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  1. //
  2. // Lol Engine - Framebuffer Object tutorial
  3. //
  4. // Copyright: (c) 2013-2013 Sam Hocevar <sam@hocevar.net>
  5. // (c) 2013-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
  6. // This program is free software; you can redistribute it and/or
  7. // modify it under the terms of the Do What The Fuck You Want To
  8. // Public License, Version 2, as published by Sam Hocevar. See
  9. // http://www.wtfpl.net/ for more details.
  10. //
  11. #if defined HAVE_CONFIG_H
  12. # include "config.h"
  13. #endif
  14. #include "core.h"
  15. #include "loldebug.h"
  16. using namespace std;
  17. using namespace lol;
  18. LOLFX_RESOURCE_DECLARE(12_voronoi);
  19. LOLFX_RESOURCE_DECLARE(12_voronoi_setup);
  20. LOLFX_RESOURCE_DECLARE(12_voronoi_distance);
  21. LOLFX_RESOURCE_DECLARE(12_distance);
  22. LOLFX_RESOURCE_DECLARE(12_texture_to_screen);
  23. enum FboType
  24. {
  25. SrcVoronoiFbo,
  26. VoronoiFbo,
  27. DistanceVoronoiFbo,
  28. DistanceFbo,
  29. MaxFboType
  30. };
  31. class Voronoi : public WorldEntity
  32. {
  33. public:
  34. Voronoi()
  35. {
  36. m_vertices << vec2( 1.0, 1.0);
  37. m_vertices << vec2(-1.0, -1.0);
  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_ready = false;
  43. m_cur_fbo = 0;
  44. m_time = .0f;
  45. m_timer = -1.0f;
  46. mode = 0;
  47. }
  48. virtual void TickGame(float seconds)
  49. {
  50. WorldEntity::TickGame(seconds);
  51. {
  52. //Shutdown logic
  53. if (Input::WasReleased(Key::Escape))
  54. Ticker::Shutdown();
  55. }
  56. m_time += seconds;
  57. m_hotspot = 0.4f * vec3(lol::sin(m_time * 4.f) + lol::cos(m_time * 5.3f),
  58. lol::sin(m_time * 5.7f) + lol::cos(m_time * 4.4f),
  59. lol::sin(m_time * 5.f));
  60. m_color = 0.25f * vec3(1.1f + lol::sin(m_time * 2.5f + 1.f),
  61. 1.1f + lol::sin(m_time * 2.8f + 1.3f),
  62. 1.1f + lol::sin(m_time * 2.7f));
  63. /* Saturate dot color */
  64. float x = std::max(m_color.x, std::max(m_color.y, m_color.z));
  65. m_color /= x;
  66. }
  67. virtual void TickDraw(float seconds)
  68. {
  69. WorldEntity::TickDraw(seconds);
  70. if (!m_ready)
  71. {
  72. m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));
  73. m_vbo = new VertexBuffer(m_vertices.Bytes());
  74. void *vertices = m_vbo->Lock(0, 0);
  75. memcpy(vertices, &m_vertices[0], m_vertices.Bytes());
  76. m_vbo->Unlock();
  77. m_screen_shader = Shader::Create(LOLFX_RESOURCE_NAME(12_texture_to_screen));
  78. m_screen_coord = m_screen_shader->GetAttribLocation("in_position", VertexUsage::Position, 0);
  79. m_screen_texture = m_screen_shader->GetUniformLocation("in_texture");
  80. for (int i = 0; i < MaxFboType; ++i)
  81. {
  82. m_fbos.Push(new Framebuffer(Video::GetSize()), 0, Array<ShaderUniform>(), Array<ShaderAttrib>() );
  83. if (i == SrcVoronoiFbo)
  84. {
  85. m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi_setup));
  86. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_texture");
  87. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_source_point");
  88. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_screen_res");
  89. m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation("in_position", VertexUsage::Position, 0);
  90. }
  91. else if (i == VoronoiFbo)
  92. {
  93. m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi));
  94. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_texture");
  95. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_step");
  96. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_screen_res");
  97. m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation("in_position", VertexUsage::Position, 0);
  98. }
  99. else if (i == DistanceVoronoiFbo)
  100. {
  101. m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi_distance));
  102. }
  103. else if (i == DistanceFbo)
  104. {
  105. m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_distance));
  106. }
  107. m_fbos.Last().m1->Bind();
  108. {
