| #pragma version(1) |
| #pragma stateVertex(PV) |
| #pragma stateFragment(PF) |
| #pragma stateStore(PFS) |
| |
| // Scratch buffer layout |
| #define SCRATCH_FADE 0 |
| #define SCRATCH_ZOOM 1 |
| #define SCRATCH_ROT 2 |
| |
| //#define STATE_POS_X 0 |
| #define STATE_DONE 1 |
| //#define STATE_PRESSURE 2 |
| #define STATE_ZOOM 3 |
| //#define STATE_WARP 4 |
| #define STATE_ORIENTATION 5 |
| #define STATE_SELECTION 6 |
| #define STATE_FIRST_VISIBLE 7 |
| #define STATE_COUNT 8 |
| #define STATE_TOUCH 9 |
| |
| float filter(float val, float target, float str) |
| { |
| float delta = (target - val); |
| return val + delta * str; |
| } |
| |
| |
| int main(void* con, int ft, int launchID) |
| { |
| int rowCount; |
| int imageID; |
| int done = loadI32(0, STATE_DONE); |
| int selectedID = loadI32(0, STATE_SELECTION); |
| int iconCount = loadI32(0, STATE_COUNT); |
| |
| float f = loadF(2, 0); |
| |
| float iconSize = 1.f; |
| float iconSpacing = 0.2f; |
| float z = 4.f; |
| |
| pfClearColor(0.0f, 0.0f, 0.0f, f); |
| if (done) { |
| } else { |
| if (f < 0.8f) { |
| f = f + 0.02f; |
| storeF(2, 0, f); |
| } |
| } |
| |
| float touchCut = 1.f; |
| if (loadI32(0, STATE_TOUCH)) { |
| touchCut = 5.f; |
| } |
| |
| |
| float targetZoom = ((float)loadI32(0, STATE_ZOOM)) / 1000.f; |
| float zoom = filter(loadF(2, SCRATCH_ZOOM), targetZoom, 0.15 * touchCut); |
| storeF(2, SCRATCH_ZOOM, zoom); |
| |
| float targetPos = loadI32(0, STATE_FIRST_VISIBLE) / (-20.0f); |
| float pos = filter(loadF(2, SCRATCH_ROT), targetPos, 0.1f * touchCut); |
| storeF(2, SCRATCH_ROT, pos); |
| pos = pos - 1.f; |
| |
| color(1.0f, 1.0f, 1.0f, 1.0f); |
| |
| |
| // Draw flat icons first |
| int index = ((int)pos) * 4; |
| int row; |
| int col; |
| float xoffset = -0.3f; |
| float gridSize = iconSize * 4.f + iconSpacing * 3.f; |
| float yoffset = (pos - ((int)pos)); |
| for (row = 0; row < 4; row ++) { |
| float ty1 = (gridSize / 2.f) - ((float)row - yoffset) * (iconSize + iconSpacing) - iconSize; |
| float ty2 = ty1 + iconSize; |
| |
| for (col = 0; (col < 4) && (index < iconCount); col ++) { |
| if (index >= 0) { |
| bindTexture(NAMED_PF, 0, loadI32(1, index)); |
| float fcol = col; |
| float tx1 = xoffset + (-gridSize / 2.f) + (fcol * (iconSize + iconSpacing)); |
| float tx2 = tx1 + iconSize; |
| |
| drawQuad(tx1, ty1, z, |
| tx2, ty1, z, |
| tx2, ty2, z, |
| tx1, ty2, z); |
| } |
| index++; |
| } |
| } |
| |
| // bottom roller |
| { |
| float roll = (1.f - yoffset) * 0.5f * 3.14f; |
| float tmpSin = sinf(roll); |
| float tmpCos = cosf(roll); |
| |
| for (col = 0; (col < 4) && (index < iconCount) && (index >= 0); col ++) { |
| float ty2 = (gridSize / 2.f) - ((float)row - yoffset) * (iconSize + iconSpacing); |
| float ty1 = ty2 - tmpCos * iconSize; |
| |
| float tz1 = z + tmpSin * iconSize; |
| float tz2 = z; |
| |
| float tx1 = xoffset + (-gridSize / 2.f) + ((float)col * (iconSize + iconSpacing)); |
| float tx2 = tx1 + iconSize; |
| |
| bindTexture(NAMED_PF, 0, loadI32(1, index)); |
| drawQuad(tx1, ty1, tz1, |
| tx2, ty1, tz1, |
| tx2, ty2, tz2, |
| tx1, ty2, tz2); |
| index++; |
| } |
| } |
| |
| // Top roller |
| { |
| index = (((int)pos) * 4) - 4; |
| float roll = yoffset * 0.5f * 3.14f; |
| float tmpSin = sinf(roll); |
| float tmpCos = cosf(roll); |
| |
| for (col = 0; (col < 4) && (index < iconCount) && (index >= 0); col ++) { |
| float ty1 = (gridSize / 2.f) - ((float)-1.f - yoffset) * (iconSize + iconSpacing) - iconSize; |
| float ty2 = ty1 + tmpCos * iconSize; |
| |
| float tz1 = z; |
| float tz2 = z + tmpSin * iconSize; |
| |
| float tx1 = xoffset + (-gridSize / 2.f) + ((float)col * (iconSize + iconSpacing)); |
| float tx2 = tx1 + iconSize; |
| |
| bindTexture(NAMED_PF, 0, loadI32(1, index)); |
| drawQuad(tx1, ty1, tz1, |
| tx2, ty1, tz1, |
| tx2, ty2, tz2, |
| tx1, ty2, tz2); |
| index++; |
| } |
| } |
| |
| |
| |
| |
| return 1; |
| } |
| |
| |
| |