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diff --git a/src/sad-node.c b/src/sad-node.c
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+/*
+ * Copyright (C) 2018-2020 - Vito Caputo - <vcaputo@pengaru.com>
+ *
+ * This program is free software: you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 3 as published
+ * by the Free Software Foundation.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#include <SDL.h>
+
+#include <stage.h>
+
+#include "glad.h"
+#include "m4f.h"
+#include "sad-node.h"
+#include "shader-node.h"
+#include "v3f.h"
+
+
+static const char *sad_vs = ""
+ "#version 120\n"
+
+ "uniform mat4 model_x;"
+
+ "attribute vec3 i_vertex;"
+ "attribute vec2 i_texcoord;"
+
+ "void main()"
+ "{"
+ " gl_TexCoord[0].xy = i_texcoord;"
+ " gl_Position = model_x * vec4(i_vertex, 1.f);"
+ "}"
+"";
+
+
+static const char *sad_fs = ""
+ "#version 120\n"
+
+ "uniform float alpha;"
+ "uniform float time;"
+ "uniform float T;"
+ "uniform vec3 color;"
+ "uniform float seed; "
+ "uniform float rand;"
+
+ "const vec2 leye = vec2(-.5f, .5f);"
+ "const vec2 reye = vec2(.5f, .5f);"
+ "const vec2 frown = vec2(0.f, -1.2f);"
+ "const float eye_radius = .2f;"
+ "const float frown_radius = 1.f;"
+ "const float lip_thickness = .1f;"
+
+ "void eye(in vec2 center, inout vec4 c)"
+ "{"
+ " float r = length(center - gl_TexCoord[0].st);"
+
+ " if (r <= eye_radius) {"
+ " float v = (1.f / eye_radius) * r;"
+
+ " v = 1.f - pow(v, 20);"
+ " c = vec4(color * v, v);"
+ " }"
+ "}"
+
+ "void arc(vec2 center, inout vec4 c)"
+ "{"
+ " float r = length(center - gl_TexCoord[0].st);"
+
+ " if (r >= frown_radius - lip_thickness &&"
+ " r <= frown_radius + lip_thickness) {"
+ " float v = cos((r - (frown_radius + lip_thickness)) * 1.f / (lip_thickness * 2.f) * 6.28) * .5f + .5f;"
+
+ " v = 1.f - pow(v, 20);"
+ " c = vec4(color * v, v);"
+ " }"
+ "}"
+
+ "void main()"
+ "{"
+ " float r = length(gl_TexCoord[0].st);"
+ " vec4 c = vec4(0.f, 0.f, 0.f, 0.f);"
+
+ " eye(leye, c);"
+ " eye(reye, c);"
+ " arc(frown, c);"
+
+ " gl_FragColor = c;"
+ "}"
+"";
+
+
+static void sad_uniforms(shader_t *shader, void *uniforms_ctxt, void *render_ctxt, unsigned n_uniforms, const int *uniforms, const m4f_t *model_x, float alpha)
+{
+ v3f_t *color = uniforms_ctxt;
+
+ glUniform1f(uniforms[0], alpha);
+ glUniformMatrix4fv(uniforms[1], 1, GL_FALSE, &model_x->m[0][0]);
+ glUniform3f(uniforms[2], color->x, color->y, color->z);
+}
+
+
+/* create sad face rendering stage */
+stage_t * sad_node_new(const stage_conf_t *conf, const m4f_t *model_x, const v3f_t *color)
+{
+ assert(model_x);
+ assert(color);
+
+ return shader_node_new_src(conf, sad_vs, sad_fs, model_x, sad_uniforms, (void *)color, 3,
+ (const char *[]){
+ "alpha",
+ "model_x",
+ "color",
+ }
+ );
+}
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