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NEERCS: renamed remanency shader into remanence and fixed setup width/height

master
rez Sam Hocevar <sam@hocevar.net> 12 yıl önce
ebeveyn
işleme
799cbb749c
7 değiştirilmiş dosya ile 57 ekleme ve 88 silme
  1. +1
    -1
      neercs/Makefile.am
  2. +1
    -1
      neercs/neercs.vcxproj
  3. +1
    -1
      neercs/neercs.vcxproj.filters
  4. +1
    -1
      neercs/video/copper.lolfx
  5. +0
    -30
      neercs/video/remanency.lolfx
  6. +52
    -53
      neercs/video/render.cpp
  7. +1
    -1
      neercs/video/render.h

+ 1
- 1
neercs/Makefile.am Dosyayı Görüntüle

@@ -17,7 +17,7 @@ neercs_SOURCES = \
video/text-render.cpp video/text-render.h \
video/simple.lolfx \
video/blurh.lolfx video/blurv.lolfx video/glow.lolfx \
video/remanency.lolfx video/copper.lolfx video/color.lolfx \
video/remanence.lolfx video/copper.lolfx video/color.lolfx \
video/noise.lolfx video/postfx.lolfx video/mirror.lolfx \
video/text.lolfx
neercs_CPPFLAGS = @LOL_CFLAGS@ @PIPI_CFLAGS@ @CACA_CFLAGS@ -Iold


+ 1
- 1
neercs/neercs.vcxproj Dosyayı Görüntüle

@@ -88,7 +88,7 @@
<LolFxCompile Include="video\glow.lolfx" />
<LolFxCompile Include="video\copper.lolfx" />
<LolFxCompile Include="video\color.lolfx" />
<LolFxCompile Include="video\remanency.lolfx" />
<LolFxCompile Include="video\remanence.lolfx" />
<LolFxCompile Include="video\noise.lolfx" />
<LolFxCompile Include="video\postfx.lolfx" />
<LolFxCompile Include="video\mirror.lolfx" />


+ 1
- 1
neercs/neercs.vcxproj.filters Dosyayı Görüntüle

@@ -147,7 +147,7 @@
<LolFxCompile Include="video\color.lolfx">
<Filter>video</Filter>
</LolFxCompile>
<LolFxCompile Include="video\remanency.lolfx">
<LolFxCompile Include="video\remanence.lolfx">
<Filter>video</Filter>
</LolFxCompile>
<LolFxCompile Include="video\noise.lolfx">


+ 1
- 1
neercs/video/copper.lolfx Dosyayı Görüntüle

@@ -28,7 +28,7 @@ void main(void)
color.x += 0.5 * cos(p.y*float(screen_size.y / copper.w) + time);
color.z += 0.5 * sin(p.y*float(screen_size.y / copper.w) + time);

color *= copper.x + copper.y * cos(p.y * float(screen_size.x / copper.z));// - time);
color *= copper.x + copper.y * cos(p.y * float(screen_size.x / copper.z) - time);

color.x = float(int(color.x * 8.0) * 32) / 256.0;
color.y = float(int(color.y * 8.0) * 32) / 256.0;


+ 0
- 30
neercs/video/remanency.lolfx Dosyayı Görüntüle

@@ -1,30 +0,0 @@
[vert.glsl]

#version 120

void main()
{
gl_Position = gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}

[frag.glsl]

#version 120

uniform sampler2D source;
uniform sampler2D buffer;
uniform vec2 mix;

void main(void)
{
vec4 old_color = texture2D(buffer, gl_TexCoord[0].xy);
vec4 new_color = texture2D(source, gl_TexCoord[0].xy);

/* The old way */
//gl_FragColor = new_color * mix.x + old_color * mix.y;

/* The new way: if new_color > old_color we want faster updates */
gl_FragColor = max(new_color, new_color * mix.x + old_color * mix.y);
}


