Working on examples
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assets/HeightMap_old.png
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assets/HeightMap_old.png
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@ -10,9 +10,9 @@ varying vec3 ts_light_pos;
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varying vec3 ts_view_pos;
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varying vec3 ts_frag_pos;
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const float num_layers = 16.0;
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const float num_layers = 8.0;
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const float depth_scale = 0.01;
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const float depth_scale = 0.002;
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50
assets/phong_fragment.txt
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50
assets/phong_fragment.txt
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@ -0,0 +1,50 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform float Transparency;
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varying vec3 position;
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varying vec3 normal;
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varying vec2 texCoord;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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uniform vec3 ambientLight;
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uniform vec3 diffuseLight;
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uniform vec3 specularLight;
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uniform float specularPower;
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void phongModel( vec3 norm, out vec3 ambAndDiff, out vec3 spec )
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{
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vec3 lightDirection = normalize(vec3(lightPos));
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vec3 cameraDirection = normalize(vec3(cameraPos) - position);
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vec3 lightReflection = reflect( -lightDirection, norm );
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float sDotN = max( dot(lightDirection,norm), 0.0 );
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vec3 diffuse = diffuseLight * sDotN;
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ambAndDiff = ambientLight + diffuse;
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spec = vec3(0.0);
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if(sDotN > 0.0)
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{
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spec = specularLight * pow(max( dot(lightReflection, cameraDirection), 0.0 ), specularPower);
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// spec is NAN, if dot == 0 && specularPower <= 0
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}
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}
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void main()
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{
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vec3 ambAndDiff, spec;
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vec3 norm = normalize(normal);
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phongModel(norm, ambAndDiff, spec);
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vec4 textureColor = texture2D(Texture, texCoord).rgba;
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textureColor.r = textureColor.r * ambAndDiff.r + spec.r;
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textureColor.g = textureColor.g * ambAndDiff.g + spec.g;
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textureColor.b = textureColor.b * ambAndDiff.b + spec.b;
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gl_FragColor = textureColor;
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}
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25
assets/phong_vertex.txt
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25
assets/phong_vertex.txt
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@ -0,0 +1,25 @@
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attribute vec3 vPosition;
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attribute vec3 vNormal;
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attribute vec2 vTexCoord;
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varying vec3 position;
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varying vec3 normal;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix1;
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uniform mat4 ModelViewMatrix;
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void main()
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{
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mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
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vec4 tnorm = ModelViewMatrix * vec4(vNormal,0.0);
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normal = normalize(vec3(tnorm));
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position = vec3( ModelViewMatrix * vec4(vPosition,1.0) );
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gl_Position = mvp * vec4(vPosition,1.0);
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texCoord = vTexCoord;
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}
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422
assets/smaa/blend_fragment.txt
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422
assets/smaa/blend_fragment.txt
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@ -0,0 +1,422 @@
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#version 410 compatibility
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#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
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#define SMAA_THRESHOLD 0.05
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#define SMAA_MAX_SEARCH_STEPS 32
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#define SMAA_MAX_SEARCH_STEPS_DIAG 16
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#define SMAA_CORNER_ROUNDING 25
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#ifndef SMAA_DEPTH_THRESHOLD
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#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
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#endif
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#ifndef SMAA_REPROJECTION
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#define SMAA_REPROJECTION 0
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#endif
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#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
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#ifndef SMAA_AREATEX_MAX_DISTANCE
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#define SMAA_AREATEX_MAX_DISTANCE 16
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#endif
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#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
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#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
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#endif
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#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
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#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
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/* --- Define section is over ---- */
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//-----------------------------------------------------------------------------
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// Diagonal Search Functions
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/**
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* These functions allows to perform diagonal pattern searches.
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*/
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float SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
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texcoord += dir * SMAA_PIXEL_SIZE;
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vec2 e = vec2(0.0, 0.0);
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float i;
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for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
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e.rg = textureLod(edgesTex, texcoord, 0.0).rg;
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//SMAA_FLATTEN
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if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
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texcoord += dir * SMAA_PIXEL_SIZE;
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}
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return i + float(e.g > 0.9) * c;
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}
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float SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
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texcoord += dir * SMAA_PIXEL_SIZE;
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vec2 e = vec2(0.0, 0.0);
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float i;
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for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
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e.g = textureLod(edgesTex, texcoord, 0.0).g;
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e.r = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
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//SMAA_FLATTEN
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if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
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texcoord += dir * SMAA_PIXEL_SIZE;
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}
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return i + float(e.g > 0.9) * c;
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}
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/**
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* Similar to SMAAArea, this calculates the area corresponding to a certain
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* diagonal distance and crossing edges 'e'.
