200 lines
5.0 KiB
Haxe
200 lines
5.0 KiB
Haxe
package;
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import haxe.Timer;
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import lime.gl.GL;
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import lime.gl.GLBuffer;
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import lime.gl.GLProgram;
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import lime.gl.GLShader;
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import lime.gl.GLUniformLocation;
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import lime.utils.Matrix3D;
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import lime.utils.Float32Array;
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import lime.utils.Assets;
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import lime.Lime;
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class Main {
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private static var fragmentShaders = [ #if mobile "6284.1", "6238", "6147.1", "5891.5", "5805.18", "5492", "5398.8" #else "6286", "6288.1", "6284.1", "6238", "6223.2", "6175", "6162", "6147.1", "6049", "6043.1", "6022", "5891.5", "5805.18", "5812", "5733", "5454.21", "5492", "5359.8", "5398.8", "4278.1" #end ];
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private static var maxTime = 7;
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private var backbufferUniform:GLUniformLocation;
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private var buffer:GLBuffer;
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private var currentIndex:Int;
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private var currentProgram:GLProgram;
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private var currentTime:Float;
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private var lime:Lime;
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private var mouseUniform:GLUniformLocation;
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private var positionAttribute:Int;
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private var resolutionUniform:GLUniformLocation;
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private var startTime:Float;
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private var surfaceSizeUniform:GLUniformLocation;
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private var timeUniform:GLUniformLocation;
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private var vertexPosition:Int;
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public function new () {}
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private function compile ():Void {
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var program = GL.createProgram ();
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var vertex = Assets.getText ("assets/heroku.vert");
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#if desktop
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var fragment = "";
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#else
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var fragment = "precision mediump float;";
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#end
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fragment += Assets.getText ("assets/" + fragmentShaders[currentIndex] + ".frag");
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var vs = createShader (vertex, GL.VERTEX_SHADER);
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var fs = createShader (fragment, GL.FRAGMENT_SHADER);
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if (vs == null || fs == null) return;
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GL.attachShader (program, vs);
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GL.attachShader (program, fs);
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GL.deleteShader (vs);
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GL.deleteShader (fs);
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GL.linkProgram (program);
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if (GL.getProgramParameter (program, GL.LINK_STATUS) == 0) {
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trace (GL.getProgramInfoLog (program));
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trace ("VALIDATE_STATUS: " + GL.getProgramParameter (program, GL.VALIDATE_STATUS));
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trace ("ERROR: " + GL.getError ());
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return;
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}
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if (currentProgram != null) {
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GL.deleteProgram (currentProgram);
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}
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currentProgram = program;
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positionAttribute = GL.getAttribLocation (currentProgram, "surfacePosAttrib");
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GL.enableVertexAttribArray (positionAttribute);
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vertexPosition = GL.getAttribLocation (currentProgram, "position");
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GL.enableVertexAttribArray (vertexPosition);
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timeUniform = GL.getUniformLocation (program, "time");
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mouseUniform = GL.getUniformLocation (program, "mouse");
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resolutionUniform = GL.getUniformLocation (program, "resolution");
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backbufferUniform = GL.getUniformLocation (program, "backbuffer");
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surfaceSizeUniform = GL.getUniformLocation (program, "surfaceSize");
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startTime = Timer.stamp ();
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currentTime = startTime;
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}
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private function createShader (source:String, type:Int):GLShader {
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var shader = GL.createShader (type);
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GL.shaderSource (shader, source);
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GL.compileShader (shader);
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if (GL.getShaderParameter (shader, GL.COMPILE_STATUS) == 0) {
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trace (GL.getShaderInfoLog (shader));
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return null;
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}
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return shader;
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}
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private function randomizeArray<T> (array:Array<T>):Array<T> {
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var arrayCopy = array.copy ();
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var randomArray = new Array<T> ();
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while (arrayCopy.length > 0) {
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var randomIndex = Math.round (Math.random () * (arrayCopy.length - 1));
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randomArray.push (arrayCopy.splice (randomIndex, 1)[0]);
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}
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return randomArray;
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}
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public function ready (lime:Lime) {
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this.lime = lime;
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fragmentShaders = randomizeArray (fragmentShaders);
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currentIndex = 0;
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buffer = GL.createBuffer ();
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GL.bindBuffer (GL.ARRAY_BUFFER, buffer);
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GL.bufferData (GL.ARRAY_BUFFER, new Float32Array ([ -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0 ]), GL.STATIC_DRAW);
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GL.bindBuffer (GL.ARRAY_BUFFER, null);
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compile ();
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}
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public function render ():Void {
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if (currentProgram == null) return;
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currentTime = Timer.stamp () - startTime;
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GL.viewport (0, 0, lime.config.width, lime.config.height);
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GL.useProgram (currentProgram);
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GL.uniform1f (timeUniform, currentTime);
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GL.uniform2f (mouseUniform, 0.1, 0.1); //GL.uniform2f (mouseUniform, (stage.mouseX / stage.stageWidth) * 2 - 1, (stage.mouseY / stage.stageHeight) * 2 - 1);
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GL.uniform2f (resolutionUniform, lime.config.width, lime.config.height);
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GL.uniform1i (backbufferUniform, 0 );
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GL.uniform2f (surfaceSizeUniform, lime.config.width, lime.config.height);
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GL.bindBuffer (GL.ARRAY_BUFFER, buffer);
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GL.vertexAttribPointer (positionAttribute, 2, GL.FLOAT, false, 0, 0);
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GL.vertexAttribPointer (vertexPosition, 2, GL.FLOAT, false, 0, 0);
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GL.clearColor (0, 0, 0, 1);
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GL.clear (GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT );
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GL.drawArrays (GL.TRIANGLES, 0, 6);
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GL.bindBuffer (GL.ARRAY_BUFFER, null);
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}
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public function update ():Void {
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if (currentTime > maxTime && fragmentShaders.length > 1) {
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currentIndex++;
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if (currentIndex > fragmentShaders.length - 1) {
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currentIndex = 0;
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}
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compile ();
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}
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}
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}
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