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  1. //
  2. // Lol Engine - Framebuffer Object tutorial
  3. //
  4. // Copyright: (c) 2012-2013 Sam Hocevar <sam@hocevar.net>
  5. // This program is free software; you can redistribute it and/or
  6. // modify it under the terms of the Do What The Fuck You Want To
  7. // Public License, Version 2, as published by Sam Hocevar. See
  8. // http://www.wtfpl.net/ for more details.
  9. //
  10. #if defined HAVE_CONFIG_H
  11. # include "config.h"
  12. #endif
  13. #if defined _XBOX
  14. # define _USE_MATH_DEFINES /* for M_PI */
  15. # include <xtl.h>
  16. # undef near /* Fuck Microsoft */
  17. # undef far /* Fuck Microsoft again */
  18. #elif defined _WIN32
  19. # define _USE_MATH_DEFINES /* for M_PI */
  20. # define WIN32_LEAN_AND_MEAN
  21. # include <windows.h>
  22. # undef near /* Fuck Microsoft */
  23. # undef far /* Fuck Microsoft again */
  24. #endif
  25. #include "core.h"
  26. #include "loldebug.h"
  27. using namespace std;
  28. using namespace lol;
  29. LOLFX_RESOURCE_DECLARE(12_voronoi);
  30. LOLFX_RESOURCE_DECLARE(12_voronoi_setup);
  31. LOLFX_RESOURCE_DECLARE(12_voronoi_distance);
  32. LOLFX_RESOURCE_DECLARE(12_distance);
  33. LOLFX_RESOURCE_DECLARE(12_texture_to_screen);
  34. enum FboType
  35. {
  36. SrcVoronoiFbo,
  37. VoronoiFbo,
  38. DistanceVoronoiFbo,
  39. DistanceFbo,
  40. MaxFboType
  41. };
  42. class Voronoi : public WorldEntity
  43. {
  44. public:
  45. Voronoi()
  46. {
  47. m_vertices << vec2( 1.0, 1.0);
  48. m_vertices << vec2(-1.0, -1.0);
  49. m_vertices << vec2( 1.0, -1.0);
  50. m_vertices << vec2(-1.0, -1.0);
  51. m_vertices << vec2( 1.0, 1.0);
  52. m_vertices << vec2(-1.0, 1.0);
  53. m_ready = false;
  54. m_cur_fbo = 0;
  55. m_timer = -1.0f;
  56. mode = 0;
  57. }
  58. virtual void TickGame(float seconds)
  59. {
  60. WorldEntity::TickGame(seconds);
  61. {
  62. //Shutdown logic
  63. if (Input::WasReleased(Key::Escape))
  64. Ticker::Shutdown();
  65. }
  66. m_time += seconds;
  67. m_hotspot = 0.4f * vec3(lol::sin(m_time * 4.f) + lol::cos(m_time * 5.3f),
  68. lol::sin(m_time * 5.7f) + lol::cos(m_time * 4.4f),
  69. lol::sin(m_time * 5.f));
  70. m_color = 0.25f * vec3(1.1f + lol::sin(m_time * 2.5f + 1.f),
  71. 1.1f + lol::sin(m_time * 2.8f + 1.3f),
  72. 1.1f + lol::sin(m_time * 2.7f));
  73. /* Saturate dot color */
  74. float x = std::max(m_color.x, std::max(m_color.y, m_color.z));
  75. m_color /= x;
  76. }
  77. virtual void TickDraw(float seconds)
  78. {
  79. WorldEntity::TickDraw(seconds);
  80. if (!m_ready)
  81. {
  82. m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));
  83. m_vbo = new VertexBuffer(m_vertices.Bytes());
  84. void *vertices = m_vbo->Lock(0, 0);
  85. memcpy(vertices, &m_vertices[0], m_vertices.Bytes());
  86. m_vbo->Unlock();
  87. m_screen_shader = Shader::Create(LOLFX_RESOURCE_NAME(12_texture_to_screen));
  88. m_screen_coord = m_screen_shader->GetAttribLocation("in_position", VertexUsage::Position, 0);
  89. m_screen_texture = m_screen_shader->GetUniformLocation("in_texture");
  90. for (int i = 0; i < MaxFboType; ++i)
  91. {
  92. m_fbos.Push(new FrameBuffer(Video::GetSize()), 0, Array<ShaderUniform>(), Array<ShaderAttrib>() );
  93. if (i == SrcVoronoiFbo)
  94. {
  95. m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi_setup));
  96. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_texture");