+ 52
- 53
neercs/video/render.cpp Dosyayı Görüntüle

@@ -35,7 +35,7 @@ extern char const *lolfx_simple;
extern char const *lolfx_blurh;
extern char const *lolfx_blurv;
extern char const *lolfx_glow;
extern char const *lolfx_remanency;
extern char const *lolfx_remanence;
extern char const *lolfx_copper;
extern char const *lolfx_color;
extern char const *lolfx_noise;
@@ -88,12 +88,12 @@ float beat_speed = 2.0f; // speed
float value, angle, radius, scale, speed;
/* shader variable */
vec2 buffer(0.7f,0.3f); // [new frame mix,old frame mix]
vec2 remanency(0.6f,0.4f); // remanency [source mix,buffer mix]
vec2 remanence(0.6f,0.4f); // remanence [source mix,buffer mix]
vec2 glow_mix(0.7f,0.3f); // glow mix [source mix,glow mix]
vec2 glow_large(3.0f,0.0f); // large glow radius [center,corner]
vec2 glow_small(1.5f,0.0f); // small glow radius [center,corner]
vec2 blur(0.5f,0.0f); // blur radius [center,corner]
vec4 copper_copper(0.8f,0.4f,0.42f,4.0f); // copper [base,variable,repeat,color cycle]
vec4 copper_copper(0.8f,0.4f,0.2f,4.0f); // copper [base,variable,repeat,color cycle]
vec3 copper_mask_color(4.0f,4.0f,4.0f); // color [red,green,blue]
vec3 color_filter(0.9f,0.95f,0.85f); // color filter [red,green,blue]
vec4 color_color(1.5f,1.2f,0.1f,0.35f); // color modifier [brightness,contrast,level,grayscale]
@@ -143,7 +143,7 @@ char const *setup_text[] = {
"",
"",
"",
"remanency",
"remanence",
"enable",
"buffer new frame",
"buffer old frame",
@@ -237,20 +237,20 @@ char const *setup_text[] = {

vec4 setup_var[]={ // setup variable [start,end,step,value]
vec4(0), /* main */
vec4( 1, 8, 1, ratio_2d.x),
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(1, 8, 1, ratio_2d.x),
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),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* remanency */
vec4(0), /* remanence */
vec4(0, 1, 1, 1),
vec4(0.0f, 1.0f, 0.1f, buffer.x),
vec4(0.0f, 1.0f, 0.1f, buffer.y),
vec4(0.0f, 1.0f, 0.1f, remanency.x),
vec4(0.0f, 1.0f, 0.1f, remanency.y),
vec4(0.0f, 1.0f, 0.1f, remanence.x),
vec4(0.0f, 1.0f, 0.1f, remanence.y),
vec4(0),
vec4(0),
vec4(0),
@@ -265,8 +265,8 @@ vec4 setup_var[]={ // setup variable [start,end,step,value]
vec4(0),
vec4(0), /* blur */
vec4(0, 1, 1, 1),
vec4(0.0f, 2.0f, 0.05f, blur.x),
vec4(0.0f, 2.0f, 0.05f, blur.y),
vec4(0, 2, 0.05f, blur.x),
vec4(0, 2, 0.05f, blur.y),
vec4(0),
vec4(0),
vec4(0),
@@ -343,10 +343,10 @@ void Render::UpdateVar()
int k = 1; /* main */
ratio_2d = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
border = vec2(setup_var[k].w, setup_var[k + 1].w) * ratio_2d * font_size; k += 2;
k += 5; /* remanency */
m_shader_remanency = (setup_var[k].w == 1) ? true : false; k++;
k += 5; /* remanence */
m_shader_remanence = (setup_var[k].w == 1) ? true : false; k++;
buffer = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
remanency = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
remanence = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
k += 4; /* glow */
m_shader_glow = (setup_var[k].w == 1) ? true : false; k++;
glow_mix = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
@@ -360,11 +360,11 @@ void Render::UpdateVar()
postfx_deform = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
postfx_corner = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3;
postfx_vignetting = setup_var[k].w; k++;
k += 1; /* copper */
k += 2; /* copper */
m_shader_copper = (setup_var[k].w == 1) ? true : false; k++;
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;
k += 2; /* color */
k += 1; /* color */
color_filter = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3;
color_color = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
postfx_aberration = setup_var[k].w; k++;
@@ -391,7 +391,6 @@ void Render::UpdateVar()
void Render::UpdateSize()
{
screen_size = Video::GetSize();
//border.y = border.x; // enabled to get same border everywhere
canvas_char = (screen_size - border * 2) / (font_size * ratio_2d);
canvas_char = max(canvas_char, ivec2(1, 1));
canvas_size = canvas_char * font_size * ratio_2d;
@@ -399,6 +398,7 @@ void Render::UpdateSize()
border = (screen_size - canvas_size) / 2;

caca_set_canvas_size(m_cv_screen, canvas_char.x, canvas_char.y);
caca_set_canvas_size(m_cv_setup, setup_size.x + 1, setup_size.y + 1);
}

int calc_item_length()
@@ -414,7 +414,7 @@ int calc_item_length()

