瀏覽代碼

calculate the number of items for the current setup menu (avoid selection of empty slot)

master
父節點
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a886c0d6df
共有 1 個文件被更改,包括 87 次插入54 次删除
  1. +87
    -54
      neercs/video/render.cpp

+ 87
- 54
neercs/video/render.cpp 查看文件

@@ -84,6 +84,28 @@ bool beat_flag = false; // flag
float beat_angle = 0; // angle
float beat_value = 0; // value
float beat_speed = 2.0f; // speed
/* common variable */
float value, angle, radius, scale, speed;
/* shader variable */
vec2 buffer(0.7f,0.3f); // [new frame mix,old frame mix]
vec2 remanency(0.3f,0.7f); // remanency [source mix,buffer mix]
vec2 glow_mix(0.6f,0.4f); // glow mix [source mix,glow mix]
vec2 glow_large(2.0f,2.0f); // large glow radius [center,corner]
vec2 glow_small(1.0f,1.0f); // small glow radius [center,corner]
vec2 blur(0.25f,0.5f); // glow radius [center,corner]
vec2 postfx_deform(0.7f,0.54f); // deformation [ratio,zoom]
vec3 postfx_filter(0.8f,0.9f,0.4f); // color filter [red,green,blue]
vec3 postfx_color(1.8f,1.5f,0.5f); // color modifier [brightness,contrast,grayscale]
vec2 postfx_corner(0.75f,0.95f); // corner [radius,blur]
vec3 postfx_retrace(0.05f,2.0f,4.0f); // retrace [strength,length,speed]
vec2 postfx_offset(3.0f,3.0f); // random line [horizontal,vertical]
float postfx_noise = 0.15f; // noise
float postfx_aberration = 3.0f; // chromatic aberration
vec4 postfx_ghost(0.1f,0.25f,0.1f,0.5f); // ghost picture [distance,strength,distance,strength]
vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); // vertical moire [base,variable,repeat x,repeat y]
vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variable,repeat x,repeat y]
vec4 postfx_scanline_h(0.75f, 0.25f,0.0f,2.0f); // vertical scanline [base,variable,repeat x,repeat y]
vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,variable,repeat x,repeat y]
/* window variable */
ivec2 border; // border width
/* text variable */
@@ -93,16 +115,27 @@ ivec2 font_size(8,8); // font size
ivec2 canvas_char(0,0); // canvas char number
ivec2 canvas_size(0,0); // caca size
/* setup variable */
bool setup_switch=false; // switch [option/item]
int setup_option=0; // selected option
int setup_option_n=9; // option number
int setup_item=0; // selected item
int setup_item_n=8; // item number
int setup_item_key=0; // item array key
bool setup_switch = false; // switch [option/item]
int setup_option = 0; // selected option
int setup_option_n = 10; // option number
int setup_item = 0; // selected item
int setup_item_n = 8; // item number
int setup_item_key = 0; // item array key
int setup_n = 0; // contextual option/item number
ivec2 setup_p(1,1); // position [x,y]
ivec3 setup_size(30,0,12); // size [w,h,split]
ivec2 setup_color(0x678,0x234); // size [w,h]
ivec2 setup_color(0x678,0x234); // color [foreground,background]
//vec3 radial(2.0f,0.8f,0); // radial [mix,strength,color mode]
char const *setup_text[] = {
"theme",
"default",
"ye olde monitor",
"green screen",
"",
"",
"",
"",
"",
"remanency",
"enable",
"buffer new frame",
@@ -134,11 +167,11 @@ char const *setup_text[] = {
"enable",
"deform ratio",
"zoom base",
"zoom variable",
"corner radius",
"corner blur",
"",
"",
"",
"color",
"filter red",
"filter green",
@@ -185,32 +218,16 @@ char const *setup_text[] = {
"v repeat x",
"v repeat y"
};
/* common variable */
float value, angle, radius, scale, speed;
/* shader variable */
vec2 buffer(0.7f,0.3f); // [new frame mix,old frame mix]
vec2 remanency(0.3f,0.7f); // remanency [source mix,buffer mix]
vec2 glow_mix(0.6f,0.4f); // glow mix [source mix,glow mix]
vec2 glow_large(2.0f,2.0f); // large glow radius [center,corner]
vec2 glow_small(1.0f,1.0f); // small glow radius [center,corner]
vec2 blur(0.25f,0.5f); // glow radius [center,corner]
//vec3 radial(2.0f,0.8f,0); // radial [mix,strength,color mode]
//------------------------------// [IDEAS] http://www.youtube.com/watch?v=d1qEP2vMe-I
vec2 postfx_deform(0.7f,0.54f); // deformation [ratio,zoom]
vec3 postfx_filter(0.8f,0.9f,0.4f); // color filter [red,green,blue]
vec3 postfx_color(1.8f,1.5f,0.5f); // color modifier [brightness,contrast,grayscale]
vec2 postfx_corner(0.75f,0.95f); // corner [radius,blur]
vec3 postfx_retrace(0.05f,2.0f,4.0f); // retrace [strength,length,speed]
vec2 postfx_offset(3.0f,3.0f); // random line [horizontal,vertical]
float postfx_noise = 0.15f; // noise
float postfx_aberration = 3.0f; // chromatic aberration
vec4 postfx_ghost(0.1f,0.25f,0.1f,0.5f); // ghost picture [distance,strength,distance,strength]
vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); // vertical moire [base,variable,repeat x,repeat y]
vec4 postfx_moire_v(0.75f,-0.25f,1.0f,1.5f); // horizontal moire [base,variable,repeat x,repeat y]
vec4 postfx_scanline_h(0.75f, 0.25f,0.0f,2.0f); // vertical scanline [base,variable,repeat x,repeat y]
vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,variable,repeat x,repeat y]
//------------------------------//
vec4 setup_var[]={
vec4 setup_var[]={ // setup variable [start,end,step,value]
vec4(0), /* theme */
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* remanency */
vec4(0, 1, 1, 1),
vec4(0.0f, 1.0f, 0.1f, buffer.x),
@@ -297,40 +314,53 @@ vec4 setup_var[]={

