Procházet zdrojové kódy

neercs: added radial blur! FUCK YEAH \:D/

master
rez Sam Hocevar <sam@hocevar.net> před 12 roky
rodič
revize
8abcdd40cd
10 změnil soubory, kde provedl 160 přidání a 75 odebrání
  1. +2
    -2
      neercs/Makefile.am
  2. +1
    -0
      neercs/neercs.vcxproj
  3. +3
    -0
      neercs/neercs.vcxproj.filters
  4. +1
    -1
      neercs/term/term.cpp
  5. +5
    -5
      neercs/video/color.lolfx
  6. +7
    -7
      neercs/video/mirror.lolfx
  7. +31
    -25
      neercs/video/postfx.lolfx
  8. +44
    -0
      neercs/video/radial.lolfx
  9. +64
    -32
      neercs/video/render.cpp
  10. +2
    -3
      neercs/video/render.h

+ 2
- 2
neercs/Makefile.am Zobrazit soubor

@@ -17,8 +17,8 @@ neercs_SOURCES = \
video/text-render.cpp video/text-render.h \
video/simple.lolfx \
video/blurh.lolfx video/blurv.lolfx video/glow.lolfx \
video/remanence.lolfx video/copper.lolfx video/color.lolfx \
video/noise.lolfx video/postfx.lolfx video/mirror.lolfx \
video/remanence.lolfx video/copper.lolfx video/color.lolfx video/noise.lolfx \
video/postfx.lolfx video/mirror.lolfx video/radial.lolfx \
video/text.lolfx
neercs_CPPFLAGS = @LOL_CFLAGS@ @PIPI_CFLAGS@ @CACA_CFLAGS@ -Iold
neercs_LDADD =


+ 1
- 0
neercs/neercs.vcxproj Zobrazit soubor

@@ -92,6 +92,7 @@
<LolFxCompile Include="video\noise.lolfx" />
<LolFxCompile Include="video\postfx.lolfx" />
<LolFxCompile Include="video\mirror.lolfx" />
<LolFxCompile Include="video\radial.lolfx" />
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{587FCCE9-1D8D-4398-B8B6-E8F4E9A92233}</ProjectGuid>


+ 3
- 0
neercs/neercs.vcxproj.filters Zobrazit soubor

@@ -159,5 +159,8 @@
<LolFxCompile Include="video\mirror.lolfx">
<Filter>video</Filter>
</LolFxCompile>
<LolFxCompile Include="video\radial.lolfx">
<Filter>video</Filter>
</LolFxCompile>
</ItemGroup>
</Project>

+ 1
- 1
neercs/term/term.cpp Zobrazit soubor

@@ -253,4 +253,4 @@ void Term::DrawFancyShit()
caca_put_str(m_caca, 0, 2, "root@lol:~/ echo LOL");
caca_put_str(m_caca, 0, 3, "LOL");
caca_put_str(m_caca, 0, 4, "root@lol:~/");
}
}

+ 5
- 5
neercs/video/color.lolfx Zobrazit soubor

@@ -23,13 +23,13 @@ void main(void)
vec2 p = gl_FragCoord.xy/screen_size.xy;
vec3 c = texture2D(texture,p).xyz;

float a = (c.x+c.y+c.z)/3.0;
c = mix(c,vec3(a),color.w); // grayscale
float a = (c.x + c.y + c.z) / 3.0;
c = mix(c, vec3(a), color.w); // grayscale
c *= filter; // filter
c += color.z*0.1; // level
c += color.z * 0.1; // level
c *= color.x; // brightness
c = 0.5+(c-0.5)*color.y; // contrast
c = 0.5 + (c - 0.5) * color.y; // contrast
c += flash; // flash

gl_FragColor = vec4(c,1.0);
gl_FragColor = vec4(c, 1.0);
}

+ 7
- 7
neercs/video/mirror.lolfx Zobrazit soubor

@@ -19,13 +19,13 @@ uniform vec4 mirror;
void main(void)
{
vec2 p = gl_TexCoord[0].xy;
vec3 source = texture2D(texture, p).xyz;
vec3 s = texture2D(texture, p).xyz;

