-
Notifications
You must be signed in to change notification settings - Fork 0
/
main.c
611 lines (506 loc) · 20.2 KB
/
main.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
/*
**************************************************************************
* [ Muon Baryon ] *
**************************************************************************
* Synth, Visuals, Design: Ferris / Youth Uprising *
* Code, Add. Design, Framework, Optimization: Decipher / Youth Uprising *
* Music: Gargaj / Ümlaüt Design *
* Add. Design, Bug Fixing: Duckers / Outracks *
* Add. Design: Ehale / Youth Uprising *
* Add. Design: Sephiron / Youth Uprising *
* Special Mention: Mentor / TBC *
**************************************************************************
* Thanks to Psycho / Loonies for his (however brief) explanation of the *
* sphere tracing algorithm, which has been hugely beaten, battered, and *
* pwned throughout the development of this intro. *
**************************************************************************
* [c] 2009 Youth Uprising vs. Ümlaüt Design vs. Outracks *
**************************************************************************
*/
#include <windows.h> // WinAPI main header.
#include <GL/gl3.h> // OpenGL 3.1 experimental main header.
#include <GL/glu.h> // OpenGL Utility library header.
#include <GL/glext.h> // OpenGL Extensions header.
#include <GL/wglext.h> // OpenGL WGL-dependent Extensions header.
// Visual C++ needs _fltused for no fucking reason.
#if(defined(_MSC_VER))
int _fltused = 0x00;
#endif // defined(_MSC_VER)
// Indicates a logical negativity.
#define dFalse 0x00
// Indicates a logical positivity.
#define dTrue 0x01
// + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : Configuration + :
/*
* If set to true, the following switch causes Fluff to use a maximized screen
* without changing the screen resolution and forcing fullscreen.
*/
#define dNativeSize dFalse
// If set as true, the following switch causes Fluff to hide the mouse cursor.
#define dHideCursor dTrue
// If set as true, the ATI-fix shader code will be used.
#define dAtiFix dFalse
// If set as true, the following switch causes Fluff to call ExitProcess().
#define dExitProcess dTrue
// Width of the canvas in pixels.
#define dWidth 1280
// Height of the canvas in pixels.
#define dHeight 720
// + : + : + : + : + : + : + : + : + : + : + : + : + : + Preprocessor Macros : +
// GPU program identifier replacement.
#define dProgram (*(int *)pPointer)
// Fragment shader ID-code replacement.
#define dFragment (*((int *)pPointer + 1))
// Time replacement.
#define dTime dProgram
// + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : GLSL Shaders + :
// Vertex shaders.
static char const *const v[18] = {
"varying float t,er,a1,a2,a3,o1,o2,r1;varying vec3 h1,h2,h3,lv,e;void m"
"ain(){t=gl_Color.x*4294967.295;h1=vec3(1);h2=vec3(1.,.6,.06);h3=vec3(."
"5,.75,1.);lv=vec3(200);a3=r1=0.;",
"e=vec3(0,.7,-3);er=0.;float t2=t+min(float(int(t/16.)),2.)*2.;a1=a2=a3"
"=0.;",
"e.x=(t-8.)*.26;",
"e.y+=(t-16.)*.03;a3=sin(t2*.3)*.1;",
"e=vec3(0,5,0);er=sin(t2*.1)*2.+7.;a1-=.3;a2=sin(t2*.1)*1.2;er+=(t-32.)"
