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This commit is contained in:
BADIM-PC\Vadim 2018-02-19 23:03:35 +03:00
parent e2d987a208
commit 9a485dc06f
8 changed files with 269 additions and 32 deletions

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@ -0,0 +1,22 @@
in vec4 color;
in vec2 texCoord;
out vec4 fragColor;
uniform sampler2D tex;
uniform sampler2D mask_tex;
uniform float offset_x;
uniform float offset_y;
uniform float resolution_x;
uniform float resolution_y;
uniform float mask_resolution_x;
uniform float mask_resolution_y;
void main(void)
{
vec4 col = texture2D(tex, texCoord);
vec2 mask_coords = vec2((texCoord.x*resolution_x + offset_x)/mask_resolution_x, (texCoord.y*resolution_y + offset_y)/mask_resolution_y);
vec4 mask = texture2D(mask_tex, mask_coords);
fragColor = vec4(col.rgb, col.a*mask.a);
}

11
data/shaders/color.frag Normal file
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@ -0,0 +1,11 @@
varying vec4 color;
varying vec2 texCoord;
uniform sampler2D tex;
uniform vec4 myColor;
void main(void)
{
vec4 c = myColor * color;
gl_FragColor = texture2D(tex, texCoord) * c;
}

11
data/shaders/common.frag Normal file
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@ -0,0 +1,11 @@
in vec4 color;
in vec2 texCoord;
out vec4 fragColor;
uniform sampler2D tex;
void main(void)
{
fragColor = texture2D(tex, texCoord) * color;
}

14
data/shaders/common.vert Normal file
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@ -0,0 +1,14 @@
attribute vec3 gpu_Vertex;
attribute vec2 gpu_TexCoord;
attribute vec4 gpu_Color;
uniform mat4 gpu_ModelViewProjectionMatrix;
varying vec4 color;
varying vec2 texCoord;
void main(void)
{
color = gpu_Color;
texCoord = vec2(gpu_TexCoord);
gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 1.0);
}

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@ -0,0 +1,51 @@
in vec4 color;
in vec2 texCoord;
out vec4 fragColor;
uniform sampler2D tex;
uniform float resolution_x;
uniform float resolution_y;
uniform float screen_w;
uniform float screen_h;
uniform float time;
uniform float zoom;
void main(void)
{
float x_offset = 1.0/(screen_w*zoom) + 1.0/(resolution_x*zoom);
float y_offset = 1.0/(screen_h*zoom) + 1.0/(resolution_y*zoom);
vec4 center = texture2D(tex, texCoord);
vec4 left = texture2D(tex, vec2(texCoord.s - x_offset, texCoord.t));
vec4 right = texture2D(tex, vec2(texCoord.s + x_offset, texCoord.t));
vec4 up = texture2D(tex, vec2(texCoord.s, texCoord.t - y_offset));
vec4 down = texture2D(tex, vec2(texCoord.s, texCoord.t + y_offset));
bool is_image_edge = (texCoord.s - x_offset < 0 || texCoord.s + x_offset > 1 || texCoord.t - y_offset < 0 || texCoord.t + y_offset > 1);
if(left.a != right.a || left.a != up.a || left.a != down.a || (center.a > 0.5 && is_image_edge))
{
if(center.a > 0.5)
{
float speed = 0.6;
float ant_size = 10;
float black_to_white_ratio = 0.5;
float ant_position = (gl_FragCoord.x + gl_FragCoord.y);
float t = step(black_to_white_ratio, mod(time*speed + ant_position/ant_size, 1.0));
fragColor = vec4(t, t, t, 1);
}
else
fragColor = vec4(1, 1, 1, 1);
}
else if(center.a < 0.5)
{
fragColor = vec4(0, 0, 0, 0.1);
}
else
discard;
}

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@ -0,0 +1,8 @@
#version 120
varying vec4 color;
void main(void)
{
gl_FragColor = color;
}