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*/
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vec2 SMAAAreaDiag(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
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vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;
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// We do a scale and bias for mapping to texel space:
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texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Diagonal areas are on the second half of the texture:
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texcoord.x += 0.5;
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// Move to proper place, according to the subpixel offset:
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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return textureLod(areaTex, texcoord, 0.0).rg;
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}
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/**
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* This searches for diagonal patterns and returns the corresponding weights.
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*/
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vec2 SMAACalculateDiagWeights(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, ivec4 subsampleIndices) {
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vec2 weights = vec2(0.0, 0.0);
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vec2 d;
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d.x = e.r > 0.0? SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), 1.0) : 0.0;
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d.y = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), 0.0);
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//SMAA_BRANCH
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if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
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vec4 coords = fma(vec4(-d.r, d.r, d.g, -d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
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vec4 c;
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c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
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c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, 0)).r;
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c.z = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).g;
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c.w = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, -1)).r;
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vec2 e = 2.0 * c.xz + c.yw;
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float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
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e *= step(d.rg, vec2(t, t));
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weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.z));
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}
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d.x = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), 0.0);
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float right = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
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d.y = right > 0.0? SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), 1.0) : 0.0;
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//SMAA_BRANCH
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if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
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vec4 coords = fma(vec4(-d.r, -d.r, d.g, d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
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vec4 c;
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c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
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c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, -1)).r;
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c.zw = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).gr;
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vec2 e = 2.0 * c.xz + c.yw;
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float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
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e *= step(d.rg, vec2(t, t));
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weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.w)).gr;
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}
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return weights;
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}
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//-----------------------------------------------------------------------------
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// Horizontal/Vertical Search Functions
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/**
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* This allows to determine how much length should we add in the last step
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* of the searches. It takes the bilinearly interpolated edge (see
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* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
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* crossing edges are active.
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*/
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float SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
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// Not required if searchTex accesses are set to point:
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// vec2 SEARCH_TEX_PIXEL_SIZE = 1.0 / vec2(66.0, 33.0);
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// e = vec2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
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// e * vec2(scale, 1.0) * vec2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
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e.r = bias + e.r * scale;
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e.g = -e.g;
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return 255.0 * textureLod(searchTex, e, 0.0).r;
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}
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/**
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* Horizontal/vertical search functions for the 2nd pass.
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*/
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float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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/**
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* @PSEUDO_GATHER4
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* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
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* sample between edge, thus fetching four edges in a row.
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* Sampling with different offsets in each direction allows to disambiguate
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* which edges are active from the four fetched ones.
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*/
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vec2 e = vec2(0.0, 1.0);
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while (texcoord.x > end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord -= vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
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}
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// We correct the previous (-0.25, -0.125) offset we applied:
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texcoord.x += 0.25 * SMAA_PIXEL_SIZE.x;
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// The searches are bias by 1, so adjust the coords accordingly:
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texcoord.x += SMAA_PIXEL_SIZE.x;
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// Disambiguate the length added by the last step:
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texcoord.x += 2.0 * SMAA_PIXEL_SIZE.x; // Undo last step
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texcoord.x -= SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
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return texcoord.x;
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}
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float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(0.0, 1.0);
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while (texcoord.x < end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord += vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
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}
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texcoord.x -= 0.25 * SMAA_PIXEL_SIZE.x;
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texcoord.x -= SMAA_PIXEL_SIZE.x;
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texcoord.x -= 2.0 * SMAA_PIXEL_SIZE.x;
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texcoord.x += SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.5, 0.5);
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return texcoord.x;
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}
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float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(1.0, 0.0);
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while (texcoord.y > end &&
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e.r > 0.8281 && // Is there some edge not activated?
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e.g == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord -= vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
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}
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texcoord.y += 0.25 * SMAA_PIXEL_SIZE.y;
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texcoord.y += SMAA_PIXEL_SIZE.y;
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texcoord.y += 2.0 * SMAA_PIXEL_SIZE.y;
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texcoord.y -= SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5);
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return texcoord.y;
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}
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float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(1.0, 0.0);
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while (texcoord.y < end &&
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e.r > 0.8281 && // Is there some edge not activated?
