@@ -1,83 +0,0 @@ | |||||
// | |||||
// Lol Engine - Triangle tutorial | |||||
// | |||||
// Copyright: (c) 2012-2013 Sam Hocevar <sam@hocevar.net> | |||||
// 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<vec2>(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<vec2> 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; | |||||
} | |||||
@@ -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); | |||||
} | |||||
@@ -1,79 +0,0 @@ | |||||
<?xml version="1.0" encoding="utf-8"?> | |||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |||||
<ItemGroup Label="ProjectConfigurations"> | |||||
<ProjectConfiguration Include="Debug|ORBIS"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|PS3"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Win32"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|x64"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Xbox 360"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|ORBIS"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|PS3"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Win32"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|x64"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Xbox 360"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ClCompile Include="01_triangle.cpp" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<LolFxCompile Include="01_triangle.lolfx" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\lolcore.vcxproj"> | |||||
<Project>{9e62f2fe-3408-4eae-8238-fd84238ceeda}</Project> | |||||
</ProjectReference> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\bullet\lolbullet.vcxproj"> | |||||
<Project>{83d3b207-c601-4025-8f41-01dedc354661}</Project> | |||||
</ProjectReference> | |||||
</ItemGroup> | |||||
<PropertyGroup Label="Globals"> | |||||
<ProjectGuid>{b92abadc-45be-4cc5-b724-9426053123a1}</ProjectGuid> | |||||
<ConfigurationType>Application</ConfigurationType> | |||||
<Keyword>Win32Proj</Keyword> | |||||
</PropertyGroup> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Config.props" /> | |||||
<ImportGroup Label="ExtensionSettings"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.props" /> | |||||
</ImportGroup> | |||||
<ImportGroup Label="PropertySheets"> | |||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Vars.props" /> | |||||
</ImportGroup> | |||||
<PropertyGroup Label="UserMacros" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Rules.props" /> | |||||
<ItemDefinitionGroup /> | |||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> | |||||
<ImportGroup Label="ExtensionTargets"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> | |||||
</ImportGroup> | |||||
</Project> |
@@ -1,156 +0,0 @@ | |||||
// | |||||
// Lol Engine - Cube tutorial | |||||
// | |||||
// Copyright: (c) 2011-2013 Sam Hocevar <sam@hocevar.net> | |||||
// 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<vec3,vec3>(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<vec3,vec3> m_mesh; | |||||
Array<uint16_t> 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; | |||||
} | |||||
@@ -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); | |||||
} | |||||
@@ -1,79 +0,0 @@ | |||||
<?xml version="1.0" encoding="utf-8"?> | |||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |||||
<ItemGroup Label="ProjectConfigurations"> | |||||
<ProjectConfiguration Include="Debug|ORBIS"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|PS3"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Win32"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|x64"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Xbox 360"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|ORBIS"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|PS3"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Win32"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|x64"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Xbox 360"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ClCompile Include="02_cube.cpp" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<LolFxCompile Include="02_cube.lolfx" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\lolcore.vcxproj"> | |||||
<Project>{9e62f2fe-3408-4eae-8238-fd84238ceeda}</Project> | |||||
</ProjectReference> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\bullet\lolbullet.vcxproj"> | |||||
<Project>{83d3b207-c601-4025-8f41-01dedc354661}</Project> | |||||
</ProjectReference> | |||||
</ItemGroup> | |||||
<PropertyGroup Label="Globals"> | |||||
<ProjectGuid>{7b083da2-fe08-4f6d-bfdd-195d5c2783eb}</ProjectGuid> | |||||
<ConfigurationType>Application</ConfigurationType> | |||||
<Keyword>Win32Proj</Keyword> | |||||
</PropertyGroup> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Config.props" /> | |||||
<ImportGroup Label="ExtensionSettings"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.props" /> | |||||
</ImportGroup> | |||||
<ImportGroup Label="PropertySheets"> | |||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Vars.props" /> | |||||
</ImportGroup> | |||||
<PropertyGroup Label="UserMacros" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Rules.props" /> | |||||
