test shader effect

master
Eduardo Bart 13 years ago
parent 1a3dcb215e
commit b5cf4ad2c4

@ -33,6 +33,7 @@ restore ctrl+g and keybindings
create a class for reading binary files
handle corrupt errors in dat/spr
create image class
use CoordsBuffer in font
cache into framebuffers
implement glbuffer for CoordsBuffer

@ -0,0 +1,53 @@
uniform sampler2D texture;
varying vec2 textureCoords;
uniform vec4 color;
uniform float opacity;
uniform float ticks;
uniform float rt_w = 18*32;
uniform float rt_h = 14*32;
uniform float radius = 300.0;
uniform float angle = 0.2;
uniform vec2 center = vec2(8*32, 5*32);
vec4 PostFX(sampler2D tex, vec2 uv, float time)
{
vec2 texSize = vec2(rt_w, rt_h);
vec2 tc = uv * texSize;
tc -= center;
float dist = length(tc);
if (dist < radius)
{
float percent = (radius - dist) / radius;
float theta = percent * percent * ((int)ticks % 1000)/1000.0 * 8.0;
float s = sin(theta);
float c = cos(theta);
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
}
tc += center;
vec3 color = texture2D(texture, tc / texSize).rgb;
return vec4(color, 1.0);
}
void main (void)
{
vec2 uv = textureCoords.st;
gl_FragColor = PostFX(texture, uv, ticks) * opacity;
}
/*
uniform float opacity;
vec4 calculatePixel();
void main()
{
gl_FragColor = calculatePixel() * opacity;
}
varying vec2 textureCoords;
uniform vec4 color;
uniform sampler2D texture;
vec4 calculatePixel() {
return texture2D(texture, textureCoords) * color;
}
*/

@ -22,3 +22,20 @@
#include "glbuffer.h"
GLBuffer::GLBuffer()
{
glGenBuffers(1, &m_id);
if(!m_id)
logFatal("Unable to create a simple GL buffer");
}
void GLBuffer::bind()
{
gl
}
void GLBuffer::release()
{
}

@ -23,8 +23,22 @@
#ifndef GLBUFFER_H
#define GLBUFFER_H
#include "declarations.h"
class GLBuffer
{
public:
GLBuffer();
~GLBuffer();
void write(const
void bind();
void release();
GLuint bufferId();
private:
GLuint m_id;
};
#endif

@ -47,6 +47,7 @@ void Painter::init()
program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
program->bindUniformLocation(PainterShaderProgram::TEXTURE_UNIFORM, "texture");
program->bindUniformLocation(PainterShaderProgram::TICKS_UNIFORM, "ticks");
m_drawTexturedProgram = program;
program = PainterShaderProgramPtr(new PainterShaderProgram);
@ -57,6 +58,7 @@ void Painter::init()
program->bindUniformLocation(PainterShaderProgram::PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
program->bindUniformLocation(PainterShaderProgram::TICKS_UNIFORM, "ticks");
m_drawSolidColorProgram = program;
}

@ -57,6 +57,8 @@ public:
void setCompositionMode(CompositionMode compositionMode);
GLfloat *getProjectionMatrix() { return (GLfloat*)m_projectionMatrix; }
private:
PainterShaderProgramPtr m_drawTexturedProgram;
PainterShaderProgramPtr m_drawSolidColorProgram;

@ -24,6 +24,7 @@
#include "painter.h"
#include "texture.h"
#include "texturemanager.h"
#include <framework/core/clock.h>
void PainterShaderProgram::setProjectionMatrix(float projectionMatrix[3][3])
{
@ -76,6 +77,7 @@ void PainterShaderProgram::setTextureCoords(const GLfloat *textureCoords)
void PainterShaderProgram::prepareForDraw()
{
assert(bind());
setUniformValue(TICKS_UNIFORM, (GLfloat)g_clock.ticks());
}
void PainterShaderProgram::drawTriangleStrip(int numVertices)

