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  1. //
  2. // Lol Engine — Voronoi diagram tutorial
  3. //
  4. // Copyright © 2015—2020 Sam Hocevar <sam@hocevar.net>
  5. // © 2011—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
  6. //
  7. // Lol Engine is free software. It comes without any warranty, to
  8. // the extent permitted by applicable law. You can redistribute it
  9. // and/or modify it under the terms of the Do What the Fuck You Want
  10. // to Public License, Version 2, as published by the WTFPL Task Force.
  11. // See http://www.wtfpl.net/ for more details.
  12. //
  13. #if HAVE_CONFIG_H
  14. # include "config.h"
  15. #endif
  16. #include <memory>
  17. #include <lol/engine.h>
  18. #include "loldebug.h"
  19. using namespace lol;
  20. LOLFX_RESOURCE_DECLARE(12_voronoi);
  21. LOLFX_RESOURCE_DECLARE(12_voronoi_setup);
  22. LOLFX_RESOURCE_DECLARE(12_voronoi_distance);
  23. LOLFX_RESOURCE_DECLARE(12_distance);
  24. LOLFX_RESOURCE_DECLARE(12_texture_to_screen);
  25. enum FboType
  26. {
  27. SrcVoronoiFbo,
  28. VoronoiFbo,
  29. DistanceVoronoiFbo,
  30. DistanceFbo,
  31. MaxFboType
  32. };
  33. class Voronoi : public WorldEntity
  34. {
  35. public:
  36. Voronoi()
  37. {
  38. m_vertices.push_back(vec2( 1.0, 1.0));
  39. m_vertices.push_back(vec2(-1.0, -1.0));
  40. m_vertices.push_back(vec2( 1.0, -1.0));
  41. m_vertices.push_back(vec2(-1.0, -1.0));
  42. m_vertices.push_back(vec2( 1.0, 1.0));
  43. m_vertices.push_back(vec2(-1.0, 1.0));
  44. m_ready = false;
  45. m_cur_fbo = 0;
  46. m_time = .0f;
  47. m_timer = -1.0f;
  48. mode = 0;
  49. }
  50. virtual void tick_game(float seconds)
  51. {
  52. WorldEntity::tick_game(seconds);
  53. auto keyboard = input::keyboard();
  54. // Shutdown logic
  55. if (keyboard->key_released(input::key::SC_Escape))
  56. Ticker::Shutdown();
  57. m_time += seconds;
  58. m_hotspot = 0.4f * vec3((float)lol::sin(m_time * 4.0) + (float)lol::cos(m_time * 5.3),
  59. (float)lol::sin(m_time * 5.7) + (float)lol::cos(m_time * 4.4),
  60. (float)lol::sin(m_time * 5.0));
  61. m_color = 0.25f * vec3(1.1f + (float)lol::sin(m_time * 2.5 + 1.0),
  62. 1.1f + (float)lol::sin(m_time * 2.8 + 1.3),
  63. 1.1f + (float)lol::sin(m_time * 2.7));
  64. /* Saturate dot color */
  65. float x = std::max(m_color.x, std::max(m_color.y, m_color.z));
  66. m_color /= x;
  67. }
  68. virtual void tick_draw(float seconds, Scene &scene)
  69. {
  70. WorldEntity::tick_draw(seconds, scene);
  71. if (!m_ready)
  72. {
  73. m_vdecl = std::make_shared<VertexDeclaration>(VertexStream<vec2>(VertexUsage::Position));
  74. m_vbo = std::make_shared<VertexBuffer>(m_vertices.size() * sizeof(m_vertices[0]));
  75. m_vbo->set_data(m_vertices.data(), m_vertices.size() * sizeof(m_vertices[0]));
  76. m_screen_shader = Shader::Create(LOLFX_RESOURCE_NAME(12_texture_to_screen));
  77. m_screen_coord = m_screen_shader->GetAttribLocation(VertexUsage::Position, 0);
  78. m_screen_texture = m_screen_shader->GetUniformLocation("u_texture");
  79. for (int i = 0; i < MaxFboType; ++i)
  80. {
  81. m_fbos.push_back(fbo
  82. {
  83. std::make_shared<Framebuffer>(Video::GetSize()),
  84. 0,
  85. std::vector<ShaderUniform>(),
  86. std::vector<ShaderAttrib>(),
  87. });
  88. if (i == SrcVoronoiFbo)
  89. {
  90. m_fbos[i].shader = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi_setup));
