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@@ -47,22 +47,17 @@ extern char const *lolfx_simple; |
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*/ |
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int active = true; // window active flag |
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bool fullscreen = DEBUG?false:true; // fullscreen flag |
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bool m_paused = false; // pause flag |
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float nearplane = 0.1f; // nearplane |
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float farplane = 1000.0f; // farplane |
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bool polygon = true; // polygon mode |
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int polygon_fillmode = GL_FILL; // fill mode |
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bool key_state = 0; // key state |
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/* window variable */ |
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ivec2 screen_size; // screen size |
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int window_color = 32; // color depth |
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vec3 screen_color = CR * vec3(48, 56, 64); // screen color |
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/* object variable */ |
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float main_angle = 0.0f; // main angle |
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float part_angle = 0.0f; // part angle |
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float fx_angle; // current angle |
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/* text variable */ |
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char const *name = "cacaShell"; |
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/* fs_quad variable */ |
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float fs_quad_vtx[] = {-1.0f, 1.0f, 0, 1.0f, -1.0f, -1.0f, 0, 1.0f, 1.0f, -1.0f, 0, 1.0f, 1.0f, 1.0f, 0, 1.0f}; |
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float fs_quad_tex[] = {0, 1.0f, 0, 0, 1.0f, 0, 1.0f, 1.0f}; |
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@@ -87,40 +82,28 @@ float beat_angle = 0; // angle |
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float beat_value = 0; // value |
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float beat_speed = 2.0f; // speed |
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/* corner variable */ |
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const int corner_n = 10; // polygon number |
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const int corner_n = 10; // m_polygon number |
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int corner_w = 24; // radius |
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int corner_vtx[corner_n*6];// vertex array |
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/* dos variable */ |
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bool dos_flag = true; // flag |
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int dos_m; // margin |
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vec3 dos_color = CR * vec3(48, 56, 64); // color value |
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int dos_vtx[8]; // vertex array |
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/* window variable */ |
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int window_m; // margin |
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int window_vtx[8]; // vertex array |
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ivec2 ratio_2d(2,4); // 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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vec2 car_size(1.0f/map_size.x*font_size.x, 1.0f/map_size.y*font_size.y); |
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int shell_vtx[8]; // vertex array |
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float shell_tex[] = {1.0f, 0.96875f, 1.0f, 1.0f, 0.78125f, 1.0f, 0.78125f, 0.96875f}; |
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/* keyboard variable */ |
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int key_code = 0; // keyboard code |
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/* common variable */ |
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float value, angle, radius, scale, speed; |
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/* shader variable */ |
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bool m_shader = true; /* TO DELETE */ |
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bool shader_blur_flag = true; |
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bool shader_glow_flag = true; |
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bool shader_effect_flag = true; |
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bool shader_postfx_flag = true; |
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int glow_fbo_size = 2; // glow fbo size |
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float glow_smoothstep = 0.0f; // glow smoothstep value (try 0.025f) |
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float glow_mix_ratio1 = 0.5f; // glow mixing ratio |
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float glow_mix_ratio2 = 0.5f; // source mixing ratio |
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float radial_value1 = 2.0f; |
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float radial_value2 = 0.8f; |
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float radial_color = 0; // color |
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bool postfx_scanline = true; |
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float postfx_deform = 0.5f; // deformation ratio |
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@@ -214,7 +197,7 @@ void corner() |
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} |
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} |
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int InitGL(void) |
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int Render::InitDraw(void) |
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{ |
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glDepthMask(GL_TRUE); // do not write z-buffer |