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@ -0,0 +1,13 @@
#version 120
attribute vec3 gpu_Vertex;
attribute vec4 gpu_Color;
uniform mat4 gpu_ModelViewProjectionMatrix;
varying vec4 color;
void main(void)
{
color = gpu_Color;
gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 1.0);
}

View File

@ -207,7 +207,10 @@ static void initTouchGamepad()
static void calcTextureRect(SDL_Rect* rect)
{
SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
// SDL_GetWindowSize(platform.window, &rect->w, &rect->h);
rect->w = TIC80_FULLWIDTH * STUDIO_UI_SCALE;
rect->h = TIC80_FULLHEIGHT * STUDIO_UI_SCALE;
if (rect->w * TIC80_HEIGHT < rect->h * TIC80_WIDTH)
{
@ -889,7 +892,8 @@ static u64 getPerformanceFrequency()
static void goFullscreen()
{
SDL_SetWindowFullscreen(platform.window, SDL_GetWindowFlags(platform.window) & SDL_WINDOW_FULLSCREEN_DESKTOP ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
GPU_SetFullscreen(GPU_GetFullscreen() ? false : true, true);
// SDL_SetWindowFullscreen(platform.window, SDL_GetWindowFlags(platform.window) & SDL_WINDOW_FULLSCREEN_DESKTOP ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
}
static void showMessageBox(const char* title, const char* message)
@ -1000,8 +1004,107 @@ static void emstick()
#endif
Uint32 load_shader(GPU_ShaderEnum shader_type, const char* filename)
{
SDL_RWops* rwops;
Uint32 shader;
char* source;
int header_size, file_size;
const char* header = "";
GPU_Renderer* renderer = GPU_GetCurrentRenderer();
// Open file
rwops = SDL_RWFromFile(filename, "rb");
if(rwops == NULL)
{
GPU_PushErrorCode("load_shader", GPU_ERROR_FILE_NOT_FOUND, "Shader file \"%s\" not found", filename);
return 0;
}
// Get file size
file_size = SDL_RWseek(rwops, 0, SEEK_END);
SDL_RWseek(rwops, 0, SEEK_SET);
// Get size from header
if(renderer->shader_language == GPU_LANGUAGE_GLSL)
{
if(renderer->max_shader_version >= 120)
header = "#version 120\n";
else
header = "#version 110\n"; // Maybe this is good enough?
}
else if(renderer->shader_language == GPU_LANGUAGE_GLSLES)
header = "#version 100\nprecision mediump int;\nprecision mediump float;\n";
header_size = strlen(header);
// Allocate source buffer
source = (char*)malloc(sizeof(char)*(header_size + file_size + 1));
// Prepend header
strcpy(source, header);
// Read in source code
SDL_RWread(rwops, source + strlen(source), 1, file_size);
source[header_size + file_size] = '\0';
// Compile the shader
shader = GPU_CompileShader(shader_type, source);
// Clean up
free(source);
SDL_RWclose(rwops);
return shader;
}
GPU_ShaderBlock load_shader_program(Uint32* p, const char* vertex_shader_file, const char* fragment_shader_file)
{
Uint32 v, f;
v = load_shader(GPU_VERTEX_SHADER, vertex_shader_file);
if(!v)
GPU_LogError("Failed to load vertex shader (%s): %s\n", vertex_shader_file, GPU_GetShaderMessage());
f = load_shader(GPU_PIXEL_SHADER, fragment_shader_file);
if(!f)
GPU_LogError("Failed to load fragment shader (%s): %s\n", fragment_shader_file, GPU_GetShaderMessage());
*p = GPU_LinkShaders(v, f);
if(!*p)
{
GPU_ShaderBlock b = {-1, -1, -1, -1};