vec3 color = vec3(0.0);
if(p.x < mirror.x) color = (texture2D(texture, vec2(mirror.x + (mirror.x - p.x) * mirror.w, p.y)).xyz) * (mirror.z / mirror.x * p.x);
if(p.x > 1.0 - mirror.x) color = (texture2D(texture, vec2(- mirror.x - (mirror.x + p.x) * mirror.w, p.y)).xyz) * (mirror.z / mirror.x * (1.0 - p.x));
if(p.y < mirror.y) color = (texture2D(texture, vec2(p.x, mirror.y + (mirror.y - p.y) * mirror.w)).xyz) * (mirror.z / mirror.y * p.y);
if(p.y > 1.0 - mirror.y) color = (texture2D(texture, vec2(p.x, - mirror.y - (mirror.y + p.y) * mirror.w)).xyz) * (mirror.z / mirror.y * (1.0 - p.y));
vec3 c = vec3(0.0);
if(p.x < mirror.x) c = (texture2D(texture, vec2(mirror.x + (mirror.x - p.x) * mirror.w, p.y)).xyz) * (mirror.z / mirror.x * p.x);
if(p.x > 1.0 - mirror.x) c = (texture2D(texture, vec2(- mirror.x - (mirror.x + p.x) * mirror.w, p.y)).xyz) * (mirror.z / mirror.x * (1.0 - p.x));
if(p.y < mirror.y) c = (texture2D(texture, vec2(p.x, mirror.y + (mirror.y - p.y) * mirror.w)).xyz) * (mirror.z / mirror.y * p.y);
if(p.y > 1.0 - mirror.y) c = (texture2D(texture, vec2(p.x, - mirror.y - (mirror.y + p.y) * mirror.w)).xyz) * (mirror.z / mirror.y * (1.0 - p.y));

gl_FragColor = vec4(source + color + color * color, 1.0);
gl_FragColor = vec4(s + c, 1.0);
}

+ 31
- 25
neercs/video/postfx.lolfx Zobrazit soubor

@@ -4,8 +4,8 @@

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

[frag.glsl]
@@ -30,7 +30,7 @@ uniform float beat;

vec2 screen(in vec2 p,in float radius)
{
float d = deform.x+sync*0.0625+beat*0.0375;
float d=deform.x+sync*0.0625+beat*0.0375;
return p*(1.5-(radius*cos(p.x*d)+radius*cos(p.y*d)))-0.5;
}

@@ -46,30 +46,36 @@ float letterbox(in vec2 p,in float w,in float radius,in float smooth)

void main(void)
{
vec2 q = gl_FragCoord.xy/screen_size.xy;
vec2 p = -1.0+2.0*gl_FragCoord.xy/screen_size.xy;
p.y += 0.025*sync;
vec2 z = screen(p,deform.y);
vec2 z1 = screen(p,deform.y+ghost1.z*0.01);
vec2 z2 = screen(p,deform.y+ghost2.z*0.01);
float mask = q.x*(6.0-q.x*6.0)*q.y*(6.0-q.y*6.0);
vec2 q=gl_FragCoord.xy/screen_size.xy;
vec2 p=-1.0+2.0*gl_FragCoord.xy/screen_size.xy;
p.y+=0.025*sync;
vec2 z=screen(p,deform.y);
vec2 z1=screen(p,deform.y+ghost1.z*0.01);
vec2 z2=screen(p,deform.y+ghost2.z*0.01);
float mask=q.x*(6.0-q.x*6.0)*q.y*(6.0-q.y*6.0);

vec3 source = get_color(texture,z);
vec3 g1 = get_color(texture,z1-ghost1.xy*0.01);
vec3 g2 = get_color(texture,z2-ghost2.xy*0.01);
vec3 source=get_color(texture,z);
vec3 g1=get_color(texture,z1-ghost1.xy*0.01);
vec3 g2=get_color(texture,z2-ghost2.xy*0.01);

vec3 c = source+g1*ghost1.w+g2*ghost2.w; // mix
vec3 c=source+g1*ghost1.w+g2*ghost2.w; // mix

