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-rw-r--r--src/fshader_main.glsl35
-rw-r--r--src/fshader_post.glsl50
-rw-r--r--src/main.rs61
3 files changed, 88 insertions, 58 deletions
diff --git a/src/fshader_main.glsl b/src/fshader_main.glsl
index 2a6864a..9a4ce52 100644
--- a/src/fshader_main.glsl
+++ b/src/fshader_main.glsl
@@ -13,14 +13,6 @@ uniform ivec2 u_antialiasing;
uniform int u_iterations;
uniform float u_aspect_ratio;
uniform vec2 u_screen_size;
-uniform vec4 u_flash;
-uniform int u_flash_icon;
-
-#define ICON_COPY 1
-#define ICON_PLAY 2
-#define ICON_PAUSE 3
-#define ICON_REWIND 4
-#define ICON_SCREENSHOT 5
%COMMON%
%SDF%
@@ -71,13 +63,6 @@ vec3 normal(vec3 p)
return normalize(sdf_normal);
}
-bool play_icon(vec2 pos) {
- vec2 a = abs(pos);
- if (a.x >= 0.5 || a.y >= 0.5)
- return false;
- return a.y < 0.25 + 0.5 * pos.x;
-}
-
void main() {
float min_dist = 10.;
vec2 inv_screen_size = 1.0 / u_screen_size;
@@ -128,26 +113,6 @@ void main() {
}
}
final_color *= 1.0 / (AA_X * AA_Y);
- bool icon = false;
- switch (u_flash_icon) {
- case 0: break;
- case ICON_COPY:
- case ICON_SCREENSHOT:
- icon = abs(pos.x) > u_aspect_ratio - 0.1 || abs(pos.y) > 0.9;
- break;
- case ICON_PLAY:
- icon = play_icon(pos);
- break;
- case ICON_REWIND:
- icon = play_icon(vec2(-pos.x, pos.y));
- break;
- case ICON_PAUSE:
- vec2 p = abs(pos);
- icon = p.x >= 0.1 && p.x <= 0.4 && p.y <= 0.5;
- break;
- }
- if (icon)
- final_color = mix(final_color, u_flash.xyz, u_flash.w);
gl_FragColor = vec4(final_color, 1.0);
}
diff --git a/src/fshader_post.glsl b/src/fshader_post.glsl
index 2c26d95..c540f0d 100644
--- a/src/fshader_post.glsl
+++ b/src/fshader_post.glsl
@@ -5,20 +5,62 @@ uniform float u_aspect_ratio;
uniform float u_menu_scale;
uniform vec2 u_highlight_button;
IN vec2 uv;
+uniform vec4 u_flash;
+uniform int u_flash_icon;
+
+#define ICON_COPY 1
+#define ICON_PLAY 2
+#define ICON_PAUSE 3
+#define ICON_REWIND 4
+#define ICON_SCREENSHOT 5
+
+bool play_icon(vec2 pos) {
+ vec2 a = abs(pos);
+ if (a.x >= 0.5 || a.y >= 0.5)
+ return false;
+ return a.y < 0.25 + 0.5 * pos.x;
+}
+
+bool get_icon(vec2 pos) {
+ bool icon = false;
+ switch (u_flash_icon) {
+ case 0: break;
+ case ICON_COPY:
+ case ICON_SCREENSHOT:
+ icon = abs(pos.x) > u_aspect_ratio - 0.1 || abs(pos.y) > 0.9;
+ break;
+ case ICON_PLAY:
+ icon = play_icon(pos);
+ break;
+ case ICON_REWIND:
+ icon = play_icon(vec2(-pos.x, pos.y));
+ break;
+ case ICON_PAUSE:
+ vec2 p = abs(pos);
+ icon = p.x >= 0.1 && p.x <= 0.4 && p.y <= 0.5;
+ break;
+ }
+ return icon;
+}
void main() {
+ vec3 color = texture(u_main_texture, uv).xyz;
+
+ if (get_icon((uv * 2.0 - 1.0) * vec2(u_aspect_ratio, 1.0)))
+ color = mix(color, u_flash.xyz, u_flash.w);
+
// amount to darken screen by when paused
float pause_darkening = 0.5;
- vec4 color = texture(u_main_texture, uv) * (1.0 - pause_darkening * u_paused);
+ color *= 1.0 - pause_darkening * u_paused;
vec2 menu_uv = (uv * 2.0 - 1.0) * vec2(1.0, -1.0);
menu_uv *= 1.0 / u_menu_scale;
menu_uv = menu_uv * vec2(u_aspect_ratio, 1.0);
menu_uv = 0.5 * menu_uv + 0.5;
float menu_pixel = u_paused * texture(u_menu_texture, menu_uv).x;
- vec4 menu_color = vec4(1.0);
+ vec3 menu_color = vec3(1.0);
if (uv.y >= u_highlight_button.x && uv.y <= u_highlight_button.y) {
- menu_color = vec4(1.0, 0.5, 0.0, 1.0); // highlight button
+ menu_color = vec3(1.0, 0.5, 0.0); // highlight button
}
color = mix(color, menu_color, menu_pixel);
- gl_FragColor = clamp(color, 0.0, 1.0);
+ gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);
}
diff --git a/src/main.rs b/src/main.rs
index c13574a..1a7c726 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -1,6 +1,5 @@
/*
@TODO:
-- redraw SDF even when paused if settings or window resolution is changed
- flash error on bad string (see @TODO(error handling))
- RnToRn functions (& add back in RToR)
- also add PerComponent(Box<RToR>,Box<RToR>,Box<RToR>) in R3ToR3
@@ -104,9 +103,16 @@ impl View {
fn unpause(&mut self, rewind: bool) {