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glEnable(GL_CULL_FACE); // disable cull face |
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@@ -277,36 +260,42 @@ int InitGL(void) |
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return true; |
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} |
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int CreateGLWindow() |
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int Render::CreateGLWindow() |
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{ |
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screen_size = Video::GetSize(); |
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corner_w = 16*ratio_2d.x; |
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corner(); |
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dos_m=12*ratio_2d.x; |
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dos_vtx[0]=font_size.x*ratio_2d.x/2.0f; |
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dos_vtx[1]=font_size.y*ratio_2d.y/2.0f; |
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dos_vtx[2]=font_size.x*ratio_2d.x/2.0f; |
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dos_vtx[3]=-font_size.y*ratio_2d.y/2.0f; |
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dos_vtx[4]=-font_size.x*ratio_2d.x/2.0f; |
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dos_vtx[5]=-font_size.y*ratio_2d.y/2.0f; |
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dos_vtx[6]=-font_size.x*ratio_2d.x/2.0f; |
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dos_vtx[7]=font_size.y*ratio_2d.y/2.0f; |
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shell_vtx[0]=dos_m+58*ratio_2d.x; |
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shell_vtx[1]=dos_m+(font_size.y+1)*ratio_2d.y; |
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shell_vtx[2]=dos_m+58*ratio_2d.x; |
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shell_vtx[3]=dos_m+ratio_2d.y; |
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shell_vtx[4]=dos_m+2*ratio_2d.x; |
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shell_vtx[5]=dos_m+ratio_2d.y; |
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shell_vtx[6]=dos_m+2*ratio_2d.x; |
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shell_vtx[7]=dos_m+(font_size.y+1)*ratio_2d.y; |
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InitGL(); |
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window_m=12*ratio_2d.x; |
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window_vtx[0]=font_size.x*ratio_2d.x/2.0f; |
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window_vtx[1]=font_size.y*ratio_2d.y/2.0f; |
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window_vtx[2]=font_size.x*ratio_2d.x/2.0f; |
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window_vtx[3]=-font_size.y*ratio_2d.y/2.0f; |
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window_vtx[4]=-font_size.x*ratio_2d.x/2.0f; |
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window_vtx[5]=-font_size.y*ratio_2d.y/2.0f; |
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window_vtx[6]=-font_size.x*ratio_2d.x/2.0f; |
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window_vtx[7]=font_size.y*ratio_2d.y/2.0f; |
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shell_vtx[0]=window_m+58*ratio_2d.x; |
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shell_vtx[1]=window_m+(font_size.y+1)*ratio_2d.y; |
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shell_vtx[2]=window_m+58*ratio_2d.x; |
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shell_vtx[3]=window_m+ratio_2d.y; |
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shell_vtx[4]=window_m+2*ratio_2d.x; |
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shell_vtx[5]=window_m+ratio_2d.y; |
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shell_vtx[6]=window_m+2*ratio_2d.x; |
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shell_vtx[7]=window_m+(font_size.y+1)*ratio_2d.y; |
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InitDraw(); |
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return true; |
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} |
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Render::Render(caca_canvas_t *caca) |
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: m_caca(caca), |
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m_ready(false), |
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m_shader(true) |
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m_pause(false), |
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m_polygon(true), |
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m_shader(true), |
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m_shader_blur(true), |
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m_shader_glow(true), |
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m_shader_fx(true), |
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m_shader_postfx(true) |
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{ |
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text_render = new TextRender(m_caca, font_size); |
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} |
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@@ -316,15 +305,33 @@ void Render::TickGame(float seconds) |
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Entity::TickGame(seconds); |
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} |
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void Render::Pause() |
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{ |
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m_pause=!m_pause; |
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} |
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void Render::TickDraw(float seconds) |
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{ |
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/* keyboard manager */ |
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if (Input::GetButtonState(27/*SDLK_ESCAPE*/)) |
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Ticker::Shutdown(); |
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if (Input::GetButtonState(8 /*SDLK_BACKSPACE*/)) |
