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- //
- // Lol Engine - Framebuffer Object tutorial
- //
- // Copyright: (c) 2013-2013 Sam Hocevar <sam@hocevar.net>
- // (c) 2013-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
- // 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
- {
- 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;
- }
-
- 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 < MaxFboType; ++i)
- {
- m_fbos.Push(new Framebuffer(Video::GetSize()), 0, Array<ShaderUniform>(), Array<ShaderAttrib>() );
-
- 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("in_position", 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("in_position", 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();
- 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
- m_cur_fbo = VoronoiFbo;
- }
-
- {
- //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 = SrcVoronoiFbo;
- else if (Input::WasReleased(Key::F2))
- m_cur_fbo = VoronoiFbo;
- else if (Input::WasReleased(Key::F3))
- {
- voronoi_points.Empty();
- if (mode == 0)
- {
- 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))
- //vec2(0.f)
- );
- mode = 1;
- }
- else
- {
- mode = 0;
- }
- }
- }
-
- if (mode == 0)
- {
- voronoi_points.Empty();
- int maxi = 6;
- for (int i = 0; i < maxi; ++i)
- {
- 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));
- 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));
- 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));
- 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));
- }
- voronoi_points.Push(vec3(256.f), vec2(.0f));
- }
-
- 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 = SrcVoronoiFbo;
-
- 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 != SrcVoronoiFbo)
- {
- //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[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 */
- 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 == VoronoiFbo)
- {
- 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 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;
- }
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