// // Lol Engine - Framebuffer Object tutorial // // Copyright: (c) 2013-2013 Sam Hocevar // (c) 2013-2013 Benjamin "Touky" Huet // 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 { KEY_ESC, KEY_PUSH, KEY_POP, KEY_F1, KEY_F2, KEY_F3, KEY_MAX }; 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; m_controller = new Controller("Default", KEY_MAX, 0); m_controller->GetKey(KEY_ESC).Bind("Keyboard", "Escape"); m_controller->GetKey(KEY_PUSH).Bind("Keyboard", "p"); m_controller->GetKey(KEY_POP).Bind("Keyboard", "o"); m_controller->GetKey(KEY_F1).Bind("Keyboard", "F1"); m_controller->GetKey(KEY_F2).Bind("Keyboard", "F2"); m_controller->GetKey(KEY_F3).Bind("Keyboard", "F3"); } virtual void TickGame(float seconds) { WorldEntity::TickGame(seconds); { //Shutdown logic if (m_controller->GetKey(KEY_ESC).IsReleased()) Ticker::Shutdown(); } m_time += seconds; m_hotspot = 0.4f * vec3((float)lol::sin(m_time * 4.0) + (float)lol::cos(m_time * 5.3), (float)lol::sin(m_time * 5.7) + (float)lol::cos(m_time * 4.4), (float)lol::sin(m_time * 5.0)); m_color = 0.25f * vec3(1.1f + (float)lol::sin(m_time * 2.5 + 1.0), 1.1f + (float)lol::sin(m_time * 2.8 + 1.3), 1.1f + (float)lol::sin(m_time * 2.7)); /* 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, Scene &scene) { WorldEntity::TickDraw(seconds, scene); if (!m_ready) { m_vdecl = new VertexDeclaration(VertexStream(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(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(), Array() ); 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(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(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 (m_controller->GetKey(KEY_POP).IsReleased()) voronoi_points.Pop(); else if (m_controller->GetKey(KEY_PUSH).IsReleased()) voronoi_points.Push(vec3(rand(512.f), rand(512.f), .0f), vec2(64.f + rand(64.f), 64.f + rand(64.f))); else if (m_controller->GetKey(KEY_F1).IsReleased()) m_cur_fbo = SrcVoronoiFbo; else if (m_controller->GetKey(KEY_F2).IsReleased()) m_cur_fbo = VoronoiFbo; else if (m_controller->GetKey(KEY_F3).IsReleased()) { voronoi_points.Empty(); if (mode == 0) { int i = 4; while (i-- > 0) voronoi_points.Push(vec3(rand(512.f), rand(512.f), .0f), vec2(64.f + rand(64.f), 64.f + rand(64.f)) //vec2::zero ); mode = 1; } else { mode = 0; } } } if (mode == 0) { voronoi_points.Empty(); int maxi = 6; for (int i = 0; i < maxi; ++i) { float mi = (float)maxi; float j = (float)i; float f_time = (float)m_time; voronoi_points.Push(vec3(256.f) + 196.f * vec3(lol::cos( f_time + j * 2.0 * F_PI / mi), lol::sin( f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f)); voronoi_points.Push(vec3(256.f) + 128.f * vec3(lol::cos(-f_time + j * 2.0 * F_PI / mi), lol::sin(-f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f)); voronoi_points.Push(vec3(256.f) + 64.f * vec3(lol::cos( f_time + j * 2.0 * F_PI / mi), lol::sin( f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f)); voronoi_points.Push(vec3(256.f) + 32.f * vec3(lol::cos(-f_time + j * 2.0 * F_PI / mi), lol::sin(-f_time + j * 2.f * F_PI / mi), .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->GetTextureUniform(), 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::zero) 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->GetTextureUniform(), 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::zero) m_screen_shader->SetUniform(m_screen_texture, src_buf->GetTextureUniform(), 0); else if (m_cur_fbo == VoronoiFbo) { shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], src_buf->GetTextureUniform(), 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::zero) break; if (curres == ivec2(1)) { if (buf == 1) curres = ivec2::zero; 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->GetTextureUniform(), 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: Controller* m_controller; Array voronoi_points; Array m_vertices; Shader *m_screen_shader; ShaderAttrib m_screen_coord; ShaderUniform m_screen_texture; VertexDeclaration *m_vdecl; VertexBuffer *m_vbo; Array, Array > 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; }