v4k-git-backup/demos/99-temperature.c

96 lines
2.7 KiB
C

#include "v4k.h"
#define TEMP_GPU
#ifdef TEMP_GPU
#define TEX_WIDTH 256
// #define TEX_WIDTH 64
#else
#define TEX_WIDTH 64
void temp_calc(vec4 *pixels){
// flood it
for (int y = 1; y < TEX_WIDTH-1; y++){
for (int x = 1; x < TEX_WIDTH-1; x++){
int idx = (y * TEX_WIDTH) + x;
vec4 *m = &pixels[idx];
vec4 sum = vec4(0,0,0,0);
for (int cy = -1; cy <= 1; ++cy) {
for (int cx = -1; cx <= 1; ++cx) {
sum = add4(sum, pixels[((y+cy)*TEX_WIDTH)+(x+cx)]);
}
}
*m = scale4(sum,1/9.0f);
}
}
}
#endif
int main() {
// 75% sized, MSAAx2
window_create(50, WINDOW_SQUARE);
window_title(__FILE__);
// window_fps_lock(1);
texture_t tex;
vec4 *img = REALLOC(0, TEX_WIDTH*TEX_WIDTH*sizeof(vec4));
for (int i=0; i <TEX_WIDTH*TEX_WIDTH; i++){
img[i] = vec4(0.3,0.3,0.3,1);
}
#ifdef TEMP_GPU
tex = texture_create(TEX_WIDTH, TEX_WIDTH, 4, img, TEXTURE_LINEAR|TEXTURE_FLOAT);
unsigned comp = compute(vfs_read("shaders/temperature.glsl"));
shader_bind(comp);
shader_image(tex, 0, 0, 0, READ_WRITE);
#else
tex = texture_create(TEX_WIDTH, TEX_WIDTH, 4, img, TEXTURE_LINEAR|TEXTURE_FLOAT);
#endif
while ( window_swap() && !input_down(KEY_ESC) ){
if (input(KEY_F5)) window_reload();
#ifdef TEMP_GPU
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex.id);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, img);
#endif
for (int i=0; i <TEX_WIDTH*4; i++){
img[i] = vec4(0,0,1,1);
img[(TEX_WIDTH - 4) * TEX_WIDTH+i] = vec4(1,0,0,1);
}
int enabled = !ui_active() && !ui_hover();
vec4 mouse = enabled ? vec4(input(MOUSE_X),input(MOUSE_Y),input(MOUSE_L),input(MOUSE_R)) : vec4(0,0,0,0); // x,y,l,r
int strong = input(KEY_LSHIFT)?15:1;
int x = (int)clampf(floorf(TEX_WIDTH/(float)window_width() * mouse.x), 0, TEX_WIDTH-1);
int y = (int)clampf(floorf(TEX_WIDTH/(float)window_height() * mouse.y), 0, TEX_WIDTH-1);
if (mouse.z){
img[(y*TEX_WIDTH)+x] = vec4(strong*1,0,0,1);
}
if (mouse.w){
img[(y*TEX_WIDTH)+x] = vec4(0,0,strong*1,1);
}
#ifdef TEMP_GPU
glBindTexture(GL_TEXTURE_2D, tex.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, TEX_WIDTH, TEX_WIDTH, 0, GL_RGBA, GL_FLOAT, img);
shader_bind(comp);
compute_dispatch(TEX_WIDTH/16, TEX_WIDTH/16, 1);
image_write_barrier();
#else
temp_calc(img);
texture_update(&tex, TEX_WIDTH, TEX_WIDTH, 4, img, TEXTURE_LINEAR|TEXTURE_FLOAT);
#endif
fullscreen_quad_rgb(tex, 2.2);
}
return 0;
}