diff --git a/tutorial/01_triangle.cpp b/tutorial/01_triangle.cpp deleted file mode 100644 index 3b481f81..00000000 --- a/tutorial/01_triangle.cpp +++ /dev/null @@ -1,83 +0,0 @@ -// -// Lol Engine - Triangle tutorial -// -// Copyright: (c) 2012-2013 Sam Hocevar -// This program is free software; you can redistribute it and/or -// modify it under the terms of the Do What The Fuck You Want To -// Public License, Version 2, as published by Sam Hocevar. See -// http://www.wtfpl.net/ for more details. -// - -#if defined HAVE_CONFIG_H -# include "config.h" -#endif - -#include "core.h" -#include "loldebug.h" - -using namespace std; -using namespace lol; - -LOLFX_RESOURCE_DECLARE(01_triangle); - -class Triangle : public WorldEntity -{ -public: - Triangle() - { - m_vertices << vec2( 0.0, 0.8); - m_vertices << vec2(-0.8, -0.8); - m_vertices << vec2( 0.8, -0.8); - m_ready = false; - } - - virtual void TickDraw(float seconds) - { - WorldEntity::TickDraw(seconds); - - if (!m_ready) - { - m_shader = Shader::Create(LOLFX_RESOURCE_NAME(01_triangle)); - m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0); - - m_vdecl = new VertexDeclaration(VertexStream(VertexUsage::Position)); - - m_vbo = new VertexBuffer(m_vertices.Bytes()); - void *vertices = m_vbo->Lock(0, 0); - memcpy(vertices, &m_vertices[0], m_vertices.Bytes()); - m_vbo->Unlock(); - - m_ready = true; - - /* FIXME: this object never cleans up */ - } - - m_shader->Bind(); - m_vdecl->SetStream(m_vbo, m_coord); - m_vdecl->Bind(); - m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 3); - m_vdecl->Unbind(); - } - -private: - Array m_vertices; - Shader *m_shader; - ShaderAttrib m_coord; - VertexDeclaration *m_vdecl; - VertexBuffer *m_vbo; - bool m_ready; -}; - -int main(int argc, char **argv) -{ - System::Init(argc, argv); - - Application app("Tutorial 1: Triangle", ivec2(640, 480), 60.0f); - - new DebugFps(5, 5); - new Triangle(); - - app.Run(); - return EXIT_SUCCESS; -} - diff --git a/tutorial/01_triangle.lolfx b/tutorial/01_triangle.lolfx deleted file mode 100644 index 5f59871b..00000000 --- a/tutorial/01_triangle.lolfx +++ /dev/null @@ -1,48 +0,0 @@ -/* - * Awesome triangle shader - */ - -technique FlatColor -{ - pass DefaultPass - { - vertexshader = vert; - pixelshader = frag; - } -} - -[vert.glsl] -#version 120 - -attribute vec2 in_Position; - -void main(void) -{ - gl_Position = vec4(in_Position, 0.0, 1.0); -} - -[frag.glsl] -#version 120 - -#if defined GL_ES -precision highp float; -#endif - -void main(void) -{ - gl_FragColor = vec4(0.7, 0.2, 0.5, 1.0); -} - -[vert.hlsl] -void main(float2 in_Position : POSITION, - out float4 out_Position : POSITION) -{ - out_Position = float4(in_Position, 0.0, 1.0); -} - -[frag.hlsl] -void main(out float4 out_FragColor : COLOR) -{ - out_FragColor = float4(0.7, 0.2, 0.5, 1.0); -} - diff --git a/tutorial/01_triangle.vcxproj b/tutorial/01_triangle.vcxproj deleted file mode 100644 index 57e317e6..00000000 --- a/tutorial/01_triangle.vcxproj +++ /dev/null @@ -1,79 +0,0 @@ - - - - - Debug - ORBIS - - - Debug - PS3 - - - Debug - Win32 - - - Debug - x64 - - - Debug - Xbox 360 - - - Release - ORBIS - - - Release - PS3 - - - Release - Win32 - - - Release - x64 - - - Release - Xbox 360 - - - - - - - - - - - {9e62f2fe-3408-4eae-8238-fd84238ceeda} - - - {83d3b207-c601-4025-8f41-01dedc354661} - - - - {b92abadc-45be-4cc5-b724-9426053123a1} - Application - Win32Proj - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/tutorial/02_cube.cpp b/tutorial/02_cube.cpp deleted file mode 100644 index ebe746da..00000000 --- a/tutorial/02_cube.cpp +++ /dev/null @@ -1,156 +0,0 @@ -// -// Lol Engine - Cube tutorial -// -// Copyright: (c) 2011-2013 Sam Hocevar -// This program is free software; you can redistribute it and/or -// modify it under the terms of the Do What The Fuck You Want To -// Public License, Version 2, as published by Sam Hocevar. See -// http://www.wtfpl.net/ for more details. -// - -#if defined HAVE_CONFIG_H -# include "config.h" -#endif - -#include "core.h" -#include "loldebug.h" - -using namespace std; -using namespace lol; - -LOLFX_RESOURCE_DECLARE(02_cube); - -class Cube : public WorldEntity -{ -public: - Cube() - { - m_angle = 0; - - /* Front vertices/colors */ - m_mesh.Push(vec3(-1.0, -1.0, 1.0), vec3(1.0, 0.0, 1.0)); - m_mesh.Push(vec3( 1.0, -1.0, 1.0), vec3(0.0, 1.0, 0.0)); - m_mesh.Push(vec3( 1.0, 1.0, 1.0), vec3(1.0, 0.5, 0.0)); - m_mesh.Push(vec3(-1.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0)); - /* Back */ - m_mesh.Push(vec3(-1.0, -1.0, -1.0), vec3(1.0, 0.0, 0.0)); - m_mesh.Push(vec3( 1.0, -1.0, -1.0), vec3(0.0, 0.5, 0.0)); - m_mesh.Push(vec3( 1.0, 1.0, -1.0), vec3(0.0, 0.5, 1.0)); - m_mesh.Push(vec3(-1.0, 1.0, -1.0), vec3(0.0, 0.0, 1.0)); - - m_faces_indices << 0 << 1 << 2 << 2 << 3 << 0; - m_faces_indices << 1 << 5 << 6 << 6 << 2 << 1; - m_faces_indices << 7 << 6 << 5 << 5 << 4 << 7; - m_faces_indices << 4 << 0 << 3 << 3 << 7 << 4; - m_faces_indices << 4 << 5 << 1 << 1 << 0 << 4; - m_faces_indices << 3 << 2 << 6 << 6 << 7 << 3; - - m_lines_indices << 0 << 1 << 1 << 2 << 2 << 3 << 3 << 0; - m_lines_indices << 4 << 5 << 5 << 6 << 6 << 7 << 7 << 4; - m_lines_indices << 0 << 4 << 1 << 5 << 2 << 6 << 3 << 7; - - m_ready = false; - } - - virtual void TickGame(float seconds) - { - WorldEntity::TickGame(seconds); - - m_angle += seconds * 45.0f; - - mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0)); - mat4 model = mat4::translate(vec3(0, 0, -4.5)); - mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0)); - mat4 proj = mat4::perspective(45.0f, 640.0f, 480.0f, 0.1f, 10.0f); - - m_matrix = proj * view * model * anim; - } - - virtual void TickDraw(float seconds) - { - WorldEntity::TickDraw(seconds); - - if (!m_ready) - { - m_shader = Shader::Create(LOLFX_RESOURCE_NAME(02_cube)); - - m_mvp = m_shader->GetUniformLocation("in_Matrix"); - m_coord = m_shader->GetAttribLocation("in_Vertex", - VertexUsage::Position, 0); - m_color = m_shader->GetAttribLocation("in_Color", - VertexUsage::Color, 0); - - m_vdecl = - new VertexDeclaration(VertexStream(VertexUsage::Position, - VertexUsage::Color)); - - m_vbo = new VertexBuffer(m_mesh.Bytes()); - void *mesh = m_vbo->Lock(0, 0); - memcpy(mesh, &m_mesh[0], m_mesh.Bytes()); - m_vbo->Unlock(); - - m_lines_ibo = new IndexBuffer(m_lines_indices.Bytes()); - void *indices = m_lines_ibo->Lock(0, 0); - memcpy(indices, &m_lines_indices[0], m_lines_indices.Bytes()); - m_lines_ibo->Unlock(); - - m_faces_ibo = new IndexBuffer(m_faces_indices.Bytes()); - indices = m_faces_ibo->Lock(0, 0); - memcpy(indices, &m_faces_indices[0], m_faces_indices.Bytes()); - m_faces_ibo->Unlock(); - - /* FIXME: this object never cleans up */ - m_ready = true; - } - - g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f)); - - m_shader->Bind(); - m_vdecl->SetStream(m_vbo, m_coord, m_color); - m_vdecl->Bind(); - - m_shader->SetUniform(m_mvp, m_matrix); - m_lines_ibo->Bind(); - m_vdecl->DrawIndexedElements(MeshPrimitive::Lines, 0, 0, - m_mesh.Count(), 0, m_lines_indices.Count()); - m_lines_ibo->Unbind(); - - m_shader->SetUniform(m_mvp, m_matrix * mat4::scale(0.5f)); - m_faces_ibo->Bind(); - m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0, - m_mesh.Count(), 0, m_faces_indices.Count()); - m_faces_ibo->Unbind(); - - m_vdecl->Unbind(); - } - -private: - float m_angle; - mat4 m_matrix; - Array m_mesh; - Array m_lines_indices, m_faces_indices; - - Shader *m_shader; - ShaderAttrib m_coord, m_color; - ShaderUniform m_mvp; - VertexDeclaration *m_vdecl; - VertexBuffer *m_vbo; - IndexBuffer *m_lines_ibo, *m_faces_ibo; - - bool m_ready; -}; - -int main(int argc, char **argv) -{ - System::Init(argc, argv); - - Application app("Tutorial 2: Cube", ivec2(640, 480), 60.0f); - - new DebugFps(5, 5); - new Cube(); - - app.Run(); - - return EXIT_SUCCESS; -} - diff --git a/tutorial/02_cube.lolfx b/tutorial/02_cube.lolfx deleted file mode 100644 index 8e1ae04f..00000000 --- a/tutorial/02_cube.lolfx +++ /dev/null @@ -1,50 +0,0 @@ -[vert.glsl] - -#version 120 - -attribute vec3 in_Vertex; -attribute vec3 in_Color; -uniform mat4 in_Matrix; -varying vec3 pass_Color; - -void main(void) -{ - gl_Position = in_Matrix * vec4(in_Vertex, 1.0); - pass_Color = in_Color; -} - -[frag.glsl] - -#version 120 - -#if defined GL_ES -precision highp float; -#endif - -varying vec3 pass_Color; - -void main(void) -{ - gl_FragColor = vec4(pass_Color, 1.0); -} - -[vert.hlsl] - -void main(float3 in_Vertex : POSITION, - float3 in_Color : COLOR, - uniform float4x4 in_Matrix, - out float4 out_Position : POSITION, - out float3 pass_Color : COLOR) -{ - pass_Color = in_Color; - out_Position = mul(in_Matrix, float4(in_Vertex, 1.0)); -} - -[frag.hlsl] - -void main(float3 pass_Color : COLOR, - out float4 out_FragColor : COLOR) -{ - out_FragColor = float4(pass_Color, 1.0); -} - diff --git a/tutorial/02_cube.vcxproj b/tutorial/02_cube.vcxproj deleted file mode 100644 index f2b1d571..00000000 --- a/tutorial/02_cube.vcxproj +++ /dev/null @@ -1,79 +0,0 @@ - - - - - Debug - ORBIS - - - Debug - PS3 - - - Debug - Win32 - - - Debug - x64 - - - Debug - Xbox 360 - - - Release - ORBIS - - - Release - PS3 - - - Release - Win32 - - - Release - x64 - - - Release - Xbox 360 - - - - - - - - - - - {9e62f2fe-3408-4eae-8238-fd84238ceeda} - - - {83d3b207-c601-4025-8f41-01dedc354661} - - - - {7b083da2-fe08-4f6d-bfdd-195d5c2783eb} - Application - Win32Proj - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/tutorial/03_noise.cpp b/tutorial/03_noise.cpp deleted file mode 100644 index 35531e19..00000000 --- a/tutorial/03_noise.cpp +++ /dev/null @@ -1,93 +0,0 @@ -// -// Lol Engine - Noise tutorial -// -// Copyright: (c) 2012-2013 Sam Hocevar -// This program is free software; you can redistribute it and/or -// modify it under the terms of the Do What The Fuck You Want To -// Public License, Version 2, as published by Sam Hocevar. See -// http://www.wtfpl.net/ for more details. -// - -#if defined HAVE_CONFIG_H -# include "config.h" -#endif - -#include "core.h" -#include "loldebug.h" - -using namespace std; -using namespace lol; - -LOLFX_RESOURCE_DECLARE(03_noise); - -class NoiseDemo : public WorldEntity -{ -public: - NoiseDemo() : - m_time(0.0), - m_ready(false) - { - m_vertices << vec2(-1.0, 1.0); - m_vertices << vec2(-1.0, -1.0); - m_vertices << vec2( 1.0, -1.0); - m_vertices << vec2(-1.0, 1.0); - m_vertices << vec2( 1.0, -1.0); - m_vertices << vec2( 1.0, 1.0); - m_ready = false; - } - - virtual void TickDraw(float seconds) - { - WorldEntity::TickDraw(seconds); - - m_time += seconds; - - if (!m_ready) - { - m_shader = Shader::Create(LOLFX_RESOURCE_NAME(03_noise)); - m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0); - m_time_uni = m_shader->GetUniformLocation("u_Time"); - - m_vdecl = new VertexDeclaration(VertexStream(VertexUsage::Position)); - - m_vbo = new VertexBuffer(m_vertices.Bytes()); - void *vertices = m_vbo->Lock(0, 0); - memcpy(vertices, &m_vertices[0], m_vertices.Bytes()); - m_vbo->Unlock(); - - m_ready = true; - - /* FIXME: this object never cleans up */ - } - - m_shader->Bind(); - m_shader->SetUniform(m_time_uni, m_time); - m_vdecl->SetStream(m_vbo, m_coord); - m_vdecl->Bind(); - m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); - m_vdecl->Unbind(); - } - -private: - Array m_vertices; - Shader *m_shader; - ShaderAttrib m_coord; - ShaderUniform m_time_uni; - VertexDeclaration *m_vdecl; - VertexBuffer *m_vbo; - float m_time; - bool m_ready; -}; - -int main(int argc, char **argv) -{ - System::Init(argc, argv); - - Application app("Tutorial 3: Noise", ivec2(1280, 720), 60.0f); - - new NoiseDemo(); - - app.Run(); - return EXIT_SUCCESS; -} - diff --git a/tutorial/03_noise.lolfx b/tutorial/03_noise.lolfx deleted file mode 100644 index 184252a7..00000000 --- a/tutorial/03_noise.lolfx +++ /dev/null @@ -1,278 +0,0 @@ -[vert.glsl] - -#version 120 - -uniform float u_Time; - -attribute vec2 in_Position; - -varying vec4 pass_Position; -varying vec3 water[4]; -varying vec3 fire[4]; - -float mod289(float x) -{ - return x - floor(x * (1.0 / 289.0)) * 289.0; -} - -void main(void) -{ - mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); - vec3 p_pos = r * vec3(in_Position * vec2(16.0, 9.0), 0.0); - vec3 p_time = r * vec3(0.0, 0.0, u_Time * 2.0); - - /* Noise sampling points for water */ - water[0] = p_pos / 2.0 + p_time; - water[1] = p_pos / 4.0 + p_time; - water[2] = p_pos / 8.0 + p_time; - water[3] = p_pos / 16.0 + p_time; - - /* Noise sampling points for fire */ - p_pos = 16.0 * p_pos - r * vec3(0.0, mod289(u_Time) * 128.0, 0.0); - fire[0] = p_pos / 2.0 + p_time * 2.0; - fire[1] = p_pos / 4.0 + p_time * 1.5; - fire[2] = p_pos / 8.0 + p_time; - fire[3] = p_pos / 16.0 + p_time; - - /* Pass rotated screen coordinates */ - pass_Position.xy = in_Position; - mat2 rot = mat2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); - pass_Position.zw = rot * in_Position; - - gl_Position = vec4(in_Position, 0.0, 1.0); -} - -[frag.glsl] - -#version 120 - -#if defined GL_ES -precision highp float; -#endif - -uniform float u_Time; - -varying vec4 pass_Position; -varying vec3 water[4]; -varying vec3 fire[4]; - -vec4 mod289(vec4 x) -{ - return x - floor(x * (1.0 / 289.0)) * 289.0; -} - -vec4 perm(vec4 x) -{ - return mod289(((x * 34.0) + 1.0) * x); -} - -float noise3d(vec3 p) -{ - vec3 a = floor(p); - vec3 d = p - a; - d = d * d * (3.0 - 2.0 * d); - - vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); - vec4 k1 = perm(b.xyxy); - vec4 k2 = perm(k1.xyxy + b.zzww); - - vec4 c = k2 + a.zzzz; - vec4 k3 = perm(c); - vec4 k4 = perm(c + 1.0); - - vec4 o1 = fract(k3 * (1.0 / 41.0)); - vec4 o2 = fract(k4 * (1.0 / 41.0)); - - vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); - vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); - - return o4.y * d.y + o4.x * (1.0 - d.y); -} - -void main(void) -{ - /* Dither the transition between water and fire */ - float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_Time); - vec2 d = vec2(16.0, 9.0) * pass_Position.xy; - test += 0.5 * (length(fract(d) - 0.5) - length(fract(d + 0.5) - 0.5)); - - /* Compute 4 octaves of noise */ -#if defined GL_ES - vec4 n = vec4(noise3d((test > 0.0) ? fire[0] : water[0]), - noise3d((test > 0.0) ? fire[1] : water[1]), - noise3d((test > 0.0) ? fire[2] : water[2]), - noise3d((test > 0.0) ? fire[3] : water[3])); -#else - vec3 points[4] = (test > 0.0) ? fire : water; - vec4 n = vec4(noise3d(points[0]), - noise3d(points[1]), - noise3d(points[2]), - noise3d(points[3])); -#endif - - vec4 color; - - if (test > 0.0) - { - /* Use noise results for fire */ - float p = dot(n, vec4(0.125, 0.125, 0.25, 0.5)); - - /* Fade to black on top of screen */ - p -= pass_Position.y * 0.8 + 0.25; - p = max(p, 0.0); - p = min(p, 1.0); - - float q = p * p * (3.0 - 2.0 * p); - float r = q * q * (3.0 - 2.0 * q); - color = vec4(min(q * 2.0, 1.0), - max(r * 1.5 - 0.5, 0.0), - max(q * 8.0 - 7.3, 0.0), - 1.0); - } - else - { - /* Use noise results for water */ - float p = dot(abs(2.0 * n - 1.0), - vec4(0.5, 0.25, 0.125, 0.125)); - float q = sqrt(p); - - color = vec4(1.0 - q, - 1.0 - 0.5 * q, - 1.0, - 1.0); - } - - gl_FragColor = color; -} - -[vert.hlsl] - -float mod289(float x) -{ - return x - floor(x * (1.0 / 289.0)) * 289.0; -} - -void main(float2 in_Position : POSITION, - uniform float u_Time, - out float4 out_Position : POSITION, - out float4 pass_Position : TEXCOORD0, - out float3 water[4] : TEXCOORD1, - out float3 fire[4] : TEXCOORD5) -{ - float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); - float3 p_pos = mul(r, float3(in_Position * float2(16.0, 9.0), 0.0)); - float3 p_time = mul(r, float3(0.0, 0.0, u_Time * 2.0)); - - /* Noise sampling points for water */ - water[0] = p_pos / 2.0 + p_time; - water[1] = p_pos / 4.0 + p_time; - water[2] = p_pos / 8.0 + p_time; - water[3] = p_pos / 16.0 + p_time; - - /* Noise sampling points for fire */ - p_pos = 16.0 * p_pos - mul(r, float3(0.0, mod289(u_Time) * 128.0, 0.0)); - fire[0] = p_pos / 2.0 + p_time * 2.0; - fire[1] = p_pos / 4.0 + p_time * 1.5; - fire[2] = p_pos / 8.0 + p_time; - fire[3] = p_pos / 16.0 + p_time; - - /* Pass rotated screen coordinates */ - pass_Position.xy = in_Position; - float2x2 rot = float2x2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); - pass_Position.zw = mul(rot, in_Position); - - out_Position = float4(in_Position, 0.0, 1.0); -} - -[frag.hlsl] - -float4 mod289(float4 x) -{ - return x - floor(x * (1.0 / 289.0)) * 289.0; -} - -float4 perm(float4 x) -{ - return mod289(((x * 34.0) + 1.0) * x); -} - -float noise3d(float3 p) -{ - float3 a = floor(p); - float3 d = p - a; - d = d * d * (3.0 - 2.0 * d); - - float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); - float4 k1 = perm(b.xyxy); - float4 k2 = perm(k1.xyxy + b.zzww); - - float4 c = k2 + a.zzzz; - float4 k3 = perm(c); - float4 k4 = perm(c + 1.0); - - float4 o1 = frac(k3 * (1.0 / 41.0)); - float4 o2 = frac(k4 * (1.0 / 41.0)); - - float4 o3 = o2 * d.z + o1 * (1.0 - d.z); - float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); - - return o4.y * d.y + o4.x * (1.0 - d.y); -} - -void main(in float4 pass_Position : TEXCOORD0, - in float3 water[4] : TEXCOORD1, - in float3 fire[4] : TEXCOORD5, - uniform float u_Time, - out float4 out_FragColor : COLOR) -{ - /* Dither the transition between water and fire */ - float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_Time); - float2 d = float2(16.0, 9.0) * pass_Position.xy; - test += 0.5 * (length(frac(d) - 0.5) - length(frac(d + 0.5) - 0.5)); - - float3 points[4]; - points[0] = (test > 0.0) ? fire[0] : water[0]; - points[1] = (test > 0.0) ? fire[1] : water[1]; - points[2] = (test > 0.0) ? fire[2] : water[2]; - points[3] = (test > 0.0) ? fire[3] : water[3]; - - /* Compute 4 octaves of noise */ - float4 n = float4(noise3d(points[0]), - noise3d(points[1]), - noise3d(points[2]), - noise3d(points[3])); - - float4 color; - - if (test > 0.0) - { - /* Use noise results for fire */ - float p = dot(n, float4(0.125, 0.125, 0.25, 0.5)); - - /* Fade to black on top of screen */ - p -= pass_Position.y * 0.8 + 0.25; - p = max(p, 0.0); - p = min(p, 1.0); - - float q = p * p * (3.0 - 2.0 * p); - float r = q * q * (3.0 - 2.0 * q); - color = float4(min(q * 2.0, 1.0), - max(r * 1.5 - 0.5, 0.0), - max(q * 8.0 - 7.3, 0.0), - 1.0); - } - else - { - /* Use noise results for water */ - float p = dot(abs(2.0 * n - 1.0), - float4(0.5, 0.25, 0.125, 0.125)); - float q = sqrt(p); - - color = float4(1.0 - q, - 1.0 - 0.5 * q, - 1.0, - 1.0); - } - - out_FragColor = color; -} diff --git a/tutorial/03_noise.vcxproj b/tutorial/03_noise.vcxproj deleted file mode 100644 index c14bdbdb..00000000 --- a/tutorial/03_noise.vcxproj +++ /dev/null @@ -1,79 +0,0 @@ - - - - - Debug - ORBIS - - - Debug - PS3 - - - Debug - Win32 - - - Debug - x64 - - - Debug - Xbox 360 - - - Release - ORBIS - - - Release - PS3 - - - Release - Win32 - - - Release - x64 - - - Release - Xbox 360 - - - - - - - - - - - {9e62f2fe-3408-4eae-8238-fd84238ceeda} - - - {83d3b207-c601-4025-8f41-01dedc354661} - - - - {b0a53d75-cbb4-4fdf-93ac-2d12a79ada0e} - Application - Win32Proj - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/tutorial/04_texture.cpp b/tutorial/04_texture.cpp deleted file mode 100644 index e0a1b0be..00000000 --- a/tutorial/04_texture.cpp +++ /dev/null @@ -1,127 +0,0 @@ -// -// Lol Engine - Graphing tutorial -// -// Copyright: (c) 2012-2013 Sam Hocevar -// This program is free software; you can redistribute it and/or -// modify it under the terms of the Do What The Fuck You Want To -// Public License, Version 2, as published by Sam Hocevar. See -// http://www.wtfpl.net/ for more details. -// - -#if defined HAVE_CONFIG_H -# include "config.h" -#endif - -#include "core.h" -#include "loldebug.h" - -using namespace std; -using namespace lol; - -static int const TEXTURE_WIDTH = 256; - -LOLFX_RESOURCE_DECLARE(04_texture); - -class TextureDemo : public WorldEntity -{ -public: - TextureDemo() : - m_frames(0), - m_ready(false) - { - m_vertices << vec2(-1.0, 1.0); - m_vertices << vec2(-1.0, -1.0); - m_vertices << vec2( 1.0, -1.0); - m_vertices << vec2(-1.0, 1.0); - m_vertices << vec2( 1.0, -1.0); - m_vertices << vec2( 1.0, 1.0); - - m_heightmap = new uint8_t[TEXTURE_WIDTH * 1]; - } - - virtual ~TextureDemo() - { - delete m_heightmap; - } - - virtual void TickGame(float seconds) - { - WorldEntity::TickGame(seconds); - - /* Generate a new heightmap at the beginning */ - if (m_frames == 0) - memset(m_heightmap, 255, TEXTURE_WIDTH); - - /* Scroll left */ - for (int i = 0; i < TEXTURE_WIDTH - 1; i++) - m_heightmap[i] = m_heightmap[i + 1]; - - int height = m_heightmap[TEXTURE_WIDTH - 1]; - height = (height + 127 + 40 * lol::sin(m_frames * 0.03) + rand() % 97 - 38) / 2; - height = std::max(15, std::min(height, 240)); - m_heightmap[TEXTURE_WIDTH - 1] = height; - - /* Update frame counter */ - ++m_frames; - } - - virtual void TickDraw(float seconds) - { - WorldEntity::TickDraw(seconds); - - /* Initialise GPU data */ - if (!m_ready) - { - m_texture = new Texture(ivec2(TEXTURE_WIDTH, 1), PixelFormat::Y_8); - - m_shader = Shader::Create(LOLFX_RESOURCE_NAME(04_texture)); - m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0); - - m_vdecl = new VertexDeclaration(VertexStream(VertexUsage::Position)); - - m_vbo = new VertexBuffer(m_vertices.Bytes()); - void *vertices = m_vbo->Lock(0, 0); - memcpy(vertices, &m_vertices[0], m_vertices.Bytes()); - m_vbo->Unlock(); - - m_ready = true; - - /* FIXME: this object never cleans up */ - } - - /* Send new heightmap to GPU */ - m_texture->SetData(m_heightmap); - - m_shader->Bind(); - m_shader->SetUniform(m_texture_uni, m_texture->GetTexture(), 0); - m_vdecl->SetStream(m_vbo, m_coord); - m_vdecl->Bind(); - m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); - m_vdecl->Unbind(); - } - -private: - Array m_vertices; - Texture *m_texture; - Shader *m_shader; - ShaderAttrib m_coord; - ShaderUniform m_texture_uni; - VertexDeclaration *m_vdecl; - VertexBuffer *m_vbo; - uint8_t *m_heightmap; - int m_frames; - bool m_ready; -}; - -int main(int argc, char **argv) -{ - System::Init(argc, argv); - - Application app("Tutorial 4: Texture", ivec2(1280, 720), 60.0f); - - new TextureDemo(); - - app.Run(); - return EXIT_SUCCESS; -} - diff --git a/tutorial/04_texture.lolfx b/tutorial/04_texture.lolfx deleted file mode 100644 index 6ee4804d..00000000 --- a/tutorial/04_texture.lolfx +++ /dev/null @@ -1,148 +0,0 @@ -[vert.glsl] - -#version 120 - -attribute vec2 