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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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