  97. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_source_point");
  98. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_screen_res");
  99. m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation("in_position", VertexUsage::Position, 0);
  100. }
  101. else if (i == VoronoiFbo)
  102. {
  103. m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi));
  104. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_texture");
  105. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_step");
  106. m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_screen_res");
  107. m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation("in_position", VertexUsage::Position, 0);
  108. }
  109. else if (i == DistanceVoronoiFbo)
  110. {
  111. m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_voronoi_distance));
  112. }
  113. else if (i == DistanceFbo)
  114. {
  115. m_fbos[i].m2 = Shader::Create(LOLFX_RESOURCE_NAME(12_distance));
  116. }
  117. m_fbos.Last().m1->Bind();
  118. Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  119. Video::SetClearDepth(1.f);
  120. Video::Clear(ClearMask::Color | ClearMask::Depth);
  121. m_fbos.Last().m1->Unbind();
  122. }
  123. temp_buffer = new FrameBuffer(Video::GetSize());
  124. temp_buffer->Bind();
  125. Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  126. Video::SetClearDepth(1.f);
  127. Video::Clear(ClearMask::Color | ClearMask::Depth);
  128. temp_buffer->Unbind();
  129. m_ready = true;
  130. /* FIXME: this object never cleans up */
  131. //SRC SETUP
  132. m_cur_fbo = VoronoiFbo;
  133. }
  134. {
  135. //Shutdown logic
  136. if (Input::WasReleased(Key::O))
  137. voronoi_points.Pop();
  138. else if (Input::WasReleased(Key::P))
  139. voronoi_points.Push(vec3(rand<float>(512.f), rand<float>(512.f), .0f),
  140. vec2(64.f + rand<float>(64.f), 64.f + rand<float>(64.f)));
  141. else if (Input::WasReleased(Key::F1))
  142. m_cur_fbo = SrcVoronoiFbo;
  143. else if (Input::WasReleased(Key::F2))
  144. m_cur_fbo = VoronoiFbo;
  145. else if (Input::WasReleased(Key::F3))
  146. {
  147. voronoi_points.Empty();
  148. if (mode == 0)
  149. {
  150. int i = 4;
  151. while (i-- > 0)
  152. voronoi_points.Push(vec3(rand<float>(512.f), rand<float>(512.f), .0f),
  153. vec2(64.f + rand<float>(64.f), 64.f + rand<float>(64.f)));
  154. mode = 1;
  155. }
  156. else
  157. {
  158. mode = 0;
  159. }
  160. }
  161. }
  162. if (mode == 0)
  163. {
  164. voronoi_points.Empty();
  165. int maxi = 6;
  166. for (int i = 0; i < maxi; ++i)
  167. {
  168. voronoi_points.Push(vec3(256.f) + 196.f * vec3((float)lol::cos(m_time + (double)i * 2.0 * M_PI / (double)maxi), (float)lol::sin(m_time + (double)i * 2.0 * M_PI / (double)maxi), .0f), vec2(.0f));
  169. voronoi_points.Push(vec3(256.f) + 128.f * vec3((float)lol::cos(-m_time + (double)i * 2.0 * M_PI / (double)maxi), (float)lol::sin(-m_time + (double)i * 2.0 * M_PI / (double)maxi), .0f), vec2(.0f));
  170. voronoi_points.Push(vec3(256.f) + 64.f * vec3((float)lol::cos(m_time + (double)i * 2.0 * M_PI / (double)maxi), (float)lol::sin(m_time + (double)i * 2.0 * M_PI / (double)maxi), .0f), vec2(.0f));
  171. voronoi_points.Push(vec3(256.f) + 32.f * vec3((float)lol::cos(-m_time + (double)i * 2.0 * M_PI / (double)maxi), (float)lol::sin(-m_time + (double)i * 2.0 * M_PI / (double)maxi), .0f), vec2(.0f));
  172. }
  173. voronoi_points.Push(vec3(256.f), vec2(.0f));
  174. }
  175. temp_buffer->Bind();
