more generic transitions impl

This commit is contained in:
Mylloon 2023-05-25 10:14:12 +02:00
parent d1c392d27d
commit 2363588e88
Signed by: Anri
GPG key ID: A82D63DFF8D1317F
2 changed files with 38 additions and 32 deletions

View file

@ -2,17 +2,17 @@
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform float zoom;
uniform float progress;
in vec2 vsoTexCoord;
out vec4 fragColor;
void main() {
vec2 center = vec2(0.5);
vec2 zoomedTexCoord = mix(center, vsoTexCoord, zoom);
vec2 zoomedTexCoord = mix(center, vsoTexCoord, progress);
vec4 color1 = texture(tex0, vsoTexCoord);
vec4 color2 = texture(tex1, zoomedTexCoord);
fragColor = mix(color1, color2, smoothstep(0., 1., zoom));
fragColor = mix(color1, color2, smoothstep(0., 1., progress));
}

View file

@ -3,10 +3,11 @@
/* Mise-à-jour des animations en fonction du son */
static void update_with_audio(void (*)(int), void (*)(int), int);
static GLuint _zoomin_pId = 0, _zoomin_tId = 0, _zoomin_tex[2], _quadId = 0;
static void zoomin_init(void);
static void zoomin_draw(void (*)(int), void (*)(int), Uint32, Uint32, int);
static void zoomin_deinit(void);
static GLuint _transition_pId[2] = {0}, _transition_tId = 0, _quadId = 0;
static void transition_init(const char *, const int, GLuint *);
static void transition_draw(void (*)(int), void (*)(int), Uint32, Uint32, int,
int, GLuint *);
static void transition_deinit(GLuint *);
static void update_with_audio(void (*a0)(int), void (*a1)(int), int state) {
if (a0) {
@ -26,17 +27,19 @@ void transitionsInit(void) {
void zoomIn(void (*a0)(int), void (*a1)(int), Uint32 t, Uint32 et,
const int state) {
const int gpu = 0;
static GLuint tex[2];
switch (state) {
case GL4DH_INIT:
zoomin_init();
transition_init("zoom_in", gpu, tex);
break;
case GL4DH_DRAW:
zoomin_draw(a0, a1, t, et, state);
transition_draw(a0, a1, t, et, state, gpu, tex);
break;
case GL4DH_FREE:
zoomin_deinit();
transition_deinit(tex);
break;
case GL4DH_UPDATE_WITH_AUDIO:
@ -48,54 +51,57 @@ void zoomIn(void (*a0)(int), void (*a1)(int), Uint32 t, Uint32 et,
}
}
static void zoomin_init(void) {
static void transition_init(const char *fs_shader, const int gpu, GLuint *tex) {
int vp[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGenTextures(2, _zoomin_tex);
glGenTextures(2, tex);
for (int i = 0; i < 2; ++i) {
glBindTexture(GL_TEXTURE_2D, _zoomin_tex[i]);
glBindTexture(GL_TEXTURE_2D, tex[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vp[2], vp[3], 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
}
_zoomin_pId = gl4duCreateProgram("<vs>shaders/basic.vs",
"<fs>shaders/zoom_in.fs", NULL);
char fragment_shader[256];
sprintf(fragment_shader, "<fs>shaders/%s.fs", fs_shader);
_transition_pId[gpu] =
gl4duCreateProgram("<vs>shaders/basic.vs", fragment_shader, NULL);
}
static void zoomin_draw(void (*a0)(int), void (*a1)(int), Uint32 t, Uint32 et,
int state) {
static void transition_draw(void (*a0)(int), void (*a1)(int), Uint32 t,
Uint32 et, int state, int gpu, GLuint *tex) {
glGetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME,
(GLint *)&_zoomin_tId);
(GLint *)&_transition_tId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
_zoomin_tex[0], 0);
tex[0], 0);
if (a0) {
a0(state);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
_zoomin_tex[1], 0);
tex[1], 0);
if (a1) {
a1(state);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
_zoomin_tId, 0);
_transition_tId, 0);
glDisable(GL_DEPTH_TEST);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _zoomin_tex[0]);
glBindTexture(GL_TEXTURE_2D, tex[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _zoomin_tex[1]);
glBindTexture(GL_TEXTURE_2D, tex[1]);
glUseProgram(_zoomin_pId);
GLfloat zoom = (GLfloat)et / (GLfloat)t;
glUniform1f(glGetUniformLocation(_zoomin_pId, "zoom"), (1.f - zoom));
glUniform1i(glGetUniformLocation(_zoomin_pId, "tex1"), 0);
glUniform1i(glGetUniformLocation(_zoomin_pId, "tex0"), 1);
glUseProgram(_transition_pId[gpu]);
GLfloat progress = (GLfloat)et / (GLfloat)t;
glUniform1f(glGetUniformLocation(_transition_pId[gpu], "progress"),
(1.f - progress));
glUniform1i(glGetUniformLocation(_transition_pId[gpu], "tex1"), 0);
glUniform1i(glGetUniformLocation(_transition_pId[gpu], "tex0"), 1);
gl4dgDraw(_quadId);
glActiveTexture(GL_TEXTURE1);
@ -104,10 +110,10 @@ static void zoomin_draw(void (*a0)(int), void (*a1)(int), Uint32 t, Uint32 et,
glBindTexture(GL_TEXTURE_2D, 0);
}
static void zoomin_deinit(void) {
if (_zoomin_tex[0]) {
glDeleteTextures(2, _zoomin_tex);
_zoomin_tex[0] = _zoomin_tex[1] = 0;
static void transition_deinit(GLuint *tex) {
if (tex[0]) {
glDeleteTextures(2, tex);
tex[0] = tex[1] = 0;
}
}