GPU_LogError("Failed to link shader program (%s + %s): %s\n", vertex_shader_file, fragment_shader_file, GPU_GetShaderMessage());
return b;
}
{
GPU_ShaderBlock block = GPU_LoadShaderBlock(*p, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
GPU_ActivateShaderProgram(*p, &block);
return block;
}
}
void free_shader(Uint32 p)
{
GPU_FreeShaderProgram(p);
}
void update_color_shader(float r, float g, float b, float a, int color_loc)
{
float fcolor[4] = {r, g, b, a};
GPU_SetUniformfv(color_loc, 4, 1, fcolor);
}
#include <math.h>
static s32 start(s32 argc, char **argv, const char* folder)
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
initSound();
platform.net = createNet();
@ -1016,49 +1119,54 @@ static s32 start(s32 argc, char **argv, const char* folder)
GPU_Target* screen = GPU_Init(TIC80_FULLWIDTH * STUDIO_UI_SCALE, TIC80_FULLHEIGHT * STUDIO_UI_SCALE, GPU_INIT_DISABLE_VSYNC);
GPU_Image* texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_BGRA);
s32 color_shader = 0;
GPU_ShaderBlock color_block = load_shader_program(&color_shader, "data/shaders/common.vert", "data/shaders/color.frag");
int color_loc = GPU_GetUniformLocation(color_shader, "myColor");
{
u64 nextTick = SDL_GetPerformanceCounter();
const u64 Delta = SDL_GetPerformanceFrequency() / TIC_FRAMERATE;
while (!platform.studio->quit)
{
u64 nextTick = SDL_GetPerformanceCounter();
const u64 Delta = SDL_GetPerformanceFrequency() / TIC_FRAMERATE;
platform.missedFrame = false;
nextTick += Delta;
while (!platform.studio->quit)
{
platform.missedFrame = false;
pollEvent();
nextTick += Delta;
float t = SDL_GetTicks()/1000.0f;
GPU_Clear(screen);
{
pollEvent();
GPU_Clear(screen);
{
platform.studio->tick();
GPU_UpdateImageBytes(texture, NULL, tic->screen, TIC80_FULLWIDTH * sizeof(u32));
}
GPU_BlitScale(texture, NULL, screen, TIC80_FULLWIDTH/2*STUDIO_UI_SCALE, TIC80_FULLHEIGHT/2*STUDIO_UI_SCALE, STUDIO_UI_SCALE, STUDIO_UI_SCALE);
GPU_Flip(screen);
blitSound();
platform.studio->tick();
GPU_UpdateImageBytes(texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32));
}
GPU_ActivateShaderProgram(color_shader, &color_block);
update_color_shader((1+sin(t))/2, (1+sin(t+1))/2, (1+sin(t+2))/2, 1.0f, color_loc);
// GPU_BlitScale(texture, NULL, screen, TIC80_FULLWIDTH/2*STUDIO_UI_SCALE, TIC80_FULLHEIGHT/2*STUDIO_UI_SCALE, STUDIO_UI_SCALE, STUDIO_UI_SCALE);
GPU_Blit(texture, NULL, screen, TIC80_FULLWIDTH/2*STUDIO_UI_SCALE, TIC80_FULLHEIGHT/2*STUDIO_UI_SCALE);
GPU_Flip(screen);
blitSound();
}
{
s64 delay = nextTick - SDL_GetPerformanceCounter();
if(delay < 0)
{
s64 delay = nextTick - SDL_GetPerformanceCounter();
if(delay < 0)
{
nextTick -= delay;
platform.missedFrame = true;
}
else SDL_Delay((u32)(delay * 1000 / SDL_GetPerformanceFrequency()));
nextTick -= delay;
platform.missedFrame = true;
}
else SDL_Delay((u32)(delay * 1000 / SDL_GetPerformanceFrequency()));
}
}
}
platform.studio->close();
@ -1081,7 +1189,6 @@ static s32 start2(s32 argc, char **argv, const char* folder)
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
initSound();
platform.net = createNet();