Files
lime/samples/HerokuShaders/Source/Main.hx

199 lines
5.0 KiB
Haxe

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