  91. m_fbos[i].uni.push_back(m_fbos[i].shader->GetUniformLocation("u_texture"));
  92. m_fbos[i].uni.push_back(m_fbos[i].shader->GetUniformLocation("u_source_point"));
  93. m_fbos[i].uni.push_back(m_fbos[i].shader->GetUniformLocation("u_screen_res"));
  94. m_fbos[i].attr.push_back(m_fbos[i].shader->GetAttribLocation(VertexUsage::Position, 0));
  95. }
  96. else if (i == VoronoiFbo)
  97. {
  98. m_fbos[i].shader = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi));
  99. m_fbos[i].uni.push_back(m_fbos[i].shader->GetUniformLocation("u_texture"));
  100. m_fbos[i].uni.push_back(m_fbos[i].shader->GetUniformLocation("u_step"));
  101. m_fbos[i].uni.push_back(m_fbos[i].shader->GetUniformLocation("u_screen_res"));
  102. m_fbos[i].attr.push_back(m_fbos[i].shader->GetAttribLocation(VertexUsage::Position, 0));
  103. }
  104. else if (i == DistanceVoronoiFbo)
  105. {
  106. m_fbos[i].shader = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi_distance));
  107. }
  108. else if (i == DistanceFbo)
  109. {
  110. m_fbos[i].shader = Shader::Create(LOLFX_RESOURCE_NAME(12_distance));
  111. }
  112. m_fbos.back().framebuffer->Bind();
  113. {
  114. render_context rc(scene.get_renderer());
  115. rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
  116. rc.clear_depth(1.f);
  117. scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
  118. }
  119. m_fbos.back().framebuffer->Unbind();
  120. }
  121. temp_buffer = std::make_shared<Framebuffer>(Video::GetSize());
  122. temp_buffer->Bind();
  123. {
  124. render_context rc(scene.get_renderer());
  125. rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
  126. rc.clear_depth(1.f);
  127. scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
  128. }
  129. temp_buffer->Unbind();
  130. m_ready = true;
  131. /* FIXME: this object never cleans up */
  132. //SRC SETUP
  133. m_cur_fbo = VoronoiFbo;
  134. }
  135. auto keyboard = input::keyboard();
  136. if (keyboard->key_released(input::key::SC_O))
  137. voronoi_points.pop_back();
  138. else if (keyboard->key_released(input::key::SC_P))
  139. voronoi_points.push_back(point
  140. {
  141. vec3(rand<float>(512.f), rand<float>(512.f), .0f),
  142. vec2(64.f + rand<float>(64.f), 64.f + rand<float>(64.f))
  143. });
  144. else if (keyboard->key_released(input::key::SC_F1))
  145. m_cur_fbo = SrcVoronoiFbo;
  146. else if (keyboard->key_released(input::key::SC_F2))
  147. m_cur_fbo = VoronoiFbo;
  148. else if (keyboard->key_released(input::key::SC_F3))
  149. {
  150. voronoi_points.clear();
  151. if (mode == 0)
  152. {
  153. int i = 4;
  154. while (i-- > 0)
  155. voronoi_points.push_back(point
  156. {
  157. vec3(rand<float>(512.f), rand<float>(512.f), .0f),
  158. vec2(64.f + rand<float>(64.f), 64.f + rand<float>(64.f))
  159. //vec2::zero
  160. });
  161. mode = 1;
  162. }
  163. else
  164. {
  165. mode = 0;
  166. }
  167. }
  168. if (mode == 0)
  169. {
  170. voronoi_points.clear();
  171. int maxi = 6;
  172. for (int i = 0; i < maxi; ++i)
  173. {
  174. float mi = (float)maxi;
  175. float j = (float)i;
  176. float f_time = (float)m_time;
  177. voronoi_points.push_back(point { vec3(256.f) + 196.f * vec3(lol::cos( f_time + j * 2.f * F_PI / mi), lol::sin( f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f) });
