@@ -107,7 +107,8 @@ vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variab
vec4 postfx_scanline_h(0.75f,0.0f,0.0f,0.0f); // vertical scanline [base,variable,repeat,shift]
vec4 postfx_scanline_h(0.75f,0.0f,0.0f,0.0f); // vertical scanline [base,variable,repeat,shift]
vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,variable,repeat,shift]
vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,variable,repeat,shift]
vec3 postfx_corner(0.0f,0.75f,0.95f); // corner [width,radius,blur]
vec3 postfx_corner(0.0f,0.75f,0.95f); // corner [width,radius,blur]
vec4 copper(0.75f,0.25f,2.0f,0.40f); // copper [base,variable,repeat x,repeat y]
vec4 copper_copper(0.8f,0.4f,0.42f,3.0f); // copper [base,variable,repeat,color cycle]
vec3 copper_mask_color(4.0f,4.0f,4.0f); // color [red,green,blue]
/* text variable */
/* text variable */
ivec2 ratio_2d(2,4); // 2d ratio
ivec2 ratio_2d(2,4); // 2d ratio
ivec2 map_size(256,256); // texture map size
ivec2 map_size(256,256); // texture map size
@@ -226,11 +227,11 @@ char const *setup_text[] = {
"enable",
"enable",
"base",
"base",
"variable",
"variable",
"color repeat",
"copper height ",
"",
"",
""
"repeat",
"color cycle ",
"color r ",
"color g ",
"color b "
};
};
vec4 setup_var[]={ // setup variable [start,end,step,value]
vec4 setup_var[]={ // setup variable [start,end,step,value]
@@ -326,13 +327,13 @@ vec4 setup_var[]={ // setup variable [start,end,step,value]
vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_v.w),
vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_v.w),
vec4(0), /* copper */
vec4(0), /* copper */
vec4( 0, 1, 1, 1),
vec4( 0, 1, 1, 1),
vec4(0.0f, 1.0f, 0.05f, copper.x),
vec4(0.0f, 1.0f, 0.05f, copper.y),
vec4(1.0f, 5.0f, 0.10f, copper.z),
vec4(0.0f, 1.0f, 0.05f, copper.w),
vec4(0),
vec4(0),
vec4(0),
vec4(0.0f, 1.0f, 0.05f, copper_copper .x),
vec4(0.0f, 1.0f, 0.05f, copper_copper .y),
vec4(0.0f, 1.0f, 0.01f, copper_ copper.z),
vec4(0.0f, 8.0f, 0.25f, copper_ copper.w),
vec4(0.0f, 4.0f, 0.25f, copper_mask_color.x ),
vec4(0.0f, 4.0f, 0.25f, copper_mask_color.y ),
vec4(0.0f, 4.0f, 0.25f, copper_mask_color.z ),
vec4(0) /* ? */
vec4(0) /* ? */
};
};
@@ -378,7 +379,8 @@ void Render::UpdateVar()
postfx_scanline_v = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
postfx_scanline_v = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
k += 1; /* copper */
k += 1; /* copper */
m_shader_copper = (setup_var[k].w == 1) ? true : false; k++;
m_shader_copper = (setup_var[k].w == 1) ? true : false; k++;
copper = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
copper_copper = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
copper_mask_color = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3;
UpdateSize();
UpdateSize();
}
}
@@ -427,7 +429,8 @@ ShaderUniform shader_remanency_source,
ShaderUniform shader_copper_texture,
ShaderUniform shader_copper_texture,
shader_copper_screen_size,
shader_copper_screen_size,
shader_copper_time,
shader_copper_time,
shader_copper_copper;
shader_copper_copper,
shader_copper_mask_color;
ShaderUniform shader_color_texture,
ShaderUniform shader_color_texture,
shader_color_screen_size,
shader_color_screen_size,
shader_color_filter,
shader_color_filter,
@@ -515,6 +518,7 @@ int Render::InitDraw(void)
shader_copper_screen_size = shader_copper->GetUniformLocation("screen_size");
