more generic transitions impl
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parent
d1c392d27d
commit
2363588e88
2 changed files with 38 additions and 32 deletions
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@ -2,17 +2,17 @@
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform float zoom;
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uniform float progress;
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in vec2 vsoTexCoord;
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out vec4 fragColor;
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void main() {
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vec2 center = vec2(0.5);
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vec2 zoomedTexCoord = mix(center, vsoTexCoord, zoom);
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vec2 zoomedTexCoord = mix(center, vsoTexCoord, progress);
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vec4 color1 = texture(tex0, vsoTexCoord);
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vec4 color2 = texture(tex1, zoomedTexCoord);
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fragColor = mix(color1, color2, smoothstep(0., 1., zoom));
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fragColor = mix(color1, color2, smoothstep(0., 1., progress));
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}
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@ -3,10 +3,11 @@
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/* Mise-à-jour des animations en fonction du son */
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static void update_with_audio(void (*)(int), void (*)(int), int);
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static GLuint _zoomin_pId = 0, _zoomin_tId = 0, _zoomin_tex[2], _quadId = 0;
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static void zoomin_init(void);
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static void zoomin_draw(void (*)(int), void (*)(int), Uint32, Uint32, int);
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static void zoomin_deinit(void);
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static GLuint _transition_pId[2] = {0}, _transition_tId = 0, _quadId = 0;
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static void transition_init(const char *, const int, GLuint *);
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static void transition_draw(void (*)(int), void (*)(int), Uint32, Uint32, int,
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int, GLuint *);
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static void transition_deinit(GLuint *);
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static void update_with_audio(void (*a0)(int), void (*a1)(int), int state) {
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if (a0) {
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@ -26,17 +27,19 @@ void transitionsInit(void) {
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void zoomIn(void (*a0)(int), void (*a1)(int), Uint32 t, Uint32 et,
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const int state) {
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const int gpu = 0;
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static GLuint tex[2];
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switch (state) {
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case GL4DH_INIT:
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zoomin_init();
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transition_init("zoom_in", gpu, tex);
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break;
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case GL4DH_DRAW:
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zoomin_draw(a0, a1, t, et, state);
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transition_draw(a0, a1, t, et, state, gpu, tex);
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break;
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case GL4DH_FREE:
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zoomin_deinit();
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transition_deinit(tex);
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break;
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case GL4DH_UPDATE_WITH_AUDIO:
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@ -48,54 +51,57 @@ void zoomIn(void (*a0)(int), void (*a1)(int), Uint32 t, Uint32 et,
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}
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}
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static void zoomin_init(void) {
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static void transition_init(const char *fs_shader, const int gpu, GLuint *tex) {
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int vp[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGenTextures(2, _zoomin_tex);
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glGenTextures(2, tex);
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for (int i = 0; i < 2; ++i) {
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glBindTexture(GL_TEXTURE_2D, _zoomin_tex[i]);
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glBindTexture(GL_TEXTURE_2D, tex[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vp[2], vp[3], 0, GL_RGBA,
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GL_UNSIGNED_BYTE, NULL);
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}
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_zoomin_pId = gl4duCreateProgram("<vs>shaders/basic.vs",
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"<fs>shaders/zoom_in.fs", NULL);
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char fragment_shader[256];
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sprintf(fragment_shader, "<fs>shaders/%s.fs", fs_shader);
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_transition_pId[gpu] =
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gl4duCreateProgram("<vs>shaders/basic.vs", fragment_shader, NULL);
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}
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static void zoomin_draw(void (*a0)(int), void (*a1)(int), Uint32 t, Uint32 et,
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int state) {
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static void transition_draw(void (*a0)(int), void (*a1)(int), Uint32 t,
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Uint32 et, int state, int gpu, GLuint *tex) {
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glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
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(GLint *)&_zoomin_tId);
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(GLint *)&_transition_tId);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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_zoomin_tex[0], 0);
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tex[0], 0);
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if (a0) {
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a0(state);
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}
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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_zoomin_tex[1], 0);
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tex[1], 0);
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if (a1) {
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a1(state);
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}
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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_zoomin_tId, 0);
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_transition_tId, 0);
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glDisable(GL_DEPTH_TEST);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _zoomin_tex[0]);
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glBindTexture(GL_TEXTURE_2D, tex[0]);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, _zoomin_tex[1]);
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glBindTexture(GL_TEXTURE_2D, tex[1]);
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glUseProgram(_zoomin_pId);
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GLfloat zoom = (GLfloat)et / (GLfloat)t;
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glUniform1f(glGetUniformLocation(_zoomin_pId, "zoom"), (1.f - zoom));
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glUniform1i(glGetUniformLocation(_zoomin_pId, "tex1"), 0);
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glUniform1i(glGetUniformLocation(_zoomin_pId, "tex0"), 1);
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glUseProgram(_transition_pId[gpu]);
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GLfloat progress = (GLfloat)et / (GLfloat)t;
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glUniform1f(glGetUniformLocation(_transition_pId[gpu], "progress"),
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(1.f - progress));
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glUniform1i(glGetUniformLocation(_transition_pId[gpu], "tex1"), 0);
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glUniform1i(glGetUniformLocation(_transition_pId[gpu], "tex0"), 1);
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gl4dgDraw(_quadId);
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glActiveTexture(GL_TEXTURE1);
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@ -104,10 +110,10 @@ static void zoomin_draw(void (*a0)(int), void (*a1)(int), Uint32 t, Uint32 et,
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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static void zoomin_deinit(void) {
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if (_zoomin_tex[0]) {
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glDeleteTextures(2, _zoomin_tex);
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_zoomin_tex[0] = _zoomin_tex[1] = 0;
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static void transition_deinit(GLuint *tex) {
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if (tex[0]) {
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glDeleteTextures(2, tex);
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tex[0] = tex[1] = 0;
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}
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}
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