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remanency lolfx added

master
rez Sam Hocevar <sam@hocevar.net> před 12 roky
rodič
revize
7a8d6f0332
6 změnil soubory, kde provedl 97 přidání a 26 odebrání
  1. +3
    -2
      neercs/Makefile.am
  2. +1
    -1
      neercs/neercs.cpp
  3. +1
    -1
      neercs/video/postfx.lolfx
  4. +28
    -0
      neercs/video/remanency.lolfx
  5. +63
    -22
      neercs/video/render.cpp
  6. +1
    -0
      neercs/video/render.h

+ 3
- 2
neercs/Makefile.am Zobrazit soubor

@@ -8,8 +8,9 @@ neercs_SOURCES = \
\
video/render.cpp video/render.h \
video/text-render.cpp video/text-render.h \
video/blurh.lolfx video/blurv.lolfx video/glow.lolfx \
video/postfx.lolfx video/radial.lolfx video/simple.lolfx \
video/simple.lolfx \
video/blurh.lolfx video/blurv.lolfx \
video/remanency.lolfx video/glow.lolfx video/postfx.lolfx video/radial.lolfx \
video/text.lolfx
neercs_CPPFLAGS = @LOL_CFLAGS@ @PIPI_CFLAGS@ @CACA_CFLAGS@
neercs_LDADD =


+ 1
- 1
neercs/neercs.cpp Zobrazit soubor

@@ -71,7 +71,7 @@ void Neercs::TickGame(float seconds)
caca_set_color_argb(m_caca, 0xfff, bg_color);
caca_clear_canvas(m_caca);

caca_set_color_argb(m_caca, 0x234, bg_color);
caca_set_color_argb(m_caca, 0xc48, bg_color);
for(int i = 0; i < h; i++)
{
float a = M_PI / 180 * i * 16 + m_time * 4;


+ 1
- 1
neercs/video/postfx.lolfx Zobrazit soubor

@@ -89,7 +89,7 @@ void main(void)
{
color*=0.675;
}
color=vec3(color.x*0.75,color.y*1.0,color.z*0.5);
color=vec3(color.x*0.875,color.y*1.0,color.z*0.75);
color*=q.x*(6.0-q.x*6.0)*q.y*(6.0-q.y*6.0); // vignetting
//color*=2.0*letterbox(z,-0.75,0.125)*2.0; // vignetting
color*=letterbox(z,-0.75,0.95); // letterbox


+ 28
- 0
neercs/video/remanency.lolfx Zobrazit soubor

@@ -0,0 +1,28 @@
-- GLSL.Vert --

#version 120

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

-- GLSL.Frag --

#version 120

uniform sampler2D texture;
uniform sampler2D texture_prv;
uniform vec2 screen_size;
uniform float time;
uniform float value;

void main(void)
{
vec2 p=gl_TexCoord[0].xy;
vec4 source=texture2D(texture,p);
vec4 remanency=texture2D(texture_prv,p);
vec4 color=source*(1.0-value)+remanency*value;
gl_FragColor=color;
}

+ 63
- 22
neercs/video/render.cpp Zobrazit soubor

@@ -33,6 +33,7 @@ using namespace lol;

extern char const *lolfx_blurh;
extern char const *lolfx_blurv;
extern char const *lolfx_remanency;
extern char const *lolfx_glow;
extern char const *lolfx_postfx;
extern char const *lolfx_radial;
@@ -99,10 +100,11 @@ float radial_value1 = 2.0f;
float radial_value2 = 0.8f;
float radial_color = 0; // color
bool postfx_scanline = true;
float postfx_deform = 0.825f; // deformation ratio
float postfx_deform = 0.625f; // deformation ratio

Shader *shader_simple, *shader_blur_h, *shader_blur_v;
Shader *shader_glow, *shader_radial, *shader_postfx;
Shader *shader_simple;
Shader *shader_blur_h, *shader_blur_v;
Shader *shader_remanency, *shader_glow, *shader_radial, *shader_postfx;
// shader variables
ShaderUniform shader_simple_texture;
ShaderUniform shader_blur_h_texture,
@@ -113,6 +115,11 @@ ShaderUniform shader_blur_v_texture,
shader_blur_v_screen_size,
shader_blur_v_time,
shader_blur_v_value;
ShaderUniform shader_remanency_texture,
shader_remanency_texture_prv,
shader_remanency_screen_size,
shader_remanency_time,
shader_remanency_value;
ShaderUniform shader_glow_texture,
shader_glow_texture_prv,
shader_glow_screen_size,
@@ -136,7 +143,7 @@ ShaderUniform shader_postfx_texture,
shader_postfx_scanline,
shader_postfx_sync;

FrameBuffer *fbo_back, *fbo_front;
FrameBuffer *fbo_back, *fbo_front, *fbo_buffer;
FrameBuffer *fbo_blur_h, *fbo_blur_v, *fbo_ping, *fbo_pong;