  109. RenderContext rc;
  110. rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  111. rc.SetClearDepth(1.f);
  112. g_renderer->Clear(ClearMask::Color | ClearMask::Depth);
  113. }
  114. m_fbos.Last().m1->Unbind();
  115. }
  116. temp_buffer = new Framebuffer(Video::GetSize());
  117. temp_buffer->Bind();
  118. {
  119. RenderContext rc;
  120. rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  121. rc.SetClearDepth(1.f);
  122. g_renderer->Clear(ClearMask::Color | ClearMask::Depth);
  123. }
  124. temp_buffer->Unbind();
  125. m_ready = true;
  126. /* FIXME: this object never cleans up */
  127. //SRC SETUP
  128. m_cur_fbo = VoronoiFbo;
  129. }
  130. {
  131. //Shutdown logic
  132. if (Input::WasReleased(Key::O))
  133. voronoi_points.Pop();
  134. else if (Input::WasReleased(Key::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 (Input::WasReleased(Key::F1))
  138. m_cur_fbo = SrcVoronoiFbo;
  139. else if (Input::WasReleased(Key::F2))
  140. m_cur_fbo = VoronoiFbo;
  141. else if (Input::WasReleased(Key::F3))
  142. {
  143. voronoi_points.Empty();
  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(0.f)
  151. );
  152. mode = 1;
  153. }
  154. else
  155. {
  156. mode = 0;
  157. }
  158. }
  159. }
  160. if (mode == 0)
  161. {
  162. voronoi_points.Empty();
  163. int maxi = 6;
  164. for (int i = 0; i < maxi; ++i)
  165. {
  166. voronoi_points.Push(vec3(256.f) + 196.f * vec3(lol::cos(m_time + i * 2.f * F_PI / maxi), lol::sin(m_time + i * 2.f * F_PI / maxi), .0f), vec2(.0f));
  167. voronoi_points.Push(vec3(256.f) + 128.f * vec3(lol::cos(-m_time + i * 2.f * F_PI / maxi), lol::sin(-m_time + i * 2.f * F_PI / maxi), .0f), vec2(.0f));
  168. voronoi_points.Push(vec3(256.f) + 64.f * vec3(lol::cos(m_time + i * 2.f * F_PI / maxi), lol::sin(m_time + i * 2.f * F_PI / maxi), .0f), vec2(.0f));
  169. voronoi_points.Push(vec3(256.f) + 32.f * vec3(lol::cos(-m_time + i * 2.f * F_PI / maxi), lol::sin(-m_time + i * 2.f * F_PI / maxi), .0f), vec2(.0f));
  170. }
  171. voronoi_points.Push(vec3(256.f), vec2(.0f));
  172. }
  173. temp_buffer->Bind();
  174. {
  175. RenderContext rc;
  176. rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  177. rc.SetClearDepth(1.f);
  178. g_renderer->Clear(ClearMask::Color | ClearMask::Depth);
  179. }
  180. temp_buffer->Unbind();
  181. {
  182. vec2 limit(1.f, 511.f);
  183. //SRC SETUP
  184. for (int j = 0; j < voronoi_points.Count(); ++j)
  185. {
  186. voronoi_points[j].m1 = vec3(voronoi_points[j].m1.xy + voronoi_points[j].m2 * seconds, voronoi_points[j].m1.z);
  187. if (voronoi_points[j].m1.x >= limit.y || voronoi_points[j].m1.x <= limit.x)
  188. {
  189. voronoi_points[j].m2.x *= -1.f;
  190. voronoi_points[j].m1.x = clamp(voronoi_points[j].m1.x, limit.x, limit.y);
  191. }
  192. if (voronoi_points[j].m1.y >= limit.y || voronoi_points[j].m1.y <= limit.x)
  193. {
  194. voronoi_points[j].m2.y *= -1.f;
  195. voronoi_points[j].m1.y = clamp(voronoi_points[j].m1.y, limit.x, limit.y);
  196. }
  197. voronoi_points[j].m1.z = ((float)j + 1) / ((float)voronoi_points.Count());
  198. }
  199. int f = SrcVoronoiFbo;
  200. m_fbos[f].m1->Bind();
  201. {
  202. RenderContext rc;
  203. rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  204. rc.SetClearDepth(1.f);
  205. g_renderer->Clear(ClearMask::Color | ClearMask::Depth);
  206. }
  207. m_fbos[f].m1->Unbind();
  208. int buf = voronoi_points.Count() % 2;
  209. for (int j = 0; j < voronoi_points.Count(); ++j)
  210. {
  211. Framebuffer *dst_buf;
  212. Framebuffer *src_buf;
  213. if (buf)
  214. {
  215. dst_buf = m_fbos[f].m1;
  216. src_buf = temp_buffer;
  217. }
  218. else
  219. {
  220. src_buf = m_fbos[f].m1;
  221. dst_buf = temp_buffer;
  222. }
  223. dst_buf->Bind();
  224. /* FIXME: we should just disable depth test in the shader */
  225. g_renderer->Clear(ClearMask::Depth);
  226. m_fbos[f].m2->Bind();
  227. int i = 0;
  228. m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], src_buf->GetTexture(), 0); //"in_texture"
