source: trunk/tools/neercs/video/render.cpp @ 1624

Last change on this file since 1624 was 1624, checked in by sam, 10 years ago

neercs: always initialise shaders at launch time, so we don’t have to do
it later.

File size: 17.5 KB
Line 
1//
2// Neercs
3//
4
5#if defined HAVE_CONFIG_H
6#   include "config.h"
7#endif
8
9#if defined _XBOX
10#   define _USE_MATH_DEFINES /* for M_PI */
11#   include <xtl.h>
12#elif defined _WIN32
13#   define _USE_MATH_DEFINES /* for M_PI */
14#   define WIN32_LEAN_AND_MEAN
15#   include <windows.h>
16#endif
17
18#include <cmath>
19#include <cstdio>
20#include <cstdlib>
21#include <ctime>
22#include <string>
23
24#include "core.h"
25#include "lolgl.h"
26
27using namespace std;
28using namespace lol;
29
30#include "../neercs.h"
31#include "render.h"
32#include "text-render.h"
33
34extern char const *lolfx_blurh;
35extern char const *lolfx_blurv;
36extern char const *lolfx_glow;
37extern char const *lolfx_postfx;
38extern char const *lolfx_radial;
39extern char const *lolfx_simple;
40
41#define PID M_PI/180.0f    // pi ratio
42#define CR 1.0f/256.0f     // color ratio
43
44/*
45 * Various variables
46 */
47
48int active = true;         // window active flag
49float nearplane = 0.1f;    // nearplane
50float farplane = 1000.0f;  // farplane
51int polygon_fillmode = GL_FILL; // fill mode
52bool key_state = 0;      // key state
53/* window variable */
54ivec2 screen_size;         // screen size
55vec3 screen_color = CR * vec3(48, 56, 64); // screen color
56/* object variable */
57float main_angle = 0.0f;   // main angle
58float part_angle = 0.0f;   // part angle
59float fx_angle;            // current angle
60/* fs_quad variable */
61float 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};
62float fs_quad_tex[] = {0, 1.0f, 0, 0, 1.0f, 0, 1.0f, 1.0f};
63/* flash variable */
64bool flash_flag = false;   // flag
65float flash_angle = 0;     // angle
66float flash_value = 0;     // value
67float flash_speed = 1.5f;  // speed
68/* fade variable */
69bool fade_flag = false;    // flag
70float fade_angle = 0;      // angle
71float fade_value = 0;      // value
72float fade_speed = 0.2f;   // speed
73/* sync variable */
74bool sync_flag = false;    // flag
75float sync_angle = 0;      // angle
76float sync_value = 1.0f;   // value
77float sync_speed = 1.0f;   // speed
78/* beat variable */
79bool beat_flag = false;    // flag
80float beat_angle = 0;      // angle
81float beat_value = 0;      // value
82float beat_speed = 2.0f;   // speed
83/* window variable */
84ivec2 border;            // margin
85int window_vtx[8];         // vertex array
86/* text variable */
87ivec2 ratio_2d(2,2);       // 2d ratio
88ivec2 map_size(256,256);   // texture map size
89ivec2 font_size(8,8);      // font size
90ivec2 text_size(0,0);      // text size
91ivec2 blit_top(0,0);       // text blit top position
92ivec2 blit_bottom(0,0);    // text blit bottom position
93/* common variable */
94float value, angle, radius, scale, speed;
95/* shader variable */
96int glow_fbo_size = 2;        // glow fbo size
97float glow_smoothstep = 0.0f; // glow smoothstep value (try 0.025f)
98float glow_mix_ratio1 = 0.5f; // glow mixing ratio
99float glow_mix_ratio2 = 0.5f; // source mixing ratio
100float radial_value1 = 2.0f;
101float radial_value2 = 0.8f;
102float radial_color = 0;       // color
103bool postfx_scanline = true;
104float postfx_deform = 0.5f;   // deformation ratio
105
106Shader *shader_simple, *shader_blur_h, *shader_blur_v;
107Shader *shader_glow, *shader_radial, *shader_postfx;
108// shader variables
109ShaderUniform shader_simple_texture;
110ShaderUniform shader_blur_h_texture,
111              shader_blur_h_screen_size,
112              shader_blur_h_time,
113              shader_blur_h_value;
114ShaderUniform shader_blur_v_texture,
115              shader_blur_v_screen_size,
116              shader_blur_v_time,
