * ratio_2d.y / 2.0f; |
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243 | window_vtx[4] = -font_size.x * ratio_2d.x / 2.0f; |
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244 | window_vtx[5] = -font_size.y * ratio_2d.y / 2.0f; |
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245 | window_vtx[6] = -font_size.x * ratio_2d.x / 2.0f; |
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246 | window_vtx[7] = font_size.y * ratio_2d.y / 2.0f; |
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247 | |
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248 | ivec2 current_size = (screen_size - border * 2); |
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249 | text_size = current_size / (font_size * ratio_2d); |
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250 | |
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251 | //border |
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252 | |
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253 | blit_top = border; |
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254 | blit_bottom = screen_size - border * 2; |
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255 | |
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256 | caca_set_canvas_size(caca,text_size.x,text_size.y); |
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257 | |
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258 | InitDraw(); |
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259 | return true; |
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260 | } |
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261 | |
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262 | Render::Render(caca_canvas_t *caca) |
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263 | : m_caca(caca), |
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264 | m_ready(false), |
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265 | m_pause(false), |
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266 | m_polygon(true), |
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267 | m_shader(false), |
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268 | m_shader_blur(true), |
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269 | m_shader_glow(true), |
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270 | m_shader_fx(true), |
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271 | m_shader_postfx(true) |
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272 | { |
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273 | text_render = new TextRender(m_caca, font_size); |
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274 | } |
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275 | |
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276 | void Render::TickGame(float seconds) |
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277 | { |
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278 | Entity::TickGame(seconds); |
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279 | } |
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280 | |
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281 | void Render::Pause() |
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282 | { |
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283 | m_pause=!m_pause; |
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284 | } |
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285 | |
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286 | void Render::TickDraw(float seconds) |
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287 | { |
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288 | /* keyboard manager */ |
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289 | if (Input::GetButtonState(27/*SDLK_ESCAPE*/)) |
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290 | Ticker::Shutdown(); |
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291 | //if (Input::GetButtonState(282/*SDLK_F1*/)) |
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292 | // Pause(); |
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293 | if (Input::GetButtonState(283/*SDLK_F2*/)) |
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294 | { |
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295 | m_polygon=!m_polygon; |
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296 | polygon_fillmode=(m_polygon)?GL_FILL:GL_LINE; |
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297 | glPolygonMode(GL_FRONT,polygon_fillmode); |
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298 | } |
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299 | if (Input::GetButtonState(284/*SDLK_F3*/)&&key_state!=284) |
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300 | { |
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301 | m_shader=!m_shader; |
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302 | key_state=284; |
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303 | } |
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304 | if (Input::GetButtonState(285/*SDLK_F4*/)) |
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305 | m_shader_postfx=!m_shader_postfx; |
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306 | if (Input::GetButtonState(286/*SDLK_F5*/)) |
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307 | Pause(); |
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308 | |
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309 | Entity::TickDraw(seconds); |
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310 | |
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311 | if (!m_ready) |
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312 | { |
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313 | CreateGLWindow(m_caca); |
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314 | text_render->Init(); |
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315 | m_ready = true; |
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316 | } |
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317 | |
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318 | // timer |
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319 | if(!m_pause) |
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320 | main_angle += seconds * 100.0f * PID; |
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321 | if(sync_flag) |
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322 | { |
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323 | angle=(main_angle-sync_angle)*sync_speed; |
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324 | sync_value=1.0f-sinf(angle); |
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325 | if(angle>90.0f*PID) |
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326 | { |
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327 | sync_value=0; |
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328 | sync_flag=false; |
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329 | } |
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330 | } |
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331 | if(beat_flag) |
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332 | { |
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333 | angle=(main_angle-beat_angle)*beat_speed; |
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334 | beat_value=1.0f-sinf(angle); |
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335 | if(angle>90.0f*PID) |
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336 | { |
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337 | beat_value=0; |
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338 | beat_flag=false; |
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339 | } |
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340 | } |
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341 | if(flash_flag) |
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342 | { |
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343 | angle=(main_angle-flash_angle)*flash_speed; |
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344 | flash_value=1.0f-sinf(angle); |
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345 | if(angle>90.0f*PID) |
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346 | { |
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347 | flash_value=0; |
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348 | flash_flag=false; |
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349 | } |
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350 | } |
