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  1. //
  2. // Lol Engine — Voronoi diagram tutorial
  3. //
  4. // Copyright © 2015—2019 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 << vec2( 1.0, 1.0);
  39. m_vertices << vec2(-1.0, -1.0);
  40. m_vertices << vec2( 1.0, -1.0);
  41. m_vertices << vec2(-1.0, -1.0);
  42. m_vertices << vec2( 1.0, 1.0);
  43. m_vertices << 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.bytes());
  75. void *vertices = m_vbo->Lock(0, 0);
  76. memcpy(vertices, &m_vertices[0], m_vertices.bytes());
  77. m_vbo->Unlock();
  78. m_screen_shader = Shader::Create(LOLFX_RESOURCE_NAME(12_texture_to_screen));
  79. m_screen_coord = m_screen_shader->GetAttribLocation(VertexUsage::Position, 0);
  80. m_screen_texture = m_screen_shader->GetUniformLocation("u_texture");
  81. for (int i = 0; i < MaxFboType; ++i)
  82. {
  83. m_fbos.push(std::make_shared<Framebuffer>(Video::GetSize()), 0, array<ShaderUniform>(), array<ShaderAttrib>() );
  84. if (i == SrcVoronoiFbo)
  85. {
  86. m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi_setup));
  87. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("u_texture");
  88. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("u_source_point");
  89. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("u_screen_res");
  90. m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation(VertexUsage::Position, 0);
  91. }
  92. else if (i == VoronoiFbo)
  93. {
  94. m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi));
  95. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("u_texture");
  96. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("u_step");
  97. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("u_screen_res");
  98. m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation(VertexUsage::Position, 0);
  99. }
  100. else if (i == DistanceVoronoiFbo)
  101. {
  102. m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi_distance));
  103. }
  104. else if (i == DistanceFbo)
  105. {
  106. m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_distance));
  107. }
  108. m_fbos.last().m1->Bind();
  109. {
  110. render_context rc(scene.get_renderer());
  111. rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
  112. rc.clear_depth(1.f);
  113. scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
  114. }
  115. m_fbos.last().m1->Unbind();
  116. }
  117. temp_buffer = std::make_shared<Framebuffer>(Video::GetSize());
  118. temp_buffer->Bind();
  119. {
  120. render_context rc(scene.get_renderer());
  121. rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
  122. rc.clear_depth(1.f);
  123. scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
  124. }
  125. temp_buffer->Unbind();
  126. m_ready = true;
  127. /* FIXME: this object never cleans up */
  128. //SRC SETUP
  129. m_cur_fbo = VoronoiFbo;
  130. }
  131. auto keyboard = input::keyboard();
  132. if (keyboard->key_released(input::key::SC_O))
  133. voronoi_points.pop();
  134. else if (keyboard->key_released(input::key::SC_P))
  135. voronoi_points.push(vec3(rand<float>(512.f), rand<float>(512.f), .0f),
  136. vec2(64.f + rand<float>(64.f), 64.f + rand<float>(64.f)));
  137. else if (keyboard->key_released(input::key::SC_F1))
  138. m_cur_fbo = SrcVoronoiFbo;
  139. else if (keyboard->key_released(input::key::SC_F2))
  140. m_cur_fbo = VoronoiFbo;
  141. else if (keyboard->key_released(input::key::SC_F3))
  142. {
  143. voronoi_points.clear();
  144. if (mode == 0)
  145. {
  146. int i = 4;
  147. while (i-- > 0)
  148. voronoi_points.push(vec3(rand<float>(512.f), rand<float>(512.f), .0f),
  149. vec2(64.f + rand<float>(64.f), 64.f + rand<float>(64.f))
  150. //vec2::zero
  151. );
  152. mode = 1;
  153. }
  154. else
  155. {
  156. mode = 0;
  157. }
  158. }
  159. if (mode == 0)
  160. {
  161. voronoi_points.clear();
  162. int maxi = 6;
  163. for (int i = 0; i < maxi; ++i)
  164. {
  165. float mi = (float)maxi;
  166. float j = (float)i;
  167. float f_time = (float)m_time;
  168. voronoi_points.push(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));
  169. voronoi_points.push(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));
  170. voronoi_points.push(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));
  171. voronoi_points.push(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));
  172. }
  173. voronoi_points.push(vec3(256.f), vec2(0.f));
  174. }
  175. temp_buffer->Bind();
  176. {
  177. render_context rc(scene.get_renderer());
  178. rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
  179. rc.clear_depth(1.f);
  180. scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
  181. }
  182. temp_buffer->Unbind();
  183. {
  184. vec2 limit(1.f, 511.f);
  185. //SRC SETUP
  186. for (int j = 0; j < voronoi_points.count(); ++j)
  187. {
  188. voronoi_points[j].m1 = vec3(voronoi_points[j].m1.xy + voronoi_points[j].m2 * seconds, voronoi_points[j].m1.z);
  189. if (voronoi_points[j].m1.x >= limit.y || voronoi_points[j].m1.x <= limit.x)
  190. {
  191. voronoi_points[j].m2.x *= -1.f;
  192. voronoi_points[j].m1.x = clamp(voronoi_points[j].m1.x, limit.x, limit.y);
  193. }