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e.g == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord += vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
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}
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texcoord.y -= 0.25 * SMAA_PIXEL_SIZE.y;
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texcoord.y -= SMAA_PIXEL_SIZE.y;
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texcoord.y -= 2.0 * SMAA_PIXEL_SIZE.y;
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texcoord.y += SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5);
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return texcoord.y;
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}
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/**
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* Ok, we have the distance and both crossing edges. So, what are the areas
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* at each side of current edge?
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*/
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vec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {
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// Rounding prevents precision errors of bilinear filtering:
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vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;
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// We do a scale and bias for mapping to texel space:
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texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Move to proper place, according to the subpixel offset:
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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return textureLod(areaTex, texcoord, 0.0).rg;
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}
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//-----------------------------------------------------------------------------
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// Corner Detection Functions
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void SMAADetectHorizontalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
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#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
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vec4 coords = fma(vec4(d.x, 0.0, d.y, 0.0),
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SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
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vec2 e;
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e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, 1.0)).r;
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bool left = abs(d.x) < abs(d.y);
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e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, -2.0)).r;
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if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
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e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, 1.0)).r;
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e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, -2.0)).r;
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if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
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#endif
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}
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void SMAADetectVerticalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
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#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
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vec4 coords = fma(vec4(0.0, d.x, 0.0, d.y),
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SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
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vec2 e;
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e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 1.0, 0.0)).g;
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bool left = abs(d.x) < abs(d.y);
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e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-2.0, 0.0)).g;
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if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
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e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1.0, 1.0)).g;
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e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(-2.0, 1.0)).g;
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if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
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#endif
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}
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//-----------------------------------------------------------------------------
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// Blending Weight Calculation Pixel Shader (Second Pass)
|
||||
|
||||
vec4 SMAABlendingWeightCalculationPS(vec2 texcoord,
|
||||
vec2 pixcoord,
|
||||
vec4 offset[3],
|
||||
sampler2D edgesTex,
|
||||
sampler2D areaTex,
|
||||
sampler2D searchTex,
|
||||
ivec4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
|
||||
vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
vec2 e = texture(edgesTex, texcoord).rg;
|
||||
|
||||
//SMAA_BRANCH
|
||||
if (e.g > 0.0) { // Edge at north
|
||||
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
|
||||
// Diagonals have both north and west edges, so searching for them in
|
||||
// one of the boundaries is enough.
|
||||
weights.rg = SMAACalculateDiagWeights(edgesTex, areaTex, texcoord, e, subsampleIndices);
|
||||
|
||||
// We give priority to diagonals, so if we find a diagonal we skip
|
||||
// horizontal/vertical processing.
|
||||
//SMAA_BRANCH
|
||||
if (dot(weights.rg, vec2(1.0, 1.0)) == 0.0) {
|
||||
#endif
|
||||
|
||||
vec2 d;
|
||||
|
||||
// Find the distance to the left:
|
||||
vec2 coords;
|
||||
coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x);
|
||||
coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_PIXEL_SIZE.y (@CROSSING_OFFSET)
|
||||
d.x = coords.x;
|
||||
|
||||
// Now fetch the left crossing edges, two at a time using bilinear
|
||||
// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
|
||||
// discern what value each edge has:
|
||||
float e1 = textureLod(edgesTex, coords, 0.0).r;
|
||||
|
||||
// Find the distance to the right:
|
||||
coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);
|
||||
d.y = coords.x;
|
||||
|
||||
// We want the distances to be in pixel units (doing this here allow to
|
||||
// better interleave arithmetic and memory accesses):
|
||||
d = d / SMAA_PIXEL_SIZE.x - pixcoord.x;
|
||||
|
||||
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||
// quadratically:
|
||||
vec2 sqrt_d = sqrt(abs(d));
|
||||
|
||||
// Fetch the right crossing edges:
|
||||
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(1, 0)).r;
|
||||
|
||||
// Ok, we know how this pattern looks like, now it is time for getting
|
||||
// the actual area:
|
||||
weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));
|
||||
|
||||
// Fix corners:
|
||||
SMAADetectHorizontalCornerPattern(edgesTex, weights.rg, texcoord, d);
|
||||
|
||||
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
|
||||
} else
|
||||
e.r = 0.0; // Skip vertical processing.
