@@ -86,6 +86,7 @@ void Neercs::TickGame(float seconds) | |||||
float a = m_time * 1 + M_PI / 180 * i * 8; | float a = m_time * 1 + M_PI / 180 * i * 8; | ||||
float b = m_time * -2 + M_PI / 180 * i * 5; | float b = m_time * -2 + M_PI / 180 * i * 5; | ||||
int y = h / 2 + h / 4 * lol::cos(a) + h / 4 * lol::sin(b); | int y = h / 2 + h / 4 * lol::cos(a) + h / 4 * lol::sin(b); | ||||
caca_set_color_argb(m_caca, hex_color(0.25f + 0.5f / w * i - 0.25f / h * y, 0.25f, 0.25f + 0.25f / w * i + 0.25f / h * y), bg_color); | |||||
caca_draw_line(m_caca, i, y - 1, i, y + 1,'%'); | caca_draw_line(m_caca, i, y - 1, i, y + 1,'%'); | ||||
} | } | ||||
@@ -99,21 +100,23 @@ void Neercs::TickGame(float seconds) | |||||
int logo_x = (w - 45) / 2; | int logo_x = (w - 45) / 2; | ||||
int logo_y = h / 2 - 2; | int logo_y = h / 2 - 2; | ||||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.375f * lol::cos(m_time * 3 ),0.5f,0.5f + 0.25f * lol::sin(m_time * 3 )), bg_color); | |||||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.5f * lol::cos(m_time * 3 ), 0.5f, 0.5f + 0.25f * lol::sin(m_time * 3 )), bg_color); | |||||
caca_put_str(m_caca, logo_x, logo_y ,".___ __ ______ ______ ______ ______ ______,"); | caca_put_str(m_caca, logo_x, logo_y ,".___ __ ______ ______ ______ ______ ______,"); | ||||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.375f * lol::cos(m_time * 3 + M_PI / 4 * 1),0.5f,0.5f + 0.25f * lol::sin(m_time * 3 + M_PI / 4 * 1)), bg_color); | |||||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.5f * lol::cos(m_time * 3 + M_PI / 4 * 1), 0.5f, 0.5f + 0.25f * lol::sin(m_time * 3 + M_PI / 4 * 1)), bg_color); | |||||
caca_put_str(m_caca, logo_x, logo_y + 1, " \\° \\| /° __ \\° __ \\° __ \\/° ___//° ___/"); | caca_put_str(m_caca, logo_x, logo_y + 1, " \\° \\| /° __ \\° __ \\° __ \\/° ___//° ___/"); | ||||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.375f * lol::cos(m_time * 3 + M_PI / 4 * 2),0.5f,0.5f + 0.25f * lol::sin(m_time * 3 + M_PI / 4 * 2)), bg_color); | |||||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.5f * lol::cos(m_time * 3 + M_PI / 4 * 2), 0.5f, 0.5f + 0.25f * lol::sin(m_time * 3 + M_PI / 4 * 2)), bg_color); | |||||
caca_put_str(m_caca, logo_x, logo_y + 2, " / ` > ____/ ____/ ,_ <_ <____\\___ \\"); | caca_put_str(m_caca, logo_x, logo_y + 2, " / ` > ____/ ____/ ,_ <_ <____\\___ \\"); | ||||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.375f * lol::cos(m_time * 3 + M_PI / 4 * 3),0.5f,0.5f + 0.25f * lol::sin(m_time * 3 + M_PI / 4 * 3)), bg_color); | |||||
caca_set_color_argb(m_caca, hex_color(0.5f + 0.5f * lol::cos(m_time * 3 + M_PI / 4 * 3), 0.5f, 0.5f + 0.25f * lol::sin(m_time * 3 + M_PI / 4 * 3)), bg_color); | |||||
caca_put_str(m_caca, logo_x, logo_y + 3, "/__/\\___\\______\\______\\__| \\__/_____________\\"); | caca_put_str(m_caca, logo_x, logo_y + 3, "/__/\\___\\______\\______\\__| \\__/_____________\\"); | ||||
caca_set_color_argb(m_caca, 0xdef, bg_color); | caca_set_color_argb(m_caca, 0xdef, bg_color); | ||||
caca_put_str(m_caca, logo_x + 5, logo_y + 5, "ALL YOUR TERMINALS ARE BELONG TO US"); | caca_put_str(m_caca, logo_x + 5, logo_y + 5, "ALL YOUR TERMINALS ARE BELONG TO US"); | ||||
caca_set_color_argb(m_caca, 0x666, bg_color); | caca_set_color_argb(m_caca, 0x666, bg_color); | ||||
caca_put_str(m_caca, w - 10, h - 1, "CACA RULEZ"); | |||||
caca_printf(m_caca, 0, h - 2, "W=%i", w); | |||||
caca_printf(m_caca, 0, h - 1, "H=%i", h); | |||||
caca_printf(m_caca, 2, h - 3, "W=%i", w); | |||||
caca_printf(m_caca, 2, h - 2, "H=%i", h); | |||||
caca_set_color_argb(m_caca, hex_color(0.6f + 0.4f * lol::cos(m_time * 2), 0.125f, 0.125f), bg_color); | |||||