<ItemDefinitionGroup /> | |||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> | |||||
<ImportGroup Label="ExtensionTargets"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> | |||||
</ImportGroup> | |||||
</Project> |
@@ -1,93 +0,0 @@ | |||||
// | |||||
// Lol Engine - Noise tutorial | |||||
// | |||||
// Copyright: (c) 2012-2013 Sam Hocevar <sam@hocevar.net> | |||||
// 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<vec2>(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<vec2> 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; | |||||
} | |||||
@@ -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; | |||||
} |
@@ -1,79 +0,0 @@ | |||||
<?xml version="1.0" encoding="utf-8"?> | |||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |||||
<ItemGroup Label="ProjectConfigurations"> | |||||
<ProjectConfiguration Include="Debug|ORBIS"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|PS3"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Win32"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|x64"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Xbox 360"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|ORBIS"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|PS3"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Win32"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|x64"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Xbox 360"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ClCompile Include="03_noise.cpp" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<LolFxCompile Include="03_noise.lolfx" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\lolcore.vcxproj"> | |||||
<Project>{9e62f2fe-3408-4eae-8238-fd84238ceeda}</Project> | |||||
</ProjectReference> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\bullet\lolbullet.vcxproj"> | |||||
<Project>{83d3b207-c601-4025-8f41-01dedc354661}</Project> | |||||
</ProjectReference> | |||||
</ItemGroup> | |||||
<PropertyGroup Label="Globals"> | |||||
<ProjectGuid>{b0a53d75-cbb4-4fdf-93ac-2d12a79ada0e}</ProjectGuid> | |||||
<ConfigurationType>Application</ConfigurationType> | |||||
<Keyword>Win32Proj</Keyword> | |||||
</PropertyGroup> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Config.props" /> | |||||
<ImportGroup Label="ExtensionSettings"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.props" /> | |||||
</ImportGroup> | |||||
<ImportGroup Label="PropertySheets"> | |||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Vars.props" /> | |||||
</ImportGroup> | |||||
<PropertyGroup Label="UserMacros" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Rules.props" /> | |||||
<ItemDefinitionGroup /> | |||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> | |||||
<ImportGroup Label="ExtensionTargets"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> | |||||
</ImportGroup> | |||||
</Project> |
@@ -1,127 +0,0 @@ | |||||
// | |||||
// Lol Engine - Graphing tutorial | |||||
// | |||||
// Copyright: (c) 2012-2013 Sam Hocevar <sam@hocevar.net> | |||||
// 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<vec2>(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<vec2> 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; | |||||
} | |||||
@@ -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); | |||||
} | |||||
@@ -1,79 +0,0 @@ | |||||
<?xml version="1.0" encoding="utf-8"?> | |||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |||||
<ItemGroup Label="ProjectConfigurations"> | |||||
<ProjectConfiguration Include="Debug|ORBIS"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|PS3"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Win32"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|x64"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Xbox 360"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|ORBIS"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|PS3"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Win32"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|x64"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Xbox 360"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ClCompile Include="04_texture.cpp" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<LolFxCompile Include="04_texture.lolfx" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\lolcore.vcxproj"> | |||||
<Project>{9e62f2fe-3408-4eae-8238-fd84238ceeda}</Project> | |||||
</ProjectReference> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\bullet\lolbullet.vcxproj"> | |||||
<Project>{83d3b207-c601-4025-8f41-01dedc354661}</Project> | |||||
</ProjectReference> | |||||
</ItemGroup> | |||||
<PropertyGroup Label="Globals"> | |||||
<ProjectGuid>{834852db-edb6-4fd0-bcf9-45cd01126962}</ProjectGuid> | |||||
<ConfigurationType>Application</ConfigurationType> | |||||
<Keyword>Win32Proj</Keyword> | |||||
</PropertyGroup> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Config.props" /> | |||||
<ImportGroup Label="ExtensionSettings"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.props" /> | |||||
</ImportGroup> | |||||
<ImportGroup Label="PropertySheets"> | |||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Vars.props" /> | |||||