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m_paused=!m_paused; |
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if (Input::GetButtonState(112 /*SDLK_F1*/)) |
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//if (Input::GetButtonState(282/*SDLK_F1*/)) |
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// Pause(); |
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if (Input::GetButtonState(283/*SDLK_F2*/)) |
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{ |
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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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} |
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if (Input::GetButtonState(284/*SDLK_F3*/)&&key_state!=284) |
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{ |
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m_shader=!m_shader; |
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key_state=284; |
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} |
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if (Input::GetButtonState(285/*SDLK_F4*/)) |
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m_shader_postfx=!m_shader_postfx; |
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if (Input::GetButtonState(286/*SDLK_F5*/)) |
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Pause(); |
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Entity::TickDraw(seconds); |
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@@ -332,12 +339,11 @@ void Render::TickDraw(float seconds) |
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{ |
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CreateGLWindow(); |
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text_render->Init(); |
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m_ready = true; |
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} |
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// timer |
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if(!m_paused) |
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if(!m_pause) |
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main_angle += seconds * 100.0f * PID; |
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if(sync_flag) |
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{ |
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@@ -397,74 +403,70 @@ void Render::Draw2D() |
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/* Clear the back buffer */ |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_COLOR,GL_DST_ALPHA); |
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glClearColor(screen_color.r, screen_color.g, screen_color.b, 0.5f); |
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glClearColor(screen_color.r, screen_color.g, screen_color.b, 1.0f); |
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glClearDepth(1.0f); // set depth buffer |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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ivec2 border_top = ivec2(dos_m, dos_m + font_size.y * ratio_2d.y) |
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ivec2 border_top = ivec2(window_m, window_m + font_size.y * ratio_2d.y) |
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+ ratio_2d * 2; |
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ivec2 border_bottom = ivec2(dos_m * 2, dos_m * 2 + font_size.y * ratio_2d.y) |
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ivec2 border_bottom = ivec2(window_m * 2, window_m * 2 + font_size.y * ratio_2d.y) |
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+ ratio_2d * 2; |
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text_render->Blit(border_top, screen_size - border_bottom); |
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//if(polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH); |
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glLineWidth((polygon)?2.0f:1.0f); |
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//if(m_polygon) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH); |
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glLineWidth((m_polygon)?2.0f:1.0f); |
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fx_angle=main_angle-part_angle; |
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if(polygon) glEnable(GL_TEXTURE_2D); |
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if(m_polygon) glEnable(GL_TEXTURE_2D); |
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glMatrixMode(GL_PROJECTION); |
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mat4 m = mat4::ortho(0, screen_size.x, screen_size.y, 0, -1.f, 1.f); |
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glLoadMatrixf(&m[0][0]); |
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glMatrixMode(GL_MODELVIEW); |
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// draw dos |
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if(dos_flag) |
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{ |
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glDisable(GL_TEXTURE_2D); |
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glDisable(GL_BLEND); |
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glColor3f(1.0f,1.0f,1.0f); |
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rectangle(dos_m,dos_m,screen_size.x-53*ratio_2d.x-dos_m*2,(font_size.y+2)*ratio_2d.y); |
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rectangle(screen_size.x-51*ratio_2d.x-dos_m,dos_m,22*ratio_2d.x,(font_size.y+2)*ratio_2d.y); |
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rectangle(screen_size.x-27*ratio_2d.x-dos_m,dos_m,22*ratio_2d.x,(font_size.y+2)*ratio_2d.y); |
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rectangle(screen_size.x-3*ratio_2d.x-dos_m,dos_m,3*ratio_2d.x,(font_size.y+2)*ratio_2d.y); |
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rectangle(dos_m,dos_m+(font_size.y+2)*ratio_2d.y,2*ratio_2d.x,screen_size.y-(font_size.y+2)*ratio_2d.y-dos_m*2); |
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rectangle(screen_size.x-2*ratio_2d.x-dos_m,dos_m+(font_size.y+2)*ratio_2d.y,2*ratio_2d.x,screen_size.y-(font_size.y+2)*ratio_2d.y-dos_m*2); |
