#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 row; int col; int imageID; int done = loadI32(0, STATE_DONE); int selectedID = loadI32(0, STATE_SELECTION); float f = loadF(2, 0); pfClearColor(0.0f, 0.0f, 0.0f, f); if (done) { if (f > 0.02f) { //f = f - 0.02f; //storeF(2, 0, f); } } 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 targetRot = loadI32(0, STATE_FIRST_VISIBLE) / 180.0f * 3.14f; float rot = filter(loadF(2, SCRATCH_ROT), targetRot, 0.1f * touchCut); storeF(2, SCRATCH_ROT, rot); float diam = 8.f;// + curve * 2.f; float scale = 1.0f / zoom; rot = rot * scale; float rotStep = 20.0f / 180.0f * 3.14f * scale; rowCount = 4; int index = 0; int iconCount = loadI32(0, STATE_COUNT); while (iconCount) { float tmpSin = sinf(rot); float tmpCos = cosf(rot); float tx1 = tmpSin * diam - (tmpCos * scale); float tx2 = tx1 + (tmpCos * scale * 2.f); float tz1 = tmpCos * diam + (tmpSin * scale); float tz2 = tz1 - (tmpSin * scale * 2.f); int y; for (y = rowCount -1; (y >= 0) && iconCount; y--) { float ty1 = ((y * 3.0f) - 4.5f) * scale; float ty2 = ty1 + scale * 2.f; bindTexture(NAMED_PF, 0, loadI32(1, y)); color(1.0f, 1.0f, 1.0f, 1.0f); if (done && (index != selectedID)) { color(0.4f, 0.4f, 0.4f, 1.0f); } drawQuad(tx1, ty1, tz1, tx2, ty1, tz2, tx2, ty2, tz2, tx1, ty2, tz1); iconCount--; index++; } rot = rot + rotStep; } return 0; }