"*.3;",
"e=vec3(0,4,0);er=sin(t*.5)+3.02;a1=sin(t)*.1-.9;a2=sin(t*.2)*2.;a3=sin"
"(t*.7)*.1;",
"e=vec3(0);",
"e.y+=(t-72.)*.2;er+=max((t-72.)*.4,0.);r1=1.;",
"a1=sin(t*.8)*.2;",
"er+=2.;a1-=.3;a2=sin(t*.14)*-2.;",
"a2-=.6;",
"lv=vec3(0,160.-(t-80.)*17.,200);e.z+=t*2.;a1*=.5;a2*=.4;a2+=.6;",
"e.y=-e.y*1.5;a1=-a1;",
"h1=mix(h1,vec3(0),max(min((t-123.)/3.,1.),0.));h2=vec3(.8,.4,.01);lv=v"
"ec3(0,(t-96.)*10.-50.,200);e=vec3(0);er=3.-cos(t*.5);a1=sin(t)*.1;a2=s"
"in(t*.2)*-.2;a3=sin(t*.7)*.1;",
"er-=min(max((t-112.)/3.,0.),1.)*1.3;a2+=max(t-112.,0.)*.2;",
"h2=h1;h1=mix(vec3(.8,.4,.01),vec3(.5,.7,.9),pow(min((t-128.)/5.,1.),2."
"));lv=vec3(0,0,-100);e=vec3(t-128.+cos(t*.02),0,0);er=sin(t)+3.;a1=sin"
"(t*.8)*.14;a2=sin(t*.3)*.12;a3=sin(t*1.1)*.2;",
"e-=vec3(sin(a2)*er,0,cos(a2)*er);gl_Position=ftransform();}"
};
// Fragment shaders.
static char const *f[18] = {
"varying float t,er,a1,a2,a3,r1;float cm=1.,i,b=0.,k=1.,rr=0.;varying v"
"ec3 h1,h2,h3,lv,e;vec3 h;float n1(vec3 p){p.x+=p.y*57.+p.z*21.;return "
"cos(p.x*sin(p.x));}float n2(vec3 p){vec3 a=floor(p),b=p-a;return mix(m"
"ix(mix(n1(a),n1(a+vec3(1,0,0)),b.x),mix(n1(a+vec3(0,1,0)),n1(a+vec3(1,"
"1,0)),b.x),b.y),mix(mix(n1(a+vec3(0,0,1)),n1(a+vec3(1,0,1)),b.x),mix(n"
"1(a+vec3(0,1,1)),n1(a+1.),b.x),b.y),b.z)*.5+.5;}float pn(vec3 p){retur"
"n n2(p*.06125)*.5+n2(p*.125)*.25+n2(p*.25)*.125;}float o(vec3 p){",
"}float oo(vec3 p){",
"float s=0.,a;p=vec3(fract(p.x*.25+.5)*4.-2.,p.y+sin(p.x*.5)*sin(sin(p."
"z*.5)*2.+t)*.6,fract(p.z*.25+.5)*4.-2.);s=1.-max(77.-t,0.);return max("
"abs(length(p.xz)-2.)-.3,abs(p.y+3.+(1.-s*s)*1.6)-.3);",
"float s=0.,a;vec3 x=p;p=vec3(fract(p.x*.25+.5)*4.-2.,p.y,fract(p.z*.25"
"+.5)*4.-2.);a=sin(sin(p.y+p.x-x.x+p.z-x.z)+t);p=vec3(p.x*cos(a)+p.z*si"
"n(a),p.y,p.z*cos(a)-p.x*sin(a));p=vec3(p.x*cos(a)+p.y*sin(a),p.y*cos(a"
")-p.x*sin(a),p.z);return max(max(abs(p.x)-.8,abs(p.y)-.8),abs(p.z)-.8)"
";",
"if(t>=48.&&t<128.)p.y+=(t-48.)*2.;return p.y+sin(p.x*.5)*sin(sin(p.z*."
"5)*2.+t*.4)*.4;",
"float a=sin(sin(t))*2.;p=vec3(p.x*cos(a)+p.z*sin(a),p.y,p.z*cos(a)-p.x"
"*sin(a));a*=.7;p=vec3(p.x*cos(a)+p.y*sin(a),p.y*cos(a*.7)-p.x*sin(a),p"
".z);return mix(mix(min(length(p+vec3(0,sin(t*4.)*.5,0))-.2,length(vec2"
"(length(vec2(p.x,p.z))-.5,p.y))-.2),length(vec3(p.x*(sin(p.z*16.+t*3.)"