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rectangle(dos_m+2*ratio_2d.x,screen_size.y-ratio_2d.y-dos_m,screen_size.x-4*ratio_2d.x-dos_m*2,ratio_2d.y); |
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glColor3f(dos_color.x,dos_color.y,dos_color.z); |
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rectangle(dos_m+2*ratio_2d.x,dos_m+ratio_2d.y,56*ratio_2d.x,font_size.y*ratio_2d.y); |
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rectangle(dos_m+60*ratio_2d.x,dos_m+2*ratio_2d.y,screen_size.x-115*ratio_2d.x-dos_m*2,2*ratio_2d.y); |
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rectangle(dos_m+60*ratio_2d.x,dos_m+6*ratio_2d.y,screen_size.x-115*ratio_2d.x-dos_m*2,2*ratio_2d.y); |
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rectangle(screen_size.x-49*ratio_2d.x-dos_m,dos_m+ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y); |
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glColor3f(1.0f,1.0f,1.0f); |
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rectangle(screen_size.x-47*ratio_2d.x-dos_m,dos_m+2*ratio_2d.y,10*ratio_2d.x,4*ratio_2d.y); |
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glColor3f(0,0,0); |
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rectangle(screen_size.x-45*ratio_2d.x-dos_m,dos_m+3*ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y); |
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rectangle(screen_size.x-25*ratio_2d.x-dos_m,dos_m+1*ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y); |
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glColor3f(dos_color.x,dos_color.y,dos_color.z); |
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rectangle(screen_size.x-21*ratio_2d.x-dos_m,dos_m+2*ratio_2d.y,14*ratio_2d.x,7*ratio_2d.y); |
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glColor3f(1.0f,1.0f,1.0f); |
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rectangle(screen_size.x-19*ratio_2d.x-dos_m,dos_m+3*ratio_2d.y,10*ratio_2d.x,5*ratio_2d.y); |
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rectangle(screen_size.x-16*ratio_2d.x-dos_m,screen_size.y-9*ratio_2d.y-dos_m,14*ratio_2d.x,8*ratio_2d.y); |
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glColor3f(dos_color.x,dos_color.y,dos_color.z); |
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rectangle(screen_size.x-14*ratio_2d.x-dos_m,screen_size.y-8*ratio_2d.y-dos_m,12*ratio_2d.x,7*ratio_2d.y); |
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glColor3f(1.0f,1.0f,1.0f); |
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rectangle(screen_size.x-8*ratio_2d.x-dos_m,screen_size.y-8*ratio_2d.y-dos_m,8*ratio_2d.x,2*ratio_2d.y); |
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rectangle(screen_size.x-14*ratio_2d.x-dos_m,screen_size.y-5*ratio_2d.y-dos_m,4*ratio_2d.x,5*ratio_2d.y); |
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rectangle(screen_size.x-12*ratio_2d.x-dos_m,screen_size.y-7*ratio_2d.y-dos_m,2*ratio_2d.x,1*ratio_2d.y); |
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rectangle(screen_size.x-8*ratio_2d.x-dos_m,screen_size.y-5*ratio_2d.y-dos_m,4*ratio_2d.x,3*ratio_2d.y); |
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glEnable(GL_BLEND); |
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if(polygon) glEnable(GL_TEXTURE_2D); |
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glBlendFunc(GL_ONE, GL_ONE); |
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glVertexPointer(2, GL_INT, 0, shell_vtx); |
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glTexCoordPointer(2, GL_FLOAT, 0, shell_tex); |
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glDrawArrays(GL_QUADS, 0, 4); |
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} |
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// draw window |
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glDisable(GL_TEXTURE_2D); |
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glDisable(GL_BLEND); |
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glColor3f(1.0f,1.0f,1.0f); |
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rectangle(window_m,window_m,screen_size.x-53*ratio_2d.x-window_m*2,(font_size.y+2)*ratio_2d.y); |
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rectangle(screen_size.x-51*ratio_2d.x-window_m,window_m,22*ratio_2d.x,(font_size.y+2)*ratio_2d.y); |
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rectangle(screen_size.x-27*ratio_2d.x-window_m,window_m,22*ratio_2d.x,(font_size.y+2)*ratio_2d.y); |
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rectangle(screen_size.x-3*ratio_2d.x-window_m,window_m,3*ratio_2d.x,(font_size.y+2)*ratio_2d.y); |
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rectangle(window_m,window_m+(font_size.y+2)*ratio_2d.y,2*ratio_2d.x,screen_size.y-(font_size.y+2)*ratio_2d.y-window_m*2); |
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rectangle(screen_size.x-2*ratio_2d.x-window_m,window_m+(font_size.y+2)*ratio_2d.y,2*ratio_2d.x,screen_size.y-(font_size.y+2)*ratio_2d.y-window_m*2); |
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rectangle(window_m+2*ratio_2d.x,screen_size.y-ratio_2d.y-window_m,screen_size.x-4*ratio_2d.x-window_m*2,ratio_2d.y); |
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glColor3f(screen_color.x,screen_color.y,screen_color.z); |
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rectangle(window_m+2*ratio_2d.x,window_m+ratio_2d.y,56*ratio_2d.x,font_size.y*ratio_2d.y); |
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rectangle(window_m+60*ratio_2d.x,window_m+2*ratio_2d.y,screen_size.x-115*ratio_2d.x-window_m*2,2*ratio_2d.y); |
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rectangle(window_m+60*ratio_2d.x,window_m+6*ratio_2d.y,screen_size.x-115*ratio_2d.x-window_m*2,2*ratio_2d.y); |
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rectangle(screen_size.x-49*ratio_2d.x-window_m,window_m+ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y); |
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glColor3f(1.0f,1.0f,1.0f); |
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rectangle(screen_size.x-47*ratio_2d.x-window_m,window_m+2*ratio_2d.y,10*ratio_2d.x,4*ratio_2d.y); |
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glColor3f(0,0,0); |
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rectangle(screen_size.x-45*ratio_2d.x-window_m,window_m+3*ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y); |
