The prototype of Zen Zoom. Made on ubuntu, I guess.
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#ifndef APP_H
#define APP_H
#include <algorithm>
#include <iterator>
#include <iostream>
#include <fstream>
#include <cmath>
#include <array>
#include <ratio>
#include "stfu/stf.hpp"
//#include "pngwriter/pngwriter.h"
#include "bmp.h"
#include "shader.h"
#include "fbo.h"
static const unsigned int colors = 7;
static const GLfloat color_transformations[][16] = {
{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
},
{
-0.1, -2.0, -0.9, 0.0,
-0.4, -0.5, -0.9, 0.0,
-2.0, -0.1, -0.9, 0.0,
0.0, 0.0, 0.0, 1.0
},
{
0.1, 0.0, -0.9, 0.0,
0.4, 1.0, 0.0, 0.0,
0.0, 0.1, 0.3, 0.0,
0.0, 0.0, 0.0, 1.0
},
{
0.5, -0.3, -0.5, 0.0,
0.5, 0.0, -0.5, 0.0,
0.5, 1.0, -0.5, 0.0,
0.0, 0.0, 0.0, 1.0
},
{
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0
},
{
5.0, -1.0, -5.0, 0.0,
-5.0, 5.0, -1.0, 0.0,
-1.0, -5.0, 5.0, 0.0,
0.0, 0.0, 0.0, 1.0
},
{
1.0, 1.0, 1.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 1.0, 0.8, 0.0,
0.0, 0.0, 0.0, 1.0
}
};
static const GLfloat background_colors[][4] = {
{ 0.0, 0.0, 0.0, 0.0 },
{ 1.0, 1.0, 1.0, 0.0 },
{ 0.4, 0.0, 0.0, 0.0 },
{ 0.5, 0.5, 0.5, 0.0 },
{ 0.0, 0.5, 0.1, 0.0 },
{ -0.5, -0.5, -0.5, 0.0},
{ 0.1, 0.0, 0.2, 0.0}
};
static const GLfloat quad[] = {
1.0, 1.0,
1.0, -1.0,
-1.0, -1.0,
-1.0, 1.0 };
static const GLfloat tex_quad[] = {
1.0, 1.0,
1.0, 0.0,
0.0, 0.0,
0.0, 1.0 };
static const GLfloat heart[] = {
0.0, 0.3,
0.06, 0.45,
0.16, 0.5,
0.3, 0.4,
0.33, 0.25,
0.0, -0.5,
-0.33, 0.25,
-0.3, 0.4,
-0.16, 0.5,
-0.06, 0.45,
-0.0, 0.3
};
class App {
public:
int counter, counter2;
unsigned int width, height;
unsigned int color_scheme;
shader mshader;
shader clear_shader;
shader texture_shader;
shader blur_shader;
fbo fbo1;
fbo fbo2;
std::array<bool, 3> mouse_buttons;
std::array<GLfloat, 2> mouse;
std::array<GLfloat, 16> color_transformation;
std::array<GLfloat, 4> background_color;
App(unsigned int w, unsigned int h) :
counter(0),
counter2(0),
width(w),
height(h),
color_scheme(6),
mshader("resources/myTeaShader.vert", "resources/myTeaShader.frag"),
clear_shader("resources/myClearShader.vert", "resources/myClearShader.frag"),
texture_shader("resources/myTextureShader.vert", "resources/myTextureShader.frag"),
blur_shader("resources/myHBlurShader.vert", "resources/myHBlurShader.frag"),
fbo1(width, height),
fbo2(width, height),
mouse_buttons{{false, false, false}},
mouse{{0.0f, 0.0f}},
color_transformation(),
background_color(){
//glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
}
~App() {
}
void resize(int w, int h) {
std::cout << w << "x" << h << std::endl;
}
void pressed(char x){
switch(x){
case ' ': save_bmp(); break;
case 'z': ++color_scheme %= colors; break;
default: break;
}
}
void update() {
++counter;
if(counter % 100 == 0){
std::cout << counter << std::endl;
}
const float fade_speed = 0.1;
for(unsigned int i = 0; i < color_transformation.size(); ++i)
color_transformation[i] = (1.0 - fade_speed)*color_transformation[i] + fade_speed*color_transformations[color_scheme][i];
for(unsigned int i = 0; i < background_color.size(); ++i)
background_color[i] = (1.0 - fade_speed)*background_color[i] + fade_speed*background_colors[color_scheme][i];
}
void draw() {
for(int i = 0; i < 0; ++i)
magic();
auto const & draw_fbo = magic();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
texture_shader.begin();
texture_shader.set_matrix("color_transformation", true, &color_transformation[0]);
texture_shader.set_vector("background_color", &background_color[0]);
texture(texture_shader, draw_fbo);
//if(counter % 4 == 0)
// save_bmp();
}
fbo const & magic(){
++counter2;
fbo & read_fbo = (counter2 % 2) ? fbo1 : fbo2;
fbo & draw_fbo = (counter2 % 2) ? fbo2 : fbo1;
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
draw_fbo.begin();
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
blur_shader.begin();
blur_shader.set_uniform("offset", (float) cos(counter2) / width * 2.0f, (float) sin(counter2) / height * 2.0f);
if(true){
blur_shader.set_uniform("fade", 0.75f);
blur_shader.set_uniform("inter", 0.55f);
} else {
blur_shader.set_uniform("fade", 0.96f);
blur_shader.set_uniform("inter", 0.9f);
}
texture(blur_shader, read_fbo);
mshader.begin();
glBlendFunc(GL_ONE, GL_ONE);
scene();
draw_fbo.end();
return draw_fbo;
}
void fade() {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, &quad[0]);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
}
void texture(shader const & tex_shader, fbo const & read_fbo) {
tex_shader.set_texture("tex", GL_TEXTURE_2D, read_fbo.texture_id, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, &quad[0]);
glTexCoordPointer(2, GL_FLOAT, 0, &tex_quad[0]);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
void scene() {
if(true || mouse_buttons[0] || mouse_buttons[1] || mouse_buttons[2]){
mshader.set_uniform("steps", counter/10);
mshader.set_uniform("button", (mouse_buttons[0] ? 0 : (mouse_buttons[1] ? 1 : 2)));
glEnableClientState(GL_VERTEX_ARRAY);
mouse[0] = 0.5;
mouse[1] = 0.5;
glVertexPointer(2, GL_FLOAT, 0, &mouse[0]);
glPointSize(50.0/1.0);
glDrawArrays(GL_POINTS, 0, 1);
glDisableClientState(GL_VERTEX_ARRAY);
}
if(counter < 50 || counter > 1200){
mshader.set_uniform("steps", counter/10);
mshader.set_uniform("button", counter % 4);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, &heart[0]);
glLineWidth(15.0);
glDrawArrays(GL_LINE_STRIP, 0, 11);
glDisableClientState(GL_VERTEX_ARRAY);
}
}
void save_screen(){
#if 0
unsigned char data[width*height*6];
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT, data);
char filename[256];
sprintf(filename, "render/shot_%08d.png", counter);
pngwriter png(width, height, &data[0], filename);
png.close();
#endif
}
void save_bmp(){
unsigned char data[width*height*3];
glReadPixels(0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, data);
char filename[256];
sprintf(filename, "render/shot_%08d.bmp", counter);
bmp::bitmap<GLubyte> image(width, height);
image.data = data;
std::ofstream file(filename);
image.write(file);
}
};
#endif // APP_H