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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. Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  109. Video::SetClearDepth(1.f);
  110. Video::Clear(ClearMask::Color | ClearMask::Depth);
  111. m_fbos.Last().m1->Unbind();
  112. }
  113. temp_buffer = new FrameBuffer(Video::GetSize());
  114. temp_buffer->Bind();
  115. Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  116. Video::SetClearDepth(1.f);
  117. Video::Clear(ClearMask::Color | ClearMask::Depth);
  118. temp_buffer->Unbind();
  119. m_ready = true;
  120. /* FIXME: this object never cleans up */
  121. //SRC SETUP
  122. m_cur_fbo = VoronoiFbo;
  123. }
  124. {
  125. //Shutdown logic
  126. if (Input::WasReleased(Key::O))
  127. voronoi_points.Pop();
  128. else if (Input::WasReleased(Key::P))
  129. voronoi_points.Push(vec3(rand<float>(512.f), rand<float>(512.f), .0f),
  130. vec2(64.f + rand<float>(64.f), 64.f + rand<float>(64.f)));
  131. else if (Input::WasReleased(Key::F1))
  132. m_cur_fbo = SrcVoronoiFbo;
  133. else if (Input::WasReleased(Key::F2))
  134. m_cur_fbo = VoronoiFbo;
  135. else if (Input::WasReleased(Key::F3))
  136. {
  137. voronoi_points.Empty();
  138. if (mode == 0)
  139. {
  140. int i = 4;
  141. while (i-- > 0)
  142. voronoi_points.Push(vec3(rand<float>(512.f), rand<float>(512.f), .0f),
  143. vec2(64.f + rand<float>(64.f), 64.f + rand<float>(64.f))
  144. //vec2(0.f)
  145. );
  146. mode = 1;
  147. }
  148. else
  149. {
  150. mode = 0;
  151. }
  152. }
  153. }
  154. if (mode == 0)
  155. {
  156. voronoi_points.Empty();
  157. int maxi = 6;
  158. for (int i = 0; i < maxi; ++i)
  159. {
  160. 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));
  161. 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));
  162. 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));
  163. 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));
  164. }
  165. voronoi_points.Push(vec3(256.f), vec2(.0f));
  166. }
  167. temp_buffer->Bind();
  168. Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  169. Video::SetClearDepth(1.f);
  170. Video::Clear(ClearMask::Color | ClearMask::Depth);
  171. temp_buffer->Unbind();
  172. {
  173. vec2 limit(1.f, 511.f);
  174. //SRC SETUP
  175. for (int j = 0; j < voronoi_points.Count(); ++j)
  176. {
  177. voronoi_points[j].m1 = vec3(voronoi_points[j].m1.xy + voronoi_points[j].m2 * seconds, voronoi_points[j].m1.z);
  178. if (voronoi_points[j].m1.x >= limit.y || voronoi_points[j].m1.x <= limit.x)
  179. {
  180. voronoi_points[j].m2.x *= -1.f;
  181. voronoi_points[j].m1.x = clamp(voronoi_points[j].m1.x, limit.x, limit.y);
  182. }
  183. if (voronoi_points[j].m1.y >= limit.y || voronoi_points[j].m1.y <= limit.x)
  184. {
  185. voronoi_points[j].m2.y *= -1.f;
  186. voronoi_points[j].m1.y = clamp(voronoi_points[j].m1.y, limit.x, limit.y);
  187. }
  188. voronoi_points[j].m1.z = ((float)j + 1) / ((float)voronoi_points.Count());
  189. }
  190. int f = SrcVoronoiFbo;
  191. m_fbos[f].m1->Bind();
  192. Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  193. Video::SetClearDepth(1.f);
  194. Video::Clear(ClearMask::Color | ClearMask::Depth);
  195. m_fbos[f].m1->Unbind();
  196. int buf = voronoi_points.Count() % 2;
  197. for (int j = 0; j < voronoi_points.Count(); ++j)
  198. {
  199. FrameBuffer *dst_buf;
  200. FrameBuffer *src_buf;
  201. if (buf)
  202. {
  203. dst_buf = m_fbos[f].m1;
  204. src_buf = temp_buffer;
  205. }
  206. else
  207. {
  208. src_buf = m_fbos[f].m1;
  209. dst_buf = temp_buffer;
  210. }
  211. dst_buf->Bind();
  212. /* FIXME: we should just disable depth test in the shader */
  213. Video::Clear(ClearMask::Depth);
  214. m_fbos[f].m2->Bind();
  215. int i = 0;
  216. m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], src_buf->GetTexture(), 0); //"in_texture"
  217. m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], voronoi_points[j].m1); //"in_source_point"
  218. m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], vec2(512.f, 512.f)); //"in_screen_res"