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351 | if(fade_flag) |
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352 | { |
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353 | angle=(main_angle-fade_angle)*fade_speed; |
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354 | fade_value=1.0f-sinf(angle); |
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355 | if(angle>90.0f*PID) |
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356 | { |
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357 | fade_value=0; |
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358 | fade_flag=false; |
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359 | } |
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360 | } |
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361 | |
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362 | Draw2D(); |
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363 | Draw3D(); |
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364 | } |
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365 | |
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366 | void Render::Draw2D() |
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367 | { |
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368 | /* Draw text in an offline buffer */ |
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369 | text_render->Render(); |
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370 | |
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371 | if(m_shader) |
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372 | fbo_back->Bind(); |
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373 | |
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374 | glViewport(0, 0, screen_size.x, screen_size.y); |
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375 | |
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376 | /* Clear the back buffer */ |
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377 | glEnable(GL_BLEND); |
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378 | glBlendFunc(GL_SRC_COLOR,GL_DST_ALPHA); |
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379 | glClearColor(screen_color.r, screen_color.g, screen_color.b, 1.0f); |
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380 | glClearDepth(1.0f); // set depth buffer |
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381 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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382 | |
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383 | text_render->Blit(blit_top, blit_bottom); |
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384 | |
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385 | //if(m_polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH); |
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386 | glLineWidth((m_polygon)?2.0f:1.0f); |
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387 | fx_angle=main_angle-part_angle; |
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388 | if(m_polygon) glEnable(GL_TEXTURE_2D); |
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389 | |
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390 | glMatrixMode(GL_PROJECTION); |
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391 | mat4 m = mat4::ortho(0, screen_size.x, screen_size.y, 0, -1.f, 1.f); |
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392 | glLoadMatrixf(&m[0][0]); |
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393 | glMatrixMode(GL_MODELVIEW); |
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394 | // draw window |
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395 | glDisable(GL_TEXTURE_2D); |
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396 | glDisable(GL_BLEND); |
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397 | glColor3f(1.0f,1.0f,1.0f); |
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398 | rectangle(border.x+ratio_2d.x,border.y,screen_size.x-2*ratio_2d.x-border.x*2,ratio_2d.y);//(font_size.y+2)*ratio_2d.y); |
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399 | rectangle(border.x,border.y+ratio_2d.y,ratio_2d.x,screen_size.y-ratio_2d.y*2-border.y*2); |
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400 | rectangle(screen_size.x-ratio_2d.x-border.x,border.y+ratio_2d.y,ratio_2d.x,screen_size.y-2*ratio_2d.y-border.y*2); |
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401 | rectangle(border.x+ratio_2d.x,screen_size.y-ratio_2d.y-border.y,screen_size.x-2*ratio_2d.x-border.x*2,ratio_2d.y); |
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402 | glEnable(GL_BLEND); |
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403 | } |
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404 | |
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405 | void Render::Draw3D() |
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406 | { |
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407 | if (!m_shader) |
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408 | return; |
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409 | |
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410 | glDisable(GL_DEPTH_TEST); |
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411 | glDisable(GL_BLEND); |
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412 | |
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413 | glEnableClientState(GL_VERTEX_ARRAY); |
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414 | glVertexPointer(4, GL_FLOAT, 0, fs_quad_vtx); |
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415 | |
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416 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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417 | glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex); |
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418 | |
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419 | fbo_back->Unbind(); |
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420 | if (m_shader_fx && m_shader_blur) |
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421 | { |
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422 | // shader blur horizontal |
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423 | fbo_ping->Bind(); |
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424 | shader_blur_h->Bind(); |
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425 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_back->GetTexture(), 0); |
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426 | shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f)); |
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427 | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); |
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428 | shader_blur_h->SetUniform(shader_blur_h_value, 0.5f/screen_size.x); |
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429 | fs_quad(); |
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430 | shader_blur_h->Unbind(); |
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431 | fbo_ping->Unbind(); |
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432 | // shader blur vertical |
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433 | fbo_front->Bind(); |
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434 | shader_blur_v->Bind(); |
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435 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_ping->GetTexture(), 0); |
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436 | shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f)); |
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437 | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); |
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438 | shader_blur_v->SetUniform(shader_blur_v_value, 0.5f/screen_size.y); |
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439 | fs_quad(); |
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440 | shader_blur_v->Unbind(); |
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441 | } |
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442 | else |
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443 | { |
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444 | // shader simple |
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445 | fbo_front->Bind(); |
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446 | draw_shader_simple(fbo_back, 0); |
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447 | } |
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448 | fbo_front->Unbind(); |