float v = aberration/float(screen_size.x);//+aberration/float(screen_size.x)*(2.0-mask);
vec3 ca1 = get_color(texture,vec2(z.x-v,z.y));
vec3 ca2 = get_color(texture,vec2(z.x+v,z.y));
c += vec3(ca1.x,c.y,ca2.z); // chromatic aberration
float v=aberration/float(screen_size.x);//+aberration/float(screen_size.x)*(2.0-mask);
vec3 ca1=get_color(texture,vec2(z.x-v,z.y));
vec3 ca2=get_color(texture,vec2(z.x+v,z.y));
c+=vec3(ca1.x,c.y,ca2.z); // chromatic aberration

c *= moire_h.x+moire_h.y*sin(z.y*float(screen_size.y*moire_h.z))*sin(0.5+z.x*float(screen_size.x*moire_h.w)); // moire h
c *= moire_v.x+moire_v.y*sin(z.x*float(screen_size.x*moire_v.z))*sin(0.5+z.y*float(screen_size.y*moire_v.w)); // moire v
c *= scanline_h.x+scanline_h.y*cos(z.y*float(screen_size.y*scanline_h.z+scanline_h.w)); // scanline h
c *= scanline_v.x+scanline_v.y*cos(z.x*float(screen_size.x*scanline_v.z+scanline_v.w)); // scanline v
c *= mix(1.0,mask,vignetting); // vignetting
c *= letterbox(z,corner.x+2.0,corner.y,corner.z); // corner
gl_FragColor = vec4(c,1.0);
vec3 c1=vec3(0.3,0.2,0.2);
vec3 c2=vec3(1.0,1.0,1.0);
vec3 c3=vec3(0.0,0.4,0.7);

c+=((p.y<0.0)?mix(c1,c2,1.0+p.y):mix(c2,c3,p.y))*0.25; // reflection

c*=moire_h.x+moire_h.y*sin(z.y*float(screen_size.y*moire_h.z))*sin(0.5+z.x*float(screen_size.x*moire_h.w)); // moire h
c*=moire_v.x+moire_v.y*sin(z.x*float(screen_size.x*moire_v.z))*sin(0.5+z.y*float(screen_size.y*moire_v.w)); // moire v
c*=scanline_h.x+scanline_h.y*cos(z.y*float(screen_size.y*scanline_h.z+scanline_h.w)); // scanline h
c*=scanline_v.x+scanline_v.y*cos(z.x*float(screen_size.x*scanline_v.z+scanline_v.w)); // scanline v
c*=mix(1.0,mask,vignetting); // vignetting
c*=letterbox(z,corner.x+2.0,corner.y,corner.z); // corner
gl_FragColor=vec4(c,1.0);
}

+ 44
- 0
neercs/video/radial.lolfx Zobrazit soubor

@@ -0,0 +1,44 @@
[vert.glsl]

#version 120

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

[frag.glsl]

#version 120

uniform sampler2D texture;
uniform vec2 screen_size;
uniform vec4 radial;

vec3 deform(in vec2 p)
{
float zoom = 0.5;
vec2 uv = p * zoom - 0.5;
return texture2D(texture, uv).xyz;
}

void main(void)
{
vec2 p = -1.0+2.0*gl_TexCoord[0].xy;
vec2 s = p;
vec3 source=deform(s);

vec3 color = vec3(1.0,1.0,1.0);

vec2 d = -p / float(radial.z * radial.x);
float w = 1.0;
for(int i = 0; i < radial.z; i++)
{
vec3 c = deform(s);
color += c * w;
w *= radial.y;
s += d;
}
gl_FragColor = vec4(source + color * radial.w, 1.0);
}

+ 64
- 32
neercs/video/render.cpp Zobrazit soubor

@@ -42,6 +42,7 @@ extern char const *lolfx_color;
extern char const *lolfx_noise;
extern char const *lolfx_postfx;
extern char const *lolfx_mirror;
extern char const *lolfx_radial;