  219. m_vdecl->SetStream(m_vbo, m_fbos[f].m4.Last());
  220. m_vdecl->Bind();
  221. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  222. m_vdecl->Unbind();
  223. m_fbos[f].m2->Unbind();
  224. dst_buf->Unbind();
  225. buf = 1 - buf;
  226. }
  227. }
  228. Video::Clear(ClearMask::Color | ClearMask::Depth);
  229. //FRAME BUFFER DRAW
  230. m_timer -= seconds;
  231. if (m_timer < .0f && m_cur_fbo != SrcVoronoiFbo)
  232. {
  233. //m_timer = 1.0f;
  234. m_fbos[m_cur_fbo].m1->Bind();
  235. Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  236. Video::SetClearDepth(1.f);
  237. Video::Clear(ClearMask::Color | ClearMask::Depth);
  238. m_fbos[m_cur_fbo].m1->Unbind();
  239. ivec2 curres = ivec2(512, 512) / 2;
  240. int buf = 0;
  241. while (1)
  242. {
  243. FrameBuffer *dst_buf;
  244. FrameBuffer *src_buf;
  245. Shader *shader;
  246. if (curres == ivec2(0))
  247. shader = m_screen_shader;
  248. else
  249. shader = m_fbos[m_cur_fbo].m2;
  250. if (curres.x == 256)
  251. src_buf = m_fbos[SrcVoronoiFbo].m1;
  252. else if (buf)
  253. src_buf = m_fbos[m_cur_fbo].m1;
  254. else
  255. src_buf = temp_buffer;
  256. if (buf)
  257. dst_buf = temp_buffer;
  258. else
  259. dst_buf = m_fbos[m_cur_fbo].m1;
  260. dst_buf->Bind();
  261. /* FIXME: we should just disable depth test in the shader */
  262. Video::Clear(ClearMask::Depth);
  263. shader->Bind();
  264. //08_FBO ??
  265. #if _XBOX
  266. /* FIXME: the Xbox enforces full EDRAM clears on each frame, so
  267. * we cannot expect the render target contents to be preserved.
  268. * This code snippet should be moved inside the FrameBuffer class. */
  269. //m_fbos[m_cur_fbo].m2->SetUniform(m_uni_flag, 1.f);
  270. //m_fbos[m_cur_fbo].m2->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0);
  271. //m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.Last());
  272. //m_vdecl->Bind();
  273. //m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  274. //m_vdecl->Unbind();
  275. #endif
  276. int i = 0;
  277. if (curres == ivec2(0))
  278. m_screen_shader->SetUniform(m_screen_texture, src_buf->GetTexture(), 0);
  279. else if (m_cur_fbo == VoronoiFbo)
  280. {
  281. shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], src_buf->GetTexture(), 0); //"in_texture"
  282. shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], ((float)curres.x) / 512.f); //"in_step"
  283. shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], vec2(512.f, 512.f)); //"in_screen_res"
  284. }
  285. m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.Last());
  286. m_vdecl->Bind();
  287. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  288. m_vdecl->Unbind();
  289. m_fbos[m_cur_fbo].m2->Unbind();
  290. dst_buf->Unbind();
  291. if (curres == ivec2(0))
  292. break;
  293. if (curres == ivec2(1))
  294. {
  295. if (buf == 1)
  296. curres = ivec2(0);
  297. else
  298. break;
  299. }
  300. buf = 1 - buf;
  301. curres /= 2;
  302. }
  303. }
  304. //SCREEN DRAW
  305. m_screen_shader->Bind();
  306. m_screen_shader->SetUniform(m_screen_texture, m_fbos[m_cur_fbo].m1->GetTexture(), 0);
  307. m_vdecl->SetStream(m_vbo, m_screen_coord);
  308. m_vdecl->Bind();
  309. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  310. m_vdecl->Unbind();
  311. m_screen_shader->Unbind();
  312. }
  313. private:
  314. Array<vec3, vec2> voronoi_points;
  315. Array<vec2> m_vertices;
  316. Shader *m_screen_shader;
  317. ShaderAttrib m_screen_coord;
  318. ShaderUniform m_screen_texture;
  319. VertexDeclaration *m_vdecl;
  320. VertexBuffer *m_vbo;
  321. Array<FrameBuffer *, Shader *, Array<ShaderUniform>, Array<ShaderAttrib> > m_fbos;
  322. FrameBuffer *temp_buffer;
  323. int mode;
  324. int m_cur_fbo;
  325. double m_time;
  326. vec3 m_hotspot, m_color;
  327. bool m_ready;
  328. float m_timer;
  329. };
  330. int main(int argc, char **argv)
  331. {
  332. System::Init(argc, argv);
  333. Application app("Tutorial 12: Jump Flooding Algorithm & Voronoi", ivec2(512, 512), 60.0f);
  334. new Voronoi();
  335. app.Run();
  336. return EXIT_SUCCESS;
  337. }