in_Position; - -varying vec4 pass_Position; - -void main(void) -{ - pass_Position = vec4(0.5 * in_Position + 0.5, 0.0, 1.0); - gl_Position = vec4(in_Position, 0.5, 1.0); -} - -[frag.glsl] - -#version 120 - -#if defined GL_ES -precision highp float; -#endif - -uniform sampler2D u_Texture; - -varying vec4 pass_Position; - -float segdist(vec2 p1, vec2 p2, vec2 a) -{ - float d = max(1e-10, dot(p2 - p1, p2 - p1)); - float t = clamp(dot(a - p1, p2 - p1) / d, 0.0, 1.0); - return distance(a, mix(p1, p2, t)); -} - -void main(void) -{ - float width = 800.0; - float height = 600.0; - float texture_width = 256.0; - float line_width = 1.2; - float dot_size = 1.0; - vec4 delta = vec4(1.0 / texture_width, 0.0, - 2.0 / texture_width, 0.0); - - vec2 p = pass_Position.xy; - vec2 tc = vec2(floor(p.x * texture_width) / texture_width, p.y); - float t = p.x * texture_width - floor(p.x * texture_width); - vec4 c; - c[0] = texture2D(u_Texture, tc - delta.xy).x; - c[1] = texture2D(u_Texture, tc).x; - c[2] = texture2D(u_Texture, tc + delta.xy).x; - c[3] = texture2D(u_Texture, tc + delta.zw).x; - - /* Find the 4 closest points in screen space */ - vec2 p0 = vec2((tc.x - delta.x) * width, c[0] * height); - vec2 p1 = vec2((tc.x ) * width, c[1] * height); - vec2 p2 = vec2((tc.x + delta.x) * width, c[2] * height); - vec2 p3 = vec2((tc.x + delta.z) * width, c[3] * height); - vec2 a = vec2(p.x * width, p.y * height); - - /* Compute distance to segments */ - float d = segdist(p0, p1, a); - d = min(d, segdist(p1, p2, a)); - d = min(d, segdist(p2, p3, a)); - - /* Compute distance to dots */ - d = min(d, length(a - p0) - dot_size); - d = min(d, length(a - p1) - dot_size); - d = min(d, length(a - p2) - dot_size); - d = min(d, length(a - p3) - dot_size); - - /* Add line width */ - float lum = clamp(line_width - d, 0.0, 1.0); - - /* Compensate for sRGB */ - lum = pow(1.0 - lum, 1.0 / 2.4); - - /* Choose some funny colours */ - gl_FragColor = vec4(mix(p.x, 1.0, lum), lum, lum, 1.0); -} - -[vert.hlsl] - -void main(float2 in_Position : POSITION, - out float4 out_Position : POSITION, - out float4 pass_Position : TEXCOORD0) -{ - pass_Position = float4(0.5 * in_Position + 0.5, 0.0, 1.0); - out_Position = float4(in_Position, 0.5, 1.0); -} - -[frag.hlsl] - -float segdist(float2 p1, float2 p2, float2 a) -{ - float d = max(1e-10, dot(p2 - p1, p2 - p1)); - float t = clamp(dot(a - p1, p2 - p1) / d, 0.0, 1.0); - return distance(a, lerp(p1, p2, t)); -} - -void main(in float4 pass_Position : TEXCOORD0, - uniform sampler2D u_Texture, - out float4 out_FragColor : COLOR) -{ - float width = 800.0; - float height = 600.0; - float texture_width = 256.0; - float line_width = 1.2; - float dot_size = 1.0; - float4 delta = float4(1.0 / texture_width, 0.0, - 2.0 / texture_width, 0.0); - - float2 p = pass_Position.xy; - float2 tc = float2(floor(p.x * texture_width) / texture_width, p.y); - float t = p.x * texture_width - floor(p.x * texture_width); - float4 c; - c[0] = tex2D(u_Texture, tc - delta.xy).x; - c[1] = tex2D(u_Texture, tc).x; - c[2] = tex2D(u_Texture, tc + delta.xy).x; - c[3] = tex2D(u_Texture, tc + delta.zw).x; - - /* Find the 4 closest points in screen space */ - float2 p0 = float2((tc.x - delta.x) * width, c[0] * height); - float2 p1 = float2((tc.x ) * width, c[1] * height); - float2 p2 = float2((tc.x + delta.x) * width, c[2] * height); - float2 p3 = float2((tc.x + delta.z) * width, c[3] * height); - float2 a = float2(p.x * width, p.y * height); - - /* Compute distance to segments */ - float d = segdist(p0, p1, a); - d = min(d, segdist(p1, p2, a)); - d = min(d, segdist(p2, p3, a)); - - /* Compute distance to dots */ - d = min(d, length(a - p0) - dot_size); - d = min(d, length(a - p1) - dot_size); - d = min(d, length(a - p2) - dot_size); - d = min(d, length(a - p3) - dot_size); - - /* Add line width */ - float lum = clamp(line_width - d, 0.0, 1.0); - - /* Compensate for sRGB */ - lum = pow(1.0 - lum, 1.0 / 2.4); - - /* Choose some funny colours */ - out_FragColor = float4(lerp(p.x, 1.0, lum), lum, lum, 1.0); -} - diff --git a/tutorial/04_texture.vcxproj b/tutorial/04_texture.vcxproj deleted file mode 100644 index 4404cd30..00000000 --- a/tutorial/04_texture.vcxproj +++ /dev/null @@ -1,79 +0,0 @@ - - - - - Debug - ORBIS - - - Debug - PS3 - - - Debug - Win32 - - - Debug - x64 - - - Debug - Xbox 360 - - - Release - ORBIS - - - Release - PS3 - - - Release - Win32 - - - Release - x64 - - - Release - Xbox 360 - - - - - - - - - - - {9e62f2fe-3408-4eae-8238-fd84238ceeda} - - - {83d3b207-c601-4025-8f41-01dedc354661} - - - - {834852db-edb6-4fd0-bcf9-45cd01126962} - Application - Win32Proj - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/tutorial/05_easymesh.cpp b/tutorial/05_easymesh.cpp deleted file mode 100644 index 8cf71187..00000000 --- a/tutorial/05_easymesh.cpp +++ /dev/null @@ -1,145 +0,0 @@ -// -// Lol Engine - EasyMesh tutorial -// -// Copyright: (c) 2011-2013 Sam Hocevar -// (c) 2012-2013 Benjamin "Touky" Huet -// This program is free software; you can redistribute it and/or -// modify it under the terms of the Do What The Fuck You Want To -// Public License, Version 2, as published by Sam Hocevar. See -// http://www.wtfpl.net/ for more details. -// - -#if defined HAVE_CONFIG_H -# include "config.h" -#endif - -#include "core.h" - -using namespace std; -using namespace lol; - -class EasyMeshTutorial : public WorldEntity -{ -public: - EasyMeshTutorial() - { - m_gears.Push(EasyMesh(), mat4(1.0f), 0.0f); - m_gears.Push(EasyMesh(), mat4(1.0f), 0.0f); - m_gears.Push(EasyMesh(), mat4(1.0f), 180.0f / 18); - m_gears.Push(EasyMesh(), mat4(1.0f), 180.0f / 18); - m_gears.Push(EasyMesh(), mat4(1.0f), 180.0f / 18); - - m_gears[0].m1.Compile("[sc#00f ab 8 1 8 ty -.25]" - "[sc#f9f scb#f9f acg 12 10 5 5 20 20 5 5 0.1 0 s .1 .1 .1 ty -.1 csgu]" - "[sc#fff scb#000 acg 12 10 10 10 20 20 5 5 0.1 0 s .05 .05 .05 tx -1.5 ty .3 csgu]" - "[sc#00f ab 5 3 9 tx 2.5 csgs]" - "[[ sc#fff ab 3 1.4 2 tx -2 tz -2 " - "[sc#fff ab 2.1 .7 1.1 ty .5 tx -1.4 tz -1.4 csgs] mz] csgu]"); - //m_gears[0].m1.Compile("[sc#f9f scb#f9f acg 12 10 5 5 20 20 5 5 0.1 0 s .1 .1 .1 [sc#00f ab 3 1 2 ty .25 tx 1 csgs]]"); - m_gears[1].m1.Compile("sc#ff9 scb#ff9 acg 54 10 95 95 90 90 -5 -5 0.1 0 s .1 .1 .1"); - //m_gears[2].m1.Compile("sc#9ff scb#9ff acg 18 10 5 5 30 30 5 5 0.1 0 s .1 .1 .1 [sc#00f scb#00f ab 2 2 2 tx 1.5]"); - //m_gears[3].m1.Compile("sc#9ff scb#9ff acg 18 10 5 5 30 30 5 5 0.1 0 s .1 .1 .1 [sc#00f scb#00f ab 2 2 2 tx 1.5]"); - //m_gears[4].m1.Compile("sc#9ff scb#9ff acg 18 10 5 5 30 30 5 5 0.1 0 s .1 .1 .1 [sc#00f scb#00f ab 2 2 2 tx 1.5]"); - m_gears[2].m1.Compile("[sc#0f0 ab 2 2 2 t .8 .8 .8 rx 20 ry 20 [sc#00f ab 2 2 2 tx 0 csgu]]"); - m_gears[3].m1.Compile("[sc#0f0 ab 2 2 2 t .8 .8 .8 rx 20 ry 20 [sc#00f ab 2 2 2 tx 0 csgs]]"); - m_gears[4].m1.Compile("[sc#0f0 ab 2 2 2 t .8 .8 .8 rx 20 ry 20 [sc#00f ab 2 2 2 tx 0 csga]]"); - - m_angle = 0; - - m_camera = new Camera(); - m_camera->SetProjection(mat4::perspective(30.f, 960.f, 600.f, .1f, 1000.f)); - m_camera->SetView(mat4::lookat(vec3(-15.f, 5.f, 0.f), - vec3(0.f, -1.f, 0.f), - vec3(0.f, 1.f, 0.f))); - g_scene->PushCamera(m_camera); - - /* Add a white directional light */ - m_light1 = new Light(); - m_light1->SetPosition(vec4(0.2f, 0.2f, 0.f, 0.f)); - m_light1->SetColor(vec4(0.5f, 0.5f, 0.5f, 1.f)); - Ticker::Ref(m_light1); - - /* Add an orangeish point light */ - m_light2 = new Light(); - m_light2->SetPosition(vec4(-15.f, 15.f, 15.f, 1.f)); - m_light2->SetColor(vec4(0.4f, 0.3f, 0.2f, 1.f)); - Ticker::Ref(m_light2); - - m_ready = false; - } - - ~EasyMeshTutorial() - { - g_scene->PopCamera(m_camera); - Ticker::Unref(m_light1); - Ticker::Unref(m_light2); - } - - virtual void TickGame(float seconds) - { - WorldEntity::TickGame(seconds); - - m_angle += seconds * 70.0f; - m_mat = mat4::rotate(10.0f, vec3(0, 0, 1)) - * mat4::rotate(100, vec3(0, 1, 0)); - // * mat4::rotate(m_angle, vec3(0, 1, 0)); - - m_gears[0].m3 += seconds * 20.0f; - m_gears[1].m3 += seconds * 20.0f * -2 / 9; - m_gears[2].m3 += seconds * 20.0f * -2 / 3; - m_gears[3].m3 += seconds * 20.0f * -2 / 3; - m_gears[4].m3 += seconds * 20.0f * -2 / 3; - - m_gears[0].m2 = mat4::translate(vec3(0, -1, 0)) - * mat4::rotate(m_gears[0].m3 - 130.0f, vec3(0, 1, 0)) - * mat4::rotate(40.0f, vec3(0, 0, 1)); - m_gears[1].m2 = mat4::translate(vec3(0, 0, 0)) - * mat4::rotate(m_gears[1].m3, vec3(0, 1, 0)); - m_gears[2].m2 = mat4::translate(vec3(0, 0, 5.5f)) - * mat4::rotate(m_gears[2].m3 - 40.0f, vec3(0, 1, 0)) - * mat4::rotate(90.0f, vec3(0, 0, 1)); - m_gears[3].m2 = mat4::translate(vec3(5.5f * lol::sqrt(3.f) * 0.5f, 0, -5.5f * 0.5f)) - * mat4::rotate(m_gears[3].m3 - 140.0f, vec3(0, 1, 0)) - * mat4::rotate(-70.0f, vec3(0, 0, 1)); - m_gears[4].m2 = mat4::translate(vec3(-5.5f * lol::sqrt(3.f) * 0.5f, 0, -5.5f * 0.5f)) - * mat4::rotate(m_gears[4].m3 - 80.0f, vec3(0, 1, 0)); - } - - virtual void TickDraw(float seconds) - { - WorldEntity::TickDraw(seconds); - - if (!m_ready) - { - g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f)); - - for (int i = 0; i < m_gears.Count(); i++) - m_gears[i].m1.MeshConvert(); - m_ready = true; - } - - for (int i = 0; i < m_gears.Count(); i++) - m_gears[i].m1.Render(m_mat * m_gears[i].m2); - } - -private: - Array m_gears; - float m_angle; - mat4 m_mat; - Camera *m_camera; - Light *m_light1, *m_light2; - - bool m_ready; -}; - -int main(int argc, char **argv) -{ - System::Init(argc, argv); - - Application app("Tutorial 5: EasyMesh", ivec2(960, 600), 60.0f); - new EasyMeshTutorial(); - app.Run(); - - return EXIT_SUCCESS; -} - diff --git a/tutorial/05_easymesh.vcxproj b/tutorial/05_easymesh.vcxproj deleted file mode 100644 index 5cefd62f..00000000 --- a/tutorial/05_easymesh.vcxproj +++ /dev/null @@ -1,76 +0,0 @@ - - - - - Debug - ORBIS - - - Debug - PS3 - - - Debug - Win32 - - - Debug - x64 - - - Debug - Xbox 360 - - - Release - ORBIS - - - Release - PS3 - - - Release - Win32 - - - Release - x64 - - - Release - Xbox 360 - - - - - - - - {9e62f2fe-3408-4eae-8238-fd84238ceeda} - - - {83d3b207-c601-4025-8f41-01dedc354661} - - - - {1c5b8702-290c-42da-aa9e-671348f5b747} - Application - Win32Proj - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/tutorial/06_sprite.cpp b/tutorial/06_sprite.cpp deleted file mode 100644 index fa56caba..00000000 --- a/tutorial/06_sprite.cpp +++ /dev/null @@ -1,106 +0,0 @@ -// -// Lol Engine - Sprite tutorial -// -// Copyright: (c) 2011-2013 Sam Hocevar -// (c) 2012 Daniel Stephens (artwork) -// This program is free software; you can redistribute it and/or -// modify it under the terms of the Do What The Fuck You Want To -// Public License, Version 2, as published by Sam Hocevar. See -// http://www.wtfpl.net/ for more details. -// - -#if defined HAVE_CONFIG_H -# include "config.h" -#endif - -#include "core.h" - -using namespace std; -using namespace lol; - -class SpriteTutorial : public WorldEntity -{ -public: - SpriteTutorial() - { - m_camera = new Camera(); - m_camera->SetView(mat4(1.f)); - m_camera->SetProjection(mat4::ortho(0.f, 640.f, 0.f, 480.f, -100.f, 100.f)); - g_scene->PushCamera(m_camera); - Ticker::Ref(m_camera); - - m_tileset = Tiler::Register("06_sprite.png"); - for (int i = 0; i < FRAME_COUNT; ++i) - m_tileset->AddTile(ibox2(i * 24, 376, 24 + i * 24, 24 + 376)); - - for (int i = 0; i < SPRITE_COUNT; ++i) - { - m_sprites.Push(ivec3(rand(-96, 640), rand(-96, 480), 0), - rand(0.f, 1.f)); - } - - m_ready = false; - } - - ~SpriteTutorial() - { - Tiler::Deregister(m_tileset); - - g_scene->PopCamera(m_camera); - Ticker::Unref(m_camera); - } - - virtual void TickGame(float seconds) - { - for (int i = 0; i < SPRITE_COUNT; ++i) - { - m_sprites[i].m1.y += 50.f * seconds; - m_sprites[i].m2 = lol::fmod(m_sprites[i].m2 + seconds, 1.f); - if (m_sprites[i].m1.y > 480 + 48) - m_sprites[i].m1.y = rand(-96, -48); - } - - WorldEntity::TickGame(seconds); - } - - virtual void TickDraw(float seconds) - { - WorldEntity::TickDraw(seconds); - - if (!m_ready) - { - g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f)); - m_ready = true; - } - - for (int i = 0; i < SPRITE_COUNT; ++i) - { - int frame = (int)(m_sprites[i].m2 * FRAME_COUNT); -// m_sprites[i].m1.z = frame; - g_scene->AddTile(m_tileset, frame, - (ivec3)m_sprites[i].m1, 0, vec2(2.f)); - } - } - -private: - Camera *m_camera; - TileSet *m_tileset; - - static int const SPRITE_COUNT = 192; - static int const FRAME_COUNT = 16; - Array m_sprites; - - bool m_ready; -}; - -int main(int argc, char **argv) -{ - System::Init(argc, argv); - - Application app("Tutorial 6: Sprite", ivec2(640, 480), 60.0f); - new SpriteTutorial(); - app.Run(); - - return EXIT_SUCCESS; -} - diff --git a/tutorial/06_sprite.png b/tutorial/06_sprite.png deleted file mode 100644 index e0bdabbb..00000000 Binary files a/tutorial/06_sprite.png and /dev/null differ diff --git a/tutorial/06_sprite.vcxproj b/tutorial/06_sprite.vcxproj deleted file mode 100644 index d7221b91..00000000 --- a/tutorial/06_sprite.vcxproj +++ /dev/null @@ -1,68 +0,0 @@ - - - - - Debug - PS3 - - - Debug - Win32 - - - Debug - x64 - - - Debug - Xbox 360 - - - Release - PS3 - - - Release - Win32 - - - Release - x64 - - - Release - Xbox 360 - - - - - - - - {9e62f2fe-3408-4eae-8238-fd84238ceeda} - - - {83d3b207-c601-4025-8f41-01dedc354661} - - - - {1c5b8702-290c-42da-aa9e-671348f5b747} - Application - Win32Proj - - - - - - - - - - - - - - - - - diff --git a/tutorial/08_fbo.cpp b/tutorial/08_fbo.cpp deleted file mode 100644 index 291021c7..00000000 --- a/tutorial/08_fbo.cpp +++ /dev/null @@ -1,154 +0,0 @@ -// -// Lol Engine - Framebuffer Object tutorial -// -// Copyright: (c) 2012-2013 Sam Hocevar -// This program is free software; you can redistribute it and/or -// modify it under the terms of the Do What The Fuck You Want To -// Public License, Version 2, as published by Sam Hocevar. See -// http://www.wtfpl.net/ for more details. -// - -#if defined HAVE_CONFIG_H -# include "config.h" -#endif - -#include "core.h" -#include "loldebug.h" - -using namespace std; -using namespace lol; - -LOLFX_RESOURCE_DECLARE(08_fbo); - -class FBO : public WorldEntity -{ -public: - FBO() - : m_time(0.f), - m_ready(false) - { - m_vertices << vec2( 1.0, 1.0); - m_vertices << vec2(-1.0, -1.0); - m_vertices << vec2( 1.0, -1.0); - m_vertices << vec2(-1.0, -1.0); - m_vertices << vec2( 1.0, 1.0); - m_vertices << vec2(-1.0, 1.0); - } - - virtual void TickGame(float seconds) - { - WorldEntity::TickGame(seconds); - - m_time += seconds; - m_hotspot = 0.4f * vec3(lol::sin(m_time * 4.f) + lol::cos(m_time * 5.3f), - lol::sin(m_time * 5.7f) + lol::cos(m_time * 4.4f), - lol::sin(m_time * 5.f)); - m_color = 0.25f * vec3(1.1f + lol::sin(m_time * 2.5f + 1.f), - 1.1f + lol::sin(m_time * 2.8f + 1.3f), - 1.1f + lol::sin(m_time * 2.7f)); - /* Saturate dot color */ - float x = std::max(m_color.x, std::max(m_color.y, m_color.z)); - m_color /= x; - } - - virtual void TickDraw(float seconds) - { - WorldEntity::TickDraw(seconds); - - if (!m_ready) - { - m_shader = Shader::Create(LOLFX_RESOURCE_NAME(08_fbo)); - m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0); - m_uni_flag = m_shader->GetUniformLocation("in_Flag"); - m_uni_point = m_shader->GetUniformLocation("in_Point"); - m_uni_color = m_shader->GetUniformLocation("in_Color"); - m_uni_texture = m_shader->GetUniformLocation("in_Texture"); - - m_vdecl = new VertexDeclaration(VertexStream(VertexUsage::Position)); - - m_vbo = new VertexBuffer(m_vertices.Bytes()); - void *vertices = m_vbo->Lock(0, 0); - memcpy(vertices, &m_vertices[0], m_vertices.Bytes()); - m_vbo->Unlock(); - - m_fbo = new Framebuffer(Video::GetSize()); - m_fbo->Bind(); - - { - RenderContext rc; - rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); - rc.SetClearDepth(1.f); - g_renderer->Clear(ClearMask::Color | ClearMask::Depth); - } - - m_fbo->Unbind(); - - m_ready = true; - - /* FIXME: this object never cleans up */ - } - - /* FIXME: we should just disable depth test in the shader */ - RenderContext rc; - rc.SetDepthFunc(DepthFunc::Disabled); - - m_fbo->Bind(); - m_shader->Bind(); - -#if _XBOX - /* FIXME: the Xbox enforces full EDRAM clears on each frame, so - * we cannot expect the render target contents to be preserved. - * This code snippet should be moved inside the Framebuffer class. */ - m_shader->SetUniform(m_uni_flag, 1.f); - m_shader->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0); - m_vdecl->SetStream(m_vbo, m_coord); - m_vdecl->Bind(); - m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); - m_vdecl->Unbind(); -#endif - - m_shader->SetUniform(m_uni_flag, 0.f); - m_shader->SetUniform(m_uni_point, m_hotspot); - m_shader->SetUniform(m_uni_color, m_color); - m_vdecl->SetStream(m_vbo, m_coord); - m_vdecl->Bind(); - m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); - m_vdecl->Unbind(); - m_shader->Unbind(); - m_fbo->Unbind(); - - m_shader->Bind(); - m_shader->SetUniform(m_uni_flag, 1.f); - m_shader->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0); - m_vdecl->SetStream(m_vbo, m_coord); - m_vdecl->Bind(); - m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); - m_vdecl->Unbind(); - m_shader->Unbind(); - } - -private: - Array m_vertices; - Shader *m_shader; - ShaderAttrib m_coord; - ShaderUniform m_uni_flag, m_uni_point, m_uni_color, m_uni_texture; - VertexDeclaration *m_vdecl; - VertexBuffer *m_vbo; - Framebuffer *m_fbo; - double m_time; - vec3 m_hotspot, m_color; - bool m_ready; -}; - -int main(int argc, char **argv) -{ - System::Init(argc, argv); - - Application app("Tutorial 08: Framebuffer Object", ivec2(512, 512), 60.0f); - - new FBO(); - - app.Run(); - return EXIT_SUCCESS; -} - diff --git a/tutorial/08_fbo.lolfx b/tutorial/08_fbo.lolfx deleted file mode 100644 index d47db363..00000000 --- a/tutorial/08_fbo.lolfx +++ /dev/null @@ -1,94 +0,0 @@ -[vert.glsl] - -#version 120 - -attribute vec2 in_Position; - -varying vec2 pass_Position; - -void main() -{ - pass_Position = in_Position; - gl_Position = vec4(in_Position, 0.0, 1.0); -} - -[frag.glsl] - -#version 120 - -#if defined GL_ES -precision highp float; -#endif - -uniform sampler2D in_Texture; -uniform float in_Flag; -uniform vec3 in_Point; -uniform vec3 in_Color; - -varying vec2 pass_Position; - -void main(void) -{ - if (in_Flag == 0.0) - { - float tc = 0.0, ta = 0.0; - { - float s = 3.0 + 2.0 * in_Point.z; - vec2 p = pass_Position - in_Point.xy * 0.9; - float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); - float u = t * t * t * t; - tc += 3.0 * t * t - 2.0 * t * t * t; - ta += 3.0 * u * u - 2.0 * u * u * u; - } - - gl_FragColor = vec4(tc * in_Color, ta + 0.1); - } - else - { - vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); - gl_FragColor = vec4(texture2D(in_Texture, texcoords).xyz, 1.0); - } -} - -[vert.hlsl] - -void main(float2 in_Position : POSITION, - out float2 pass_Position : TEXCOORD0, - out float4 out_Position : POSITION) -{ - pass_Position = in_Position; - out_Position = float4(in_Position, 0.0, 1.0); -} - -[frag.hlsl] - -void main(in float2 pass_Position : TEXCOORD0, - uniform sampler2D in_Texture, - uniform float in_Flag, - uniform float3 in_Point, - uniform float3 in_Color, - out float4 out_FragColor : COLOR) -{ - if (in_Flag == 0.0) - { - float tc = 0.0, ta = 0.0; - { - float s = 3.0 + 2.0 * in_Point.z; - float2 p = pass_Position - in_Point.xy * 0.9; - float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); - float u = t * t * t * t; - tc += 3.0 * t * t - 2.0 * t * t * t; - ta += 3.0 * u * u - 2.0 * u * u * u; - } - - out_FragColor = float4(tc * in_Color, ta + 0.1); - } - else - { - float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); - /* FIXME: this should be passed as a uniform or something */ - texcoords += float2(0.5 / 800.0, 0.5 / 600.0); - out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); - } -} - diff --git a/tutorial/08_fbo.vcxproj b/tutorial/08_fbo.vcxproj deleted file mode 100644 index 44e1500f..00000000 --- a/tutorial/08_fbo.vcxproj +++ /dev/null @@ -1,79 +0,0 @@ - - - - - Debug - ORBIS - - - Debug - PS3 - - - Debug - Win32 - - - Debug - x64 - - - Debug - Xbox 360 - - - Release - ORBIS - - - Release - PS3 - - - Release - Win32 - - - Release - x64 - - - Release - Xbox 360 - - - - - - - - - - - {9e62f2fe-3408-4eae-8238-fd84238ceeda} - - - {83d3b207-c601-4025-8f41-01dedc354661} - - - - {BCEE0132-8E24-49BE-AFEB-96DAD14396BA} - Application - Win32Proj - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/tutorial/11_fractal.cpp b/tutorial/11_fractal.cpp deleted file mode 100644 index 0380e39b..00000000 --- a/tutorial/11_fractal.cpp +++ /dev/null @@ -1,579 +0,0 @@ -// -// Lol Engine - Fractal tutorial -// -// Copyright: (c) 2011-2013 Sam Hocevar -// This program is free software; you can redistribute it and/or -// modify it under the terms of the Do What The Fuck You Want To -// Public License, Version 2, as published by Sam Hocevar. See -// http://www.wtfpl.net/ for more details. -// - -#if defined HAVE_CONFIG_H -# include "config.h" -#endif - -#include -#include - -#include "core.h" -#include "loldebug.h" - -using namespace lol; - -LOLFX_RESOURCE_DECLARE(11_fractal); - -class Fractal : public WorldEntity -{ -public: - Fractal(ivec2 const &size) - { - /* Ensure texture size is a multiple of 16 for better aligned - * data access. Store the dimensions of a texel for our shader, - * as well as the half-size of the screen. */ - m_size = size; - m_size.x = (m_size.x + 15) & ~15; - m_size.y = (m_size.y + 15) & ~15; - m_texel_settings = vec4(1.0, 1.0, 2.0, 2.0) / m_size.xyxy; - m_screen_settings = vec4(1.0, 1.0, 0.5, 0.5) * m_size.xyxy; - - /* Window size decides the world aspect ratio. For instance, 640×480 - * will be mapped to (-0.66,-0.5) - (0.66,0.5). */ -#if !defined __native_client__ - m_window_size = Video::GetSize(); -#else - /* FIXME: it's illegal to call this on the game thread! */ - m_window_size = ivec2(640, 480); -#endif - if (m_window_size.y < m_window_size.x) - m_window2world = 0.5 / m_window_size.y; - else - m_window2world = 0.5 / m_window_size.x; - m_texel2world = (dvec2)m_window_size / (dvec2)m_size * m_window2world; - - m_oldmouse = ivec2(0, 0); - - m_pixels.Resize(m_size.x * m_size.y); - m_frame = -1; - m_slices = 4; - for (int i = 0; i < 4; i++) - { - m_deltashift[i] = real("0"); - m_deltascale[i] = real("1"); - m_dirty[i] = 2; - } -#if defined __CELLOS_LV2__ || defined _XBOX - //m_center = rcmplx(-.22815528839841, -1.11514249704382); - //m_center = rcmplx(0.001643721971153, 0.822467633298876); - m_center = rcmplx("-0.65823419062254", "0.50221777363480"); - m_zoom_speed = -0.025; -#else - m_center = rcmplx(-0.75, 0.0); - m_zoom_speed = 0.0; -#endif - m_translate = rcmplx(0.0, 0.0); - m_radius = 5.0; - m_ready = false; - m_drag = false; - - for (int i = 0; i < (MAX_ITERATIONS + 1) * PALETTE_STEP; i++) - { - double f = (double)i / PALETTE_STEP; - - double r = 0.5 * lol::sin(f * 0.27 + 2.0) + 0.5; - double g = 0.5 * lol::sin(f * 0.17 - 1.8) + 0.5; - double b = 0.5 * lol::sin(f * 0.21 - 2.6) + 0.5; - - if (f < 7.0) - { - f = f < 1.0 ? 