#define PID M_PI/180.0f // pi ratio

@@ -102,11 +103,11 @@ vec2 blur(0.5f,0.0f); // blur radius [center,corner]
vec4 copper_copper(0.75f,0.25f,0.42f,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(1.4f,1.2f,0.1f,0.35f); // color modifier [brightness,contrast,level,grayscale]
vec4 color_color(1.0f,1.25f,0.0f,0.35f); // color modifier [brightness,contrast,level,grayscale]
vec2 noise_offset(1.0f,1.0f); // random line [horizontal,vertical]
float noise_noise = 0.15f; // noise
vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed]
vec2 postfx_deform(0.8f,0.52f); // deformation [ratio,zoom]
vec2 postfx_deform(0.8f,0.48f); // deformation [ratio,zoom]
float postfx_vignetting = 0.5f; // vignetting strength
float postfx_aberration = 4.0f; // chromatic aberration
vec4 postfx_ghost1(1.0f,0.0f,0.0f,-0.25f); // ghost picture 1 [position x,position y,position z,strength]
@@ -116,21 +117,22 @@ vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variab
vec4 postfx_scanline_h(1.0f,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]
vec3 postfx_corner(0.0f,0.8f,0.96f); // corner [width,radius,blur]
vec4 mirror(0.6f,0.6f,0.4f,4.0f); // mirror [width,height,strength,ratio]
vec4 mirror(0.95f,0.9f,0.4f,3.0f); // mirror [width,height,strength,ratio]
vec4 radial(4.0f,0.94f,32,0.25f); // radial [distance,fade ratio,iteration,strength]
/* text variable */
ivec2 ratio_2d(2,3); // 2d ratio
ivec2 map_size(256,256); // texture map size
ivec2 font_size(8,8); // font size
ivec2 canvas_char(0,0); // canvas char number
ivec2 canvas_size(0,0); // caca size
ivec2 border(2 * ratio_2d.x * font_size.x,1 * ratio_2d.x * font_size.y); // border width
ivec2 border(2 * ratio_2d.x * font_size.x,1 * ratio_2d.y * font_size.y); // border width
/* setup variable */
bool setup_switch = false; // switch [option/item]
int setup_n = 0; // item/option number
int setup_h = 8; // height
int setup_cursor = 0; // cursor position
int setup_option_i = 0; // selected option
int setup_option_n = 12; // option number
int setup_option_n = 13; // option number
int setup_option_p = 0; // option position
int setup_item_i = 0; // selected item
int setup_item_n = 8; // item number
@@ -247,6 +249,15 @@ char const *setup_text[] = {
"ratio",
"",
"",
"",
"radial",
"enable",
"distance",
"fade ratio",
"iteration",
"strength",
"",
"",
""
};

@@ -355,7 +366,16 @@ vec4 setup_var[]={ // setup variable [start,end,step,value]
vec4(0.0f, 2.0f, 0.05f, mirror.x),
vec4(0.0f, 2.0f, 0.05f, mirror.y),
vec4(0.0f, 1.0f, 0.05f, mirror.z),
vec4(1.0f, 4.0f, 0.25f, mirror.w),
vec4(1.0f, 8.0f, 1.00f, mirror.w),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* radial blur */
vec4(0, 1, 1, 1),
vec4(2.0f, 8.0f, 0.25f, radial.x),
vec4(0.5f, 1.0f, 0.01f, radial.y),
vec4(2.0f,64.0f, 2.00f, radial.z),
vec4(0.0f, 1.0f, 0.05f, radial.w),
vec4(0),
vec4(0),
vec4(0),
@@ -409,6 +429,9 @@ void Render::UpdateVar()
k += 1; /* mirror */
m_shader_mirror = (setup_var[k].w == 1) ? true : false; k++;
mirror = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
k += 4; /* radial blur */
m_shader_radial = (setup_var[k].w == 1) ? true : false; k++;
radial = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
UpdateSize();
}

@@ -439,7 +462,7 @@ int calc_item_length()
Shader *shader_simple;
Shader *shader_blur_h, *shader_blur_v, *shader_glow;
Shader *shader_remanence, *shader_copper, *shader_color;
Shader *shader_noise, *shader_postfx, *shader_mirror;
Shader *shader_noise, *shader_postfx, *shader_mirror, *shader_radial;
// shader variables
ShaderUniform shader_simple_texture;
ShaderUniform shader_blur_h_texture,
@@ -487,6 +510,9 @@ ShaderUniform shader_postfx_texture,
ShaderUniform shader_mirror_texture,
shader_mirror_screen_size,
shader_mirror_mirror;
ShaderUniform shader_radial_texture,
shader_radial_screen_size,
shader_radial_radial;