|
||||
#endif
|
||||
}
|
||||
|
||||
//SMAA_BRANCH
|
||||
if (e.r > 0.0) { // Edge at west
|
||||
vec2 d;
|
||||
|
||||
// Find the distance to the top:
|
||||
vec2 coords;
|
||||
coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z);
|
||||
coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_PIXEL_SIZE.x;
|
||||
d.x = coords.y;
|
||||
|
||||
// Fetch the top crossing edges:
|
||||
float e1 = textureLod(edgesTex, coords, 0.0).g;
|
||||
|
||||
// Find the distance to the bottom:
|
||||
coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);
|
||||
d.y = coords.y;
|
||||
|
||||
// We want the distances to be in pixel units:
|
||||
d = d / SMAA_PIXEL_SIZE.y - pixcoord.y;
|
||||
|
||||
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||
// quadratically:
|
||||
vec2 sqrt_d = sqrt(abs(d));
|
||||
|
||||
// Fetch the bottom crossing edges:
|
||||
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(0, 1)).g;
|
||||
|
||||
// Get the area for this direction:
|
||||
weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));
|
||||
|
||||
// Fix corners:
|
||||
SMAADetectVerticalCornerPattern(edgesTex, weights.ba, texcoord, d);
|
||||
|
||||
//return vec4(weights.ba, 0.0, 1.0);
|
||||
}
|
||||
|
||||
return weights;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
|
||||
uniform sampler2D edge_tex;
|
||||
uniform sampler2D area_tex;
|
||||
uniform sampler2D search_tex;
|
||||
in vec2 texcoord;
|
||||
in vec2 pixcoord;
|
||||
in vec4 offset[3];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edge_tex, area_tex, search_tex, ivec4(0));
|
||||
|
||||
}
|
74
assets/smaa/blend_vertex.txt
Executable file
74
assets/smaa/blend_vertex.txt
Executable file
@ -0,0 +1,74 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Blend Weight Calculation Vertex Shader
|
||||
*/
|
||||
void SMAABlendingWeightCalculationVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec2 pixcoord,
|
||||
out vec4 offset[3]) {
|
||||
svPosition = position;
|
||||
|
||||
pixcoord = texcoord / SMAA_PIXEL_SIZE;
|
||||
|
||||
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.25, -0.125, 1.25, -0.125);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.125, -0.25, -0.125, 1.25);
|
||||
|
||||
// And these for the searches, they indicate the ends of the loops:
|
||||
offset[2] = vec4(offset[0].xz, offset[1].yw) +
|
||||
vec4(-2.0, 2.0, -2.0, 2.0) *
|
||||
SMAA_PIXEL_SIZE.xxyy * float(SMAA_MAX_SEARCH_STEPS);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec2 pixcoord;
|
||||
out vec4 offset[3];
|
||||
out vec4 dummy2;
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAABlendingWeightCalculationVS(dummy1, dummy2, texcoord, pixcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
105
assets/smaa/edge_fragment.txt
Executable file
105
assets/smaa/edge_fragment.txt
Executable file
@ -0,0 +1,105 @@
|
||||
#version 410 compatibility
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Color Edge Detection
|
||||
*
|
||||
* IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
|
||||
* thus 'colorTex' should be a non-sRGB texture.