Shader *shader_simple;
Shader *shader_blur_h, *shader_blur_v, *shader_glow;
Shader *shader_remanency, *shader_copper, *shader_color;
Shader *shader_remanence, *shader_copper, *shader_color;
Shader *shader_noise, *shader_postfx, *shader_mirror;
// shader variables
ShaderUniform shader_simple_texture;
@@ -425,9 +425,9 @@ ShaderUniform shader_blur_h_texture,
ShaderUniform shader_glow_glow,
shader_glow_source,
shader_glow_mix;
ShaderUniform shader_remanency_source,
shader_remanency_buffer,
shader_remanency_mix;
ShaderUniform shader_remanence_source,
shader_remanence_buffer,
shader_remanence_mix;
ShaderUniform shader_copper_texture,
shader_copper_screen_size,
shader_copper_time,
@@ -510,11 +510,11 @@ int Render::InitDraw(void)
shader_blur_v = Shader::Create(lolfx_blurv);
shader_blur_v_texture = shader_blur_v->GetUniformLocation("texture");
shader_blur_v_radius = shader_blur_v->GetUniformLocation("radius");
// shader remanency
shader_remanency = Shader::Create(lolfx_remanency);
shader_remanency_source = shader_remanency->GetUniformLocation("source");
shader_remanency_buffer = shader_remanency->GetUniformLocation("buffer");
shader_remanency_mix = shader_remanency->GetUniformLocation("mix");
// shader remanence
shader_remanence = Shader::Create(lolfx_remanence);
shader_remanence_source = shader_remanence->GetUniformLocation("source");
shader_remanence_buffer = shader_remanence->GetUniformLocation("buffer");
shader_remanence_mix = shader_remanence->GetUniformLocation("mix");
// shader copper
shader_copper = Shader::Create(lolfx_copper);
shader_copper_texture = shader_copper->GetUniformLocation("texture");
@@ -582,7 +582,7 @@ Render::Render(caca_canvas_t *caca)
m_shader(true),
m_shader_glow(true),
m_shader_blur(true),
m_shader_remanency(true),
m_shader_remanence(true),
m_shader_copper(true),
m_shader_color(true),
m_shader_noise(true),
@@ -598,6 +598,7 @@ void Render::TickGame(float seconds)
Entity::TickGame(seconds);

/* draw LOLCUBE */
/*
caca_set_color_argb(m_cv_screen, 0xfff, 0x000);
caca_put_str(m_cv_screen, canvas_char.x - 8, canvas_char.y - 6, "_______");
caca_put_str(m_cv_screen, canvas_char.x - 9, canvas_char.y - 5, "/ /|");
@@ -605,12 +606,11 @@ void Render::TickGame(float seconds)
caca_put_str(m_cv_screen, canvas_char.x - 10, canvas_char.y - 3, "| | |");
caca_put_str(m_cv_screen, canvas_char.x - 10, canvas_char.y - 2, "| :D | /");
caca_put_str(m_cv_screen, canvas_char.x - 10, canvas_char.y - 1, "|______|/");
*/

/* draw setup */
if (m_setup)
{
caca_set_canvas_size(m_cv_setup, setup_size.x, setup_size.y);