117              shader_blur_v_value;
118ShaderUniform shader_glow_texture,
119              shader_glow_texture_prv,
120              shader_glow_screen_size,
121              shader_glow_time,
122              shader_glow_step,
123              shader_glow_value1,
124              shader_glow_value2;
125ShaderUniform shader_radial_texture,
126              shader_radial_screen_size,
127              shader_radial_time,
128              shader_radial_value1,
129              shader_radial_value2,
130              shader_radial_color;
131ShaderUniform shader_postfx_texture,
132              shader_postfx_texture_2d,
133              shader_postfx_screen_size,
134              shader_postfx_time,
135              shader_postfx_flash,
136              shader_postfx_value,
137              shader_postfx_deform,
138              shader_postfx_scanline,
139              shader_postfx_sync;
140
141FrameBuffer *fbo_back, *fbo_front;
142FrameBuffer *fbo_blur_h, *fbo_blur_v, *fbo_ping, *fbo_pong;
143
144TextRender *text_render;
145
146void fs_quad()
147{
148    glLoadIdentity();
149    glDrawArrays(GL_QUADS, 0, 4);
150}
151
152void draw_shader_simple(FrameBuffer *fbo_output, int n)
153{
154    shader_simple->Bind();
155    shader_simple->SetTexture(shader_simple_texture, fbo_output->GetTexture(), n);
156    fs_quad();
157    shader_simple->Unbind();
158}
159
160void rectangle(int x, int y, int w, int h)
161{
162    glLoadIdentity();
163    glBegin(GL_QUADS);
164        glVertex2i(x+w, y  );
165        glVertex2i(x  , y  );
166        glVertex2i(x  , y+h);
167        glVertex2i(x+w, y+h);
168    glEnd();
169}
170
171int Render::InitDraw(void)
172{
173    glDepthMask(GL_TRUE);     // do not write z-buffer
174    glEnable(GL_CULL_FACE);   // disable cull face
175    glCullFace(GL_BACK);      // don't draw front face
176
177    /* Initialise framebuffer objects */
178    fbo_back = new FrameBuffer(screen_size);
179    fbo_front = new FrameBuffer(screen_size);
180    fbo_blur_h = new FrameBuffer(screen_size / glow_fbo_size);
181    fbo_blur_v = new FrameBuffer(screen_size / glow_fbo_size);
182    fbo_ping = new FrameBuffer(screen_size);
183    fbo_pong = new FrameBuffer(screen_size);
184    // shader simple
185    shader_simple = Shader::Create(lolfx_simple);
186    shader_simple_texture = shader_simple->GetUniformLocation("texture");
187    // shader blur horizontal
188    shader_blur_h = Shader::Create(lolfx_blurh);
189    shader_blur_h_texture = shader_blur_h->GetUniformLocation("texture");
190    shader_blur_h_screen_size = shader_blur_h->GetUniformLocation("screen_size");
191    shader_blur_h_time = shader_blur_h->GetUniformLocation("time");
192    shader_blur_h_value = shader_blur_h->GetUniformLocation("value");
193    // shader blur vertical
194    shader_blur_v = Shader::Create(lolfx_blurv);
195    shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture");
196    shader_blur_v_screen_size = shader_blur_v->GetUniformLocation("screen_size");
197    shader_blur_v_time = shader_blur_v->GetUniformLocation("time");
198    shader_blur_v_value = shader_blur_v->GetUniformLocation("value");
199    // shader glow
200    shader_glow = Shader::Create(lolfx_glow);
201    shader_glow_texture = shader_glow->GetUniformLocation("texture");
202    shader_glow_texture_prv = shader_glow->GetUniformLocation("texture_prv");
203    shader_glow_screen_size = shader_glow->GetUniformLocation("screen_size");
204    shader_glow_time = shader_glow->GetUniformLocation("time");
205    shader_glow_step = shader_glow->GetUniformLocation("step");
206    shader_glow_value1 = shader_glow->GetUniformLocation("value1");
207    shader_glow_value2 = shader_glow->GetUniformLocation("value2");
208    // shader radial
209    shader_radial = Shader::Create(lolfx_radial);
210    shader_radial_texture = shader_radial->GetUniformLocation("texture");