caca_put_str(m_caca, w - 12, h - 2, "CACA RULEZ"); | |||||
} | } | ||||
@@ -27,7 +27,7 @@ float lens=deform+sync*0.0625; | |||||
vec2 zoom(in vec2 p,in float radius) | vec2 zoom(in vec2 p,in float radius) | ||||
{ | { | ||||
float zoom=1.5-(radius*cos(p.x*lens)+radius*cos(p.y*lens)); | float zoom=1.5-(radius*cos(p.x*lens)+radius*cos(p.y*lens)); | ||||
return vec2(p.x*zoom-0.5,p.y*zoom-0.5); | |||||
return p*zoom-0.5; | |||||
} | } | ||||
vec3 get_color(in sampler2D tex,in vec2 p) | vec3 get_color(in sampler2D tex,in vec2 p) | ||||
@@ -37,7 +37,7 @@ vec3 get_color(in sampler2D tex,in vec2 p) | |||||
float rand(in vec2 p) | float rand(in vec2 p) | ||||
{ | { | ||||
return fract(sin(dot(p.xy,vec2(12.9898,78.233)))*43758.5453); | |||||
return fract(sin(dot(p,vec2(12.9898,78.233)))*43758.5453); | |||||
} | } | ||||
float letterbox(in vec2 p,in float radius,in float smooth) | float letterbox(in vec2 p,in float radius,in float smooth) | ||||
@@ -82,16 +82,16 @@ void main(void) | |||||
{ | { | ||||
color-=0.0125*mod(z.y*4.0+time*0.25,1.0); // electron beam | color-=0.0125*mod(z.y*4.0+time*0.25,1.0); // electron beam | ||||
color-=(vec3(rnd1,rnd1,rnd1)-vec3(rnd2,rnd2,rnd2))*0.1; // noise | color-=(vec3(rnd1,rnd1,rnd1)-vec3(rnd2,rnd2,rnd2))*0.1; // noise | ||||
color*=0.75+0.25*sin(z.x*float(screen_size.x*2)); // scanline w | |||||
color*=0.90+0.10*cos(z.y*float(screen_size.y))*sin(0.5+z.x*float(screen_size.x)); // scanline h | |||||
color*=0.75+0.25*cos(z.x*float(screen_size.x*2))*sin(0.5+z.y*float(screen_size.y)); // scanline w | |||||
color*=0.75+0.50*sin(z.y*float(screen_size.y*2)); // scanline h | |||||
} | } | ||||
else | else | ||||
{ | { | ||||
color*=0.675; | color*=0.675; | ||||
} | } | ||||
color=vec3(color.x*0.875,color.y*1.25,color.z*0.5); | |||||
color=vec3(color.x*0.75,color.y*1.0,color.z*0.5); | |||||
color*=q.x*(6.0-q.x*6.0)*q.y*(6.0-q.y*6.0); // vignetting | 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*=2.0*letterbox(z,-0.75,0.125)*2.0; // vignetting | ||||
color*=letterbox(z,-0.75,0.975); // letterbox | |||||
color*=letterbox(z,-0.75,0.95); // letterbox | |||||
gl_FragColor=vec4(color,1.0); | gl_FragColor=vec4(color,1.0); | ||||
} | } |
@@ -83,7 +83,7 @@ float beat_speed = 2.0f; // speed | |||||
/* window variable */ | /* window variable */ | ||||
ivec2 border; // border width | ivec2 border; // border width | ||||
/* text variable */ | /* text variable */ | ||||
ivec2 ratio_2d(2,4); // 2d ratio | |||||
ivec2 ratio_2d(1,3); // 2d ratio | |||||
ivec2 map_size(256,256); // texture map size | ivec2 map_size(256,256); // texture map size | ||||
ivec2 font_size(8,8); // font size | ivec2 font_size(8,8); // font size | ||||
ivec2 canvas_char(0,0); // canvas char number | ivec2 canvas_char(0,0); // canvas char number | ||||
@@ -99,7 +99,7 @@ float radial_value1 = 2.0f; | |||||
float radial_value2 = 0.8f; | float radial_value2 = 0.8f; | ||||
float radial_color = 0; // color | float radial_color = 0; // color | ||||
bool postfx_scanline = true; | bool postfx_scanline = true; | ||||
float postfx_deform = 0.625f; // deformation ratio | |||||
float postfx_deform = 0.825f; // deformation ratio | |||||
Shader *shader_simple, *shader_blur_h, *shader_blur_v; | Shader *shader_simple, *shader_blur_h, *shader_blur_v; | ||||
Shader *shader_glow, *shader_radial, *shader_postfx; | Shader *shader_glow, *shader_radial, *shader_postfx; | ||||
@@ -229,7 +229,7 @@ int Render::InitDraw(void) | |||||
int Render::CreateGLWindow() | int Render::CreateGLWindow() | ||||
{ | { | ||||
screen_size = Video::GetSize(); | screen_size = Video::GetSize(); | ||||
border = 18 * ratio_2d; | |||||
border = 24 * ratio_2d; | |||||