shader_copper_screen_size = shader_copper->GetUniformLocation("screen_size");
shader_copper_time = shader_copper->GetUniformLocation("time");
shader_copper_time = shader_copper->GetUniformLocation("time");
shader_copper_copper = shader_copper->GetUniformLocation("copper");
shader_copper_copper = shader_copper->GetUniformLocation("copper");
shader_copper_mask_color = shader_copper->GetUniformLocation("mask_color");
// shader color
// shader color
shader_color = Shader::Create(lolfx_color);
shader_color = Shader::Create(lolfx_color);
shader_color_texture = shader_color->GetUniformLocation("texture");
shader_color_texture = shader_color->GetUniformLocation("texture");
@@ -645,14 +649,14 @@ void Render::TickGame(float seconds)
{
{
int x = setup_p.x + 1;
int x = setup_p.x + 1;
int w = setup_size.x - 3 - 4;
int w = setup_size.x - 3 - 4;
in t bar_w = w / (setup_var[setup_item_key].y - setup_var[setup_item_key].x);
floa t bar_w = w / (setup_var[setup_item_key].y - setup_var[setup_item_key].x);
int bar_x = bar_w * setup_var[setup_item_key].x;
int bar_x = bar_w * setup_var[setup_item_key].x;
if ((setup_var[setup_item_key].y - setup_var[setup_item_key].x) / setup_var[setup_item_key].z > 1)
if ((setup_var[setup_item_key].y - setup_var[setup_item_key].x) / setup_var[setup_item_key].z > 1)
{
{
/* Work around a bug in libcaca */
/* Work around a bug in libcaca */
if (setup_p.x + setup_size.x - 4 < caca_get_canvas_width(m_caca)) caca_printf(m_caca, setup_p.x + setup_size.x - 4, y, "%4.2f", setup_var[setup_item_key].w);
if (setup_p.x + setup_size.x - 4 < caca_get_canvas_width(m_caca)) caca_printf(m_caca, setup_p.x + setup_size.x - 4, y, "%4.2f", setup_var[setup_item_key].w);
caca_draw_line(m_caca, x, y, x - bar_x + bar_w * setup_var[setup_item_key].y, y,'.');
if (setup_var[setup_item_key].w != setup_var[setup_item_key].x) caca_draw_line(m_caca, x, y, x - bar_x + bar_w * setup_var[setup_item_key].w, y, 'x');
caca_draw_line(m_caca, x, y, x - bar_x + int( bar_w * setup_var[setup_item_key].y) , y,'.');
if (setup_var[setup_item_key].w != setup_var[setup_item_key].x) caca_draw_line(m_caca, x, y, x - bar_x + int( bar_w * setup_var[setup_item_key].w) , y, 'x');
}
}
else
else
{
{
@@ -664,7 +668,7 @@ void Render::TickGame(float seconds)
}
}
else
else
{
{
caca_printf(m_caca, setup_p.x + 1, y, "%d/%d [%d] ", setup_option_i, setup_n, setup_option_p );
caca_printf(m_caca, setup_p.x + 1, y, "%d/%d", setup_option_i, setup_n);
}
}
/* informations */
/* informations */
@@ -1071,7 +1075,8 @@ void Render::Draw3D()
shader_copper->SetUniform(shader_copper_texture, fbo_back->GetTexture(), 0);
shader_copper->SetUniform(shader_copper_texture, fbo_back->GetTexture(), 0);
shader_copper->SetUniform(shader_copper_screen_size, (vec2)screen_size);
shader_copper->SetUniform(shader_copper_screen_size, (vec2)screen_size);
shader_copper->SetUniform(shader_copper_time, fx_angle * 2.0f);
shader_copper->SetUniform(shader_copper_time, fx_angle * 2.0f);
shader_copper->SetUniform(shader_copper_copper, vec4(copper.x, copper.y, copper.z * 16.0f, copper.w * 16.0f));
shader_copper->SetUniform(shader_copper_copper, vec4(copper_copper.x, copper_copper.y, copper_copper.z * 16.0f, copper_copper.w * 16.0f));
shader_copper->SetUniform(shader_copper_mask_color, copper_mask_color / 4.0f);
TraceQuad();
TraceQuad();
shader_color->Unbind();
shader_color->Unbind();
fbo_tmp->Unbind();
fbo_tmp->Unbind();