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rectangle(screen_size.x-25*ratio_2d.x-window_m,window_m+1*ratio_2d.y,14*ratio_2d.x,6*ratio_2d.y); |
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glColor3f(screen_color.x,screen_color.y,screen_color.z); |
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rectangle(screen_size.x-21*ratio_2d.x-window_m,window_m+2*ratio_2d.y,14*ratio_2d.x,7*ratio_2d.y); |
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glColor3f(1.0f,1.0f,1.0f); |
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rectangle(screen_size.x-19*ratio_2d.x-window_m,window_m+3*ratio_2d.y,10*ratio_2d.x,5*ratio_2d.y); |
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rectangle(screen_size.x-16*ratio_2d.x-window_m,screen_size.y-9*ratio_2d.y-window_m,14*ratio_2d.x,8*ratio_2d.y); |
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glColor3f(screen_color.x,screen_color.y,screen_color.z); |
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rectangle(screen_size.x-14*ratio_2d.x-window_m,screen_size.y-8*ratio_2d.y-window_m,12*ratio_2d.x,7*ratio_2d.y); |
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glColor3f(1.0f,1.0f,1.0f); |
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rectangle(screen_size.x-8*ratio_2d.x-window_m,screen_size.y-8*ratio_2d.y-window_m,8*ratio_2d.x,2*ratio_2d.y); |
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rectangle(screen_size.x-14*ratio_2d.x-window_m,screen_size.y-5*ratio_2d.y-window_m,4*ratio_2d.x,5*ratio_2d.y); |
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rectangle(screen_size.x-12*ratio_2d.x-window_m,screen_size.y-7*ratio_2d.y-window_m,2*ratio_2d.x,1*ratio_2d.y); |
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rectangle(screen_size.x-8*ratio_2d.x-window_m,screen_size.y-5*ratio_2d.y-window_m,4*ratio_2d.x,3*ratio_2d.y); |
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glEnable(GL_BLEND); |
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if(m_polygon) glEnable(GL_TEXTURE_2D); |
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glBlendFunc(GL_ONE, GL_ONE); |
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glVertexPointer(2, GL_INT, 0, shell_vtx); |
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glTexCoordPointer(2, GL_FLOAT, 0, shell_tex); |
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glDrawArrays(GL_QUADS, 0, 4); |
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// draw corner |
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glDisable(GL_TEXTURE_2D); |
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glDisable(GL_BLEND); |
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glColor3f(0, 1.0f, 0); |
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glVertexPointer(2, GL_INT, 0, corner_vtx); |
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glLoadIdentity(); |
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glColor3f(0, 0, 0); |
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glColor3f(1.0f, 1.0f, 1.0f); |
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glDrawArrays(GL_TRIANGLES, 0, corner_n*3); |
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glTranslated(screen_size.x, 0, 0); |
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glRotated(90.0f, 0, 0, 1.0f); |
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@@ -493,7 +495,7 @@ void Render::Draw3D() |
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glTexCoordPointer(2, GL_FLOAT, 0, fs_quad_tex); |
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fbo_back->Unbind(); |
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if (shader_effect_flag && shader_blur_flag) |
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if (m_shader_fx && m_shader_blur) |
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{ |
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// shader blur horizontal |
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fbo_ping->Bind(); |
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@@ -523,7 +525,7 @@ void Render::Draw3D() |
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} |
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fbo_front->Unbind(); |
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// shader glow |
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if(shader_effect_flag && shader_glow_flag) |
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if(m_shader_fx && m_shader_glow) |
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{ |
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// shader blur horizontal |
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fbo_blur_h->Bind(); |
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@@ -578,14 +580,14 @@ void Render::Draw3D() |
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fs_quad(); |
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shader_glow->Unbind(); |
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} |
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if(!shader_effect_flag) |
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if(!m_shader_fx) |
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{ |
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// shader simple |
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fbo_pong->Bind(); |
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draw_shader_simple(fbo_front, 0); |
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} |
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fbo_pong->Unbind(); |
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if(shader_postfx_flag) |
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if(m_shader_postfx) |
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{ |
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// shader postfx |
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shader_postfx->Bind(); |
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@@ -613,4 +615,3 @@ void Render::Draw3D() |
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Render::~Render() |
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{ |
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} |
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