  194. if (voronoi_points[j].m1.y >= limit.y || voronoi_points[j].m1.y <= limit.x)
  195. {
  196. voronoi_points[j].m2.y *= -1.f;
  197. voronoi_points[j].m1.y = clamp(voronoi_points[j].m1.y, limit.x, limit.y);
  198. }
  199. voronoi_points[j].m1.z = ((float)j + 1) / ((float)voronoi_points.count());
  200. }
  201. int f = SrcVoronoiFbo;
  202. m_fbos[f].m1->Bind();
  203. {
  204. render_context rc(scene.get_renderer());
  205. rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
  206. rc.clear_depth(1.f);
  207. scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
  208. }
  209. m_fbos[f].m1->Unbind();
  210. int buf = voronoi_points.count() % 2;
  211. for (int j = 0; j < voronoi_points.count(); ++j)
  212. {
  213. std::shared_ptr<Framebuffer> dst_buf, src_buf;
  214. if (buf)
  215. {
  216. dst_buf = m_fbos[f].m1;
  217. src_buf = temp_buffer;
  218. }
  219. else
  220. {
  221. src_buf = m_fbos[f].m1;
  222. dst_buf = temp_buffer;
  223. }
  224. dst_buf->Bind();
  225. /* FIXME: we should just disable depth test in the shader */
  226. scene.get_renderer()->Clear(ClearMask::Depth);
  227. m_fbos[f].m2->Bind();
  228. int i = 0;
  229. m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], src_buf->GetTextureUniform(), 0); //"u_texture"
  230. m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], voronoi_points[j].m1); //"u_source_point"
  231. m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], vec2(512.f, 512.f)); //"u_screen_res"
  232. m_vdecl->SetStream(m_vbo, m_fbos[f].m4.last());
  233. m_vdecl->Bind();
  234. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  235. m_vdecl->Unbind();
  236. m_fbos[f].m2->Unbind();
  237. dst_buf->Unbind();
  238. buf = 1 - buf;
  239. }
  240. }
  241. scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
  242. //FRAME BUFFER DRAW
  243. m_timer -= seconds;
  244. if (m_timer < .0f && m_cur_fbo != SrcVoronoiFbo)
  245. {
  246. //m_timer = 1.0f;
  247. m_fbos[m_cur_fbo].m1->Bind();
  248. {
  249. render_context rc(scene.get_renderer());
  250. rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f));
  251. rc.clear_depth(1.f);
  252. scene.get_renderer()->Clear(ClearMask::Color | ClearMask::Depth);
  253. }
  254. m_fbos[m_cur_fbo].m1->Unbind();
  255. ivec2 curres = ivec2(512, 512) / 2;
  256. int buf = 0;
  257. while (1)
  258. {
  259. std::shared_ptr<Framebuffer> dst_buf, src_buf;
  260. std::shared_ptr<Shader> shader;
  261. if (curres == ivec2::zero)
  262. shader = m_screen_shader;
  263. else
  264. shader = m_fbos[m_cur_fbo].m2;
  265. if (curres.x == 256)
  266. src_buf = m_fbos[SrcVoronoiFbo].m1;
  267. else if (buf)
  268. src_buf = m_fbos[m_cur_fbo].m1;
  269. else
  270. src_buf = temp_buffer;
  271. if (buf)
  272. dst_buf = temp_buffer;
  273. else
  274. dst_buf = m_fbos[m_cur_fbo].m1;
  275. dst_buf->Bind();
  276. /* FIXME: we should just disable depth test in the shader */
  277. scene.get_renderer()->Clear(ClearMask::Depth);
  278. shader->Bind();
  279. int i = 0;
  280. if (curres == ivec2::zero)
  281. m_screen_shader->SetUniform(m_screen_texture, src_buf->GetTextureUniform(), 0);
  282. else if (m_cur_fbo == VoronoiFbo)
  283. {
  284. shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], src_buf->GetTextureUniform(), 0); //"u_texture"
  285. shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], ((float)curres.x) / 512.f); //"u_step"
  286. shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], vec2(512.f, 512.f)); //"u_screen_res"
  287. }
  288. m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.last());
  289. m_vdecl->Bind();
  290. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  291. m_vdecl->Unbind();
  292. m_fbos[m_cur_fbo].m2->Unbind();
  293. dst_buf->Unbind();
  294. if (curres == ivec2::zero)
  295. break;
  296. if (curres == ivec2(1))
  297. {
  298. if (buf == 1)
  299. curres = ivec2::zero;
  300. else
  301. break;
  302. }
  303. buf = 1 - buf;
  304. curres /= 2;
  305. }
  306. }
  307. //SCREEN DRAW
  308. m_screen_shader->Bind();
  309. m_screen_shader->SetUniform(m_screen_texture, m_fbos[m_cur_fbo].m1->GetTextureUniform(), 0);
  310. m_vdecl->SetStream(m_vbo, m_screen_coord);
  311. m_vdecl->Bind();
  312. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  313. m_vdecl->Unbind();
  314. m_screen_shader->Unbind();
  315. }
  316. private:
  317. array<vec3, vec2> voronoi_points;
  318. array<vec2> m_vertices;
  319. std::shared_ptr<Shader> m_screen_shader;
  320. ShaderAttrib m_screen_coord;
  321. ShaderUniform m_screen_texture;
  322. std::shared_ptr<VertexDeclaration> m_vdecl;
  323. std::shared_ptr<VertexBuffer> m_vbo;
  324. array<std::shared_ptr<Framebuffer>, std::shared_ptr<Shader>, array<ShaderUniform>, array<ShaderAttrib> > m_fbos;
  325. std::shared_ptr<Framebuffer> temp_buffer;
  326. int mode;
  327. int m_cur_fbo;
  328. double m_time;
  329. vec3 m_hotspot, m_color;
  330. bool m_ready;
  331. float m_timer;
  332. };
  333. int main(int argc, char **argv)
  334. {
  335. sys::init(argc, argv);
  336. Application app("Tutorial 12: Jump Flooding Algorithm & Voronoi", ivec2(512, 512), 60.0f);
  337. new Voronoi();
  338. app.Run();
  339. return EXIT_SUCCESS;
  340. }