TextRender *text_render;
@@ -175,6 +182,7 @@ int Render::InitDraw(void)
/* Initialise framebuffer objects */
fbo_back = new FrameBuffer(screen_size);
fbo_front = new FrameBuffer(screen_size);
fbo_buffer = new FrameBuffer(screen_size);
fbo_blur_h = new FrameBuffer(screen_size / glow_fbo_size);
fbo_blur_v = new FrameBuffer(screen_size / glow_fbo_size);
fbo_ping = new FrameBuffer(screen_size);
@@ -194,6 +202,13 @@ int Render::InitDraw(void)
shader_blur_v_screen_size = shader_blur_v->GetUniformLocation("screen_size");
shader_blur_v_time = shader_blur_v->GetUniformLocation("time");
shader_blur_v_value = shader_blur_v->GetUniformLocation("value");
// shader remanency
shader_remanency = Shader::Create(lolfx_remanency);
shader_remanency_texture = shader_remanency->GetUniformLocation("texture");
shader_remanency_texture_prv = shader_remanency->GetUniformLocation("texture_prv");
shader_remanency_screen_size = shader_remanency->GetUniformLocation("screen_size");
shader_remanency_time = shader_remanency->GetUniformLocation("time");
shader_remanency_value = shader_remanency->GetUniformLocation("value");
// shader glow
shader_glow = Shader::Create(lolfx_glow);
shader_glow_texture = shader_glow->GetUniformLocation("texture");
@@ -249,6 +264,7 @@ Render::Render(caca_canvas_t *caca)
m_polygon(true),
m_shader(true),
m_shader_blur(true),
m_shader_remanency(true),
m_shader_glow(true),
m_shader_fx(true),
m_shader_postfx(true),
@@ -300,43 +316,43 @@ void Render::TickDraw(float seconds)
}

// timer
if(!m_pause)
if (!m_pause)
main_angle += seconds * 100.0f * PID;
if(sync_flag)
if (sync_flag)
{
angle=(main_angle-sync_angle)*sync_speed;
sync_value=1.0f-sinf(angle);
if(angle>90.0f*PID)
if (angle>90.0f*PID)
{
sync_value=0;
sync_flag=false;
}
}
if(beat_flag)
if (beat_flag)
{
angle=(main_angle-beat_angle)*beat_speed;
beat_value=1.0f-sinf(angle);
if(angle>90.0f*PID)
if (angle>90.0f*PID)
{
beat_value=0;
beat_flag=false;
}
}
if(flash_flag)
if (flash_flag)
{
angle=(main_angle-flash_angle)*flash_speed;
flash_value=1.0f-sinf(angle);
if(angle>90.0f*PID)
if (angle>90.0f*PID)
{
flash_value=0;
flash_flag=false;
}
}
if(fade_flag)
if (fade_flag)
{
angle=(main_angle-fade_angle)*fade_speed;
fade_value=1.0f-sinf(angle);
if(angle>90.0f*PID)
if (angle>90.0f*PID)
{
fade_value=0;
fade_flag=false;
@@ -352,8 +368,10 @@ void Render::Draw2D()
/* Draw text in an offline buffer */
text_render->Render();

if(m_shader)
if (m_shader)
{
fbo_back->Bind();
}

glViewport(0, 0, screen_size.x, screen_size.y);

@@ -366,21 +384,22 @@ void Render::Draw2D()

text_render->Blit(border, canvas_size);

//if(m_polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH);
//if (m_polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH);
glLineWidth((m_polygon)?2.0f:1.0f);
fx_angle=main_angle-part_angle;
if(m_polygon) glEnable(GL_TEXTURE_2D);
if (m_polygon)
glEnable(GL_TEXTURE_2D);

glMatrixMode(GL_PROJECTION);
mat4 m = mat4::ortho(0, screen_size.x, screen_size.y, 0, -1.f, 1.f);
glLoadMatrixf(&m[0][0]);
glMatrixMode(GL_MODELVIEW);
// draw border
if(m_border)
if (m_border)
{
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glColor3f(1.0f,1.0f,1.0f);
glColor3f(1.0f, 1.0f, 1.0f);
rectangle(border.x - ratio_2d.x, border.y - ratio_2d.y, canvas_size.x + ratio_2d.x * 2, ratio_2d.y);
rectangle(border.x - ratio_2d.x, border.y, ratio_2d.x, canvas_size.y);
rectangle(border.x + canvas_size.x, border.y, ratio_2d.x, canvas_size.y);
@@ -403,7 +422,29 @@ void Render::Draw3D()
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex);

fbo_back->Unbind();
if (m_shader_remanency)
{
// shader remanency
fbo_ping->Bind();
shader_remanency->Bind();
shader_remanency->SetTexture(shader_remanency_texture, fbo_back->GetTexture(), 0);
shader_remanency->SetTexture(shader_remanency_texture_prv, fbo_buffer->GetTexture(), 1);
shader_remanency->SetUniform(shader_remanency_screen_size, vec2(1.0f));
shader_remanency->SetUniform(shader_remanency_time, fx_angle);
shader_remanency->SetUniform(shader_remanency_value, 0.8f);
fs_quad();
shader_remanency->Unbind();
fbo_ping->Unbind();
// shader simple
fbo_back->Bind();
draw_shader_simple(fbo_ping, 0);
fbo_back->Unbind();
// save previous fbo
fbo_buffer->Bind();
draw_shader_simple(fbo_front, 0);
fbo_buffer->Unbind();
}

if (m_shader_fx && m_shader_blur)
{
// shader blur horizontal
@@ -434,7 +475,7 @@ void Render::Draw3D()
}
fbo_front->Unbind();
// shader glow
if(m_shader_fx && m_shader_glow)
if (m_shader_fx && m_shader_glow)
{
// shader blur horizontal
fbo_blur_h->Bind();
@@ -489,14 +530,14 @@ void Render::Draw3D()
fs_quad();
shader_glow->Unbind();
}
if(!m_shader_fx)
if (!m_shader_fx)
{
// shader simple
fbo_pong->Bind();
draw_shader_simple(fbo_front, 0);
}
fbo_pong->Unbind();
if(m_shader_postfx)
if (m_shader_postfx)
{
// shader postfx
shader_postfx->Bind();


+ 1
- 0
neercs/video/render.h Zobrazit soubor

@@ -31,6 +31,7 @@ private:
bool m_polygon;
bool m_shader;
bool m_shader_blur;
bool m_shader_remanency;
bool m_shader_glow;
bool m_shader_fx;
bool m_shader_postfx;


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