/* background */
caca_set_color_argb(m_cv_setup, setup_color.x, setup_color.y);
caca_fill_box(m_cv_setup, 0, 0, setup_size.x + 1, setup_size.y,' ');
@@ -618,7 +618,12 @@ void Render::TickGame(float seconds)
/* title */
caca_set_color_argb(m_cv_setup, setup_color.y, setup_color.x);
caca_draw_line(m_cv_setup, 0, 0, setup_size.x, 0, ' ');
caca_put_str(m_cv_setup, setup_size.x / 2 - 3, 0, "SETUP");
caca_put_str(m_cv_setup, setup_size.x / 2 - 6, 0, "NEERCS SETUP");
/* informations */
int w = caca_get_canvas_width(m_cv_screen);
int h = caca_get_canvas_height(m_cv_screen);
caca_set_color_argb(m_cv_setup, setup_color.y, setup_color.x);
caca_printf(m_cv_setup, 1, 0, "%i*%i", w, h);
/* display option */
for (int i = 0; i < setup_h; i++)
{
@@ -631,7 +636,7 @@ void Render::TickGame(float seconds)
}
else
{
caca_set_color_argb(m_cv_setup, setup_color.y, setup_color.x);
caca_set_color_argb(m_cv_setup, setup_color.y, 0xfff);//setup_color.x);
caca_draw_line(m_cv_setup, 0, y, setup_size.z - 2, y,' ');
caca_put_str(m_cv_setup, 1, y, setup_text[k]);
}
@@ -648,7 +653,7 @@ void Render::TickGame(float seconds)
}
else
{
caca_set_color_argb(m_cv_setup, setup_color.y, setup_color.x);
caca_set_color_argb(m_cv_setup, setup_color.y, 0xfff);//setup_color.x);
caca_draw_line(m_cv_setup, setup_size.z, y, setup_size.x, y,' ');
caca_put_str(m_cv_setup, setup_size.z + 1, y, setup_text[k]);
}
@@ -683,12 +688,6 @@ void Render::TickGame(float seconds)
{
caca_printf(m_cv_setup, 1, y, "%d/%d", setup_option_i, setup_n);
}

/* informations */
int w = caca_get_canvas_width(m_cv_screen);
int h = caca_get_canvas_height(m_cv_screen);
caca_set_color_argb(m_cv_setup, 0xfff, 0x000);
caca_printf(m_cv_setup, 0, 0, "%i*%i", w, h);
}

}
@@ -716,7 +715,7 @@ void Render::TickDraw(float seconds)
{
m_shader_glow = !m_shader_glow;
m_shader_blur = !m_shader_blur;
m_shader_remanency = !m_shader_remanency;
m_shader_remanence = !m_shader_remanence;
//m_shader_copper = !m_shader_copper;
m_shader_color = !m_shader_color;
m_shader_noise = !m_shader_noise;
@@ -1107,16 +1106,16 @@ void Render::Draw3D()
fbo_back->Unbind();
}

if (m_shader_remanency)
if (m_shader_remanence)
{
// shader remanency
// shader remanence
fbo_tmp->Bind();
shader_remanency->Bind();
shader_remanency->SetUniform(shader_remanency_source, fbo_back->GetTexture(), 0);
shader_remanency->SetUniform(shader_remanency_buffer, fbo_buffer->GetTexture(), 1);
shader_remanency->SetUniform(shader_remanency_mix, remanency);
shader_remanence->Bind();
shader_remanence->SetUniform(shader_remanence_source, fbo_back->GetTexture(), 0);
shader_remanence->SetUniform(shader_remanence_buffer, fbo_buffer->GetTexture(), 1);
shader_remanence->SetUniform(shader_remanence_mix, remanence);
TraceQuad();
shader_remanency->Unbind();
shader_remanence->Unbind();
fbo_tmp->Unbind();
// shader simple
fbo_back->Bind();
@@ -1124,12 +1123,12 @@ void Render::Draw3D()
fbo_back->Unbind();
// save previous fbo
fbo_tmp->Bind();
shader_remanency->Bind();
shader_remanency->SetUniform(shader_remanency_source, fbo_front->GetTexture(), 0);
shader_remanency->SetUniform(shader_remanency_buffer, fbo_buffer->GetTexture(), 1);
shader_remanency->SetUniform(shader_remanency_mix, buffer);
shader_remanence->Bind();
shader_remanence->SetUniform(shader_remanence_source, fbo_front->GetTexture(), 0);
shader_remanence->SetUniform(shader_remanence_buffer, fbo_buffer->GetTexture(), 1);
shader_remanence->SetUniform(shader_remanence_mix, buffer);
TraceQuad();
shader_remanency->Unbind();
shader_remanence->Unbind();
fbo_tmp->Unbind();
// shader simple
fbo_buffer->Bind();


+ 1
- 1
neercs/video/render.h Dosyayı Görüntüle

@@ -40,7 +40,7 @@ private:
bool m_shader;
bool m_shader_glow;
bool m_shader_blur;
bool m_shader_remanency;
bool m_shader_remanence;
bool m_shader_copper;
bool m_shader_color;
bool m_shader_noise;


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