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@@ -40,6 +40,7 @@ extern char const *lolfx_copper; |
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extern char const *lolfx_color; |
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extern char const *lolfx_noise; |
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extern char const *lolfx_postfx; |
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extern char const *lolfx_mirror; |
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#define PID M_PI/180.0f // pi ratio |
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@@ -92,14 +93,16 @@ vec2 glow_mix(0.7f,0.3f); // glow mix [source mix,glow mix] |
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vec2 glow_large(3.0f,0.0f); // large glow radius [center,corner] |
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vec2 glow_small(1.5f,0.0f); // small glow radius [center,corner] |
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vec2 blur(0.5f,0.0f); // blur radius [center,corner] |
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vec3 color_filter(0.9f,0.9f,1.0f); // color filter [red,green,blue] |
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vec4 copper_copper(0.8f,0.4f,0.42f,4.0f); // copper [base,variable,repeat,color cycle] |
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vec3 copper_mask_color(4.0f,4.0f,4.0f); // color [red,green,blue] |
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vec3 color_filter(0.9f,0.95f,0.85f); // color filter [red,green,blue] |
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vec4 color_color(1.5f,1.2f,0.1f,0.35f); // color modifier [brightness,contrast,level,grayscale] |
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vec2 noise_offset(2.0f,2.0f); // random line [horizontal,vertical] |
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float noise_noise = 0.25f; // noise |
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vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed] |
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vec2 postfx_deform(0.7f,0.54f); // deformation [ratio,zoom] |
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float postfx_vignetting = 0.5f; // vignetting strength |
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float postfx_aberration = 4.0f; // chromatic aberration |
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vec2 noise_offset(2.0f,2.0f); // random line [horizontal,vertical] |
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float noise_noise = 0.25f; // noise |
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vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed] |
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vec2 postfx_deform(0.8f,0.52f); // deformation [ratio,zoom] |
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float postfx_vignetting = 0.5f; // vignetting strength |
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float postfx_aberration = 4.0f; // chromatic aberration |
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vec4 postfx_ghost1(1.0f,0.0f,0.0f,-0.25f); // ghost picture 1 [position x,position y,position z,strength] |
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vec4 postfx_ghost2(1.5f,0.0f,0.0f,0.25f); // ghost picture 2 [position x,position y,position z,strength] |
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vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); // vertical moire [base,variable,repeat,shift] |
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@@ -107,16 +110,15 @@ vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variab |
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vec4 postfx_scanline_h(0.75f,0.0f,0.0f,0.0f); // vertical scanline [base,variable,repeat,shift] |
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vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,variable,repeat,shift] |
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vec3 postfx_corner(0.0f,0.75f,0.95f); // corner [width,radius,blur] |
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vec4 copper_copper(0.8f,0.4f,0.42f,3.0f); // copper [base,variable,repeat,color cycle] |
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vec3 copper_mask_color(4.0f,4.0f,4.0f); // color [red,green,blue] |
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vec4 mirror(0.0f,0.0f,0.0f,0.0f); // |
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/* text variable */ |
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ivec2 ratio_2d(2,4); // 2d ratio |
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ivec2 ratio_2d(2,3); // 2d ratio |
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ivec2 map_size(256,256); // texture map size |
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ivec2 font_size(8,8); // font size |
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ivec2 canvas_char(0,0); // canvas char number |
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ivec2 canvas_size(0,0); // caca size |
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/* window variable */ |
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ivec2 border = vec2(3,1) * ratio_2d * font_size; // border width |
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ivec2 border = vec2(3,2) * ratio_2d * font_size; // border width |
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/* setup variable */ |
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bool setup_switch = false; // switch [option/item] |
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int setup_n = 0; // item/option number |
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@@ -177,6 +179,15 @@ char const *setup_text[] = { |
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"corner blur", |
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"vignetting", |
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"", |
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"copper", |
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"enable", |
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"base", |
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"variable", |
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"repeat", |
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"color cycle", |
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"color r", |
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"color g", |
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"color b", |
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"color", |
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"filter red", |
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"filter green", |
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@@ -221,16 +232,7 @@ char const *setup_text[] = { |
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"v base", |
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"v variable", |
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"v repeat", |
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"v shift", |
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"copper", |
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"enable", |
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"base", |
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"variable", |
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"repeat", |
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"color cycle", |
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"color r", |
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"color g", |
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"color b" |
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"v shift" |
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}; |
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vec4 setup_var[]={ // setup variable [start,end,step,value] |
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@@ -279,6 +281,15 @@ vec4 setup_var[]={ // setup variable [start,end,step,value] |
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vec4(0.0f, 1.0f, 0.05f, postfx_corner.z), |
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vec4(0.0f, 1.0f, 0.10f, postfx_vignetting), |
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vec4(0), |
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vec4(0), /* copper */ |
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vec4( 0, 1, 1, 1), |
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vec4(0.0f, 1.0f, 0.05f, copper_copper.x), |
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vec4(0.0f, 1.0f, 0.05f, copper_copper.y), |
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vec4(0.0f, 1.0f, 0.02f, copper_copper.z), |
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vec4(1.0f, 8.0f, 0.25f, copper_copper.w), |
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vec4(0.0f, 4.0f, 0.25f, copper_mask_color.x), |
