diff --git a/tutorial/04_texture.cpp b/tutorial/04_texture.cpp index 81a4ff4e..433034ce 100644 --- a/tutorial/04_texture.cpp +++ b/tutorial/04_texture.cpp @@ -1,5 +1,5 @@ // -// Lol Engine - Noise tutorial +// Lol Engine - Graphing tutorial // // Copyright: (c) 2012 Sam Hocevar // This program is free software; you can redistribute it and/or @@ -18,6 +18,8 @@ using namespace std; using namespace lol; +static int const TEXTURE_WIDTH = 128; + extern char const *lolfx_04_texture; class TextureDemo : public WorldEntity @@ -34,7 +36,7 @@ public: m_vertices << vec2( 1.0, -1.0); m_vertices << vec2( 1.0, 1.0); - m_heightmap = new uint8_t[4 * 512 * 1]; + m_heightmap = new uint8_t[4 * TEXTURE_WIDTH * 1]; } virtual ~TextureDemo() @@ -46,45 +48,18 @@ public: { WorldEntity::TickGame(seconds); - /* Generate a new heightmap every 400 frames */ - if (m_frames % 400 == 0) - { - for (int i = 0, height = 64; i < 512; i++) - { - m_heightmap[4 * i] = height; - m_heightmap[4 * i + 1] = 255; /* unused */ - m_heightmap[4 * i + 2] = 255; /* unused */ - m_heightmap[4 * i + 3] = 255; /* unused */ - - height += rand() % 17 - 8; - height += rand() % 17 - 8; - height = std::max(15, std::min(height, 240)); - } - } + /* Generate a new heightmap at the beginning */ + if (m_frames == 0) + memset(m_heightmap, 255, 4 * TEXTURE_WIDTH); - /* Slightly disturb the terrain */ - for (int i = 1; i < 511; i++) - { - int delta = (rand() & 1) ? 1 : -1; - - if (rand() & 3) - continue; - - uint8_t ¢er = m_heightmap[4 * i]; - uint8_t &side1 = m_heightmap[4 * (i - delta)]; - uint8_t &side2 = m_heightmap[4 * (i + delta)]; - - if (center > side1) - { - center--; - side1++; - } - else if (center > side2) - { - center--; - side2++; - } - } + /* Scroll left */ + for (int i = 0; i < TEXTURE_WIDTH - 1; i++) + m_heightmap[4 * i] = m_heightmap[4 * i + 4]; + + int height = m_heightmap[4 * (TEXTURE_WIDTH - 1)]; + height = height / 2 + 255 / 4 + rand() % 97 - 48; + height = std::max(15, std::min(height, 240)); + m_heightmap[4 * (TEXTURE_WIDTH - 1)] = height; /* Update frame counter */ ++m_frames; @@ -97,7 +72,7 @@ public: /* Initialise GPU data */ if (!m_ready) { - m_texture = new Texture(ivec2(512, 1), PixelFormat::A8R8G8B8); + m_texture = new Texture(ivec2(TEXTURE_WIDTH, 1), PixelFormat::A8R8G8B8); m_shader = Shader::Create(lolfx_04_texture); m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0); diff --git a/tutorial/04_texture.lolfx b/tutorial/04_texture.lolfx index dfda8d91..8cbab796 100644 --- a/tutorial/04_texture.lolfx +++ b/tutorial/04_texture.lolfx @@ -25,40 +25,56 @@ float rand(in vec2 p, in float v) return fract(v * sin(dot(p, vec2(1298.9837, 7823.33145)))); } +float point2segment(vec2 p1, vec2 p2, vec2 a) +{ + float l2 = dot(p2 - p1, p2 - p1); + if (l2 == 0.0) + return distance(a, p1); + float t = dot(a - p1, p2 - p1) / l2; + if (t < 0.0) + return distance(a, p1); + else if (t > 1.0) + return distance(a, p2); + vec2 proj = p1 + t * (p2 - p1); + return distance(a, proj); +} + + void main(void) { + float width = 800.0; + float height = 600.0; + float line_width = 2.0; + vec2 t = pass_Position.xy; - vec4 c0 = texture2D(u_Texture, t); - float f = rand(pass_Position.xy, 12345.67); - - if (t.y > c0.x) - { - /* Sky */ - float val = min(t.y * 2.0, 1.0); - if (f > 0.999) - gl_FragColor = vec4(1.0); - else - gl_FragColor = vec4(0.4, t.y, val, 1.0); - } - else if (t.y > c0.x - 0.03) - { - /* Grass */ - if (f > 0.99) - gl_FragColor = vec4(0.4, 0.7, 0.3, 1.0); - else if (f > 0.9) - gl_FragColor = vec4(0.3, 0.6, 0.2, 1.0); - else - gl_FragColor = vec4(0.2, 0.5, 0.1, 1.0); - } - else - { - /* Earth */ - if (f > 0.99) - gl_FragColor = vec4(0.7, 0.4, 0.3, 1.0); - else if (f > 0.9) - gl_FragColor = vec4(0.6, 0.3, 0.2, 1.0); - else - gl_FragColor = vec4(0.5, 0.2, 0.1, 1.0); - } + vec2 tc1 = floor(t * 128.0) / 128.0; + vec2 tc2 = tc1 + vec2(1.0, 1.0) / 128.0; + vec2 tc0 = tc1 - vec2(1.0, 1.0) / 128.0; + vec2 tc3 = tc2 + vec2(1.0, 1.0) / 128.0; + + float c0 = texture2D(u_Texture, tc0).x; + float c1 = texture2D(u_Texture, tc1).x; + float c2 = texture2D(u_Texture, tc2).x; + float c3 = texture2D(u_Texture, tc3).x; + + /* Artificially compress in Y */ + c0 *= 0.3; + c1 *= 0.3; + c2 *= 0.3; + c3 *= 0.3; + + vec2 p0 = vec2(tc0.x * width, c0 * height); + vec2 p1 = vec2(tc1.x * width, c1 * height); + vec2 p2 = vec2(tc2.x * width, c2 * height); + vec2 p3 = vec2(tc3.x * width, c3 * height); + vec2 a = vec2(t.x * width, t.y * height); + + float d0 = point2segment(p0, p1, a); + float d1 = point2segment(p1, p2, a); + float d2 = point2segment(p2, p3, a); + + float d = clamp(line_width - min(min(d0, d1), d2), 0.0, 1.0); + + gl_FragColor = vec4(t.y, d, d * 0.3, 1.0); }