self.time_speed = if rewind { -1.0 } else { 1.0 };
}
-
- fn pass_time(&mut self, dt: f64) {
- self.time += self.time_speed * dt;
+
+ /// returns true if the current time is modified
+ fn pass_time(&mut self, dt: f64) -> bool {
+ let dt = self.time_speed * dt;
+ if dt == 0.0 {
+ false
+ } else {
+ self.time += dt;
+ true
+ }
}
fn yaw_by(&mut self, yaw: f32) {
@@ -280,6 +286,9 @@ struct State {
fullscreen: bool,
esc_menu: bool,
quit: bool,
+ /// set to true when the view/window size/settings/etc. is changed,
+ /// and we need to redraw the SDF
+ needs_redraw: bool,
frame_time: Instant,
programs: Programs,
config: sdf::SceneConfig,
@@ -408,6 +417,7 @@ impl State {
test_array,
esc_menu: false,
quit: false,
+ needs_redraw: true,
post_array,
scene_list,
settings,
@@ -470,9 +480,10 @@ impl State {
self.view = initial_view;
}
Err(e) => {
- eprintln!("Error: {e}")
+ eprintln!("Error: {e}");
}
- };
+ }
+ self.needs_redraw = true;
}
fn flash(&mut self, icon: Icon) {
@@ -539,8 +550,6 @@ impl State {
);
window.uniform3x3f("u_rotation", view.rotation().as_slice());
window.uniform3f_slice("u_translation", view.pos.as_slice());
- window.uniform4f_color("u_flash", self.flash);
- window.uniform1i("u_flash_icon", self.flash_icon as i32);
self.main_array.draw();
}
@@ -555,9 +564,11 @@ impl State {
window.use_program(&self.programs.post);
window.active_texture(0, &self.main_framebuffer_texture);
window.active_texture(1, &self.menu_texture);
- window.uniform1f("u_paused", if self.esc_menu { 1.0 } else { 0.0 });
window.uniform_texture("u_main_texture", 0);
window.uniform_texture("u_menu_texture", 1);
+ window.uniform1f("u_paused", if self.esc_menu { 1.0 } else { 0.0 });
+ window.uniform4f_color("u_flash", self.flash);
+ window.uniform1i("u_flash_icon", self.flash_icon as i32);
window.uniform1f(
"u_aspect_ratio",
render_resolution.0 as f32 / render_resolution.1 as f32,
@@ -639,7 +650,9 @@ impl State {
// returns false if we should quit
fn frame(&mut self) -> bool {
- self.settings.reload_if_modified();
+ if self.settings.reload_if_modified() {
+ self.needs_redraw = true;
+ }
if let Some(max_framerate) = self.settings.get_f32("max-framerate") {
if max_framerate > 0.0 {
@@ -743,6 +756,7 @@ impl State {
.yaw_by(-xrel as f32 * mouse_sensitivity * frame_dt);
self.view
.pitch_by(-yrel as f32 * mouse_sensitivity * frame_dt);
+ self.needs_redraw = true;
}
}
MouseButtonDown { button: MouseButton::Left, x, y, .. } => {
@@ -757,7 +771,9 @@ impl State {
}
if !self.esc_menu {
- self.view.pass_time(frame_dt.into());
+ if self.view.pass_time(frame_dt.into()) {
+ self.needs_redraw = true;
+ }
}
if !self.esc_menu {
@@ -809,6 +825,7 @@ impl State {
let dt = dt * speed_multiplier;
self.view.pause();
self.view.time += f64::from(dt);
+ self.needs_redraw = true;
}
let motion = Vec3::new(dx, dy, dz);
@@ -817,10 +834,14 @@ impl State {
let motion = motion * move_amount;
let motion = self.view.rotation() * motion;
self.view.pos += motion;
+ self.needs_redraw = true;
+ }
+
+ if dl != 0.0 {
+ let level_set_amount = 1.0 * speed_multiplier;
+ self.view.level_set += dl * level_set_amount;
+ self.needs_redraw = true;
}
-
- let level_set_amount = 1.0 * speed_multiplier;
- self.view.level_set += dl * level_set_amount;
}
let render_resolution = self.get_render_resolution();
@@ -842,13 +863,15 @@ impl State {
&self.main_framebuffer_texture,
);
self.main_framebuffer_size = render_resolution;
+ self.needs_redraw = true;
}
-
- // if the escape menu is open, stop rendering the SDF.
- // the framebuffer contents will stay the same.
- // this lowers GPU usage (and increases framerate).
- if !self.esc_menu {
+
+ // this needs_redraw check stops the SDF from being rendered when
+ // the escape menu is open for example (unless window dimensions/settings are changed)
+ // this reduces GPU usage and gives a higher framerate
+ if self.needs_redraw {
self.render_main();
+ self.needs_redraw = false;
}
self.flash.a = f32::max(self.flash.a - frame_dt * (2.0 - 1.0 * self.flash.a), 0.0);