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vec4(0.0f, 4.0f, 0.25f, copper_mask_color.y), |
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vec4(0.0f, 4.0f, 0.25f, copper_mask_color.z), |
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vec4(0), /* color */ |
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vec4( 0.0f, 1.0f, 0.05f, color_filter.x), |
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vec4( 0.0f, 1.0f, 0.05f, color_filter.y), |
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@@ -324,15 +335,6 @@ vec4 setup_var[]={ // setup variable [start,end,step,value] |
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vec4(-0.5f, 0.5f, 0.05f, postfx_scanline_v.y), |
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vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_v.z), |
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vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_v.w), |
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vec4(0), /* copper */ |
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vec4( 0, 1, 1, 1), |
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vec4(0.0f, 1.0f, 0.05f, copper_copper.x), |
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vec4(0.0f, 1.0f, 0.05f, copper_copper.y), |
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vec4(0.0f, 1.0f, 0.01f, copper_copper.z), |
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vec4(0.0f, 8.0f, 0.25f, copper_copper.w), |
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vec4(0.0f, 4.0f, 0.25f, copper_mask_color.x), |
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vec4(0.0f, 4.0f, 0.25f, copper_mask_color.y), |
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vec4(0.0f, 4.0f, 0.25f, copper_mask_color.z), |
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vec4(0) /* ? */ |
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}; |
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@@ -358,6 +360,10 @@ void Render::UpdateVar() |
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postfx_deform = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2; |
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postfx_corner = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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postfx_vignetting = setup_var[k].w; k++; |
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k += 1; /* copper */ |
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m_shader_copper = (setup_var[k].w == 1) ? true : false; k++; |
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copper_copper = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
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copper_mask_color = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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k += 2; /* color */ |
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color_filter = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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color_color = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
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@@ -376,10 +382,9 @@ void Render::UpdateVar() |
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k += 1; /* scanline */ |
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postfx_scanline_h = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
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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; |
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k += 1; /* copper */ |
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m_shader_copper = (setup_var[k].w == 1) ? true : false; k++; |
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copper_copper = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
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copper_mask_color = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3; |
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k += 1; /* mirror */ |
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m_shader_mirror = (setup_var[k].w == 1) ? true : false; k++; |
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mirror = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4; |
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UpdateSize(); |
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} |
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@@ -410,7 +415,7 @@ int calc_item_length() |
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Shader *shader_simple; |
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Shader *shader_blur_h, *shader_blur_v, *shader_glow; |
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Shader *shader_remanency, *shader_copper, *shader_color; |
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Shader *shader_noise, *shader_postfx; |
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Shader *shader_noise, *shader_postfx, *shader_mirror; |
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// shader variables |
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ShaderUniform shader_simple_texture; |
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ShaderUniform shader_blur_h_texture, |
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@@ -455,6 +460,9 @@ ShaderUniform shader_postfx_texture, |
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shader_postfx_corner, |
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shader_postfx_sync, |
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shader_postfx_beat; |
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ShaderUniform shader_mirror_texture, |
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shader_mirror_screen_size, |
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shader_mirror_mirror; |
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FrameBuffer *fbo_back, *fbo_front, *fbo_buffer; |
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FrameBuffer *fbo_blur_h, *fbo_blur_v, *fbo_tmp; |
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@@ -547,6 +555,11 @@ int Render::InitDraw(void) |
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shader_postfx_corner = shader_postfx->GetUniformLocation("corner"); |
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shader_postfx_sync = shader_postfx->GetUniformLocation("sync"); |
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shader_postfx_beat = shader_postfx->GetUniformLocation("beat"); |
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// shader mirror |
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shader_mirror = Shader::Create(lolfx_mirror); |
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shader_mirror_texture = shader_mirror->GetUniformLocation("texture"); |
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shader_mirror_screen_size = shader_mirror->GetUniformLocation("screen_size"); |
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shader_mirror_mirror = shader_mirror->GetUniformLocation("mirror"); |
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// initialize setup |
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setup_n = calc_item_length(); |
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return true; |
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@@ -573,7 +586,8 @@ Render::Render(caca_canvas_t *caca) |
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m_shader_copper(true), |
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m_shader_color(true), |
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m_shader_noise(true), |
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m_shader_postfx(true) |
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m_shader_postfx(true), |
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m_shader_mirror(true) |
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{ |
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m_txt_screen = new TextRender(m_cv_screen, font_size); |
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m_txt_setup = new TextRender(m_cv_setup, font_size); |
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@@ -707,6 +721,7 @@ void Render::TickDraw(float seconds) |
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m_shader_color = !m_shader_color; |
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m_shader_noise = !m_shader_noise; |
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m_shader_postfx = !m_shader_postfx; |
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m_shader_mirror = !m_shader_mirror; |
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//m_polygon = !m_polygon; |
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//polygon_fillmode = (m_polygon)?GL_FILL:GL_LINE; |
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//glPolygonMode(GL_FRONT, polygon_fillmode); |
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