void Render::UpdateVar()
{
int k = 1;
int k = 1; /* theme */
k += 9; /* remanency */
m_shader_remanency = (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;
k += 4;
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;
glow_large = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
glow_small = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
k += 2;
k += 2; /* blur */
m_shader_blur = (setup_var[k].w == 1) ? true : false; k++;
blur = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
k += 6;
k += 6; /* screen */
m_shader_postfx = (setup_var[k].w == 1) ? true : false; k++;
postfx_deform = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
postfx_corner = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
k += 4;
k += 4; /* color */
postfx_filter = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3;
postfx_color = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3;
k += 3;
k += 3; /* noise */
postfx_offset = vec2(setup_var[k].w, setup_var[k + 1].w); k += 2;
postfx_noise = setup_var[k].w; k++;
postfx_aberration = setup_var[k].w; k++;
postfx_retrace = vec3(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w); k += 3;
k += 2;
k += 2; /* ghost */
postfx_ghost = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
k += 5;
k += 5; /* moire */
postfx_moire_h = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
postfx_moire_v = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
k++;
k++; /* scanline */
postfx_scanline_h = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
postfx_scanline_v = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
}

int calc_item_length()
{
int n = !setup_switch ? setup_option_n : setup_item_n;
int v = 0;
for (int i = 0; i < n; i++)
{
int k = !setup_switch ? (i * (setup_item_n + 1)) : (setup_option * (setup_item_n + 1) + 1 + i);
if (setup_text[k] == "") return i;
}
return n - 1;
}

Shader *shader_simple;
Shader *shader_blur_h, *shader_blur_v;
Shader *shader_remanency, *shader_glow, *shader_radial, *shader_postfx;
@@ -485,6 +515,8 @@ int Render::CreateGLWindow()
setup_size.y = ((setup_option_n > setup_item_n) ? setup_option_n : setup_item_n) + 1;
setup_p = (canvas_char - setup_size.xy) / 2;

setup_n = calc_item_length();

InitDraw();
return true;
}
@@ -551,6 +583,7 @@ void Render::TickDraw(float seconds)
if (m_setup)
{
setup_switch = !setup_switch;
setup_n = calc_item_length();
}
timer_key = timer;
}
@@ -561,13 +594,13 @@ void Render::TickDraw(float seconds)
if (!setup_switch)
{
setup_option--;
if (setup_option < 0) setup_option = setup_option_n - 1;
if (setup_option < 0) setup_option = setup_n;
setup_item = 0;
}
else
{
setup_item--;
if (setup_item < 0) setup_item = setup_item_n - 1;
if (setup_item < 0) setup_item = setup_n;
}
}
timer_key = timer;
@@ -579,13 +612,13 @@ void Render::TickDraw(float seconds)
if (!setup_switch)
{
setup_option++;
if (setup_option > setup_option_n - 1) setup_option = 0;
if (setup_option > setup_n) setup_option = 0;
setup_item = 0;
}
else
{
setup_item++;
if (setup_item > setup_item_n - 1) setup_item = 0;
if (setup_item > setup_n) setup_item = 0;
}
}
timer_key = timer;
@@ -611,12 +644,12 @@ void Render::TickDraw(float seconds)
{
if (!setup_switch)
{
setup_option = setup_option_n - 1;
setup_option = setup_n;
setup_item = 0;
}
else
{
setup_item = setup_item_n - 1;
setup_item = setup_n;
}
}
timer_key = timer;
@@ -733,17 +766,17 @@ void Render::TickDraw(float seconds)
for (int i = 0; i < setup_item_n; i++)
{
int y = setup_p.y + 1 + i;
int k = setup_option * (setup_item_n + 1) + 1;
int k = setup_option * (setup_item_n + 1) + 1 + i;
if (setup_item != i || !setup_switch)
{
caca_set_color_argb(m_caca, setup_color.x, setup_color.y);
caca_put_str(m_caca, setup_p.x + setup_size.z + 1, y, setup_text[k + i]);
caca_put_str(m_caca, setup_p.x + setup_size.z + 1, y, setup_text[k]);
}
else
{
caca_set_color_argb(m_caca, setup_color.y, setup_color.x);
caca_draw_line(m_caca, setup_p.x + setup_size.z, y, setup_p.x + setup_size.x, y,' ');
caca_put_str(m_caca, setup_p.x + setup_size.z + 1, y, setup_text[k + i]);
caca_put_str(m_caca, setup_p.x + setup_size.z + 1, y, setup_text[k]);
}
}
/* display variable */
@@ -751,7 +784,7 @@ void Render::TickDraw(float seconds)
setup_item_key = setup_option * (setup_item_n + 1) + 1 + setup_item;
caca_set_color_argb(m_caca, setup_color.y, setup_color.x);
caca_draw_line(m_caca, setup_p.x, y, setup_p.x + setup_size.x, y,' ');
if (setup_switch && setup_text[setup_item_key] != "")
if (setup_switch)
{
int w = setup_size.x - 3 - 4;
int bar_w = (w / (setup_var[setup_item_key].y - setup_var[setup_item_key].x) * setup_var[setup_item_key].w);
@@ -958,4 +991,4 @@ void Render::Draw3D()

Render::~Render()
{
}
}

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