"*.1+.9),p.y*(sin(p.x*16.+t*3.)*.1+.9),p.z*(sin(p.y*16.+t*3.)*.1+.9)))-"
".3,max(min((t-112.)/5.,1.),0.)),max(max(abs(p.x)-.1,abs(p.y)-.25),abs("
"p.z)-.1),pow(max(min((t-121.)/5.,1.),0.),2.));",
"p=vec3(p.x,p.y+sin(p.x)*sin(sin(p.z)*2.+t)*.2+pow(max(min((t-102.)/15."
",1.),0.),2.)*30.,p.z);return min(p.y+1.,max(p.y+.8,max(abs(p.x)-.8,abs"
"(p.z)-.8)));",
"float s=0.,a;a=sin(sin(t*.1));vec3 y=vec3(sin(t*.2),sin(t*.3),sin(t*.4"
"))*.6;if(t>=32.){if((abs(p.x)>4.||abs(p.z)>4.)){p.y+=(t-32.)*.3;}else{"
"s=min((t-32.)/14.,1.);}a*=1.-s;y*=1.-s*s;}p=vec3(mod(p.x+4.,8.)-4.,p.y"
",mod(p.z+4.,8.)-4.);p=vec3(p.x*cos(a)+p.z*sin(a),p.y,p.z*cos(a)-p.x*si"
"n(a));a*=2.;p=vec3(p.x,p.y*cos(a)+p.z*sin(a),p.z*cos(a)-p.y*sin(a));ve"
"c3 x=fract(p)-.5;p+=y;return min(max(abs(p.x)-s*2.,max(abs(p.y)-s*2.,a"
"bs(p.z)-s*2.)),max(length(p)-2.,max(abs(x.x)-.4,max(abs(x.y)-.4,abs(x."
"z)-.4))));",
"return max(-p.y-16.+15.*(1.-pow(max(min(1.-(t-64.)/7.,1.),0.),2.)),max"
"(abs(p.x+sin(p.y*1.5+t*2.)*.15)-1.,max(p.y-1.,abs(p.z+sin(p.y*1.3+t*2."
")*.15)-1.)));",
"float a=length(vec2(p.x,p.y));return mix(max(max(3.-a,a-3.2),(116.-t)*"
"3.-p.z),3.-length(vec3(p.x*(sin(p.z*6.+t*2.)*.01+.99),p.y*(sin(p.x*6.+"
"t*2.)*.01+.99),p.z*(sin(p.y*6.+t*2.)*.01+.99))),max(min((t-120.)/3.,1."
"),0.));",
"float a=t+1.4*sin(p.x*.8);p=vec3(p.x,p.y*cos(a)+p.z*sin(a),p.z*cos(a)-"
"p.y*sin(a));return max(max(p.x-(t-128.)-.2,max(abs(p.y)-.5,abs(p.z)-.2"
")),-p.x);",
"float s=0.,a;return min(p.y+1.+pow(1.-min((t-128.)/8.,1.),2.)*10.,1.)"