0.0 : (f - 1.0) / 6.0; - r *= f; - g *= f; - b *= f; - } - - uint8_t red = r * 255.99f; - uint8_t green = g * 255.99f; - uint8_t blue = b * 255.99f; -#if defined __CELLOS_LV2__ || defined _XBOX - m_palette.Push(u8vec4(255, red, green, blue)); -#elif defined __native_client__ - m_palette.Push(u8vec4(red, green, blue, 255)); -#else - m_palette.Push(u8vec4(blue, green, red, 255)); -#endif - } - -#if !defined __native_client__ - m_centertext = new Text(NULL, "data/font/ascii.png"); - m_centertext->SetPos(ivec3(5, m_window_size.y - 15, 1)); - Ticker::Ref(m_centertext); - - m_mousetext = new Text(NULL, "data/font/ascii.png"); - m_mousetext->SetPos(ivec3(5, m_window_size.y - 29, 1)); - Ticker::Ref(m_mousetext); - - m_zoomtext = new Text(NULL, "data/font/ascii.png"); - m_zoomtext->SetPos(ivec3(5, m_window_size.y - 43, 1)); - Ticker::Ref(m_zoomtext); -#endif - - m_position = ivec3(0, 0, 0); - m_bbox[0] = m_position; - m_bbox[1] = ivec3(m_window_size, 0); - Input::TrackMouse(this); - -#if LOL_FEATURE_THREADS - /* Spawn worker threads and wait for their readiness. */ - for (int i = 0; i < MAX_THREADS; i++) - m_threads[i] = new Thread(DoWorkHelper, this); - for (int i = 0; i < MAX_THREADS; i++) - m_spawnqueue.Pop(); -#endif - } - - ~Fractal() - { -#if LOL_FEATURE_THREADS - /* Signal worker threads for completion and wait for - * them to quit. */ - for (int i = 0; i < MAX_THREADS; i++) - m_jobqueue.Push(-1); - for (int i = 0; i < MAX_THREADS; i++) - m_donequeue.Pop(); -#endif - - Input::UntrackMouse(this); -#if !defined __native_client__ - Ticker::Unref(m_centertext); - Ticker::Unref(m_mousetext); - Ticker::Unref(m_zoomtext); -#endif - } - - inline dcmplx TexelToWorldOffset(vec2 texel) - { - double dx = (0.5 + texel.x - m_size.x / 2) * m_texel2world.x; - double dy = (0.5 + m_size.y / 2 - texel.y) * m_texel2world.y; - return m_radius * dcmplx(dx, dy); - } - - inline dcmplx ScreenToWorldOffset(vec2 pixel) - { - /* No 0.5 offset here, because we want to be able to position the - * mouse at (0,0) exactly. */ - double dx = pixel.x - m_window_size.x / 2; - double dy = m_window_size.y / 2 - pixel.y; - return m_radius * m_window2world * dcmplx(dx, dy); - } - - virtual void TickGame(float seconds) - { - WorldEntity::TickGame(seconds); - - int prev_frame = (m_frame + 4) % 4; - m_frame = (m_frame + 1) % 4; - - rcmplx worldmouse = m_center + rcmplx(ScreenToWorldOffset(m_mousepos)); - - uint32_t buttons = Input::GetMouseButtons(); -#if !defined __CELLOS_LV2__ && !defined _XBOX - if (buttons & 0x2) - { - if (!m_drag) - { - m_oldmouse = m_mousepos; - m_drag = true; - } - m_translate = ScreenToWorldOffset(m_oldmouse) - - ScreenToWorldOffset(m_mousepos); - /* XXX: the purpose of this hack is to avoid translating by - * an exact number of pixels. If this were to happen, the step() - * optimisation for i915 cards in our shader would behave - * incorrectly because a quarter of the pixels in the image - * would have tie rankings in the distance calculation. */ - m_translate *= real(1023.0 / 1024.0); - m_oldmouse = m_mousepos; - } - else - { - m_drag = false; - if (m_translate != rcmplx(0.0, 0.0)) - { - m_translate *= real(std::pow(2.0, -seconds * 5.0)); - if ((double)m_translate.norm() < m_radius * 1e-4) - m_translate = rcmplx(0.0, 0.0); - } - } - - if (buttons & 0x5 && m_mousepos.x != -1) - { - double zoom = (buttons & 0x1) ? -0.5 : 0.5; - m_zoom_speed += zoom * seconds; - if (m_zoom_speed / zoom > 5e-3f) - m_zoom_speed = zoom * 5e-3f; - } - else if (m_zoom_speed) - { - m_zoom_speed *= std::pow(2.0, -seconds * 5.0); - if (lol::abs(m_zoom_speed) < 1e-5 || m_drag) - m_zoom_speed = 0.0; - } -#endif - - if (m_zoom_speed || m_translate != rcmplx(0.0, 0.0)) - { - rcmplx oldcenter = m_center; - double oldradius = m_radius; - double zoom = std::pow(2.0, seconds * 1e3f * m_zoom_speed); - if (m_radius * zoom > 8.0) - { - m_zoom_speed *= -1.0; - zoom = 8.0 / m_radius; - } - else if (m_radius * zoom < 1e-14) - { - m_zoom_speed *= -1.0; - zoom = 1e-14 / m_radius; - } - m_radius *= zoom; -#if !defined __CELLOS_LV2__ && !defined _XBOX - m_center += m_translate; - m_center = (m_center - worldmouse) * real(zoom) + worldmouse; - worldmouse = m_center + rcmplx(ScreenToWorldOffset(m_mousepos)); -#endif - - /* Store the transformation properties to go from m_frame - 1 - * to m_frame. */ - m_deltashift[prev_frame] = (m_center - oldcenter) / real(oldradius); - m_deltashift[prev_frame].x /= m_size.x * m_texel2world.x; - m_deltashift[prev_frame].y /= m_size.y * m_texel2world.y; - m_deltascale[prev_frame] = m_radius / oldradius; - m_dirty[0] = m_dirty[1] = m_dirty[2] = m_dirty[3] = 2; - } - else - { - /* If settings didn't change, set transformation from previous - * frame to identity. */ - m_deltashift[prev_frame] = real::R_0(); - m_deltascale[prev_frame] = real::R_1(); - } - - /* Transformation from current frame to current frame is always - * identity. */ - m_zoom_settings[m_frame][0] = 0.0f; - m_zoom_settings[m_frame][1] = 0.0f; - m_zoom_settings[m_frame][2] = 1.0f; - - /* Compute transformation from other frames to current frame */ - for (int i = 0; i < 3; i++) - { - int prev_index = (m_frame + 4 - i) % 4; - int cur_index = (m_frame + 3 - i) % 4; - - m_zoom_settings[cur_index][0] = (real)m_zoom_settings[prev_index][0] * m_deltascale[cur_index] + m_deltashift[cur_index].x; - m_zoom_settings[cur_index][1] = (real)m_zoom_settings[prev_index][1] * m_deltascale[cur_index] + m_deltashift[cur_index].y; - m_zoom_settings[cur_index][2] = (real)m_zoom_settings[prev_index][2] * m_deltascale[cur_index]; - } - - /* Precompute texture offset change instead of doing it in GLSL */ - for (int i = 0; i < 4; i++) - { - m_zoom_settings[i][0] += 0.5 * (1.0 - m_zoom_settings[i][2]); - m_zoom_settings[i][1] -= 0.5 * (1.0 - m_zoom_settings[i][2]); - } - -#if !defined __native_client__ - char buf[256]; - std::sprintf(buf, "center: "); - m_center.x.sprintf(buf + strlen(buf), 30); - std::sprintf(buf + strlen(buf), " "); - m_center.y.sprintf(buf + strlen(buf), 30); - m_centertext->SetText(buf); - std::sprintf(buf, " mouse: "); - worldmouse.x.sprintf(buf + strlen(buf), 30); - std::sprintf(buf + strlen(buf), " "); - worldmouse.y.sprintf(buf + strlen(buf), 30); - m_mousetext->SetText(buf); - std::sprintf(buf, " zoom: %g", 1.0 / m_radius); - m_zoomtext->SetText(buf); -#endif - - if (m_dirty[m_frame]) - { - m_dirty[m_frame]--; - - for (int i = 0; i < m_size.y; i += MAX_LINES * 2) - { -#if LOL_FEATURE_THREADS - m_jobqueue.Push(i); -#else - DoWork(i); -#endif - } - } - } - -#if LOL_FEATURE_THREADS - static void *DoWorkHelper(void *data) - { - Fractal *that = (Fractal *)data; - that->m_spawnqueue.Push(0); - for ( ; ; ) - { - int line = that->m_jobqueue.Pop(); - if (line == -1) - break; - that->DoWork(line); - that->m_donequeue.Push(0); - } - that->m_donequeue.Push(0); - return NULL; - }; -#endif - - void DoWork(int line) - { - double const maxsqlen = 1024; - double const k1 = 1.0 / (1 << 10) / (std::log(maxsqlen) / std::log(2.0)); - - int jmin = ((m_frame + 1) % 4) / 2 + line; - int jmax = jmin + MAX_LINES * 2; - if (jmax > m_size.y) - jmax = m_size.y; - u8vec4 *m_pixelstart = &m_pixels[0] - + m_size.x * (m_size.y / 4 * m_frame + line / 4); - - dcmplx c = (dcmplx)m_center; - - for (int j = jmin; j < jmax; j += 2) - for (int i = m_frame % 2; i < m_size.x; i += 2) - { - double xr, yr, x0, y0, x1, y1, x2, y2, x3, y3; - dcmplx z0 = c + TexelToWorldOffset(ivec2(i, j)); - //dcmplx r0(0.28693186889504513, 0.014286693904085048); - //dcmplx r0(0.001643721971153, 0.822467633298876); - //dcmplx r0(-1.207205434596, 0.315432814901); - //dcmplx r0(-0.79192956889854, -0.14632423080102); - //dcmplx r0(0.3245046418497685, 0.04855101129280834); - dcmplx r0 = z0; - - x0 = z0.x; y0 = z0.y; - xr = r0.x; yr = r0.y; - - int iter = MAX_ITERATIONS - 4; - for (;;) - { - /* Unroll the loop: tests are more expensive to do at each - * iteration than the few extra multiplications. */ - x1 = x0 * x0 - y0 * y0 + xr; - y1 = x0 * y0 + x0 * y0 + yr; - x2 = x1 * x1 - y1 * y1 + xr; - y2 = x1 * y1 + x1 * y1 + yr; - x3 = x2 * x2 - y2 * y2 + xr; - y3 = x2 * y2 + x2 * y2 + yr; - x0 = x3 * x3 - y3 * y3 + xr; - y0 = x3 * y3 + x3 * y3 + yr; - - if (x0 * x0 + y0 * y0 >= maxsqlen) - break; - iter -= 4; - if (iter < 4) - break; - } - - if (iter) - { - double n = x0 * x0 + y0 * y0; - - if (x1 * x1 + y1 * y1 >= maxsqlen) - { - iter += 3; n = x1 * x1 + y1 * y1; - } - else if (x2 * x2 + y2 * y2 >= maxsqlen) - { - iter += 2; n = x2 * x2 + y2 * y2; - } - else if (x3 * x3 + y3 * y3 >= maxsqlen) - { - iter += 1; n = x3 * x3 + y3 * y3; - } - - if (n > maxsqlen * maxsqlen) - n = maxsqlen * maxsqlen; - - /* Approximate log(sqrt(n))/log(sqrt(maxsqlen)) */ - double f = iter; - union { double n; uint64_t x; } u = { n }; - double k = (u.x >> 42) - (((1 << 10) - 1) << 10); - k *= k1; - - /* Approximate log2(k) in [1,2]. */ - f += (- 0.344847817623168308695977510213252644185 * k - + 2.024664188044341212602376988171727038739) * k - - 1.674876738008591047163498125918330313237; - - *m_pixelstart++ = m_palette[(int)(f * PALETTE_STEP)]; - } - else - { -#if defined __CELLOS_LV2__ || defined _XBOX - *m_pixelstart++ = u8vec4(255, 0, 0, 0); -#else - *m_pixelstart++ = u8vec4(0, 0, 0, 255); -#endif - } - } - } - - virtual void TickDraw(float seconds) - { - WorldEntity::TickDraw(seconds); - - static float const vertices[] = - { - 1.0f, 1.0f, - -1.0f, 1.0f, - -1.0f, -1.0f, - -1.0f, -1.0f, - 1.0f, -1.0f, - 1.0f, 1.0f, - }; - - static float const texcoords[] = - { - 1.0f, 1.0f, - 0.0f, 1.0f, - 0.0f, 0.0f, - 0.0f, 0.0f, - 1.0f, 0.0f, - 1.0f, 1.0f, - }; - - if (!m_ready) - { - /* Create a texture of half the width and twice the height - * so that we can upload four different subimages each frame. */ - m_texture = new Texture(ivec2(m_size.x / 2, m_size.y * 2), - PixelFormat::ABGR_8); - - /* Ensure the texture data is complete at least once, otherwise - * uploading subimages will not work. */ - m_texture->SetData(&m_pixels[0]); - - m_shader = Shader::Create(LOLFX_RESOURCE_NAME(11_fractal)); - - m_vertexattrib = m_shader->GetAttribLocation("a_Vertex", VertexUsage::Position, 0); - m_texattrib = m_shader->GetAttribLocation("a_TexCoord", VertexUsage::TexCoord, 0); - m_texeluni = m_shader->GetUniformLocation("u_TexelSize"); - m_screenuni = m_shader->GetUniformLocation("u_ScreenSize"); - m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings"); - - m_vdecl = - new VertexDeclaration(VertexStream(VertexUsage::Position), - VertexStream(VertexUsage::TexCoord)); - m_vbo = new VertexBuffer(sizeof(vertices)); - m_tbo = new VertexBuffer(sizeof(texcoords)); - - void *tmp = m_vbo->Lock(0, 0); - memcpy(tmp, vertices, sizeof(vertices)); - m_vbo->Unlock(); - - tmp = m_tbo->Lock(0, 0); - memcpy(tmp, texcoords, sizeof(texcoords)); - m_tbo->Unlock(); - - /* FIXME: this object never cleans up */ - m_ready = true; - } - - m_texture->Bind(); - - if (m_dirty[m_frame]) - { -#if LOL_FEATURE_THREADS - for (int i = 0; i < m_size.y; i += MAX_LINES * 2) - m_donequeue.Pop(); -#endif - - m_dirty[m_frame]--; - -#if defined __CELLOS_LV2__ - /* glTexSubImage2D is extremely slow on the PS3, to the point - * that uploading the whole texture is 40 times faster. */ - m_texture->SetData(&m_pixels[0]); -#else - m_texture->SetSubData(ivec2(0, m_frame * m_size.y / 2), - m_size / 2, - &m_pixels[m_size.x * m_size.y / 4 * m_frame]); -#endif - } - - m_shader->Bind(); - m_shader->SetUniform(m_texeluni, m_texel_settings); - m_shader->SetUniform(m_screenuni, m_screen_settings); - m_shader->SetUniform(m_zoomuni, m_zoom_settings); - m_vdecl->Bind(); - m_vdecl->SetStream(m_vbo, m_vertexattrib); - m_vdecl->SetStream(m_tbo, m_texattrib); - m_texture->Bind(); - m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); - m_vdecl->Unbind(); - } - -private: - static int const MAX_ITERATIONS = 340; - static int const PALETTE_STEP = 32; - static int const MAX_THREADS = 8; - static int const MAX_LINES = 8; - - ivec2 m_size, m_window_size, m_oldmouse; - double m_window2world; - dvec2 m_texel2world; - Array m_pixels, m_palette; - - Shader *m_shader; - ShaderAttrib m_vertexattrib, m_texattrib; - ShaderUniform m_texeluni, m_screenuni, m_zoomuni; - - VertexDeclaration *m_vdecl; - VertexBuffer *m_vbo, *m_tbo; - Texture *m_texture; - - int m_frame, m_slices, m_dirty[4]; - bool m_ready, m_drag; - - rcmplx m_deltashift[4], m_center, m_translate; - real m_deltascale[4]; - double m_zoom_speed, m_radius; - - vec4 m_texel_settings, m_screen_settings; - mat4 m_zoom_settings; - -#if LOL_FEATURE_THREADS - /* Worker threads */ - Thread *m_threads[MAX_THREADS]; - Queue m_spawnqueue, m_jobqueue, m_donequeue; -#endif - -#if !defined __native_client__ - /* Debug information */ - Text *m_centertext, *m_mousetext, *m_zoomtext; -#endif -}; - -int main(int argc, char **argv) -{ - ivec2 window_size(640, 480); - - System::Init(argc, argv); - Application app("Tutorial 3: Fractal", window_size, 60.0f); - - new DebugFps(5, 5); - new Fractal(window_size); - //new DebugRecord("fractalol.ogm", 60.0f); - - app.Run(); - - return EXIT_SUCCESS; -} - diff --git a/tutorial/11_fractal.lolfx b/tutorial/11_fractal.lolfx deleted file mode 100644 index 803e8021..00000000 --- a/tutorial/11_fractal.lolfx +++ /dev/null @@ -1,192 +0,0 @@ -[vert.glsl] - -#version 120 - -uniform mat4 u_ZoomSettings; -uniform vec4 u_TexelSize; -uniform vec4 u_ScreenSize; - -attribute vec2 a_TexCoord; -attribute vec2 a_Vertex; - -varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY; - -void main(void) -{ - gl_Position = vec4(a_Vertex, 0.0, 1.0); - /* Center point in [-.5,.5], apply zoom and translation - * transformation, and go back to texture coordinates - * in [0,1]. That's the ideal point we would like to - * compute the value for. Then add or remove half the - * size of a texel: the distance from this new point to - * the final point will be our error. */ - vec4 offsets = vec4(0.5, -0.5, 0.015625, -0.015625); - vec4 zoomscale = vec4(u_ZoomSettings[0][2], - u_ZoomSettings[1][2], - u_ZoomSettings[2][2], - u_ZoomSettings[3][2]); - vec4 zoomtx = vec4(u_ZoomSettings[0][0], - u_ZoomSettings[1][0], - u_ZoomSettings[2][0], - u_ZoomSettings[3][0]); - vec4 zoomty = vec4(u_ZoomSettings[0][1], - u_ZoomSettings[1][1], - u_ZoomSettings[2][1], - u_ZoomSettings[3][1]); - v_CenterX = zoomscale * a_TexCoord.x + zoomtx - + offsets.xyxy * u_TexelSize.x; - v_CenterY = zoomscale * a_TexCoord.y - zoomty - + offsets.xyyx * u_TexelSize.y; - /* Precompute the multiple of one texel where our ideal - * point lies. The fragment shader will call floor() on - * this value. We add or remove a slight offset to avoid - * rounding issues at the image's edges. */ - v_IndexX = v_CenterX * u_ScreenSize.z - offsets.zwzw; - v_IndexY = v_CenterY * u_ScreenSize.w - offsets.zwwz; -} - -[frag.glsl] - -#version 120 - -#if defined GL_ES -precision highp float; -#endif - -uniform vec4 u_TexelSize; -uniform sampler2D u_Texture; - -varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY; - -void main(void) -{ - vec4 v05 = vec4(0.5, 0.5, 0.5, 0.5); - vec4 rx, ry, t0, dx, dy, dd; - /* Get a pixel coordinate from each slice into rx & ry */ - rx = u_TexelSize.x + u_TexelSize.z * floor(v_IndexX); - ry = u_TexelSize.y + u_TexelSize.w * floor(v_IndexY); - /* Compute inverse distance to expected pixel in dd, - * and put zero if we fall outside the texture. */ - t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05); - dx = rx - v_CenterX; - dy = ry - v_CenterY; -#if 0 - vec4 dd = t0 * (abs(dx) + abs(dy)); - vec4 dd = t0 / (0.001 + sqrt((dx * dx) + (dy * dy))); -#endif - dd = t0 / (0.000001 + (dx * dx) + (dy * dy)); - /* Modify Y coordinate to select proper quarter. */ - ry = ry * 0.25 + vec4(0.0, 0.25, 0.5, 0.75); - -#if 1 -# if 0 - /* XXX: disabled until we can autodetect i915 */ - /* t1.x <-- dd.x > dd.y */ - /* t1.y <-- dd.z > dd.w */ - vec2 t1 = step(dd.xz, dd.yw); - /* ret.x <-- max(rx.x, rx.y) wrt. t1.x */ - /* ret.y <-- max(rx.z, rx.w) wrt. t1.y */ - /* ret.z <-- max(ry.x, ry.y) wrt. t1.x */ - /* ret.w <-- max(ry.z, ry.w) wrt. t1.y */ - vec4 ret = mix(vec4(rx.xz, ry.xz), - vec4(rx.yw, ry.yw), t1.xyxy); - /* dd.x <-- max(dd.x, dd.y) */ - /* dd.z <-- max(dd.z, dd.w) */ - dd.xy = mix(dd.xz, dd.yw, t1); - /* t2 <-- dd.x > dd.z */ - float t2 = step(dd.x, dd.y); - /* ret.x <-- max(ret.x, ret.y); */ - /* ret.y <-- max(ret.z, ret.w); */ - ret.xy = mix(ret.xz, ret.yw, t2); -# else - /* Fallback for i915 cards -- the trick to reduce the - * number of operations is to compute both step(a,b) - * and step(b,a) and hope that their sum is 1. This is - * almost always the case, and when it isn't we can - * afford to have a few wrong pixels. However, a real - * problem is when panning the image, because half the - * screen is likely to flicker. To avoid this problem, - * we cheat a little (see m_translate comment above). */ - vec4 t1 = step(dd.xzyw, dd.ywxz); - vec4 ret = vec4(rx.xz, ry.xz) * t1.zwzw - + vec4(rx.yw, ry.yw) * t1.xyxy; - dd.xy = dd.xz * t1.zw + dd.yw * t1.xy; - vec2 t2 = step(dd.xy, dd.yx); - ret.xy = ret.xz * t2.yy + ret.yw * t2.xx; -# endif - /* Nearest neighbour */ - gl_FragColor = texture2D(u_Texture, ret.xy); -#else - /* Alternate version: some kind of linear interpolation */ - vec4 p0 = texture2D(u_Texture, vec2(rx.x, ry.x)); - vec4 p1 = texture2D(u_Texture, vec2(rx.y, ry.y)); - vec4 p2 = texture2D(u_Texture, vec2(rx.z, ry.z)); - vec4 p3 = texture2D(u_Texture, vec2(rx.w, ry.w)); - gl_FragColor = 1.0 / (dd.x + dd.y + dd.z + dd.w) - * (dd.x * p0 + dd.y * p1 + dd.z * p2 + dd.w * p3); -#endif -} - -[vert.hlsl] - -void main(float2 a_Vertex : POSITION, - float2 a_TexCoord : TEXCOORD0, - uniform float4x4 u_ZoomSettings, - uniform float4 u_TexelSize, - uniform float4 u_ScreenSize, - out float4 out_Position : POSITION0, - out float4 v_CenterX : TEXCOORD0, - out float4 v_CenterY : TEXCOORD1, - out float4 v_IndexX : TEXCOORD2, - out float4 v_IndexY : TEXCOORD3) -{ - out_Position = float4(a_Vertex, 0.0, 1.0); - float4 offsets = float4(0.5, -0.5, 0.015625, -0.015625); - float4 zoomscale = float4(u_ZoomSettings[2][0], - u_ZoomSettings[2][1], - u_ZoomSettings[2][2], - u_ZoomSettings[2][3]); - float4 zoomtx = float4(u_ZoomSettings[0][0], - u_ZoomSettings[0][1], - u_ZoomSettings[0][2], - u_ZoomSettings[0][3]); - float4 zoomty = float4(u_ZoomSettings[1][0], - u_ZoomSettings[1][1], - u_ZoomSettings[1][2], - u_ZoomSettings[1][3]); - v_CenterX = zoomscale * a_TexCoord.x + zoomtx - + offsets.xyxy * u_TexelSize.x; - v_CenterY = zoomscale * a_TexCoord.y - zoomty - + offsets.xyyx * u_TexelSize.y; - v_IndexX = v_CenterX * u_ScreenSize.z - offsets.zwzw; - v_IndexY = v_CenterY * u_ScreenSize.w - offsets.zwwz; -} - -[frag.hlsl] - -void main(in float4 v_CenterX : TEXCOORD0, - in float4 v_CenterY : TEXCOORD1, - in float4 v_IndexX : TEXCOORD2, - in float4 v_IndexY : TEXCOORD3, - uniform float4 u_TexelSize, - uniform sampler2D u_Texture, - out float4 out_FragColor : COLOR) -{ - float4 v05 = float4(0.5, 0.5, 0.5, 0.5); - float4 rx, ry, t0, dx, dy, dd; - rx = u_TexelSize.x + u_TexelSize.z * floor(v_IndexX); - ry = u_TexelSize.y + u_TexelSize.w * floor(v_IndexY); - t0 = step(abs(rx - v05), v05) * step(abs(ry - v05), v05); - dx = rx - v_CenterX; - dy = ry - v_CenterY; - dd = t0 / (0.000001 + (dx * dx) + (dy * dy)); - ry = ry * 0.25 + float4(0.0, 0.25, 0.5, 0.75); - float2 t1 = step(dd.xz, dd.yw); - float4 ret = lerp(float4(rx.xz, ry.xz), - float4(rx.yw, ry.yw), t1.xyxy); - dd.xy = lerp(dd.xz, dd.yw, t1); - float t2 = step(dd.x, dd.y); - ret.xy = lerp(ret.xz, ret.yw, t2); - out_FragColor = tex2D(u_Texture, ret.xy); -} - diff --git a/tutorial/11_fractal.vcxproj b/tutorial/11_fractal.vcxproj deleted file mode 100644 index 63370a0e..00000000 --- a/tutorial/11_fractal.vcxproj +++ /dev/null @@ -1,79 +0,0 @@ - - - - - Debug - ORBIS - - - Debug - PS3 - - - Debug - Win32 - - - Debug - x64 - - - Debug - Xbox 360 - - - Release - ORBIS - - - Release - PS3 - - - Release - Win32 - - - Release - x64 - - - Release - Xbox 360 - - - - - - - - - - - {9e62f2fe-3408-4eae-8238-fd84238ceeda} - - - {83d3b207-c601-4025-8f41-01dedc354661} - - - - {6bf81b39-edc2-4227-9992-c2d8abea95af} - Application - Win32Proj - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/tutorial/12_distance.lolfx b/tutorial/12_distance.lolfx deleted file mode 100644 index d47db363..00000000 --- a/tutorial/12_distance.lolfx +++ /dev/null @@ -1,94 +0,0 @@ -[vert.glsl] - -#version 120 - -attribute vec2 in_Position; - -varying vec2 pass_Position; - -void main() -{ - pass_Position = in_Position; - gl_Position = vec4(in_Position, 0.0, 1.0); -} - -[frag.glsl] - -#version 120 - -#if defined GL_ES -precision highp float; -#endif - -uniform sampler2D in_Texture; -uniform float in_Flag; -uniform vec3 in_Point; -uniform vec3 in_Color; - -varying vec2 pass_Position; - -void main(void) -{ - if (in_Flag == 0.0) - { - float tc = 0.0, ta = 0.0; - { - float s = 3.0 + 2.0 * in_Point.z; - vec2 p = pass_Position - in_Point.xy * 0.9; - float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); - float u = t * t * t * t; - tc += 3.0 * t * t - 2.0 * t * t * t; - ta += 3.0 * u * u - 2.0 * u * u * u; - } - - gl_FragColor = vec4(tc * in_Color, ta + 0.1); - } - else - { - vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); - gl_FragColor = vec4(texture2D(in_Texture, texcoords).xyz, 1.0); - } -} - -[vert.hlsl] - -void main(float2 in_Position : POSITION, - out float2 pass_Position : TEXCOORD0, - out float4 out_Position : POSITION) -{ - pass_Position = in_Position; - out_Position = float4(in_Position, 0.0, 1.0); -} - -[frag.hlsl] - -void main(in float2 pass_Position : TEXCOORD0, - uniform sampler2D in_Texture, - uniform float in_Flag, - uniform float3 in_Point, - uniform float3 in_Color, - out float4 out_FragColor : COLOR) -{ - if (in_Flag == 0.0) - { - float tc = 0.0, ta = 0.0; - { - float s = 3.0 + 2.0 * in_Point.z; - float2 p = pass_Position - in_Point.xy * 