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