</ImportGroup> | |||||
<PropertyGroup Label="UserMacros" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Rules.props" /> | |||||
<ItemDefinitionGroup /> | |||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> | |||||
<ImportGroup Label="ExtensionTargets"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> | |||||
</ImportGroup> | |||||
</Project> |
@@ -1,145 +0,0 @@ | |||||
// | |||||
// Lol Engine - EasyMesh tutorial | |||||
// | |||||
// Copyright: (c) 2011-2013 Sam Hocevar <sam@hocevar.net> | |||||
// (c) 2012-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com> | |||||
// 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<EasyMesh, mat4, float> 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; | |||||
} | |||||
@@ -1,76 +0,0 @@ | |||||
<?xml version="1.0" encoding="utf-8"?> | |||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |||||
<ItemGroup Label="ProjectConfigurations"> | |||||
<ProjectConfiguration Include="Debug|ORBIS"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|PS3"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Win32"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|x64"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Xbox 360"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|ORBIS"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|PS3"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Win32"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|x64"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Xbox 360"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ClCompile Include="05_easymesh.cpp" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\lolcore.vcxproj"> | |||||
<Project>{9e62f2fe-3408-4eae-8238-fd84238ceeda}</Project> | |||||
</ProjectReference> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\bullet\lolbullet.vcxproj"> | |||||
<Project>{83d3b207-c601-4025-8f41-01dedc354661}</Project> | |||||
</ProjectReference> | |||||
</ItemGroup> | |||||
<PropertyGroup Label="Globals"> | |||||
<ProjectGuid>{1c5b8702-290c-42da-aa9e-671348f5b747}</ProjectGuid> | |||||
<ConfigurationType>Application</ConfigurationType> | |||||
<Keyword>Win32Proj</Keyword> | |||||
</PropertyGroup> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Config.props" /> | |||||
<ImportGroup Label="ExtensionSettings"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.props" /> | |||||
</ImportGroup> | |||||
<ImportGroup Label="PropertySheets"> | |||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Vars.props" /> | |||||
</ImportGroup> | |||||
<PropertyGroup Label="UserMacros" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Rules.props" /> | |||||
<ItemDefinitionGroup /> | |||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> | |||||
<ImportGroup Label="ExtensionTargets"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> | |||||
</ImportGroup> | |||||
</Project> |
@@ -1,106 +0,0 @@ | |||||
// | |||||
// Lol Engine - Sprite tutorial | |||||
// | |||||
// Copyright: (c) 2011-2013 Sam Hocevar <sam@hocevar.net> | |||||
// (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<vec3, float> 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; | |||||
} | |||||
@@ -1,68 +0,0 @@ | |||||
<?xml version="1.0" encoding="utf-8"?> | |||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |||||
<ItemGroup Label="ProjectConfigurations"> | |||||
<ProjectConfiguration Include="Debug|PS3"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Win32"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|x64"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Xbox 360"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|PS3"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Win32"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|x64"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Xbox 360"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ClCompile Include="06_sprite.cpp" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\lolcore.vcxproj"> | |||||
<Project>{9e62f2fe-3408-4eae-8238-fd84238ceeda}</Project> | |||||
</ProjectReference> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\bullet\lolbullet.vcxproj"> | |||||
<Project>{83d3b207-c601-4025-8f41-01dedc354661}</Project> | |||||
</ProjectReference> | |||||
</ItemGroup> | |||||
<PropertyGroup Label="Globals"> | |||||
<ProjectGuid>{1c5b8702-290c-42da-aa9e-671348f5b747}</ProjectGuid> | |||||
<ConfigurationType>Application</ConfigurationType> | |||||
<Keyword>Win32Proj</Keyword> | |||||
</PropertyGroup> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Config.props" /> | |||||
<ImportGroup Label="ExtensionSettings"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.props" /> | |||||
</ImportGroup> | |||||
<ImportGroup Label="PropertySheets"> | |||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Vars.props" /> | |||||
</ImportGroup> | |||||
<PropertyGroup Label="UserMacros" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Rules.props" /> | |||||
<ItemDefinitionGroup /> | |||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> | |||||