0.9; - float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); - float u = t * t * t * t; - tc += 3.0 * t * t - 2.0 * t * t * t; - ta += 3.0 * u * u - 2.0 * u * u * u; - } - - out_FragColor = float4(tc * in_Color, ta + 0.1); - } - else - { - float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); - /* FIXME: this should be passed as a uniform or something */ - texcoords += float2(0.5 / 800.0, 0.5 / 600.0); - out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); - } -} - diff --git a/tutorial/12_texture_to_screen.lolfx b/tutorial/12_texture_to_screen.lolfx deleted file mode 100644 index 78ca4d6d..00000000 --- a/tutorial/12_texture_to_screen.lolfx +++ /dev/null @@ -1,92 +0,0 @@ -[vert.glsl] - -#version 120 - -attribute vec2 in_position; - -varying vec2 pass_position; - -void main() -{ - pass_position = in_position; - gl_Position = vec4(in_position, 0.0, 1.0); -} - -[frag.glsl] - -#version 120 - -#if defined GL_ES -precision highp float; -#endif - -uniform sampler2D in_texture; -varying vec2 pass_position; - -vec3 rand_color(float t) -{ - return vec3(0.5 + 0.5 * sin(t * 19.0 + 17.0), - 0.5 + 0.5 * sin(t * 24.0 + 23.0), - 0.5 + 0.5 * sin(t * 37.0 + 12.0)); -} - -void main(void) -{ - vec2 texcoords = pass_position * 0.5 + vec2(0.5, 0.5); - vec4 src_color = texture2D(in_texture, texcoords); - float newg = src_color.z; - float newb = 0.0; - if (newg > 0.0) - newb = 1.0; - gl_FragColor = vec4(rand_color(newg), 1.0); -} - -[vert.hlsl] - -void main(float2 in_Position : POSITION, - out float2 pass_Position : TEXCOORD0, - out float4 out_Position : POSITION) -{ - pass_Position = in_Position; - out_Position = float4(in_Position, 0.0, 1.0); -} - -[frag.hlsl] - -float3 rand_color(float t) -{ - return float3(0.5 + 0.5 * sin(t * 9.0 + 3.0), - 0.5 + 0.5 * sin(t * 4.0 + 1.0), - 0.5 + 0.5 * sin(t * 7.0 + 2.0)); -} - -void main(in float2 pass_Position : TEXCOORD0, - uniform sampler2D in_Texture, - uniform float in_Flag, - uniform float3 in_Point, - uniform float3 in_Color, - out float4 out_FragColor : COLOR) -{ - if (in_Flag == 0.0) - { - float tc = 0.0, ta = 0.0; - { - float s = 3.0 + 2.0 * in_Point.z; - float2 p = pass_Position - in_Point.xy * 0.9; - float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); - float u = t * t * t * t; - tc += 3.0 * t * t - 2.0 * t * t * t; - ta += 3.0 * u * u - 2.0 * u * u * u; - } - - out_FragColor = float4(tc * in_Color, ta + 0.1); - } - else - { - float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); - /* FIXME: this should be passed as a uniform or something */ - texcoords += float2(0.5 / 800.0, 0.5 / 600.0); - out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); - } -} - diff --git a/tutorial/12_voronoi.cpp b/tutorial/12_voronoi.cpp deleted file mode 100644 index 08548943..00000000 --- a/tutorial/12_voronoi.cpp +++ /dev/null @@ -1,405 +0,0 @@ -// -// Lol Engine - Framebuffer Object tutorial -// -// Copyright: (c) 2013-2013 Sam Hocevar -// (c) 2013-2013 Benjamin "Touky" Huet -// This program is free software; you can redistribute it and/or -// modify it under the terms of the Do What The Fuck You Want To -// Public License, Version 2, as published by Sam Hocevar. See -// http://www.wtfpl.net/ for more details. -// - -#if defined HAVE_CONFIG_H -# include "config.h" -#endif - -#include "core.h" -#include "loldebug.h" - -using namespace std; -using namespace lol; - -LOLFX_RESOURCE_DECLARE(12_voronoi); -LOLFX_RESOURCE_DECLARE(12_voronoi_setup); -LOLFX_RESOURCE_DECLARE(12_voronoi_distance); -LOLFX_RESOURCE_DECLARE(12_distance); -LOLFX_RESOURCE_DECLARE(12_texture_to_screen); - -enum FboType -{ - SrcVoronoiFbo, - VoronoiFbo, - DistanceVoronoiFbo, - DistanceFbo, - - MaxFboType -}; - -class Voronoi : public WorldEntity -{ -public: - Voronoi() - { - m_vertices << vec2( 1.0, 1.0); - m_vertices << vec2(-1.0, -1.0); - m_vertices << vec2( 1.0, -1.0); - m_vertices << vec2(-1.0, -1.0); - m_vertices << vec2( 1.0, 1.0); - m_vertices << vec2(-1.0, 1.0); - m_ready = false; - m_cur_fbo = 0; - m_time = .0f; - m_timer = -1.0f; - mode = 0; - } - - virtual void TickGame(float seconds) - { - WorldEntity::TickGame(seconds); - - { - //Shutdown logic - if (Input::WasReleased(Key::Escape)) - Ticker::Shutdown(); - } - - m_time += seconds; - m_hotspot = 0.4f * vec3(lol::sin(m_time * 4.f) + lol::cos(m_time * 5.3f), - lol::sin(m_time * 5.7f) + lol::cos(m_time * 4.4f), - lol::sin(m_time * 5.f)); - m_color = 0.25f * vec3(1.1f + lol::sin(m_time * 2.5f + 1.f), - 1.1f + lol::sin(m_time * 2.8f + 1.3f), - 1.1f + lol::sin(m_time * 2.7f)); - /* Saturate dot color */ - float x = std::max(m_color.x, std::max(m_color.y, m_color.z)); - m_color /= x; - } - - virtual void TickDraw(float seconds) - { - WorldEntity::TickDraw(seconds); - - if (!m_ready) - { - m_vdecl = new VertexDeclaration(VertexStream(VertexUsage::Position)); - - m_vbo = new VertexBuffer(m_vertices.Bytes()); - void *vertices = m_vbo->Lock(0, 0); - memcpy(vertices, &m_vertices[0], m_vertices.Bytes()); - m_vbo->Unlock(); - - m_screen_shader = Shader::Create(LOLFX_RESOURCE_NAME(12_texture_to_screen)); - m_screen_coord = m_screen_shader->GetAttribLocation("in_position", VertexUsage::Position, 0); - m_screen_texture = m_screen_shader->GetUniformLocation("in_texture"); - - for (int i = 0; i < MaxFboType; ++i) - { - m_fbos.Push(new Framebuffer(Video::GetSize()), 0, Array(), Array() ); - - if (i == SrcVoronoiFbo) - { - m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi_setup)); - m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_texture"); - m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_source_point"); - m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_screen_res"); - m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation("in_position", VertexUsage::Position, 0); - } - else if (i == VoronoiFbo) - { - m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi)); - m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_texture"); - m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_step"); - m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_screen_res"); - m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation("in_position", VertexUsage::Position, 0); - } - else if (i == DistanceVoronoiFbo) - { - m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi_distance)); - } - else if (i == DistanceFbo) - { - m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_distance)); - } - - m_fbos.Last().m1->Bind(); - { - RenderContext rc; - rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); - rc.SetClearDepth(1.f); - g_renderer->Clear(ClearMask::Color | ClearMask::Depth); - } - m_fbos.Last().m1->Unbind(); - } - - temp_buffer = new Framebuffer(Video::GetSize()); - temp_buffer->Bind(); - { - RenderContext rc; - rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); - rc.SetClearDepth(1.f); - g_renderer->Clear(ClearMask::Color | ClearMask::Depth); - } - temp_buffer->Unbind(); - - m_ready = true; - /* FIXME: this object never cleans up */ - - //SRC SETUP - m_cur_fbo = VoronoiFbo; - } - - { - //Shutdown logic - if (Input::WasReleased(Key::O)) - voronoi_points.Pop(); - else if (Input::WasReleased(Key::P)) - voronoi_points.Push(vec3(rand(512.f), rand(512.f), .0f), - vec2(64.f + rand(64.f), 64.f + rand(64.f))); - else if (Input::WasReleased(Key::F1)) - m_cur_fbo = SrcVoronoiFbo; - else if (Input::WasReleased(Key::F2)) - m_cur_fbo = VoronoiFbo; - else if (Input::WasReleased(Key::F3)) - { - voronoi_points.Empty(); - if (mode == 0) - { - int i = 4; - while (i-- > 0) - voronoi_points.Push(vec3(rand(512.f), rand(512.f), .0f), - vec2(64.f + rand(64.f), 64.f + rand(64.f)) - //vec2(0.f) - ); - mode = 1; - } - else - { - mode = 0; - } - } - } - - if (mode == 0) - { - voronoi_points.Empty(); - int maxi = 6; - for (int i = 0; i < maxi; ++i) - { - voronoi_points.Push(vec3(256.f) + 196.f * vec3(lol::cos(m_time + i * 2.f * F_PI / maxi), lol::sin(m_time + i * 2.f * F_PI / maxi), .0f), vec2(.0f)); - voronoi_points.Push(vec3(256.f) + 128.f * vec3(lol::cos(-m_time + i * 2.f * F_PI / maxi), lol::sin(-m_time + i * 2.f * F_PI / maxi), .0f), vec2(.0f)); - voronoi_points.Push(vec3(256.f) + 64.f * vec3(lol::cos(m_time + i * 2.f * F_PI / maxi), lol::sin(m_time + i * 2.f * F_PI / maxi), .0f), vec2(.0f)); - voronoi_points.Push(vec3(256.f) + 32.f * vec3(lol::cos(-m_time + i * 2.f * F_PI / maxi), lol::sin(-m_time + i * 2.f * F_PI / maxi), .0f), vec2(.0f)); - } - voronoi_points.Push(vec3(256.f), vec2(.0f)); - } - - temp_buffer->Bind(); - { - RenderContext rc; - rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); - rc.SetClearDepth(1.f); - g_renderer->Clear(ClearMask::Color | ClearMask::Depth); - } - temp_buffer->Unbind(); - - { - vec2 limit(1.f, 511.f); - //SRC SETUP - for (int j = 0; j < voronoi_points.Count(); ++j) - { - voronoi_points[j].m1 = vec3(voronoi_points[j].m1.xy + voronoi_points[j].m2 * seconds, voronoi_points[j].m1.z); - if (voronoi_points[j].m1.x >= limit.y || voronoi_points[j].m1.x <= limit.x) - { - voronoi_points[j].m2.x *= -1.f; - voronoi_points[j].m1.x = clamp(voronoi_points[j].m1.x, limit.x, limit.y); - } - if (voronoi_points[j].m1.y >= limit.y || voronoi_points[j].m1.y <= limit.x) - { - voronoi_points[j].m2.y *= -1.f; - voronoi_points[j].m1.y = clamp(voronoi_points[j].m1.y, limit.x, limit.y); - } - voronoi_points[j].m1.z = ((float)j + 1) / ((float)voronoi_points.Count()); - } - - int f = SrcVoronoiFbo; - - m_fbos[f].m1->Bind(); - { - RenderContext rc; - rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); - rc.SetClearDepth(1.f); - g_renderer->Clear(ClearMask::Color | ClearMask::Depth); - } - m_fbos[f].m1->Unbind(); - - int buf = voronoi_points.Count() % 2; - for (int j = 0; j < voronoi_points.Count(); ++j) - { - Framebuffer *dst_buf; - Framebuffer *src_buf; - - if (buf) - { - dst_buf = m_fbos[f].m1; - src_buf = temp_buffer; - } - else - { - src_buf = m_fbos[f].m1; - dst_buf = temp_buffer; - } - - dst_buf->Bind(); - /* FIXME: we should just disable depth test in the shader */ - g_renderer->Clear(ClearMask::Depth); - m_fbos[f].m2->Bind(); - - int i = 0; - m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], src_buf->GetTexture(), 0); //"in_texture" - m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], voronoi_points[j].m1); //"in_source_point" - m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], vec2(512.f, 512.f)); //"in_screen_res" - - m_vdecl->SetStream(m_vbo, m_fbos[f].m4.Last()); - m_vdecl->Bind(); - m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); - m_vdecl->Unbind(); - m_fbos[f].m2->Unbind(); - dst_buf->Unbind(); - - buf = 1 - buf; - } - } - - g_renderer->Clear(ClearMask::Color | ClearMask::Depth); - - //FRAME BUFFER DRAW - m_timer -= seconds; - if (m_timer < .0f && m_cur_fbo != SrcVoronoiFbo) - { - //m_timer = 1.0f; - m_fbos[m_cur_fbo].m1->Bind(); - { - RenderContext rc; - rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); - rc.SetClearDepth(1.f); - g_renderer->Clear(ClearMask::Color | ClearMask::Depth); - } - m_fbos[m_cur_fbo].m1->Unbind(); - - ivec2 curres = ivec2(512, 512) / 2; - int buf = 0; - while (1) - { - Framebuffer *dst_buf; - Framebuffer *src_buf; - Shader *shader; - - if (curres == ivec2(0)) - shader = m_screen_shader; - else - shader = m_fbos[m_cur_fbo].m2; - - if (curres.x == 256) - src_buf = m_fbos[SrcVoronoiFbo].m1; - else if (buf) - src_buf = m_fbos[m_cur_fbo].m1; - else - src_buf = temp_buffer; - - if (buf) - dst_buf = temp_buffer; - else - dst_buf = m_fbos[m_cur_fbo].m1; - - dst_buf->Bind(); - /* FIXME: we should just disable depth test in the shader */ - g_renderer->Clear(ClearMask::Depth); - shader->Bind(); - - //08_FBO ?? - #if _XBOX - /* FIXME: the Xbox enforces full EDRAM clears on each frame, so - * we cannot expect the render target contents to be preserved. - * This code snippet should be moved inside the Framebuffer class. */ - //m_fbos[m_cur_fbo].m2->SetUniform(m_uni_flag, 1.f); - //m_fbos[m_cur_fbo].m2->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0); - //m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.Last()); - //m_vdecl->Bind(); - //m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); - //m_vdecl->Unbind(); - #endif - - int i = 0; - if (curres == ivec2(0)) - m_screen_shader->SetUniform(m_screen_texture, src_buf->GetTexture(), 0); - else if (m_cur_fbo == VoronoiFbo) - { - shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], src_buf->GetTexture(), 0); //"in_texture" - shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], ((float)curres.x) / 512.f); //"in_step" - shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], vec2(512.f, 512.f)); //"in_screen_res" - } - - m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.Last()); - m_vdecl->Bind(); - m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); - m_vdecl->Unbind(); - m_fbos[m_cur_fbo].m2->Unbind(); - dst_buf->Unbind(); - - if (curres == ivec2(0)) - break; - if (curres == ivec2(1)) - { - if (buf == 1) - curres = ivec2(0); - else - break; - } - buf = 1 - buf; - curres /= 2; - } - } - - //SCREEN DRAW - m_screen_shader->Bind(); - m_screen_shader->SetUniform(m_screen_texture, m_fbos[m_cur_fbo].m1->GetTexture(), 0); - m_vdecl->SetStream(m_vbo, m_screen_coord); - m_vdecl->Bind(); - m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); - m_vdecl->Unbind(); - m_screen_shader->Unbind(); - } - -private: - Array voronoi_points; - Array m_vertices; - Shader *m_screen_shader; - ShaderAttrib m_screen_coord; - ShaderUniform m_screen_texture; - - VertexDeclaration *m_vdecl; - VertexBuffer *m_vbo; - - Array, Array > m_fbos; - Framebuffer *temp_buffer; - - int mode; - int m_cur_fbo; - double m_time; - vec3 m_hotspot, m_color; - bool m_ready; - float m_timer; -}; - -int main(int argc, char **argv) -{ - System::Init(argc, argv); - - Application app("Tutorial 12: Jump Flooding Algorithm & Voronoi", ivec2(512, 512), 60.0f); - - new Voronoi(); - - app.Run(); - return EXIT_SUCCESS; -} - diff --git a/tutorial/12_voronoi.lolfx b/tutorial/12_voronoi.lolfx deleted file mode 100644 index 8ae45a11..00000000 --- a/tutorial/12_voronoi.lolfx +++ /dev/null @@ -1,93 +0,0 @@ -//----------------------------------------------------------------------------- -//GLSL -//----------------------------------------------------------------------------- -[vert.glsl] - -#version 120 - -attribute vec2 in_position; - -uniform vec2 in_screen_res; - -uniform float in_step; -varying vec2 pass_pos; -varying vec2 pass_p[8]; - -void main() -{ - //JFA ALGO - pass_pos = ((vec2(1.0) + in_position) * 0.5); - - float k = in_step; - - vec2 p2 = pass_pos; - pass_p[0] = p2 + vec2(-k, -k); - pass_p[1] = p2 + vec2( 0, -k); - pass_p[2] = p2 + vec2( k, -k); - pass_p[3] = p2 + vec2(-k, 0); - pass_p[4] = p2 + vec2( k, 0); - pass_p[5] = p2 + vec2(-k, k); - pass_p[6] = p2 + vec2( 0, k); - pass_p[7] = p2 + vec2( k, k); - - gl_Position = vec4(in_position, 0.0, 1.0); -} - -[frag.glsl] - -#version 120 - -#if defined GL_ES -precision highp float; -#endif - -uniform sampler2D in_texture; - -varying vec2 pass_pos; -varying vec2 pass_p[8]; - -void main(void) -{ - vec4 src_color = texture2D(in_texture, pass_pos); - vec4 neigh_color; - - for (int i = 0; i < 8; ++i) - { - neigh_color = texture2D(in_texture, pass_p[i]); - - if (neigh_color.z > 0.0 && src_color.z == 0.0) - src_color = neigh_color; - else if (neigh_color.z > 0.0 && src_color.z > 0.0 && - length(neigh_color.xy - pass_pos) < length(src_color.xy - pass_pos)) - src_color = neigh_color; - - } - - gl_FragColor = src_color; -} - -//----------------------------------------------------------------------------- -//HLSL -//----------------------------------------------------------------------------- -[vert.hlsl] - -void main(float2 in_Position : POSITION, - out float2 pass_Position : TEXCOORD0, - out float4 out_Position : POSITION) -{ - pass_Position = in_Position; - out_Position = float4(in_Position, 0.0, 1.0); -} - -[frag.hlsl] - -void main(in float2 pass_Position : TEXCOORD0, - uniform sampler2D in_Texture, - uniform float in_Flag, - uniform float3 in_Point, - uniform float3 in_Color, - out float4 out_FragColor : COLOR) -{ - out_FragColor = float4(0.0); -} - diff --git a/tutorial/12_voronoi.vcxproj b/tutorial/12_voronoi.vcxproj deleted file mode 100644 index 19320898..00000000 --- a/tutorial/12_voronoi.vcxproj +++ /dev/null @@ -1,83 +0,0 @@ - - - - - Debug - ORBIS - - - Debug - PS3 - - - Debug - Win32 - - - Debug - x64 - - - Debug - Xbox 360 - - - Release - ORBIS - - - Release - PS3 - - - Release - Win32 - - - Release - x64 - - - Release - Xbox 360 - - - - - - - - - - - - - - - {9e62f2fe-3408-4eae-8238-fd84238ceeda} - - - {83d3b207-c601-4025-8f41-01dedc354661} - - - - {6bf81b39-edc2-4227-9982-c2d8abea95af} - Application - Win32Proj - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/tutorial/12_voronoi_distance.lolfx b/tutorial/12_voronoi_distance.lolfx deleted file mode 100644 index d47db363..00000000 --- a/tutorial/12_voronoi_distance.lolfx +++ /dev/null @@ -1,94 +0,0 @@ -[vert.glsl] - -#version 120 - -attribute vec2 in_Position; - -varying vec2 pass_Position; - -void main() -{ - pass_Position = in_Position; - gl_Position = vec4(in_Position, 0.0, 1.0); -} - -[frag.glsl] - -#version 120 - -#if defined GL_ES -precision highp float; -#endif - -uniform sampler2D in_Texture; -uniform float in_Flag; -uniform vec3 in_Point; -uniform vec3 in_Color; - -varying vec2 pass_Position; - -void main(void) -{ - if (in_Flag == 0.0) - { - float tc = 0.0, ta = 0.0; - { - float s = 3.0 + 2.0 * in_Point.z; - vec2 p = pass_Position - in_Point.xy * 0.9; - float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); - float u = t * t * t * t; - tc += 3.0 * t * t - 2.0 * t * t * t; - ta += 3.0 * u * u - 2.0 * u * u * u; - } - - gl_FragColor = vec4(tc * in_Color, ta + 0.1); - } - else - { - vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); - gl_FragColor = vec4(texture2D(in_Texture, texcoords).xyz, 1.0); - } -} - -[vert.hlsl] - -void main(float2 in_Position : POSITION, - out float2 pass_Position : TEXCOORD0, - out float4 out_Position : POSITION) -{ - pass_Position = in_Position; - out_Position = float4(in_Position, 0.0, 1.0); -} - -[frag.hlsl] - -void main(in float2 pass_Position : TEXCOORD0, - uniform sampler2D in_Texture, - uniform float in_Flag, - uniform float3 in_Point, - uniform float3 in_Color, - out float4 out_FragColor : COLOR) -{ - if (in_Flag == 0.0) - { - float tc = 0.0, ta = 0.0; - { - float s = 3.0 + 2.0 * in_Point.z; - float2 p = pass_Position - in_Point.xy * 0.9; - float t = clamp(1.2 - dot(s * p, s * p), 0.0, 1.0); - float u = t * t * t * t; - tc += 3.0 * t * t - 2.0 * t * t * t; - ta += 3.0 * u * u - 2.0 * u * u * u; - } - - out_FragColor = float4(tc * in_Color, ta + 0.1); - } - else - { - float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); - /* FIXME: this should be passed as a uniform or something */ - texcoords += float2(0.5 / 800.0, 0.5 / 600.0); - out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); - } -} - diff --git a/tutorial/12_voronoi_setup.lolfx b/tutorial/12_voronoi_setup.lolfx deleted file mode 100644 index 3712ace8..00000000 --- a/tutorial/12_voronoi_setup.lolfx +++ /dev/null @@ -1,70 +0,0 @@ -//----------------------------------------------------------------------------- -//GLSL -//----------------------------------------------------------------------------- -[vert.glsl] - -#version 120 - -attribute vec2 in_position; - -uniform vec2 in_screen_res; - -varying vec2 pass_position; - -void main() -{ - pass_position = ((vec2(1.0) + in_position) * 0.5 * in_screen_res); - gl_Position = vec4(in_position, 0.0, 1.0); -} - -[frag.glsl] - -#version 120 - -#if defined GL_ES -precision highp float; -#endif - -uniform sampler2D in_texture; -uniform vec3 in_source_point; -uniform vec2 in_screen_res; - -varying vec2 pass_position; - -void main(void) -{ - if (floor(in_source_point.xy) == floor(pass_position)) - gl_FragColor = vec4(in_source_point.xy / in_screen_res, in_source_point.z, 1.0); - else - { - vec4 src_color = texture2D(in_texture, pass_position / in_screen_res); - gl_FragColor = src_color;//vec4(0.0, 0.0, 0.0, 1.0); - } - //vec4(pass_position / in_screen_res, 0.0, 1.0); -} - -//----------------------------------------------------------------------------- -//HLSL -//----------------------------------------------------------------------------- -[vert.hlsl] - -void main(float2 in_Position : POSITION, - out float2 pass_Position : TEXCOORD0, - out float4 out_Position : POSITION) -{ - pass_Position = in_Position; - out_Position = float4(in_Position, 0.0, 1.0); -} - -[frag.hlsl] - -void main(in float2 pass_Position : TEXCOORD0, - uniform sampler2D in_Texture, - uniform float in_Flag, - uniform float3 in_Point, - uniform float3 in_Color, - out float4 out_FragColor : COLOR) -{ - out_FragColor = float4(0.0); -} - diff --git a/tutorial/Makefile.am b/tutorial/Makefile.am deleted file mode 100644 index dfb0a477..00000000 --- a/tutorial/Makefile.am +++ /dev/null @@ -1,49 +0,0 @@ - -include $(top_srcdir)/build/autotools/common.am - -noinst_PROGRAMS = 01_triangle 02_cube 03_noise 04_texture 05_easymesh \ - 06_sprite 08_fbo 11_fractal \ - 12_voronoi - -01_triangle_SOURCES = 01_triangle.cpp 01_triangle.lolfx -01_triangle_CPPFLAGS = $(AM_CPPFLAGS) -01_triangle_DEPENDENCIES = @LOL_DEPS@ - -02_cube_SOURCES = 02_cube.cpp 02_cube.lolfx -02_cube_CPPFLAGS = $(AM_CPPFLAGS) -02_cube_DEPENDENCIES = @LOL_DEPS@ - -03_noise_SOURCES = 03_noise.cpp 03_noise.lolfx -03_noise_CPPFLAGS = $(AM_CPPFLAGS) -03_noise_DEPENDENCIES = @LOL_DEPS@ - -04_texture_SOURCES = 04_texture.cpp 04_texture.lolfx -04_texture_CPPFLAGS = $(AM_CPPFLAGS) -04_texture_DEPENDENCIES = @LOL_DEPS@ - -05_easymesh_SOURCES = 05_easymesh.cpp -05_easymesh_CPPFLAGS = $(AM_CPPFLAGS) -05_easymesh_DEPENDENCIES = @LOL_DEPS@ - -06_sprite_SOURCES = 06_sprite.cpp 06_sprite.png -06_sprite_CPPFLAGS = $(AM_CPPFLAGS) -06_sprite_DEPENDENCIES = @LOL_DEPS@ -06_sprite_LDFLAGS = $(AM_LDFLAGS) -if USE_EMSCRIPTEN -06_sprite_LDFLAGS += --preload-file 06_sprite.png -endif - -08_fbo_SOURCES = 08_fbo.cpp 08_fbo.lolfx -08_fbo_CPPFLAGS = $(AM_CPPFLAGS) -08_fbo_DEPENDENCIES = @LOL_DEPS@ - -11_fractal_SOURCES = 11_fractal.cpp 11_fractal.lolfx -11_fractal_CPPFLAGS = $(AM_CPPFLAGS) -11_fractal_DEPENDENCIES = @LOL_DEPS@ - -12_voronoi_SOURCES = 12_voronoi.cpp 12_voronoi.lolfx \ - 12_voronoi_distance.lolfx 12_voronoi_setup.lolfx \ - 12_texture_to_screen.lolfx 12_distance.lolfx -12_voronoi_CPPFLAGS = $(AM_CPPFLAGS) -12_voronoi_DEPENDENCIES = @LOL_DEPS@ -