  176. Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  177. Video::SetClearDepth(1.f);
  178. Video::Clear(ClearMask::Color | ClearMask::Depth);
  179. temp_buffer->Unbind();
  180. {
  181. vec2 limit(1.f, 511.f);
  182. //SRC SETUP
  183. for (int j = 0; j < voronoi_points.Count(); ++j)
  184. {
  185. voronoi_points[j].m1 = vec3(voronoi_points[j].m1.xy + voronoi_points[j].m2 * seconds, voronoi_points[j].m1.z);
  186. if (voronoi_points[j].m1.x >= limit.y || voronoi_points[j].m1.x <= limit.x)
  187. {
  188. voronoi_points[j].m2.x *= -1.f;
  189. voronoi_points[j].m1.x = clamp(voronoi_points[j].m1.x, limit.x, limit.y);
  190. }
  191. if (voronoi_points[j].m1.y >= limit.y || voronoi_points[j].m1.y <= limit.x)
  192. {
  193. voronoi_points[j].m2.y *= -1.f;
  194. voronoi_points[j].m1.y = clamp(voronoi_points[j].m1.y, limit.x, limit.y);
  195. }
  196. voronoi_points[j].m1.z = ((float)j + 1) / ((float)voronoi_points.Count());
  197. }
  198. int f = SrcVoronoiFbo;
  199. m_fbos[f].m1->Bind();
  200. Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  201. Video::SetClearDepth(1.f);
  202. Video::Clear(ClearMask::Color | ClearMask::Depth);
  203. m_fbos[f].m1->Unbind();
  204. int buf = voronoi_points.Count() % 2;
  205. for (int j = 0; j < voronoi_points.Count(); ++j)
  206. {
  207. FrameBuffer *dst_buf;
  208. FrameBuffer *src_buf;
  209. if (buf)
  210. {
  211. dst_buf = m_fbos[f].m1;
  212. src_buf = temp_buffer;
  213. }
  214. else
  215. {
  216. src_buf = m_fbos[f].m1;
  217. dst_buf = temp_buffer;
  218. }
  219. dst_buf->Bind();
  220. /* FIXME: we should just disable depth test in the shader */
  221. Video::Clear(ClearMask::Depth);
  222. m_fbos[f].m2->Bind();
  223. int i = 0;
  224. m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], src_buf->GetTexture(), 0); //"in_texture"
  225. m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], voronoi_points[j].m1); //"in_source_point"
  226. m_fbos[f].m2->SetUniform(m_fbos[f].m3[i++], vec2(512.f, 512.f)); //"in_screen_res"
  227. m_vdecl->SetStream(m_vbo, m_fbos[f].m4.Last());
  228. m_vdecl->Bind();
  229. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  230. m_vdecl->Unbind();
  231. m_fbos[f].m2->Unbind();
  232. dst_buf->Unbind();
  233. buf = 1 - buf;
  234. }
  235. }
  236. Video::Clear(ClearMask::Color | ClearMask::Depth);
  237. //FRAME BUFFER DRAW
  238. m_timer -= seconds;
  239. if (m_timer < .0f && m_cur_fbo != SrcVoronoiFbo)
  240. {
  241. //m_timer = 1.0f;
  242. m_fbos[m_cur_fbo].m1->Bind();
  243. Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  244. Video::SetClearDepth(1.f);
  245. Video::Clear(ClearMask::Color | ClearMask::Depth);
  246. m_fbos[m_cur_fbo].m1->Unbind();
  247. ivec2 curres = ivec2(512, 512) / 2;
  248. int buf = 0;
  249. while (1)
  250. {
  251. FrameBuffer *dst_buf;
  252. FrameBuffer *src_buf;
  253. Shader *shader;
  254. if (curres == ivec2(0))
  255. shader = m_screen_shader;
  256. else
  257. shader = m_fbos[m_cur_fbo].m2;
  258. if (curres.x == 256)
  259. src_buf = m_fbos[SrcVoronoiFbo].m1;
  260. else if (buf)
  261. src_buf = m_fbos[m_cur_fbo].m1;
  262. else
  263. src_buf = temp_buffer;
  264. if (buf)
  265. dst_buf = temp_buffer;
  266. else
  267. dst_buf = m_fbos[m_cur_fbo].m1;
  268. dst_buf->Bind();
  269. /* FIXME: we should just disable depth test in the shader */
  270. Video::Clear(ClearMask::Depth);
  271. shader->Bind();
  272. //08_FBO ??