";",
"}float q(vec3 p){",
"}float qq(vec3 p){",
"return .6+.4*sin(p.y*.1+20.*pn(p*100.));",
"return pn(p*1000.);",
"return 1.;",
"}float ooo(vec3 p){float d,d2;d=o(p);d2=oo(p);if(d<d2){k=q(p);b=0.;h=h"
"1;rr=r1;}else{d=d2;k=1.;b=qq(p)*.03;h=h2;rr=1.;}return d;}void main(){"
"float g=0.,d,w=0.;"
// "vec3 v=normalize(vec3((gl_FragCoord.xy-vec2(160,120))/240.*1.4,1));"
// "vec3 v=normalize(vec3((gl_FragCoord.xy-vec2(400,300))/600.*1.4,1));"
"vec3 v=normalize(vec3((gl_FragCoord.xy-vec2(640,360))/720.*1.4,1));"
// "vec3 v=normalize(vec3((gl_FragCoord.xy-vec2(960,600))/1200.*1.4,1));"
"v=vec3(v.x,v.y*cos(a1)+v.z*sin(a1),v.z*cos(a1)-v.y*sin(a1));v=vec3(v.x"
"*cos(a3)+v.y*sin(a3),v.y*cos(a3)-v.x*sin(a3),v.z);v=vec3(v.x*cos(a2)+v"
".z*sin(a2),v.y,v.z*cos(a2)-v.x*sin(a2));vec3 n,r,p=e,c=(h3+.2)*pow(1.-"
"abs(v.y),2.)+(1.-pow(min(pn(v*220.-vec3(0,t*1.3,0))+.6,1.),8.))*pow(ma"
"x(v.y,0.),2.)*.5+vec3(1,.7,.4)*pow(max(dot(v,normalize(lv))*1.01,0.),1"
"05.),c2;if(t>=128.)c=c*.2+max(pow(min(pn(v*200.+t*5.)*1.5,1.),15.)-pn("
"v*1200.),0.)*min((t-128.)/5.,1.);while(g<1.){g=length(p-e)/20.;d=ooo(p"
");if(d<=0.001){vec3 l=normalize(lv-p+e);n=normalize(vec3(ooo(p+vec3(.0"
"1,0,0))-d,ooo(p+vec3(0,.01,0))-d,ooo(p+vec3(0,0,.01))-d))+b;r=reflect("
"l,n);if(cm==1.)c*=g;c2=((1.-g)*k*h*(max(dot(n,l),0.)+pow(max(dot(r,v),"
"0.),17.)))*cm;for(i=1.;i<5.;i++)c2-=vec3((i*.2-ooo(p+n*i*.2))/pow(2.,i"
"));c+=max(c2,0.);if (rr>0.&&w++<1.) {cm*=.5;p-=v*(d+.2);v=reflect(v,n)"
";} else {break;}}p+=v*max(d,.002);}c*=min(t*.0625,1.);if(t>=92.&&t<96."
")c*=1.-pow(min((t-92.)/4.,1.),2.);if(t>=96.)c*=min((t-96.)/5.,1.);if(t"
">=140.)c*=1.-min((t-140.)/8.,1.);"
// "c*=1.-.85*length(gl_FragCoord.xy-vec2(160,120))/240.;"
// "c*=1.-.85*length(gl_FragCoord.xy-vec2(400,300))/600.;"
"c*=1.-.85*length(gl_FragCoord.xy-(640,360))/720.;"
// "c*=1.-.85*length(gl_FragCoord.xy-vec2(960,600))/1200.;"
"gl_FragColor=vec4(c,1);}"
};
// + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : Framework : +
// Check if we are using the native screen size or not.
#if(!dNativeSize)
/*!
* Device mode descriptor is required to be able to switch to
* fullscreen.