  178. voronoi_points.push_back(point { vec3(256.f) + 128.f * vec3(lol::cos(-f_time + j * 2.f * F_PI / mi), lol::sin(-f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f) });
  179. voronoi_points.push_back(point { vec3(256.f) + 64.f * vec3(lol::cos( f_time + j * 2.f * F_PI / mi), lol::sin( f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f) });
  180. voronoi_points.push_back(point { vec3(256.f) + 32.f * vec3(lol::cos(-f_time + j * 2.f * F_PI / mi), lol::sin(-f_time + j * 2.f * F_PI / mi), .0f), vec2(.0f) });
  181. }
  182. voronoi_points.push_back(point { vec3(256.f), vec2(0.f) });
  183. }
  184. temp_buffer->Bind();
  185. {
  186. render_context rc(scene.get_renderer());
  187. rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
  188. rc.clear_depth(1.f);
  189. scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
  190. }
  191. temp_buffer->Unbind();
  192. {
  193. vec2 limit(1.f, 511.f);
  194. //SRC SETUP
  195. for (size_t j = 0; j < voronoi_points.size(); ++j)
  196. {
  197. voronoi_points[j].pos = vec3(voronoi_points[j].pos.xy + voronoi_points[j].speed * seconds, voronoi_points[j].pos.z);
  198. if (voronoi_points[j].pos.x >= limit.y || voronoi_points[j].pos.x <= limit.x)
  199. {
  200. voronoi_points[j].speed.x *= -1.f;
  201. voronoi_points[j].pos.x = clamp(voronoi_points[j].pos.x, limit.x, limit.y);
  202. }
  203. if (voronoi_points[j].pos.y >= limit.y || voronoi_points[j].pos.y <= limit.x)
  204. {
  205. voronoi_points[j].speed.y *= -1.f;
  206. voronoi_points[j].pos.y = clamp(voronoi_points[j].pos.y, limit.x, limit.y);
  207. }
  208. voronoi_points[j].pos.z = ((float)j + 1) / ((float)voronoi_points.size());
  209. }
  210. int f = SrcVoronoiFbo;
  211. m_fbos[f].framebuffer->Bind();
  212. {
  213. render_context rc(scene.get_renderer());
  214. rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
  215. rc.clear_depth(1.f);
  216. scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
  217. }
  218. m_fbos[f].framebuffer->Unbind();
  219. int buf = int(voronoi_points.size()) % 2;
  220. for (size_t j = 0; j < voronoi_points.size(); ++j)
  221. {
  222. std::shared_ptr<Framebuffer> dst_buf, src_buf;
  223. if (buf)
  224. {
  225. dst_buf = m_fbos[f].framebuffer;
  226. src_buf = temp_buffer;
  227. }
  228. else
  229. {
  230. src_buf = m_fbos[f].framebuffer;
  231. dst_buf = temp_buffer;
  232. }
  233. dst_buf->Bind();
  234. /* FIXME: we should just disable depth test in the shader */
  235. scene.get_renderer()->clear(ClearMask::Depth);
  236. m_fbos[f].shader->Bind();
  237. int i = 0;
  238. m_fbos[f].shader->SetUniform(m_fbos[f].uni[i++], src_buf->GetTextureUniform(), 0); //"u_texture"
  239. m_fbos[f].shader->SetUniform(m_fbos[f].uni[i++], voronoi_points[j].pos); //"u_source_point"
  240. m_fbos[f].shader->SetUniform(m_fbos[f].uni[i++], vec2(512.f, 512.f)); //"u_screen_res"
  241. m_vdecl->Bind();
  242. m_vdecl->SetStream(m_vbo, m_fbos[f].attr.back());
  243. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  244. m_vdecl->Unbind();
  245. m_fbos[f].shader->Unbind();
  246. dst_buf->Unbind();
  247. buf = 1 - buf;
  248. }
  249. }
  250. scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
  251. //FRAME BUFFER DRAW
  252. m_timer -= seconds;
  253. if (m_timer < .0f && m_cur_fbo != SrcVoronoiFbo)
  254. {
  255. //m_timer = 1.0f;
  256. m_fbos[m_cur_fbo].framebuffer->Bind();
  257. {
  258. render_context rc(scene.get_renderer());
