@@ -142,6 +142,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "meshviewer", "..\..\test\me | |||
EndProject | |||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "tactics", "..\..\people\touky\private\tactics\tactics.vcxproj", "{25493FC8-75AC-4703-AD58-AB0C4A0FB79C}" | |||
EndProject | |||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "12_Voronoi", "..\..\tutorial\12_Voronoi.vcxproj", "{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}" | |||
EndProject | |||
Global | |||
GlobalSection(SolutionConfigurationPlatforms) = preSolution | |||
Debug|Any CPU = Debug|Any CPU | |||
@@ -765,6 +767,24 @@ Global | |||
{25493FC8-75AC-4703-AD58-AB0C4A0FB79C}.Release|x64.ActiveCfg = Release|x64 | |||
{25493FC8-75AC-4703-AD58-AB0C4A0FB79C}.Release|x64.Build.0 = Release|x64 | |||
{25493FC8-75AC-4703-AD58-AB0C4A0FB79C}.Release|Xbox 360.ActiveCfg = Release|x64 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Debug|Any CPU.ActiveCfg = Debug|x64 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Debug|Mixed Platforms.Build.0 = Debug|Win32 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Debug|PS3.ActiveCfg = Debug|x64 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Debug|Win32.ActiveCfg = Debug|Win32 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Debug|Win32.Build.0 = Debug|Win32 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Debug|x64.ActiveCfg = Debug|x64 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Debug|x64.Build.0 = Debug|x64 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Debug|Xbox 360.ActiveCfg = Debug|x64 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Release|Any CPU.ActiveCfg = Release|x64 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Release|Mixed Platforms.ActiveCfg = Release|Win32 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Release|Mixed Platforms.Build.0 = Release|Win32 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Release|PS3.ActiveCfg = Release|x64 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Release|Win32.ActiveCfg = Release|Win32 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Release|Win32.Build.0 = Release|Win32 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Release|x64.ActiveCfg = Release|x64 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Release|x64.Build.0 = Release|x64 | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF}.Release|Xbox 360.ActiveCfg = Release|x64 | |||
EndGlobalSection | |||
GlobalSection(SolutionProperties) = preSolution | |||
HideSolutionNode = FALSE | |||
@@ -796,6 +816,7 @@ Global | |||
{BCEE0132-8E24-49BE-AFEB-96DAD14396BA} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04} | |||
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04} | |||
{834852DB-EDB6-4FD0-BCF9-45CD01126962} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04} | |||
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04} | |||
{32F3F8CF-D22E-45E4-BEB8-AD909E8C5515} = {33704AA4-F2B5-4138-A40D-E3E77F89ED46} | |||
{EE203B88-44CF-4859-9D42-7A5F40FECB52} = {8C77EAA8-1077-4EF7-AE53-97C6C60A3601} | |||
{B357514A-7881-422D-8358-161B689E7620} = {3D341D8A-E400-4B1D-BC05-B5C35487D9B5} | |||
@@ -0,0 +1,94 @@ | |||
[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); | |||
} | |||
} | |||
@@ -0,0 +1,78 @@ | |||
[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; | |||
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(0.0, newg, 0.0, 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); | |||
} | |||
} | |||
@@ -0,0 +1,368 @@ | |||
// | |||
// 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(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 | |||
{ | |||
src_voronoi, | |||
voronoi, | |||
distance_voronoi, | |||
distance, | |||
MAX | |||
}; | |||
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_timer = -1.0f; | |||
} | |||
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 < FboType::MAX; ++i) | |||
{ | |||
m_fbos.Push(new FrameBuffer(Video::GetSize()), 0, Array<ShaderUniform>(), Array<ShaderAttrib>() ); | |||
if (i == src_voronoi) | |||
{ | |||
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 == voronoi) | |||
{ | |||
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 == distance_voronoi) | |||
{ | |||
m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi_distance)); | |||
} | |||
else if (i == FboType::distance) | |||
{ | |||
m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_distance)); | |||
} | |||
m_fbos.Last().m1->Bind(); | |||
Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | |||
Video::SetClearDepth(1.f); | |||
Video::Clear(ClearMask::Color | ClearMask::Depth); | |||
m_fbos.Last().m1->Unbind(); | |||
} | |||
temp_buffer = new FrameBuffer(Video::GetSize()); | |||
temp_buffer->Bind(); | |||
Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | |||
Video::SetClearDepth(1.f); | |||
Video::Clear(ClearMask::Color | ClearMask::Depth); | |||
temp_buffer->Unbind(); | |||
m_ready = true; | |||
/* FIXME: this object never cleans up */ | |||
//SRC SETUP | |||
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))); | |||
} | |||
//voronoi_points.Push(vec3(511.f, 511.f, .0f), vec2(-128.f)); | |||
//voronoi_points.Push(vec3(256.f, 256.f, .0f), vec2( 128.f)); | |||
//voronoi_points.Push(vec3(128.f, 128.f, .0f), vec2(-128.f)); | |||
//voronoi_points.Push(vec3(128.f, 400.f, .0f), vec2( 128.f)); | |||
//voronoi_points.Push(vec3(400.f, 24.f, .0f), vec2(-128.f)); | |||
m_cur_fbo = voronoi; | |||
} | |||
{ | |||
//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 = src_voronoi; | |||
else if (Input::WasReleased(Key::F2)) | |||
m_cur_fbo = voronoi; | |||
} | |||
temp_buffer->Bind(); | |||
Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | |||
Video::SetClearDepth(1.f); | |||
Video::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 = src_voronoi; | |||
m_fbos[f].m1->Bind(); | |||
Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | |||
Video::SetClearDepth(1.f); | |||
Video::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 */ | |||
Video::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; | |||
} | |||
} | |||
Video::Clear(ClearMask::Color | ClearMask::Depth); | |||
//FRAME BUFFER DRAW | |||
m_timer -= seconds; | |||
if (m_timer < .0f && m_cur_fbo != src_voronoi) | |||
{ | |||
//m_timer = 1.0f; | |||
m_fbos[m_cur_fbo].m1->Bind(); | |||
Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); | |||
Video::SetClearDepth(1.f); | |||
Video::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[src_voronoi].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 */ | |||
Video::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 == voronoi) | |||
{ | |||
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 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; | |||
} | |||
@@ -0,0 +1,93 @@ | |||
//----------------------------------------------------------------------------- | |||
//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); | |||
} | |||
@@ -0,0 +1,75 @@ | |||
<?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="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\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> |
@@ -0,0 +1,94 @@ | |||
[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); | |||
} | |||
} | |||
@@ -0,0 +1,70 @@ | |||
//----------------------------------------------------------------------------- | |||
//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); | |||
} | |||
@@ -2,7 +2,8 @@ | |||
include $(top_srcdir)/build/autotools/common.am | |||
noinst_PROGRAMS = 01_triangle 02_cube 03_noise 04_texture 05_easymesh \ | |||
08_fbo 11_fractal | |||
08_fbo 11_fractal \ | |||
12_fractal | |||
01_triangle_SOURCES = 01_triangle.cpp 01_triangle.lolfx | |||
01_triangle_CPPFLAGS = $(AM_CPPFLAGS) | |||
@@ -32,3 +33,9 @@ noinst_PROGRAMS = 01_triangle 02_cube 03_noise 04_texture 05_easymesh \ | |||
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@ | |||