FrameBuffer *fbo_back, *fbo_front, *fbo_screen;
FrameBuffer *fbo_blur_h, *fbo_blur_v;
@@ -586,6 +612,11 @@ int Render::InitDraw(void)
shader_mirror_texture = shader_mirror->GetUniformLocation("texture");
shader_mirror_screen_size = shader_mirror->GetUniformLocation("screen_size");
shader_mirror_mirror = shader_mirror->GetUniformLocation("mirror");
// shader radial blur
shader_radial = Shader::Create(lolfx_radial);
shader_radial_texture = shader_radial->GetUniformLocation("texture");
shader_radial_screen_size = shader_radial->GetUniformLocation("screen_size");
shader_radial_radial = shader_radial->GetUniformLocation("radial");
// initialize setup
setup_n = calc_item_length();
return true;
@@ -604,7 +635,6 @@ Render::Render(caca_canvas_t *caca)
m_fps_debug(0),
m_ready(false),
m_pause(false),
m_polygon(true),
m_shader(true),
m_shader_glow(true),
m_shader_blur(true),
@@ -613,7 +643,8 @@ Render::Render(caca_canvas_t *caca)
m_shader_color(true),
m_shader_noise(true),
m_shader_postfx(true),
m_shader_mirror(true)
m_shader_mirror(true),
m_shader_radial(true)
{
m_txt_screen = new TextRender(m_cv_screen, font_size);
m_txt_setup = new TextRender(m_cv_setup, font_size);
@@ -622,18 +653,6 @@ Render::Render(caca_canvas_t *caca)
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, "/ /|");
caca_put_str(m_cv_screen, canvas_char.x - 10, canvas_char.y - 4, "/______/ |");
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 (g_setup)
{
@@ -646,10 +665,12 @@ void Render::TickGame(float seconds)
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");
/* 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++)
{
@@ -755,9 +776,7 @@ void Render::TickDraw(float seconds)
m_shader_noise = !m_shader_noise;
m_shader_postfx = !m_shader_postfx;
m_shader_mirror = !m_shader_mirror;
//m_polygon = !m_polygon;
//polygon_fillmode = (m_polygon)?GL_FILL:GL_LINE;
//glPolygonMode(GL_FRONT, polygon_fillmode);
m_shader_radial = !m_shader_radial;
}
if (Input::WasPressed(Key::Tab))
{
@@ -1083,6 +1102,7 @@ void Render::Draw2D()
glViewport(0, 0, screen_size.x, screen_size.y);

/* Clear the back buffer */
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_COLOR, GL_DST_ALPHA);

@@ -1094,16 +1114,12 @@ void Render::Draw2D()
if (g_setup)
m_txt_setup->Blit((screen_size - setup_canvas_size) / 2, setup_canvas_size);

//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);

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);

fx_angle=main_angle-part_angle;
}

void Render::Draw3D()
@@ -1330,6 +1346,23 @@ void Render::Draw3D()
fbo_front->Unbind();
}

if (m_shader_radial)
{
// shader radial blur
fbo_tmp->Bind();
shader_radial->Bind();
shader_radial->SetUniform(shader_radial_texture, fbo_front->GetTexture(), 0);
shader_radial->SetUniform(shader_radial_screen_size, (vec2)screen_size);
shader_radial->SetUniform(shader_radial_radial, vec4(radial.x, radial.y, radial.z, radial.w * 0.1f));
TraceQuad();
shader_radial->Unbind();
fbo_tmp->Unbind();
// shader simple
fbo_front->Bind();
ShaderSimple(fbo_tmp, 0);
fbo_front->Unbind();
}

// shader simple
ShaderSimple(fbo_front, 0);

@@ -1341,5 +1374,4 @@ Render::~Render()
{
if (m_fps_debug)
Ticker::Unref(m_fps_debug);
}

}

+ 2
- 3
neercs/video/render.h Zobrazit soubor

@@ -37,7 +37,6 @@ private:

bool m_ready;
bool m_pause;
bool m_polygon;
bool m_shader;
bool m_shader_glow;
bool m_shader_blur;
@@ -47,7 +46,7 @@ private:
bool m_shader_noise;
bool m_shader_postfx;
bool m_shader_mirror;
bool m_shader_radial;
};

#endif // __VIDEO_RENDER_H__

#endif // __VIDEO_RENDER_H__

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