1 #pragma version(1)
2 #pragma stateVertex(PV)
3 #pragma stateFragment(PF)
4 #pragma stateStore(PFS)
5
6 // Scratch buffer layout
7 #define SCRATCH_FADE 0
8 #define SCRATCH_ZOOM 1
9 #define SCRATCH_ROT 2
10
11 //#define STATE_POS_X 0
12 #define STATE_DONE 1
13 //#define STATE_PRESSURE 2
14 #define STATE_ZOOM 3
15 //#define STATE_WARP 4
16 #define STATE_ORIENTATION 5
17 #define STATE_SELECTION 6
18 #define STATE_FIRST_VISIBLE 7
19 #define STATE_COUNT 8
20 #define STATE_TOUCH 9
21
22
filter(float val,float target,float str)23 float filter(float val, float target, float str)
24 {
25 float delta = (target - val);
26 return val + delta * str;
27 }
28
main(void * con,int ft,int launchID)29 int main(void* con, int ft, int launchID)
30 {
31 int rowCount;
32 int row;
33 int col;
34 int imageID;
35 int done = loadI32(0, STATE_DONE);
36 int selectedID = loadI32(0, STATE_SELECTION);
37
38 float f = loadF(2, 0);
39
40 pfClearColor(0.0f, 0.0f, 0.0f, f);
41 if (done) {
42 if (f > 0.02f) {
43 //f = f - 0.02f;
44 //storeF(2, 0, f);
45 }
46 } else {
47 if (f < 0.8f) {
48 f = f + 0.02f;
49 storeF(2, 0, f);
50 }
51 }
52
53 float touchCut = 1.f;
54 if (loadI32(0, STATE_TOUCH)) {
55 touchCut = 4.f;
56 }
57
58
59 float targetZoom = ((float)loadI32(0, STATE_ZOOM)) / 1000.f;
60 float zoom = filter(loadF(2, SCRATCH_ZOOM), targetZoom, 0.15 * touchCut);
61 storeF(2, SCRATCH_ZOOM, zoom);
62
63 float targetRot = loadI32(0, STATE_FIRST_VISIBLE) / 180.0f * 3.14f;
64 targetRot = targetRot * 0.80f - .12f;
65 float drawRot = filter(loadF(2, SCRATCH_ROT), targetRot, 0.1f * touchCut);
66 storeF(2, SCRATCH_ROT, drawRot);
67
68 float diam = 8.f;
69 float scale = 1.0f / zoom;
70
71 // Bug makes 1.0f alpha fail.
72 color(1.0f, 1.0f, 1.0f, 0.99f);
73
74 float rot = drawRot * scale;
75 float rotStep = 16.0f / 180.0f * 3.14f * scale;
76 rowCount = 4;
77 int index = 0;
78 int iconCount = loadI32(0, STATE_COUNT);
79 while (iconCount) {
80 float tmpSin = sinf(rot);
81 float tmpCos = cosf(rot);
82 //debugF("rot", rot);
83
84 float tx1 = tmpSin * diam - (tmpCos * scale * 0.9f);
85 float tx2 = tx1 + (tmpCos * scale * 1.8f);
86 float tz1 = tmpCos * diam + (tmpSin * scale * 0.9f);
87 float tz2 = tz1 - (tmpSin * scale * 1.8f);
88
89 int y;
90 for (y = rowCount -1; (y >= 0) && iconCount; y--) {
91 float ty1 = ((y * 3.1f) - 5.f) * scale;
92 float ty2 = ty1 + scale * 1.8f;
93 bindTexture(NAMED_PF, 0, loadI32(1, index));
94 drawQuad(tx1, ty1, tz1,
95 tx2, ty1, tz2,
96 tx2, ty2, tz2,
97 tx1, ty2, tz1);
98
99 iconCount--;
100 index++;
101 }
102 rot = rot + rotStep;
103 }
104
105 if ((zoom < 1.1f) && (zoom > 0.9f)) {
106 bindProgramVertex(NAMED_PVOrtho);
107 bindProgramFragment(NAMED_PFText);
108 bindProgramStore(NAMED_PFSText);
109
110 rot = drawRot * scale;
111 index = 0;
112 iconCount = loadI32(0, STATE_COUNT);
113 while (iconCount) {
114 int y;
115
116 float tx = 240.f + floorf(sinf(rot) * 430.f) - 64.f + 16.f;
117
118 float alpha = 2.4f - (fabsf(tx - 240.f + 48.f) / 76.f);
119 if (alpha > 0.99f) {
120 alpha = 0.99f;
121 }
122 alpha = alpha * (1.f - (fabsf(zoom - 1.f) * 10.f));
123
124 tx = tx + 0.25f;
125
126 for (y = rowCount -1; (y >= 0) && iconCount; y--) {
127
128 if (alpha > 0) {
129 color(1.0f, 1.0f, 1.0f, alpha);
130
131 float ty = 605.f - y * 150.f;
132
133 ty = ty + 0.25f;
134
135 bindTexture(NAMED_PFText, 0, loadI32(3, index));
136 drawRect(tx, ty, tx + 128.f, ty + 32.f, 0.5f);
137 }
138 iconCount--;
139 index++;
140 }
141 rot = rot + rotStep;
142 }
143
144
145 bindProgramVertex(NAMED_PV);
146 bindProgramFragment(NAMED_PF);
147 bindProgramStore(NAMED_PFS);
148 }
149
150 // Draw the selected icon
151 color(1.0f, 1.0f, 1.0f, 0.9f);
152 rot = drawRot * scale;
153 index = 0;
154 iconCount = loadI32(0, STATE_COUNT);
155 while (iconCount) {
156 int y;
157 for (y = rowCount -1; (y >= 0) && iconCount; y--) {
158 if (index == selectedID) {
159
160 float tmpSin = sinf(rot) * scale;
161 float tmpCos = cosf(rot) * scale;
162 float tx1 = tmpSin * diam * 0.9f - tmpCos * 2.f;
163 float tx2 = tx1 + (tmpCos * 4.f);
164 float tz1 = tmpCos * diam * 0.9f + tmpSin * 2.f;
165 float tz2 = tz1 - (tmpSin * 4.f);
166
167 float ty1 = ((y * 3.1f) - 4.5f) * scale;
168 float ty2 = ty1 + scale * 4.f;
169 bindTexture(NAMED_PF, 0, loadI32(1, index));
170 drawQuad(tx1, ty1, tz1,
171 tx2, ty1, tz2,
172 tx2, ty2, tz2,
173 tx1, ty2, tz1);
174 }
175 iconCount--;
176 index++;
177 }
178 rot = rot + rotStep;
179 }
180
181 return 1;
182 }
183
184
185