  229. m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], voronoi_points[j].m1); //"in_source_point"
  230. m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], vec2(512.f, 512.f)); //"in_screen_res"
  231. m_vdecl->SetStream(m_vbo, m_fbos[f].m4.Last());
  232. m_vdecl->Bind();
  233. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  234. m_vdecl->Unbind();
  235. m_fbos[f].m2->Unbind();
  236. dst_buf->Unbind();
  237. buf = 1 - buf;
  238. }
  239. }
  240. g_renderer->Clear(ClearMask::Color | ClearMask::Depth);
  241. //FRAME BUFFER DRAW
  242. m_timer -= seconds;
  243. if (m_timer < .0f && m_cur_fbo != SrcVoronoiFbo)
  244. {
  245. //m_timer = 1.0f;
  246. m_fbos[m_cur_fbo].m1->Bind();
  247. {
  248. RenderContext rc;
  249. rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  250. rc.SetClearDepth(1.f);
  251. g_renderer->Clear(ClearMask::Color | ClearMask::Depth);
  252. }
  253. m_fbos[m_cur_fbo].m1->Unbind();
  254. ivec2 curres = ivec2(512, 512) / 2;
  255. int buf = 0;
  256. while (1)
  257. {
  258. Framebuffer *dst_buf;
  259. Framebuffer *src_buf;
  260. Shader *shader;
  261. if (curres == ivec2(0))
  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. g_renderer->Clear(ClearMask::Depth);
  278. shader->Bind();
  279. //08_FBO ??
  280. #if _XBOX
  281. /* FIXME: the Xbox enforces full EDRAM clears on each frame, so
  282. * we cannot expect the render target contents to be preserved.
  283. * This code snippet should be moved inside the Framebuffer class. */
  284. //m_fbos[m_cur_fbo].m2->SetUniform(m_uni_flag, 1.f);
  285. //m_fbos[m_cur_fbo].m2->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0);
  286. //m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.Last());
  287. //m_vdecl->Bind();
  288. //m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  289. //m_vdecl->Unbind();
  290. #endif
  291. int i = 0;
  292. if (curres == ivec2(0))
  293. m_screen_shader->SetUniform(m_screen_texture, src_buf->GetTexture(), 0);
  294. else if (m_cur_fbo == VoronoiFbo)
  295. {
  296. shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], src_buf->GetTexture(), 0); //"in_texture"
  297. shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], ((float)curres.x) / 512.f); //"in_step"
  298. shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], vec2(512.f, 512.f)); //"in_screen_res"
  299. }
  300. m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.Last());
  301. m_vdecl->Bind();
  302. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  303. m_vdecl->Unbind();
  304. m_fbos[m_cur_fbo].m2->Unbind();
  305. dst_buf->Unbind();
  306. if (curres == ivec2(0))
  307. break;
  308. if (curres == ivec2(1))
  309. {
  310. if (buf == 1)
  311. curres = ivec2(0);
  312. else
  313. break;
  314. }
  315. buf = 1 - buf;
  316. curres /= 2;
  317. }
  318. }
  319. //SCREEN DRAW
  320. m_screen_shader->Bind();
  321. m_screen_shader->SetUniform(m_screen_texture, m_fbos[m_cur_fbo].m1->GetTexture(), 0);
  322. m_vdecl->SetStream(m_vbo, m_screen_coord);
  323. m_vdecl->Bind();
  324. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  325. m_vdecl->Unbind();
  326. m_screen_shader->Unbind();
  327. }
  328. private:
  329. Array<vec3, vec2> voronoi_points;
  330. Array<vec2> m_vertices;
  331. Shader *m_screen_shader;
  332. ShaderAttrib m_screen_coord;
  333. ShaderUniform m_screen_texture;
  334. VertexDeclaration *m_vdecl;
  335. VertexBuffer *m_vbo;
  336. Array<Framebuffer *, Shader *, Array<ShaderUniform>, Array<ShaderAttrib> > m_fbos;
  337. Framebuffer *temp_buffer;
  338. int mode;
  339. int m_cur_fbo;
  340. double m_time;
  341. vec3 m_hotspot, m_color;
  342. bool m_ready;
  343. float m_timer;
  344. };
  345. int main(int argc, char **argv)
  346. {
  347. System::Init(argc, argv);
  348. Application app("Tutorial 12: Jump Flooding Algorithm & Voronoi", ivec2(512, 512), 60.0f);
  349. new Voronoi();
  350. app.Run();
  351. return EXIT_SUCCESS;
  352. }