<ImportGroup Label="ExtensionTargets"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> | |||||
</ImportGroup> | |||||
</Project> |
@@ -1,154 +0,0 @@ | |||||
// | |||||
// Lol Engine - Framebuffer Object tutorial | |||||
// | |||||
// Copyright: (c) 2012-2013 Sam Hocevar <sam@hocevar.net> | |||||
// 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<vec2>(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<vec2> 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; | |||||
} | |||||
@@ -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); | |||||
} | |||||
} | |||||
@@ -1,79 +0,0 @@ | |||||
<?xml version="1.0" encoding="utf-8"?> | |||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |||||
<ItemGroup Label="ProjectConfigurations"> | |||||
<ProjectConfiguration Include="Debug|ORBIS"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|PS3"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Win32"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|x64"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Xbox 360"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|ORBIS"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|PS3"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Win32"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|x64"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Xbox 360"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ClCompile Include="08_fbo.cpp" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<LolFxCompile Include="08_fbo.lolfx" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\lolcore.vcxproj"> | |||||
<Project>{9e62f2fe-3408-4eae-8238-fd84238ceeda}</Project> | |||||
</ProjectReference> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\bullet\lolbullet.vcxproj"> | |||||
<Project>{83d3b207-c601-4025-8f41-01dedc354661}</Project> | |||||
</ProjectReference> | |||||
</ItemGroup> | |||||
<PropertyGroup Label="Globals"> | |||||
<ProjectGuid>{BCEE0132-8E24-49BE-AFEB-96DAD14396BA}</ProjectGuid> | |||||
<ConfigurationType>Application</ConfigurationType> | |||||
<Keyword>Win32Proj</Keyword> | |||||
</PropertyGroup> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Config.props" /> | |||||
<ImportGroup Label="ExtensionSettings"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.props" /> | |||||
</ImportGroup> | |||||
<ImportGroup Label="PropertySheets"> | |||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Vars.props" /> | |||||
</ImportGroup> | |||||
<PropertyGroup Label="UserMacros" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Rules.props" /> | |||||
<ItemDefinitionGroup /> | |||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> | |||||
<ImportGroup Label="ExtensionTargets"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> | |||||
</ImportGroup> | |||||
</Project> |
@@ -1,579 +0,0 @@ | |||||
// | |||||
// Lol Engine - Fractal tutorial | |||||
// | |||||
// Copyright: (c) 2011-2013 Sam Hocevar <sam@hocevar.net> | |||||
// 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 <cstring> | |||||
#include <cstdio> | |||||
#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<vec2>(VertexUsage::Position), | |||||
VertexStream<vec2>(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<u8vec4> 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<int> 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; | |||||
} | |||||
@@ -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); | |||||
} | |||||
@@ -1,79 +0,0 @@ | |||||
<?xml version="1.0" encoding="utf-8"?> | |||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |||||
<ItemGroup Label="ProjectConfigurations"> | |||||
<ProjectConfiguration Include="Debug|ORBIS"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|PS3"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Win32"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|x64"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Xbox 360"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|ORBIS"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|PS3"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Win32"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|x64"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Xbox 360"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ClCompile Include="11_fractal.cpp" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<LolFxCompile Include="11_fractal.lolfx" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\lolcore.vcxproj"> | |||||
<Project>{9e62f2fe-3408-4eae-8238-fd84238ceeda}</Project> | |||||
</ProjectReference> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\bullet\lolbullet.vcxproj"> | |||||
<Project>{83d3b207-c601-4025-8f41-01dedc354661}</Project> | |||||
</ProjectReference> | |||||
</ItemGroup> | |||||
<PropertyGroup Label="Globals"> | |||||
<ProjectGuid>{6bf81b39-edc2-4227-9992-c2d8abea95af}</ProjectGuid> | |||||
<ConfigurationType>Application</ConfigurationType> | |||||
<Keyword>Win32Proj</Keyword> | |||||
</PropertyGroup> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Config.props" /> | |||||
<ImportGroup Label="ExtensionSettings"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.props" /> | |||||