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449 | // shader glow |
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450 | if(m_shader_fx && m_shader_glow) |
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451 | { |
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452 | // shader blur horizontal |
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453 | fbo_blur_h->Bind(); |
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454 | shader_blur_h->Bind(); |
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455 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_ping->GetTexture(), 0); |
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456 | shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size)); |
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457 | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); |
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458 | shader_blur_h->SetUniform(shader_blur_h_value, 2.5f/screen_size.x); |
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459 | fs_quad(); |
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460 | shader_blur_h->Unbind(); |
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461 | fbo_blur_h->Unbind(); |
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462 | // shader blur vertical |
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463 | fbo_blur_v->Bind(); |
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464 | shader_blur_v->Bind(); |
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465 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
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466 | shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size)); |
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467 | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); |
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468 | shader_blur_v->SetUniform(shader_blur_h_value, 2.5f/screen_size.y); |
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469 | fs_quad(); |
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470 | shader_blur_v->Unbind(); |
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471 | fbo_blur_v->Unbind(); |
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472 | // shader blur horizontal |
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473 | fbo_blur_h->Bind(); |
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474 | shader_blur_h->Bind(); |
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475 | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0); |
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476 | shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size)); |
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477 | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); |
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478 | shader_blur_h->SetUniform(shader_blur_h_value, 1.0f/screen_size.x); |
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479 | fs_quad(); |
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480 | shader_blur_h->Unbind(); |
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481 | fbo_blur_h->Unbind(); |
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482 | // shader blur vertical |
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483 | fbo_blur_v->Bind(); |
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484 | shader_blur_v->Bind(); |
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485 | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); |
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486 | shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size)); |
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487 | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); |
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488 | shader_blur_v->SetUniform(shader_blur_h_value, 1.0f/screen_size.y); |
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489 | fs_quad(); |
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490 | shader_blur_v->Unbind(); |
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491 | fbo_blur_v->Unbind(); |
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492 | // shader glow |
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493 | fbo_pong->Bind(); |
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494 | shader_glow->Bind(); |
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495 | shader_glow->SetTexture(shader_glow_texture, fbo_blur_v->GetTexture(), 0); |
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496 | shader_glow->SetTexture(shader_glow_texture_prv, fbo_front->GetTexture(), 1); |
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497 | shader_glow->SetUniform(shader_glow_screen_size, vec2(1.0f)); |
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498 | shader_glow->SetUniform(shader_glow_time, fx_angle); |
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499 | shader_glow->SetUniform(shader_glow_step, glow_smoothstep); |
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500 | shader_glow->SetUniform(shader_glow_value1, glow_mix_ratio1); |
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501 | shader_glow->SetUniform(shader_glow_value2, glow_mix_ratio2); |
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502 | fs_quad(); |
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503 | shader_glow->Unbind(); |
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504 | } |
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505 | if(!m_shader_fx) |
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506 | { |
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507 | // shader simple |
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508 | fbo_pong->Bind(); |
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509 | draw_shader_simple(fbo_front, 0); |
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510 | } |
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511 | fbo_pong->Unbind(); |
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512 | if(m_shader_postfx) |
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513 | { |
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514 | // shader postfx |
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515 | shader_postfx->Bind(); |
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516 | shader_postfx->SetTexture(shader_postfx_texture, fbo_pong->GetTexture(), 0); |
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517 | shader_postfx->SetUniform(shader_postfx_screen_size, (vec2)screen_size); |
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518 | shader_postfx->SetUniform(shader_postfx_time, fx_angle); |
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519 | shader_postfx->SetUniform(shader_postfx_flash, flash_value); |
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520 | shader_postfx->SetUniform(shader_postfx_value, 4.0f); |
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521 | shader_postfx->SetUniform(shader_postfx_deform, postfx_deform); |
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522 | shader_postfx->SetUniform(shader_postfx_scanline, postfx_scanline); |
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523 | shader_postfx->SetUniform(shader_postfx_sync, (float)fabs(beat_value*cosf((main_angle-beat_angle)*8.0f))); |
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524 | fs_quad(); |
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525 | shader_postfx->Unbind(); |
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526 | } |
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527 | else |
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528 | { |
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529 | // shader simple |
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530 | draw_shader_simple(fbo_pong, 0); |
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531 | } |
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532 | |
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533 | glDisableClientState(GL_VERTEX_ARRAY); |
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534 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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535 | } |
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536 | |
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537 | Render::~Render() |
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538 | { |
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539 | } |
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