add fps uniform
This commit is contained in:
@@ -8,6 +8,7 @@
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uniform float iTime;
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uniform float iTempo;
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uniform int iFPS;
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uniform vec2 iResolution;
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// 2. other frames
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+1
-1
@@ -12,5 +12,5 @@ void main() {
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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vec3 color = vec3(vUV, sin(iTime * 0.5) * 0.5 + 0.5);
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color *= 1 - step(cos(iTime) * 0.1 + 0.4, length(uv1));
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fragColor = color + texture(frame0, vUV - 0.04).xyz * 0.5;
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fragColor = color + texture(frame0, vUV - 0.01).xyz * 0.5;
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}
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+17
-1
@@ -7,5 +7,21 @@ in vec2 vUV;
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layout(location = 4) out vec3 fragColor;
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void main() {
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fragColor = vec3(vUV, 0.0) * step(0.3, vUV.x) * step(-0.4, -vUV.x);
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = uv0 * vec2(ratio, 1);
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vec2 uv2 = uv1 * 20;
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// uv2 = mod(uv2, 1);
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bool v = false;
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v = v || iFPS > 99 && char(uv2 - vec2(0.5, 0.5), 0x30 + (iFPS % 1000) / 100);
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v = v || iFPS > 9 && char(uv2 - vec2(1.5, 0.5), 0x30 + (iFPS % 100) / 10);
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v = v || char(uv2 - vec2(2.5, 0.5), 0x30 + (iFPS % 10));
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v = v || char(uv2 - vec2(4.0, 0.5), 0x66);
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v = v || char(uv2 - vec2(5.0, 0.5), 0x70);
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v = v || char(uv2 - vec2(6.0, 0.5), 0x73);
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fragColor = vec3(v ? 1 : 0);
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}
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+1
-1
@@ -7,5 +7,5 @@ in vec2 vUV;
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layout(location = 5) out vec3 fragColor;
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void main() {
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fragColor = texture(frame3, vUV).xyz;
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fragColor = gauss2(frame3, vUV, 0.001); //texture(frame3, vUV).xyz;
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}
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+8
-5
@@ -1,4 +1,5 @@
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#include <linmath.h>
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#include <math.h>
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#include <stdbool.h>
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#include <stdlib.h>
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@@ -25,8 +26,8 @@ static void key_callback(Window *window, int key,
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}
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}
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void compute_fps(Window *window, Timer *timer) {
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double fps;
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int compute_fps(Window *window, Timer *timer) {
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static double fps;
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char title[100];
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if (inc_timer(timer)) {
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@@ -34,6 +35,8 @@ void compute_fps(Window *window, Timer *timer) {
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sprintf(title, PACKAGE " " VERSION " - %.0ffps", fps);
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update_window_title(window, title);
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}
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return (int)round(fps);
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}
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void hot_reload(ShaderProgram program, File *common_shader_code,
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@@ -59,14 +62,14 @@ void loop(Window *window, ShaderProgram program, bool hr,
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File *common_shader_code, File *fragment_shaders, Timer *timer) {
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Context context;
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compute_fps(window, timer);
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if (hr) {
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hot_reload(program, common_shader_code, fragment_shaders);
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}
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context = get_window_context(window);
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context.fps = compute_fps(window, timer);
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apply_program(program, context);
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refresh_window(window);
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@@ -132,7 +135,7 @@ void forge_run(Parameters params) {
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exit(EXIT_FAILURE);
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}
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timer = create_timer(60);
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timer = create_timer(30);
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while (!window_should_close(window)) {
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loop(window, program, params.hot_reload, &common_shader_code,
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+5
-1
@@ -142,6 +142,8 @@ void init_single_program(ShaderProgram *program, int i, bool output) {
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glGetUniformLocation(program->programs[i], "iTime");
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program->itempo_locations[i] =
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glGetUniformLocation(program->programs[i], "iTempo");
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program->ifps_locations[i] =
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glGetUniformLocation(program->programs[i], "iFPS");
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program->ires_locations[i] =
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glGetUniformLocation(program->programs[i], "iResolution");
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}
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@@ -245,7 +247,9 @@ void apply_program(ShaderProgram program, Context context) {
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// set fragment uniforms
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glUniform1f(program.itime_locations[i], (const GLfloat)context.time);
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glUniform1f(program.itempo_locations[i], (const GLfloat)120); // TODO TMP
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glUniform1f(program.itempo_locations[i],
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(const GLfloat)120.0f); // TODO TMP
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glUniform1i(program.ifps_locations[i], (const GLint)context.fps);
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glUniform2fv(program.ires_locations[i], 1, (const GLfloat *)&resolution);
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}
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@@ -42,6 +42,7 @@ typedef struct ShaderProgram {
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GLuint itime_locations[FRAG_COUNT];
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GLuint itempo_locations[FRAG_COUNT];
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GLuint ifps_locations[FRAG_COUNT];
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GLuint ires_locations[FRAG_COUNT];
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GLuint frames_locations[FRAG_COUNT + 1][TEX_COUNT];
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GLuint vpos_locations[FRAG_COUNT + 1];
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@@ -61,6 +62,7 @@ typedef struct Context {
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int width;
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int height;
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double time;
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int fps;
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} Context;
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typedef struct Timer {
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