blob: 256fa3cf40b70e04d0202ee3a14fb31e7488ef5b [file] [log] [blame]
#pragma version(1)
#pragma stateVertex(PV)
#pragma stateFragment(PF)
#pragma stateFragmentStore(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;
}