@@ -1,5 +1,5 @@ | |||
// | |||
// Lol Engine - Noise tutorial | |||
// Lol Engine - Graphing tutorial | |||
// | |||
// Copyright: (c) 2012 Sam Hocevar <sam@hocevar.net> | |||
// 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); | |||
@@ -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); | |||
} | |||