border.y = border.x; // enabled to get same border everywhere | border.y = border.x; // enabled to get same border everywhere | ||||
canvas_char = (screen_size - border * 2) / (font_size * ratio_2d); | canvas_char = (screen_size - border * 2) / (font_size * ratio_2d); | ||||
canvas_size = canvas_char * font_size * ratio_2d; | canvas_size = canvas_char * font_size * ratio_2d; | ||||
@@ -247,7 +247,7 @@ Render::Render(caca_canvas_t *caca) | |||||
m_ready(false), | m_ready(false), | ||||
m_pause(false), | m_pause(false), | ||||
m_polygon(true), | m_polygon(true), | ||||
m_shader(false), | |||||
m_shader(true), | |||||
m_shader_blur(true), | m_shader_blur(true), | ||||
m_shader_glow(true), | m_shader_glow(true), | ||||
m_shader_fx(true), | m_shader_fx(true), | ||||
@@ -442,7 +442,7 @@ void Render::Draw3D() | |||||
shader_blur_h->SetTexture(shader_blur_h_texture, fbo_ping->GetTexture(), 0); | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_ping->GetTexture(), 0); | ||||
shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size)); | shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size)); | ||||
shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); | ||||
shader_blur_h->SetUniform(shader_blur_h_value, 2.5f/screen_size.x); | |||||
shader_blur_h->SetUniform(shader_blur_h_value, 2.25f / screen_size.x); | |||||
fs_quad(); | fs_quad(); | ||||
shader_blur_h->Unbind(); | shader_blur_h->Unbind(); | ||||
fbo_blur_h->Unbind(); | fbo_blur_h->Unbind(); | ||||
@@ -452,7 +452,7 @@ void Render::Draw3D() | |||||
shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); | ||||
shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size)); | shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size)); | ||||
shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); | ||||
shader_blur_v->SetUniform(shader_blur_h_value, 2.5f/screen_size.y); | |||||
shader_blur_v->SetUniform(shader_blur_h_value, 2.25f / screen_size.y); | |||||
fs_quad(); | fs_quad(); | ||||
shader_blur_v->Unbind(); | shader_blur_v->Unbind(); | ||||
fbo_blur_v->Unbind(); | fbo_blur_v->Unbind(); | ||||
@@ -462,7 +462,7 @@ void Render::Draw3D() | |||||
shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0); | shader_blur_h->SetTexture(shader_blur_h_texture, fbo_blur_v->GetTexture(), 0); | ||||
shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size)); | shader_blur_h->SetUniform(shader_blur_h_screen_size, vec2(1.0f / glow_fbo_size)); | ||||
shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); | shader_blur_h->SetUniform(shader_blur_h_time, fx_angle); | ||||
shader_blur_h->SetUniform(shader_blur_h_value, 1.0f/screen_size.x); | |||||
shader_blur_h->SetUniform(shader_blur_h_value, 1.0f / screen_size.x); | |||||
fs_quad(); | fs_quad(); | ||||
shader_blur_h->Unbind(); | shader_blur_h->Unbind(); | ||||
fbo_blur_h->Unbind(); | fbo_blur_h->Unbind(); | ||||
@@ -472,7 +472,7 @@ void Render::Draw3D() | |||||
shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); | shader_blur_v->SetTexture(shader_blur_v_texture, fbo_blur_h->GetTexture(), 0); | ||||
shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size)); | shader_blur_v->SetUniform(shader_blur_v_screen_size, vec2(1.0f / glow_fbo_size)); | ||||
shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); | shader_blur_v->SetUniform(shader_blur_v_time, fx_angle); | ||||
shader_blur_v->SetUniform(shader_blur_h_value, 1.0f/screen_size.y); | |||||
shader_blur_v->SetUniform(shader_blur_h_value, 1.0f / screen_size.y); | |||||
fs_quad(); | fs_quad(); | ||||
shader_blur_v->Unbind(); | shader_blur_v->Unbind(); | ||||
fbo_blur_v->Unbind(); | fbo_blur_v->Unbind(); | ||||