*/
static DEVMODE sFullscreen =
{
// dmDeviceName (PIXELFORMATDESCRIPTOR) [32 bytes]
{
0, 0, // nSize [2 bytes]
0, 0, // nVersion [2 bytes]
/*
* PFD_DRAW_TO_WINDOW [[ 0x04 ]]
* PFD_SUPPORT_OPENGL [[ 0x20 ]]
* PFD_DOUBLEBUFFER [[ 0x01 ]]
*
* [[ 0x00000025 ]] { 37, 0, 0, 0 } [le]
*/
37, 0, 0, 0, // dwFlags [4 bytes]
PFD_TYPE_RGBA, // iPixelType [1 byte]
0, // cColorBits [1 byte]
0, // cRedBits [1 byte]
0, // cRedShift [1 byte]
0, // cGreenBits [1 byte]
0, // cGreenShift [1 byte]
0, // cBlueBits [1 byte]
0, // cBlueShift [1 byte]
0, // cAlphaBits [1 byte]
0, // cAlphaShift [1 byte]
0, // cAccumBits [1 byte]
0, // cAccumRedBits [1 byte]
0, // cAccumGreenBits [1 byte]
0, // cAccumBlueBits [1 byte]
0, // cAccumAlphaBits [1 byte]
0, // cDepthBits [1 byte]
0, // cStencilBits [1 byte]
0, // cAuxBuffers [1 byte]
0, // iLayerType [1 byte]
0, // bReserved [1 byte]
0, 0, 0, 0 // dwLayerMask [4 bytes]
},
0, // dmSpecVersion [2 bytes]
0, // dmDriverVersion [2 bytes]
sizeof(DEVMODE), // dmSize [2 bytes]
0, // dmDriverExtra [2 bytes]
DM_PELSWIDTH | // [ >> ]
DM_PELSHEIGHT, // dmFields [4 bytes]
{
{
0, // dmOrientation [2 bytes]
0, // dmPaperSize [2 bytes]
0, // dmPaperLength [2 bytes]
0, // dmPaperWidth [2 bytes]
0, // dmScale [2 bytes]
0, // dmCopies [2 bytes]
0, // dmDefaultSource [2 bytes]
0, // dmPrintQuality [2 bytes]
}
},
0, // dmColor [2 bytes]
0, // dmDuplex [2 bytes]
0, // dmYResolution [2 bytes]
0, // dmTTOption [2 bytes]
0, // dmCollate [2 bytes]
{
0 // dmFormName [32 bytes]
},
0, // dmLogPixels [2 bytes]
0, // dmBitsPerPel [4 bytes]
dWidth, // dmPelsWidth [4 bytes]
dHeight, // dmPelsHeight [4 bytes]
{
0 // dmDisplayFlags [4 bytes]
},
0, // dmDisplayFrequency [4 bytes]
#if(WINVER >= 0x0400)
0, // dmICMMethod [4 bytes]
0, // dmICMIntent [4 bytes]
0, // dmMediaType [4 bytes]
0, // dmDitherType [4 bytes]
0, // dmReserved1 [4 bytes]
0, // dmReserved2 [4 bytes]
#if((WINVER >= 0x0500) || (_WIN32_WINNT >= 0x0400))
0, // dmPanningWidth [4 bytes]
0, // dmPanningHeight [4 bytes]
#endif // (WINVER >= 0x0500) || (_WIN32_WINNT >= 0x0400)
#endif // WINVER >= 0x0400
};
/*
* We use this pointer as a bank for everything, apparently this drops
* the size dramatically. I guess this hack has never been tried, not
* even in an assembly code; at least, not in the ones I have seen.
*/
static void *const pPointer = &sFullscreen;
#else
/*
* We're using the native size, so we can't embed PIXELFORMATDESCRIPTOR
* into DEVMODE anymore.
*/
static PIXELFORMATDESCRIPTOR sFormat =
{
0, // nSize [2 bytes]
0, // nVersion [2 bytes]
PFD_DRAW_TO_WINDOW | // [ >> ]
PFD_SUPPORT_OPENGL | // [ >> ]
PFD_DOUBLEBUFFER, // dwFlags [4 bytes]
PFD_TYPE_RGBA, // iPixelType [1 byte]
0, // cColorBits [1 byte]
0, // cRedBits [1 byte]
0, // cRedShift [1 byte]
0, // cGreenBits [1 byte]
0, // cGreenShift [1 byte]
0, // cBlueBits [1 byte]
0, // cBlueShift [1 byte]
0, // cAlphaBits [1 byte]
0, // cAlphaShift [1 byte]
0, // cAccumBits [1 byte]
0, // cAccumRedBits [1 byte]
0, // cAccumGreenBits [1 byte]
0, // cAccumBlueBits [1 byte]
0, // cAccumAlphaBits [1 byte]
0, // cDepthBits [1 byte]
0, // cStencilBits [1 byte]
0, // cAuxBuffers [1 byte]
0, // iLayerType [1 byte]
0, // bReserved [1 byte]
0, // dwLayerMask [4 bytes]
0, // dwVisibleMask [4 bytes]
0, // dwDamageMask [4 bytes]
};
/*
* Just to make sure everything is as transparent as possible between
* the two modes.