  273. #if _XBOX
  274. /* FIXME: the Xbox enforces full EDRAM clears on each frame, so
  275. * we cannot expect the render target contents to be preserved.
  276. * This code snippet should be moved inside the FrameBuffer class. */
  277. //m_fbos[m_cur_fbo].m2->SetUniform(m_uni_flag, 1.f);
  278. //m_fbos[m_cur_fbo].m2->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0);
  279. //m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.Last());
  280. //m_vdecl->Bind();
  281. //m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  282. //m_vdecl->Unbind();
  283. #endif
  284. int i = 0;
  285. if (curres == ivec2(0))
  286. m_screen_shader->SetUniform(m_screen_texture, src_buf->GetTexture(), 0);
  287. else if (m_cur_fbo == VoronoiFbo)
  288. {
  289. shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], src_buf->GetTexture(), 0); //"in_texture"
  290. shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], ((float)curres.x) / 512.f); //"in_step"
  291. shader->SetUniform(m_fbos[m_cur_fbo].m3[i++], vec2(512.f, 512.f)); //"in_screen_res"
  292. }
  293. m_vdecl->SetStream(m_vbo, m_fbos[m_cur_fbo].m4.Last());
  294. m_vdecl->Bind();
  295. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  296. m_vdecl->Unbind();
  297. m_fbos[m_cur_fbo].m2->Unbind();
  298. dst_buf->Unbind();
  299. if (curres == ivec2(0))
  300. break;
  301. if (curres == ivec2(1))
  302. {
  303. if (buf == 1)
  304. curres = ivec2(0);
  305. else
  306. break;
  307. }
  308. buf = 1 - buf;
  309. curres /= 2;
  310. }
  311. }
  312. //SCREEN DRAW
  313. m_screen_shader->Bind();
  314. m_screen_shader->SetUniform(m_screen_texture, m_fbos[m_cur_fbo].m1->GetTexture(), 0);
  315. m_vdecl->SetStream(m_vbo, m_screen_coord);
  316. m_vdecl->Bind();
  317. m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  318. m_vdecl->Unbind();
  319. m_screen_shader->Unbind();
  320. }
  321. private:
  322. Array<vec3, vec2> voronoi_points;
  323. Array<vec2> m_vertices;
  324. Shader *m_screen_shader;
  325. ShaderAttrib m_screen_coord;
  326. ShaderUniform m_screen_texture;
  327. VertexDeclaration *m_vdecl;
  328. VertexBuffer *m_vbo;
  329. Array<FrameBuffer *, Shader *, Array<ShaderUniform>, Array<ShaderAttrib> > m_fbos;
  330. FrameBuffer *temp_buffer;
  331. int mode;
  332. int m_cur_fbo;
  333. double m_time;
  334. vec3 m_hotspot, m_color;
  335. bool m_ready;
  336. float m_timer;
  337. };
  338. int main(int argc, char **argv)
  339. {
  340. System::Init(argc, argv);
  341. Application app("Tutorial 12: Jump Flooding Algorithm & Voronoi", ivec2(512, 512), 60.0f);
  342. new Voronoi();
  343. app.Run();
  344. return EXIT_SUCCESS;
  345. }