  259. rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
  260. rc.clear_depth(1.f);
  261. scene.get_renderer()->clear(ClearMask::Color | ClearMask::Depth);
  262. }
  263. m_fbos[m_cur_fbo].framebuffer->Unbind();
  264. ivec2 curres = ivec2(512, 512) / 2;
  265. int buf = 0;
  266. while (1)
  267. {
  268. std::shared_ptr<Framebuffer> dst_buf, src_buf;
  269. std::shared_ptr<Shader> shader;
  270. if (curres == ivec2::zero)
  271. shader = m_screen_shader;
  272. else
  273. shader = m_fbos[m_cur_fbo].shader;
  274. if (curres.x == 256)
  275. src_buf = m_fbos[SrcVoronoiFbo].framebuffer;
  276. else if (buf)
  277. src_buf = m_fbos[m_cur_fbo].framebuffer;
  278. else
  279. src_buf = temp_buffer;
  280. if (buf)
  281. dst_buf = temp_buffer;
  282. else
  283. dst_buf = m_fbos[m_cur_fbo].framebuffer;
  284. dst_buf->Bind();
  285. /* FIXME: we should just disable depth test in the shader */
  286. scene.get_renderer()->clear(ClearMask::Depth);
  287. shader->Bind();
  288. int i = 0;
  289. if (curres == ivec2::zero)
  290. m_screen_shader->SetUniform(m_screen_texture, src_buf->GetTextureUniform(), 0);
  291. else if (m_cur_fbo == VoronoiFbo)
  292. {
  293. shader->SetUniform(m_fbos[m_cur_fbo].uni[i++], src_buf->GetTextureUniform(), 0); //"u_texture"
  294. shader->SetUniform(m_fbos[m_cur_fbo].uni[i++], ((float)curres.x) / 512.f); //"u_step"
  295. shader->SetUniform(m_fbos[m_cur_fbo].uni[i++], vec2(512.f, 512.f)); //"u_screen_res"
  296. }
  297. m_vdecl->Bind();
  298. m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].attr.back());
  299. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  300. m_vdecl->Unbind();
  301. m_fbos[m_cur_fbo].shader->Unbind();
  302. dst_buf->Unbind();
  303. if (curres == ivec2::zero)
  304. break;
  305. if (curres == ivec2(1))
  306. {
  307. if (buf == 1)
  308. curres = ivec2::zero;
  309. else
  310. break;
  311. }
  312. buf = 1 - buf;
  313. curres /= 2;
  314. }
  315. }
  316. //SCREEN DRAW
  317. m_screen_shader->Bind();
  318. m_screen_shader->SetUniform(m_screen_texture, m_fbos[m_cur_fbo].framebuffer->GetTextureUniform(), 0);
  319. m_vdecl->Bind();
  320. m_vdecl->SetStream(m_vbo, m_screen_coord);
  321. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  322. m_vdecl->Unbind();
  323. m_screen_shader->Unbind();
  324. }
  325. private:
  326. struct point { vec3 pos; vec2 speed; };
  327. std::vector<point> voronoi_points;
  328. std::vector<vec2> m_vertices;
  329. std::shared_ptr<Shader> m_screen_shader;
  330. ShaderAttrib m_screen_coord;
  331. ShaderUniform m_screen_texture;
  332. std::shared_ptr<VertexDeclaration> m_vdecl;
  333. std::shared_ptr<VertexBuffer> m_vbo;
  334. struct fbo
  335. {
  336. std::shared_ptr<Framebuffer> framebuffer;
  337. std::shared_ptr<Shader> shader;
  338. std::vector<ShaderUniform> uni;
  339. std::vector<ShaderAttrib> attr;
  340. };
  341. std::vector<fbo> m_fbos;
  342. std::shared_ptr<Framebuffer> temp_buffer;
  343. int mode;
  344. int m_cur_fbo;
  345. double m_time;
  346. vec3 m_hotspot, m_color;
  347. bool m_ready;
  348. float m_timer;
  349. };
  350. int main(int argc, char **argv)
  351. {
  352. sys::init(argc, argv);
  353. Application app("Tutorial 12: Jump Flooding Algorithm & Voronoi", ivec2(512, 512), 60.0f);
  354. new Voronoi();
  355. app.Run();
  356. return EXIT_SUCCESS;
  357. }