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12_voronoi : Added GPU Voronoi test.

legacy
Benjamin ‘Touky’ Huet touky преди 11 години
родител
ревизия
cde747667c
променени са 9 файла, в които са добавени 901 реда и са изтрити 1 реда
  1. +21
    -0
      build/vs2010/Lol.sln
  2. +94
    -0
      tutorial/12_distance.lolfx
  3. +78
    -0
      tutorial/12_texture_to_screen.lolfx
  4. +368
    -0
      tutorial/12_voronoi.cpp
  5. +93
    -0
      tutorial/12_voronoi.lolfx
  6. +75
    -0
      tutorial/12_voronoi.vcxproj
  7. +94
    -0
      tutorial/12_voronoi_distance.lolfx
  8. +70
    -0
      tutorial/12_voronoi_setup.lolfx
  9. +8
    -1
      tutorial/Makefile.am

+ 21
- 0
build/vs2010/Lol.sln Целия файл

@@ -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}


+ 94
- 0
tutorial/12_distance.lolfx Целия файл

@@ -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);
}
}


+ 78
- 0
tutorial/12_texture_to_screen.lolfx Целия файл

@@ -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);
}
}


+ 368
- 0
tutorial/12_voronoi.cpp Целия файл

@@ -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;
}


+ 93
- 0
tutorial/12_voronoi.lolfx Целия файл

@@ -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);
}


+ 75
- 0
tutorial/12_voronoi.vcxproj Целия файл

@@ -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>

+ 94
- 0
tutorial/12_voronoi_distance.lolfx Целия файл

@@ -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);
}
}


+ 70
- 0
tutorial/12_voronoi_setup.lolfx Целия файл

@@ -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);
}


+ 8
- 1
tutorial/Makefile.am Целия файл

@@ -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@


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