211    shader_radial_screen_size = shader_radial->GetUniformLocation("screen_size");
212    shader_radial_time = shader_radial->GetUniformLocation("time");
213    shader_radial_value1 = shader_radial->GetUniformLocation("value1");
214    shader_radial_value2 = shader_radial->GetUniformLocation("value2");
215    shader_radial_color = shader_radial->GetUniformLocation("color");
216    // shader postfx
217    shader_postfx = Shader::Create(lolfx_postfx);
218    shader_postfx_texture = shader_postfx->GetUniformLocation("texture");
219    shader_postfx_texture_2d = shader_postfx->GetUniformLocation("texture_2d");
220    shader_postfx_screen_size = shader_postfx->GetUniformLocation("screen_size");
221    shader_postfx_time = shader_postfx->GetUniformLocation("time");
222    shader_postfx_flash = shader_postfx->GetUniformLocation("flash");
223    shader_postfx_value = shader_postfx->GetUniformLocation("value");
224    shader_postfx_deform = shader_postfx->GetUniformLocation("deform");
225    shader_postfx_scanline = shader_postfx->GetUniformLocation("scanline");
226    shader_postfx_sync = shader_postfx->GetUniformLocation("sync");
227
228    return true;
229}
230
231int Render::CreateGLWindow(caca_canvas_t *caca)
232{
233    screen_size = Video::GetSize();
234
235    border = 12 * ratio_2d;
236    window_vtx[0] = font_size.x * ratio_2d.x / 2.0f;
237    window_vtx[1] = font_size.y * ratio_2d.y / 2.0f;
238    window_vtx[2] = font_size.x * ratio_2d.x / 2.0f;
239    window_vtx[3] = -font_size.y * ratio_2d.y / 2.0f;
240    window_vtx[4] = -font_size.x * ratio_2d.x / 2.0f;
241    window_vtx[5] = -font_size.y * ratio_2d.y / 2.0f;
242    window_vtx[6] = -font_size.x * ratio_2d.x / 2.0f;
243    window_vtx[7] = font_size.y * ratio_2d.y / 2.0f;
244
245    ivec2 current_size = (screen_size - border * 2);
246    text_size = current_size / (font_size * ratio_2d);
247
248    //border
249
250    blit_top = border;
251    blit_bottom = screen_size - border * 2;
252
253    caca_set_canvas_size(caca,text_size.x,text_size.y);
254
255    InitDraw();
256    return true;
257}
258
259Render::Render(caca_canvas_t *caca)
260  : m_caca(caca),
261    m_ready(false),
262    m_pause(false),
263    m_polygon(true),
264    m_shader(false),
265    m_shader_blur(true),
266    m_shader_glow(true),
267    m_shader_fx(true),
268    m_shader_postfx(true)
269{
270    text_render = new TextRender(m_caca, font_size);
271}
272
273void Render::TickGame(float seconds)
274{
275    Entity::TickGame(seconds);
276}
277
278void Render::Pause()
279{
280    m_pause=!m_pause;
281}
282
283void Render::TickDraw(float seconds)
284{
285    /* keyboard manager */
286    if (Input::GetButtonState(27/*SDLK_ESCAPE*/))
287        Ticker::Shutdown();
288    //if (Input::GetButtonState(282/*SDLK_F1*/))
289    //    Pause();
290    if (Input::GetButtonState(283/*SDLK_F2*/))
291        {
292        m_polygon=!m_polygon;
293        polygon_fillmode=(m_polygon)?GL_FILL:GL_LINE;
294        glPolygonMode(GL_FRONT,polygon_fillmode);
295        }
296    if (Input::GetButtonState(284/*SDLK_F3*/)&&key_state!=284)
297        {
298        m_shader=!m_shader;
299        key_state=284;
300        }
301    if (Input::GetButtonState(285/*SDLK_F4*/))
302        m_shader_postfx=!m_shader_postfx;
303    if (Input::GetButtonState(286/*SDLK_F5*/))
304        Pause();
305
306    Entity::TickDraw(seconds);
307
308    if (!m_ready)
309    {
310        CreateGLWindow(m_caca);
311        text_render->Init();
312        m_ready = true;
313    }
314
315    // timer
316    if(!m_pause)
317        main_angle += seconds * 100.0f * PID;
318    if(sync_flag)
319    {
320        angle=(main_angle-sync_angle)*sync_speed;
321        sync_value=1.0f-sinf(angle);
322        if(angle>90.0f*PID)
323        {
324            sync_value=0;
325            sync_flag=false;
326        }
327    }
328    if(beat_flag)