*/
static void *const pPointer = &sFormat;
#endif // !dNativeSize
struct part {
unsigned char vertex[7];
unsigned char fragment[4];
unsigned char vertex_count;
};
static char const *sources[9];
static unsigned int p[13];
static struct part parts[13] = {
{ { 1, 2 }, { 4, 7, 16, 14 }, 2 },
{ { 1, 3 }, { 4, 7, 16, 14 }, 2 },
{ { 1, 4 }, { 4, 7, 16, 14 }, 2 },
{ { 5 }, { 4, 8, 16, 14 }, 1 },
{ { 5, 6, 8, 10 }, { 4, 8, 16, 14 }, 4 },
{ { 5, 6, 7, 8, 10 }, { 2, 8, 16, 14 }, 5 },
{ { 5, 6, 7, 8, 10 }, { 2, 3, 16, 15 }, 5 },
{ { 5, 6, 8, 9, 10 }, { 4, 8, 16, 14 }, 5 },
{ { 5, 6, 7, 8, 10, 11 }, { 2, 3, 16, 15 }, 6 },
{ { 5, 6, 7, 8, 10, 11, 12 }, { 2, 3, 16, 15 }, 7 },
{ { 13 }, { 6, 5, 16, 15 }, 1 },
{ { 13, 14 }, { 9, 5, 16, 15 }, 2 },
{ { 15 }, { 10, 11, 16, 16 }, 1 }
};
#define glCreateProgram \
((PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram"))
#define glCreateShader \
((PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader"))
#define glShaderSource \
((PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource"))
#define glCompileShader \
((PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader"))
#define glAttachShader \
((PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader"))
#define glLinkProgram \
((PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram"))
#define glUseProgram \
((PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"))
extern void sonant_init();
//! Main entry point of the framework.
int WinMainCRTStartup()
{
// Our window device context. Here for C89 compliance.
HDC hContext;
int i = 0;
int j;
int start;
//int fonthandle;
//unsigned char c;
// Check if we are using the native screen size or not.
#if(!dNativeSize)
// Check if we'd like to hide the cursor.
#if(dHideCursor)
ShowCursor(
#endif // dHideCursor
ChangeDisplaySettings(pPointer, CDS_FULLSCREEN)
// Complete the line if we're hiding the cursor.
#if(dHideCursor)
)
#endif // dHideCursor
; // Finalize the call.
#endif // !dNativeSize
// Create the window and grab the device context.
hContext = GetDC(CreateWindow("edit", NULL, WS_POPUP | WS_VISIBLE |
WS_MAXIMIZE, 0, 0, 0, 0, NULL, NULL, NULL,
NULL));
// Choose and set the pixel format.
SetPixelFormat(hContext, ChoosePixelFormat(hContext, pPointer),
pPointer);
// Create and attach the OpenGL rendering context.
wglMakeCurrent(hContext, wglCreateContext(hContext));
/*
* If we're using the native size, we seperately handle ShowCursor.
* Though, this is costlier than the method that uses
* ChangeDisplaySettings()'s return value. This takes 10 bytes whilst
* the method used by the non-native size mode takes 5 bytes.
