| @@ -47,7 +47,7 @@ extern char const *lolfx_radial; | |||||
| #define PID M_PI/180.0f // pi ratio | #define PID M_PI/180.0f // pi ratio | ||||
| /* | /* | ||||
| * Global variable -- ugly | |||||
| * Global variable -- ugly (<rez> sam: c'est toi qui est ugly! \:D/) | |||||
| */ | */ | ||||
| bool g_setup = false; | bool g_setup = false; | ||||
| @@ -58,12 +58,10 @@ bool g_setup = false; | |||||
| int active = true; // window active flag | int active = true; // window active flag | ||||
| float nearplane = 0.1f; // nearplane | float nearplane = 0.1f; // nearplane | ||||
| float farplane = 1000.0f; // farplane | float farplane = 1000.0f; // farplane | ||||
| int polygon_fillmode = GL_FILL; // fill mode | |||||
| /* timer variable */ | /* timer variable */ | ||||
| float timer = 0; // timer | float timer = 0; // timer | ||||
| /* window variable */ | /* window variable */ | ||||
| ivec2 screen_size; // screen size | ivec2 screen_size; // screen size | ||||
| vec3 screen_color = vec3(0.125f, 0.125f, 0.125f); // screen color | |||||
| /* object variable */ | /* object variable */ | ||||
| float main_angle = 0.0f; // main angle | float main_angle = 0.0f; // main angle | ||||
| float part_angle = 0.0f; // part angle | float part_angle = 0.0f; // part angle | ||||
| @@ -93,6 +91,13 @@ float beat_value = 0; // value | |||||
| float beat_speed = 2.0f; // speed | float beat_speed = 2.0f; // speed | ||||
| /* common variable */ | /* common variable */ | ||||
| float value, angle, radius, scale, speed; | float value, angle, radius, scale, speed; | ||||
| /* text variable */ | |||||
| ivec2 map_size(256,256); // texture map size | |||||
| ivec2 canvas_char(0,0); // canvas char number | |||||
| ivec2 canvas_size(0,0); // caca size | |||||
| ivec2 font_size(8,8); // font size | |||||
| ivec2 ratio_2d(2,3); // 2d ratio | |||||
| ivec2 border(2,1); // border width | |||||
| /* shader variable */ | /* shader variable */ | ||||
| vec2 buffer(0.2f,0.8f); // [new frame mix,old frame mix] | vec2 buffer(0.2f,0.8f); // [new frame mix,old frame mix] | ||||
| vec2 remanence(0.6f,0.4f); // remanence [source mix,buffer mix] | vec2 remanence(0.6f,0.4f); // remanence [source mix,buffer mix] | ||||
| @@ -120,13 +125,6 @@ vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,var | |||||
| vec3 postfx_corner(0.0f,0.8f,0.96f); // corner [width,radius,blur] | vec3 postfx_corner(0.0f,0.8f,0.96f); // corner [width,radius,blur] | ||||
| vec4 mirror(0.95f,0.9f,0.4f,4.0f); // mirror [width,height,strength,ratio] | vec4 mirror(0.95f,0.9f,0.4f,4.0f); // mirror [width,height,strength,ratio] | ||||
| vec4 radial(4.0f,0.9f,16,0.25f); // radial [distance,fade ratio,iteration,strength] | vec4 radial(4.0f,0.9f,16,0.25f); // radial [distance,fade ratio,iteration,strength] | ||||
| /* text variable */ | |||||
| ivec2 ratio_2d(2,3); // 2d ratio | |||||
| ivec2 map_size(256,256); // texture map size | |||||
| ivec2 font_size(8,8); // font size | |||||
| ivec2 canvas_char(0,0); // canvas char number | |||||
| ivec2 canvas_size(0,0); // caca size | |||||
| ivec2 border(2 * ratio_2d.x * font_size.x,1 * ratio_2d.y * font_size.y); // border width | |||||
| /* setup variable */ | /* setup variable */ | ||||
| bool setup_switch = false; // switch [option/item] | bool setup_switch = false; // switch [option/item] | ||||
| int setup_n = 0; // item/option number | int setup_n = 0; // item/option number | ||||
| @@ -271,12 +269,23 @@ char const *setup_text[] = { | |||||
| "" | "" | ||||
| }; | }; | ||||
| vec4 theme_var[]={ | |||||
| vec4(0), /* default */ | |||||
| vec4(0), | |||||
| vec4(0), /* crt */ | |||||
| vec4(0), | |||||
| vec4(0), /* green screen */ | |||||
| vec4(0), | |||||
| vec4(0), /* granpa tv */ | |||||
| vec4(0) | |||||
| }; | |||||
| vec4 setup_var[]={ // setup variable [start,end,step,value] | vec4 setup_var[]={ // setup variable [start,end,step,value] | ||||
| vec4(0), /* main */ | vec4(0), /* main */ | ||||
| vec4(1, 8, 1, ratio_2d.x), | vec4(1, 8, 1, ratio_2d.x), | ||||
| vec4(1, 8, 1, ratio_2d.y), | vec4(1, 8, 1, ratio_2d.y), | ||||
| vec4(0, 16, 1, border.x / ratio_2d.x / font_size.x), | |||||
| vec4(0, 16, 1, border.y / ratio_2d.y / font_size.y), | |||||
| vec4(0, 16, 1, border.x), | |||||
| vec4(0, 16, 1, border.y), | |||||
| vec4(0), | vec4(0), | ||||
| vec4(0), | vec4(0), | ||||
| vec4(0), | vec4(0), | ||||
| @@ -1131,7 +1140,7 @@ void Render::Draw2D() | |||||
| glEnable(GL_BLEND); | glEnable(GL_BLEND); | ||||
| glBlendFunc(GL_SRC_COLOR, GL_DST_ALPHA); | glBlendFunc(GL_SRC_COLOR, GL_DST_ALPHA); | ||||
| Video::SetClearColor(vec4(screen_color, 1.f)); | |||||
| Video::SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f)); | |||||
| Video::SetClearDepth(1.0f); // set depth buffer | Video::SetClearDepth(1.0f); // set depth buffer | ||||
| Video::Clear(ClearMask::Color | ClearMask::Depth); | Video::Clear(ClearMask::Color | ClearMask::Depth); | ||||