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@@ -107,7 +107,7 @@ 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_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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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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vec3 postfx_corner(0.0f,0.75f,0.95f); // corner [width,radius,blur] |
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vec4 copper(0.75,0.375,64,8); // copper [base,variable,repeat x,repeat y] |
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vec4 copper(0.75f,0.25f,2.0f,0.40f); // copper [base,variable,repeat x,repeat y] |
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/* text variable */ |
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/* text variable */ |
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ivec2 ratio_2d(2,4); // 2d ratio |
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ivec2 ratio_2d(2,4); // 2d ratio |
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ivec2 map_size(256,256); // texture map size |
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ivec2 map_size(256,256); // texture map size |
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@@ -226,8 +226,8 @@ char const *setup_text[] = { |
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"enable", |
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"enable", |
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"base", |
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"base", |
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"variable", |
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"variable", |
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"repeat ?", |
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"repeat ?", |
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"color repeat", |
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"copper height", |
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"", |
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"", |
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"", |
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"", |
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"" |
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"" |
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@@ -328,8 +328,8 @@ vec4 setup_var[]={ // setup variable [start,end,step,value] |
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vec4( 0, 1, 1, 1), |
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vec4( 0, 1, 1, 1), |
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vec4(0.0f, 1.0f, 0.05f, copper.x), |
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vec4(0.0f, 1.0f, 0.05f, copper.x), |
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vec4(0.0f, 1.0f, 0.05f, copper.y), |
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vec4(0.0f, 1.0f, 0.05f, copper.y), |
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vec4(0.0f, 64.0f, 4.00f, copper.z), |
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vec4(0.0f, 8.0f, 1.00f, copper.w), |
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vec4(1.0f, 5.0f, 0.10f, copper.z), |
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vec4(0.0f, 1.0f, 0.05f, copper.w), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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vec4(0), |
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@@ -582,6 +582,15 @@ void Render::TickGame(float seconds) |
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{ |
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{ |
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Entity::TickGame(seconds); |
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Entity::TickGame(seconds); |
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/* draw LOLCUBE */ |
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caca_set_color_argb(m_caca, 0xfff, 0x000); |
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caca_put_str(m_caca, canvas_char.x - 8, canvas_char.y - 6, "_______"); |
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caca_put_str(m_caca, canvas_char.x - 9, canvas_char.y - 5, "/ /|"); |
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caca_put_str(m_caca, canvas_char.x - 10, canvas_char.y - 4, "/______/ |"); |
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caca_put_str(m_caca, canvas_char.x - 10, canvas_char.y - 3, "| | |"); |
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caca_put_str(m_caca, canvas_char.x - 10, canvas_char.y - 2, "| :D | /"); |
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caca_put_str(m_caca, canvas_char.x - 10, canvas_char.y - 1, "|______|/"); |
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/* draw setup */ |
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/* draw setup */ |
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if (m_setup) |
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if (m_setup) |
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{ |
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{ |
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@@ -664,14 +673,6 @@ void Render::TickGame(float seconds) |
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caca_set_color_argb(m_caca, 0xfff, 0x000); |
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caca_set_color_argb(m_caca, 0xfff, 0x000); |
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caca_printf(m_caca, 0, 0, "%i*%i", w, h); |
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caca_printf(m_caca, 0, 0, "%i*%i", w, h); |
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} |
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} |
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/* draw LOL */ |
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caca_set_color_argb(m_caca, 0xfff, 0x000); |
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caca_put_str(m_caca, canvas_char.x - 9 , canvas_char.y - 6, "_______"); |
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caca_put_str(m_caca, canvas_char.x - 10, canvas_char.y - 5, "/ /|"); |
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caca_put_str(m_caca, canvas_char.x - 11, canvas_char.y - 4, "/______/ |"); |
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caca_put_str(m_caca, canvas_char.x - 11, canvas_char.y - 3, "| | |"); |
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caca_put_str(m_caca, canvas_char.x - 11, canvas_char.y - 2, "| :D | /"); |
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caca_put_str(m_caca, canvas_char.x - 11, canvas_char.y - 1, "|______|/"); |
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} |
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} |
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@@ -699,7 +700,7 @@ void Render::TickDraw(float seconds) |
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m_shader_glow = !m_shader_glow; |
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m_shader_glow = !m_shader_glow; |
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m_shader_blur = !m_shader_blur; |
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m_shader_blur = !m_shader_blur; |
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m_shader_remanency = !m_shader_remanency; |
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m_shader_remanency = !m_shader_remanency; |
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m_shader_copper = !m_shader_copper; |
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//m_shader_copper = !m_shader_copper; |
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m_shader_color = !m_shader_color; |
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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_noise = !m_shader_noise; |
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m_shader_postfx = !m_shader_postfx; |
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m_shader_postfx = !m_shader_postfx; |
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@@ -1069,8 +1070,8 @@ void Render::Draw3D() |
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shader_copper->Bind(); |
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shader_copper->Bind(); |
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shader_copper->SetUniform(shader_copper_texture, fbo_back->GetTexture(), 0); |
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shader_copper->SetUniform(shader_copper_texture, fbo_back->GetTexture(), 0); |
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shader_copper->SetUniform(shader_copper_screen_size, (vec2)screen_size); |
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shader_copper->SetUniform(shader_copper_screen_size, (vec2)screen_size); |
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shader_copper->SetUniform(shader_copper_time, fx_angle); |
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shader_copper->SetUniform(shader_copper_copper, copper); |
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shader_copper->SetUniform(shader_copper_time, fx_angle * 2.0f); |
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shader_copper->SetUniform(shader_copper_copper, vec4(copper.x, copper.y, copper.z * 16.0f, copper.w * 16.0f)); |
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TraceQuad(); |
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TraceQuad(); |
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shader_color->Unbind(); |
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shader_color->Unbind(); |
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fbo_tmp->Unbind(); |
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fbo_tmp->Unbind(); |
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