*/
#if(dNativeSize && dHideCursor)
ShowCursor(0);
#endif // dNativeSize && dHideCursor
// + : + : + : + : + : + : + : + : + : + : + : + : + : Pre-generated Content : +
// If you survive this, the shit should be kicking pretty hard!
for (; i < 13; ++i) {
p[i] = glCreateProgram();
sources[0] = v[0];
for (j = 0; j < parts[i].vertex_count; ++j) {
sources[j + 1] = v[parts[i].vertex[j]];
}
sources[j + 1] = v[16];
j = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(j, parts[i].vertex_count + 2, sources, NULL);
glCompileShader(j);
glAttachShader(p[i], j);
sources[0] = f[0];
sources[2] = f[1];
sources[4] = f[12];
sources[6] = f[13];
sources[8] = f[17];
for (j = 0; j < 4; ++j)
sources[(j << 0x01) + 1] = f[parts[i].fragment[j]];
j = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(j, 9, sources, NULL);
glCompileShader(j);
glAttachShader(p[i], j);
glLinkProgram(p[i]);
glUseProgram(p[i]);
glRects(0,0,0,0);
/*glFlush();
glFinish();*/
//SwapBuffers(hContext);
}
/*fonthandle = glGenLists(256);
SelectObject(hContext,CreateFont(26 * dWidth / 640, // Height
0, // Width
0,0,
800, // Font weight (0 - 1000)
dFalse, // italic
dFalse, // underline
dFalse, // strikeout
ANSI_CHARSET,
OUT_TT_PRECIS, // Precision (TrueType in this case)
CLIP_DEFAULT_PRECIS,
ANTIALIASED_QUALITY,
FF_DONTCARE | DEFAULT_PITCH,
"Palatino Linotype")); // Font name
wglUseFontBitmaps(hContext,0,256,fonthandle);*/
// + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : +
sonant_init();
start = timeGetTime();
// Main loop.
MainLoop:
// + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : + Effects : +
// Get the current tick.
dTime = timeGetTime() - start;
// Timeline, if this isn't epic I don't know what is...
if (dTime < 16000)
glUseProgram(p[0]);
else if (dTime < 32000)
glUseProgram(p[1]);
else if (dTime < 48000)
glUseProgram(p[2]);
else if (dTime < 96000) {
glUseProgram(p[3]);
if (dTime > 56000) {
glUseProgram(p[4]);
if (dTime > 64000 && dTime < 72000)
glUseProgram(p[7]);
else {
glUseProgram(p[5]);
if (dTime > 74160)
glUseProgram(p[6]);
}
}
if (dTime > 80000) {
glUseProgram(p[8]);
if (dTime > 88000)
glUseProgram(p[9]);
}
} else if (dTime < 128000) {
glUseProgram(p[10]);
if (dTime > 112000)
glUseProgram(p[11]);
} else
glUseProgram(p[12]);
// Hackalicous, pass the time to the shader for animation!
glColor3uiv(pPointer);
// Render-target. Sounds fancy, uh? No it's just a quad.
glRects(-1, -1, 1, 1);
/*if(dTime >= 140000 && dTime < 148000) {
c = 255;
if(dTime < 143000) c = c * (dTime - 140000) / 3000;
if(dTime >= 145000) c -= c * (dTime - 145000) / 3000;
glColor3ub(c,c,c);
glBlendFunc(GL_SRC_COLOR,GL_ONE);
glEnable(GL_BLEND);
glUseProgram(0);
glPushAttrib(GL_LIST_BIT);
glListBase(fonthandle);
glRasterPos2f(-.95f,-.7f);
glCallLists(13,GL_UNSIGNED_BYTE,"* Muon Baryon");
glRasterPos2f(-.91f,-.8f);
glCallLists(41,GL_UNSIGNED_BYTE,"Youth Uprising . Ümlaüt Design . Outracks");
glRasterPos2f(-.91f,-.9f);
glCallLists(13,GL_UNSIGNED_BYTE,"Assembly 2009");
glPopAttrib();
glDisable(GL_BLEND);
}*/
// + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : + : +
// Swap the front and the back buffers.
SwapBuffers(hContext);
// Exit on escape.
if(GetAsyncKeyState(VK_ESCAPE) || dTime >= 148000)
// Check if we're using ExitProcess().
#if(dExitProcess)
ExitProcess(0);
#else // We're not! Thus simply break the loop.
return 0;
#endif // dExitProcess
goto MainLoop;
// Hush little compiler don't you cry.
return 0;
}