ref: 7fdc25da4dc85bc6902f6ecdabccf55e601146de
parent: a6ea992058998552ad308a04261a53e5e2c2d523
author: rodri <[email protected]>
date: Tue Oct 1 16:22:18 EDT 2024
use the new uniforms interface.
--- a/procgen.c
+++ b/procgen.c
@@ -107,8 +107,9 @@
static Color
fs(Shaderparams *sp)
{
+ Vertexattr *va;
Point2 uv;
- double dt, shift, h;
+ double dt, shift, h, time;
uv = Pt2(sp->p.x,sp->p.y,1);
uv.x /= Dx(sp->su->fb->r);
@@ -115,7 +116,9 @@
uv.y /= Dy(sp->su->fb->r);
uv.y = 1 - uv.y; /* make [0 0] the bottom-left corner */
- dt = sp->su->uni_time/1e9;
+ va = sp->getuniform(sp, "time");
+ time = va == nil? 0: va->n;
+ dt = time/1e9;
shift = 0.09*dt + 0.2;
uv.x += shift;
--- a/shaders.inc
+++ b/shaders.inc
@@ -133,7 +133,6 @@
TBN.by = crossvec3(TBN.bz, TBN.bx); /* B */
n = normvec3(invrframexform3(n, TBN));
- sp->v->n = n;
}
if(sp->su->entity->mdl->tex != nil && sp->v->uv.w != 0)
@@ -157,8 +156,8 @@
specular = mulpt3(lightc, spec*Ks);
specular = modulapt3(specular, m.specular);
- sp->v->n.w = 1;
- sp->toraster(sp, "normals", &sp->v->n);
+ n.w = 1;
+ sp->toraster(sp, "normals", &n);
c = addpt3(ambient, addpt3(diffuse, specular));
c.a = m.diffuse.a;
@@ -212,7 +211,6 @@
TBN.by = crossvec3(TBN.bz, TBN.bx); /* B */
n = normvec3(invrframexform3(n, TBN));
- sp->v->n = n;
}
if(sp->su->entity->mdl->tex != nil && sp->v->uv.w != 0)
@@ -236,8 +234,8 @@
specular = mulpt3(lightc, spec*Ks);
specular = modulapt3(specular, m.specular);
- sp->v->n.w = 1;
- sp->toraster(sp, "normals", &sp->v->n);
+ n.w = 1;
+ sp->toraster(sp, "normals", &n);
c = addpt3(ambient, addpt3(diffuse, specular));
c.a = m.diffuse.a;
@@ -346,14 +344,19 @@
Color
circleshader(Shaderparams *sp)
{
+ Vertexattr *va;
Point2 uv;
- double r, d;
+ double r, d, time;
uv = Pt2(sp->p.x,sp->p.y,1);
uv.x /= Dx(sp->su->fb->r);
uv.y /= Dy(sp->su->fb->r);
+
+ va = sp->getuniform(sp, "time");
+ time = va == nil? 0: va->n;
+
// r = 0.3;
- r = 0.3*fabs(sin(sp->su->uni_time/1e9));
+ r = 0.3*fabs(sin(time/1e9));
d = vec2len(subpt2(uv, Vec2(0.5,0.5)));
if(d > r + r*0.05 || d < r - r*0.05)
@@ -366,8 +369,9 @@
Color
sfshader(Shaderparams *sp)
{
+ Vertexattr *va;
Point2 uv;
- double y, pct;
+ double y, pct, time;
uv = Pt2(sp->p.x,sp->p.y,1);
uv.x /= Dx(sp->su->fb->r);
@@ -374,10 +378,13 @@
uv.y /= Dy(sp->su->fb->r);
uv.y = 1 - uv.y; /* make [0 0] the bottom-left corner */
+ va = sp->getuniform(sp, "time");
+ time = va == nil? 0: va->n;
+
// y = step(0.5, uv.x);
// y = pow(uv.x, 5);
// y = sin(uv.x);
- y = sin(uv.x*sp->su->uni_time/1e8)/2.0 + 0.5;
+ y = sin(uv.x*time/1e8)/2.0 + 0.5;
// y = smoothstep(0.1, 0.9, uv.x);
pct = smoothstep(y-0.02, y, uv.y) - smoothstep(y, y+0.02, uv.y);
--- a/vis.c
+++ b/vis.c
@@ -172,6 +172,7 @@
{
uvlong t0, Δt;
int fd;
+ double time;
threadsetname("renderproc");
@@ -187,7 +188,11 @@
t0 = nsec();
for(;;){
+ time = t0;
+ setuniform(shader, "time", VANumber, &time);
+
shootcamera(maincam, shader);
+
Δt = nsec() - t0;
if(Δt > HZ2MS(60)*1000000ULL){
lockdisplay(display);
@@ -194,8 +199,10 @@
draw(screenb, screenb->r, clr, nil, ZP);
maincam->view->draw(maincam->view, screenb, curraster);
unlockdisplay(display);
+
nbsend(drawc, nil);
t0 += Δt;
+
if(inception){
freememimage(model->tex->image);
seek(fd, 0, 0);