329    {
330        angle=(main_angle-beat_angle)*beat_speed;
331        beat_value=1.0f-sinf(angle);
332        if(angle>90.0f*PID)
333        {
334            beat_value=0;
335            beat_flag=false;
336        }
337    }
338    if(flash_flag)
339    {
340        angle=(main_angle-flash_angle)*flash_speed;
341        flash_value=1.0f-sinf(angle);
342        if(angle>90.0f*PID)
343        {
344            flash_value=0;
345            flash_flag=false;
346        }
347    }
348    if(fade_flag)
349    {
350        angle=(main_angle-fade_angle)*fade_speed;
351        fade_value=1.0f-sinf(angle);
352        if(angle>90.0f*PID)
353        {
354            fade_value=0;
355            fade_flag=false;
356        }
357    }
358
359    Draw2D();
360    Draw3D();
361}
362
363void Render::Draw2D()
364{
365    /* Draw text in an offline buffer */
366    text_render->Render();
367
368    if(m_shader)
369        fbo_back->Bind();
370
371    glViewport(0, 0, screen_size.x, screen_size.y);
372
373    /* Clear the back buffer */
374    glEnable(GL_BLEND);
375    glBlendFunc(GL_SRC_COLOR,GL_DST_ALPHA);
376    glClearColor(screen_color.r, screen_color.g, screen_color.b, 1.0f);
377    glClearDepth(1.0f); // set depth buffer
378    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
379
380    text_render->Blit(blit_top, blit_bottom);
381
382    //if(m_polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH);
383    glLineWidth((m_polygon)?2.0f:1.0f);
384    fx_angle=main_angle-part_angle;
385    if(m_polygon) glEnable(GL_TEXTURE_2D);
386
387    glMatrixMode(GL_PROJECTION);
388    mat4 m = mat4::ortho(0, screen_size.x, screen_size.y, 0, -1.f, 1.f);
389    glLoadMatrixf(&m[0][0]);
390    glMatrixMode(GL_MODELVIEW);
391    // draw window
392    glDisable(GL_TEXTURE_2D);
393    glDisable(GL_BLEND);
394    glColor3f(1.0f,1.0f,1.0f);
395    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);
396    rectangle(border.x,border.y+ratio_2d.y,ratio_2d.x,screen_size.y-ratio_2d.y*2-border.y*2);
397    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);
398    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);
399    glEnable(GL_BLEND);
400}
401
402void Render::Draw3D()
403{
404    if (!m_shader)
405        return;
406
407    glDisable(GL_DEPTH_TEST);
408    glDisable(GL_BLEND);
409
410    glEnableClientState(GL_VERTEX_ARRAY);
411    glVertexPointer(4, GL_FLOAT, 0, fs_quad_vtx);
412
413    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
414    glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex);
415
416    fbo_back->Unbind();
417    if (m_shader_fx && m_shader_blur)
418    {
419        // shader blur horizontal
420        fbo_ping->Bind();
421        shader_blur_h->Bind();
422        shader_blur_h->SetTexture(shader_blur_h_texture, fbo_back->GetTexture(), 0);
423        shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f));
424        shader_blur_h->SetUniform(shader_blur_h_time, fx_angle);
425        shader_blur_h->SetUniform(shader_blur_h_value, 0.5f/screen_size.x);
426        fs_quad();
427        shader_blur_h->Unbind();
428        fbo_ping->Unbind();
429        // shader blur vertical
430        fbo_front->Bind();
431        shader_blur_v->Bind();
432        shader_blur_v->SetTexture(shader_blur_v_texture, fbo_ping->GetTexture(), 0);
433        shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f));
434        shader_blur_v->SetUniform(shader_blur_v_time, fx_angle);
435        shader_blur_v->SetUniform(shader_blur_v_value, 0.5f/screen_size.y);
436        fs_quad();
437        shader_blur_v->Unbind();
438    }
439    else
440    {
441        // shader simple
442        fbo_front->Bind();
443        draw_shader_simple(fbo_back, 0);
444    }
445    fbo_front->Unbind();
446    // shader glow
447    if(m_shader_fx && m_shader_glow)
448    {
449        // shader blur horizontal