</ImportGroup> | |||||
<ImportGroup Label="PropertySheets"> | |||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Vars.props" /> | |||||
</ImportGroup> | |||||
<PropertyGroup Label="UserMacros" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Rules.props" /> | |||||
<ItemDefinitionGroup /> | |||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> | |||||
<ImportGroup Label="ExtensionTargets"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> | |||||
</ImportGroup> | |||||
</Project> |
@@ -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); | |||||
} | |||||
} | |||||
@@ -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); | |||||
} | |||||
} | |||||
@@ -1,405 +0,0 @@ | |||||
// | |||||
// Lol Engine - Framebuffer Object tutorial | |||||
// | |||||
// Copyright: (c) 2013-2013 Sam Hocevar <sam@hocevar.net> | |||||
// (c) 2013-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com> | |||||
// 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<vec2>(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<ShaderUniform>(), Array<ShaderAttrib>() ); | |||||
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<float>(512.f), rand<float>(512.f), .0f), | |||||
vec2(64.f + rand<float>(64.f), 64.f + rand<float>(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<float>(512.f), rand<float>(512.f), .0f), | |||||
vec2(64.f + rand<float>(64.f), 64.f + rand<float>(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<vec3, vec2> voronoi_points; | |||||
Array<vec2> m_vertices; | |||||
Shader *m_screen_shader; | |||||
ShaderAttrib m_screen_coord; | |||||
ShaderUniform m_screen_texture; | |||||
VertexDeclaration *m_vdecl; | |||||
VertexBuffer *m_vbo; | |||||
Array<Framebuffer *, Shader *, Array<ShaderUniform>, Array<ShaderAttrib> > 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; | |||||
} | |||||
@@ -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); | |||||
} | |||||
@@ -1,83 +0,0 @@ | |||||
<?xml version="1.0" encoding="utf-8"?> | |||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> | |||||
<ItemGroup Label="ProjectConfigurations"> | |||||
<ProjectConfiguration Include="Debug|ORBIS"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|PS3"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Win32"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|x64"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Debug|Xbox 360"> | |||||
<Configuration>Debug</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|ORBIS"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>ORBIS</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|PS3"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>PS3</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Win32"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Win32</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|x64"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>x64</Platform> | |||||
</ProjectConfiguration> | |||||
<ProjectConfiguration Include="Release|Xbox 360"> | |||||
<Configuration>Release</Configuration> | |||||
<Platform>Xbox 360</Platform> | |||||
</ProjectConfiguration> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ClCompile Include="12_voronoi.cpp" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<LolFxCompile Include="12_texture_to_screen.lolfx" /> | |||||
<LolFxCompile Include="12_voronoi.lolfx" /> | |||||
<LolFxCompile Include="12_voronoi_setup.lolfx" /> | |||||
<LolFxCompile Include="12_voronoi_distance.lolfx" /> | |||||
<LolFxCompile Include="12_distance.lolfx" /> | |||||
</ItemGroup> | |||||
<ItemGroup> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\lolcore.vcxproj"> | |||||
<Project>{9e62f2fe-3408-4eae-8238-fd84238ceeda}</Project> | |||||
</ProjectReference> | |||||
<ProjectReference Include="$(SolutionDir)\..\..\src\bullet\lolbullet.vcxproj"> | |||||
<Project>{83d3b207-c601-4025-8f41-01dedc354661}</Project> | |||||
</ProjectReference> | |||||
</ItemGroup> | |||||
<PropertyGroup Label="Globals"> | |||||
<ProjectGuid>{6bf81b39-edc2-4227-9982-c2d8abea95af}</ProjectGuid> | |||||
<ConfigurationType>Application</ConfigurationType> | |||||
<Keyword>Win32Proj</Keyword> | |||||
</PropertyGroup> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Config.props" /> | |||||
<ImportGroup Label="ExtensionSettings"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.props" /> | |||||
</ImportGroup> | |||||
<ImportGroup Label="PropertySheets"> | |||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Vars.props" /> | |||||
</ImportGroup> | |||||
<PropertyGroup Label="UserMacros" /> | |||||
<Import Project="$(SolutionDir)\Lol.Core.Rules.props" /> | |||||
<ItemDefinitionGroup /> | |||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> | |||||
<ImportGroup Label="ExtensionTargets"> | |||||
<Import Project="$(SolutionDir)\Lol.Fx.targets" /> | |||||
</ImportGroup> | |||||
</Project> |
@@ -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); | |||||
} | |||||
} | |||||
@@ -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); | |||||
} | |||||
@@ -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@ | |||||