@ -35,7 +35,8 @@ public:
TEXTURE_TRANSFORM_MATRIX_UNIFORM = 1,
COLOR_UNIFORM = 2,
OPACITY_UNIFORM = 3,
TEXTURE_UNIFORM = 4
TEXTURE_UNIFORM = 4,
TICKS_UNIFORM = 5
};
void setProjectionMatrix(GLfloat projectionMatrix[3][3]);

@ -21,6 +21,7 @@
*/
#include "shader.h"
#include <framework/core/resourcemanager.h>
Shader::Shader(Shader::ShaderType shaderType)
{
@ -70,8 +71,7 @@ bool Shader::compileSourceCode(const std::string& sourceCode)
bool Shader::compileSourceFile(const std::string& sourceFile)
{
std::ifstream fin(sourceFile);
std::string sourceCode((std::istreambuf_iterator<char>(fin)), std::istreambuf_iterator<char>());
std::string sourceCode = g_resources.loadFile(sourceFile);
return compileSourceCode(sourceCode);
}

@ -28,7 +28,9 @@
#include "missile.h"
#include <framework/graphics/graphics.h>
#include <framework/graphics/framebuffer.h>
#include <framework/graphics/paintershaderprogram.h>
#include <framework/graphics/paintershadersources.h>
#include <framework/graphics/texture.h>
Map g_map;
Map::Map()
@ -36,11 +38,27 @@ Map::Map()
setVisibleSize(Size(MAP_VISIBLE_WIDTH, MAP_VISIBLE_HEIGHT));
}
PainterShaderProgramPtr program;
void Map::draw(const Rect& rect)
{
if(!m_framebuffer)
if(!m_framebuffer) {
m_framebuffer = FrameBufferPtr(new FrameBuffer(m_visibleSize.width() * NUM_TILE_PIXELS, m_visibleSize.height() * NUM_TILE_PIXELS));
program = PainterShaderProgramPtr(new PainterShaderProgram);
program->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
program->addShaderFromSourceFile(Shader::Fragment, "/shadertest.frag");
program->bindAttributeLocation(VERTEX_COORDS_ATTR, "vertexCoord");
program->bindAttributeLocation(TEXTURE_COORDS_ATTR, "textureCoord");
assert(program->link());
program->bindUniformLocation(PainterShaderProgram::PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
program->bindUniformLocation(PainterShaderProgram::TEXTURE_TRANSFORM_MATRIX_UNIFORM, "textureTransformMatrix");
program->bindUniformLocation(PainterShaderProgram::COLOR_UNIFORM, "color");
program->bindUniformLocation(PainterShaderProgram::OPACITY_UNIFORM, "opacity");
program->bindUniformLocation(PainterShaderProgram::TEXTURE_UNIFORM, "texture");
program->bindUniformLocation(PainterShaderProgram::TICKS_UNIFORM, "ticks");
}
g_painter.setColor(Fw::white);
m_framebuffer->bind();
@ -82,8 +100,22 @@ void Map::draw(const Rect& rect)
m_framebuffer->release();
g_painter.setColor(Fw::white);
m_framebuffer->draw(rect);
//g_painter.setColor(Fw::white);
//m_framebuffer->draw(rect);
CoordsBuffer coordsBuffer;
coordsBuffer.addRect(rect, Rect(0,0,m_framebuffer->getTexture()->getSize()));
coordsBuffer.cacheVertexArrays();
program->prepareForDraw();
program->setProjectionMatrix((GLfloat (*)[3])g_painter.getProjectionMatrix());
program->setOpacity(1.0f);
program->setColor(Fw::white);
program->setTexture(m_framebuffer->getTexture());
program->setVertexCoords(coordsBuffer.getVertexCoords());
program->setTextureCoords(coordsBuffer.getTextureCoords());
program->drawTriangles(coordsBuffer.getVertexCount());
program->releaseFromDraw();
// calculate stretch factor
float horizontalStretchFactor = rect.width() / (float)(m_visibleSize.width() * NUM_TILE_PIXELS);

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