450        fbo_blur_h->Bind();
451        shader_blur_h->Bind();
452        shader_blur_h->SetTexture(shader_blur_h_texture, fbo_ping->GetTexture(), 0);
453        shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size));
454        shader_blur_h->SetUniform(shader_blur_h_time, fx_angle);
455        shader_blur_h->SetUniform(shader_blur_h_value, 2.5f/screen_size.x);
456        fs_quad();
457        shader_blur_h->Unbind();
458        fbo_blur_h->Unbind();
459        // shader blur vertical
460        fbo_blur_v->Bind();
461        shader_blur_v->Bind();
462        shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0);
463        shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size));
464        shader_blur_v->SetUniform(shader_blur_v_time, fx_angle);
465        shader_blur_v->SetUniform(shader_blur_h_value, 2.5f/screen_size.y);
466        fs_quad();
467        shader_blur_v->Unbind();
468        fbo_blur_v->Unbind();
469        // shader blur horizontal
470        fbo_blur_h->Bind();
471        shader_blur_h->Bind();
472        shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0);
473        shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size));
474        shader_blur_h->SetUniform(shader_blur_h_time, fx_angle);
475        shader_blur_h->SetUniform(shader_blur_h_value, 1.0f/screen_size.x);
476        fs_quad();
477        shader_blur_h->Unbind();
478        fbo_blur_h->Unbind();
479        // shader blur vertical
480        fbo_blur_v->Bind();
481        shader_blur_v->Bind();
482        shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0);
483        shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size));
484        shader_blur_v->SetUniform(shader_blur_v_time, fx_angle);
485        shader_blur_v->SetUniform(shader_blur_h_value, 1.0f/screen_size.y);
486        fs_quad();
487        shader_blur_v->Unbind();
488        fbo_blur_v->Unbind();
489        // shader glow
490        fbo_pong->Bind();
491        shader_glow->Bind();
492        shader_glow->SetTexture(shader_glow_texture, fbo_blur_v->GetTexture(), 0);
493        shader_glow->SetTexture(shader_glow_texture_prv, fbo_front->GetTexture(), 1);
494        shader_glow->SetUniform(shader_glow_screen_size, vec2(1.0f));
495        shader_glow->SetUniform(shader_glow_time, fx_angle);
496        shader_glow->SetUniform(shader_glow_step, glow_smoothstep);
497        shader_glow->SetUniform(shader_glow_value1, glow_mix_ratio1);
498        shader_glow->SetUniform(shader_glow_value2, glow_mix_ratio2);
499        fs_quad();
500        shader_glow->Unbind();
501    }
502    if(!m_shader_fx)
503    {
504        // shader simple
505        fbo_pong->Bind();
506        draw_shader_simple(fbo_front, 0);
507    }
508    fbo_pong->Unbind();
509    if(m_shader_postfx)
510    {
511        // shader postfx
512        shader_postfx->Bind();
513        shader_postfx->SetTexture(shader_postfx_texture, fbo_pong->GetTexture(), 0);
514        shader_postfx->SetUniform(shader_postfx_screen_size, (vec2)screen_size);
515        shader_postfx->SetUniform(shader_postfx_time, fx_angle);
516        shader_postfx->SetUniform(shader_postfx_flash, flash_value);
517        shader_postfx->SetUniform(shader_postfx_value, 4.0f);
518        shader_postfx->SetUniform(shader_postfx_deform, postfx_deform);
519        shader_postfx->SetUniform(shader_postfx_scanline, postfx_scanline);
520        shader_postfx->SetUniform(shader_postfx_sync, (float)fabs(beat_value*cosf((main_angle-beat_angle)*8.0f)));
521        fs_quad();
522        shader_postfx->Unbind();
523    }
524    else
525    {
526        // shader simple
527        draw_shader_simple(fbo_pong, 0);
528    }
529
530    glDisableClientState(GL_VERTEX_ARRAY);
531    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
532}
533
534Render::~Render()
535{
536}
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