|
||||
*/
|
||||
vec4 SMAAColorEdgeDetectionPS(vec2 texcoord,
|
||||
vec4 offset[3],
|
||||
sampler2D colorTex
|
||||
) {
|
||||
vec2 threshold = vec2(SMAA_THRESHOLD, SMAA_THRESHOLD);
|
||||
|
||||
// Calculate color deltas:
|
||||
vec4 delta;
|
||||
vec3 C = texture(colorTex, texcoord).rgb;
|
||||
|
||||
vec3 Cleft = texture(colorTex, offset[0].xy).rgb;
|
||||
vec3 t = abs(C - Cleft);
|
||||
delta.x = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Ctop = texture(colorTex, offset[0].zw).rgb;
|
||||
t = abs(C - Ctop);
|
||||
delta.y = max(max(t.r, t.g), t.b);
|
||||
|
||||
// We do the usual threshold:
|
||||
vec2 edges = step(threshold, delta.xy);
|
||||
|
||||
// Then discard if there is no edge:
|
||||
if (dot(edges, vec2(1.0, 1.0)) == 0.0)
|
||||
discard;
|
||||
|
||||
// Calculate right and bottom deltas:
|
||||
vec3 Cright = texture(colorTex, offset[1].xy).rgb;
|
||||
t = abs(C - Cright);
|
||||
delta.z = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Cbottom = texture(colorTex, offset[1].zw).rgb;
|
||||
t = abs(C - Cbottom);
|
||||
delta.w = max(max(t.r, t.g), t.b);
|
||||
|
||||
// Calculate the maximum delta in the direct neighborhood:
|
||||
float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);
|
||||
|
||||
// Calculate left-left and top-top deltas:
|
||||
vec3 Cleftleft = texture(colorTex, offset[2].xy).rgb;
|
||||
t = abs(C - Cleftleft);
|
||||
delta.z = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Ctoptop = texture(colorTex, offset[2].zw).rgb;
|
||||
t = abs(C - Ctoptop);
|
||||
delta.w = max(max(t.r, t.g), t.b);
|
||||
|
||||
// Calculate the final maximum delta:
|
||||
maxDelta = max(max(maxDelta, delta.z), delta.w);
|
||||
|
||||
// Local contrast adaptation in action:
|
||||
edges.xy *= step(0.5 * maxDelta, delta.xy);
|
||||
|
||||
return vec4(edges, 0.0, 0.0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
uniform sampler2D albedo_tex;
|
||||
in vec2 texcoord;
|
||||
in vec4 offset[3];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAAColorEdgeDetectionPS(texcoord, offset, albedo_tex);
|
||||
}
|
67
assets/smaa/edge_vertex.txt
Executable file
67
assets/smaa/edge_vertex.txt
Executable file
@ -0,0 +1,67 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0/512.0, 1.0/512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Edge Detection Vertex Shader
|
||||
*/
|
||||
void SMAAEdgeDetectionVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec4 offset[3]) {
|
||||
svPosition = position;
|
||||
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
|
||||
offset[2] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-2.0, 0.0, 0.0, -2.0);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 offset[3];
|
||||
out vec4 dummy2;
|
||||
|
||||
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAAEdgeDetectionVS(dummy1, dummy2, texcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
102
assets/smaa/neighborhood_fragment.txt
Executable file
102
assets/smaa/neighborhood_fragment.txt
Executable file
@ -0,0 +1,102 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
vec4 SMAANeighborhoodBlendingPS(vec2 texcoord,
|
||||
vec4 offset[2],
|
||||
sampler2D colorTex,
|
||||
sampler2D blendTex) {
|
||||
// Fetch the blending weights for current pixel:
|
||||
vec4 a;
|
||||
a.xz = texture(blendTex, texcoord).xz;
|
||||
a.y = texture(blendTex, offset[1].zw).g;
|
||||
a.w = texture(blendTex, offset[1].xy).a;
|
||||
|
||||
// Is there any blending weight with a value greater than 0.0?
|
||||
//SMAA_BRANCH
|
||||
if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5)
|
||||
return textureLod(colorTex, texcoord, 0.0);
|
||||
else {
|
||||
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
// Up to 4 lines can be crossing a pixel (one through each edge). We
|
||||
// favor blending by choosing the line with the maximum weight for each
|
||||
// direction:
|
||||
vec2 offset;
|
||||
offset.x = a.a > a.b? a.a : -a.b; // left vs. right
|
||||
offset.y = a.g > a.r? a.g : -a.r; // top vs. bottom
|
||||
|
||||
// Then we go in the direction that has the maximum weight:
|
||||
if (abs(offset.x) > abs(offset.y)) // horizontal vs. vertical
|
||||
offset.y = 0.0;
|
||||
else
|
||||
offset.x = 0.0;
|
||||
|
||||
#if SMAA_REPROJECTION == 1
|
||||
// Fetch the opposite color and lerp by hand:
|
||||
vec4 C = textureLod(colorTex, texcoord, 0.0);
|
||||
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
|
||||
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
|
||||
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
|
||||
|
||||
// Unpack the velocity values:
|
||||
C.a *= C.a;
|
||||
Cop.a *= Cop.a;
|
||||
|
||||
// Lerp the colors:
|
||||
vec4 Caa = mix(C, Cop, s);
|
||||
|
||||
// Unpack velocity and return the resulting value:
|
||||
Caa.a = sqrt(Caa.a);
|
||||
return Caa;
|
||||
#else
|
||||
// Fetch the opposite color and lerp by hand:
|
||||
vec4 C = textureLod(colorTex, texcoord, 0.0);
|
||||
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
|
||||
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
|
||||
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
|
||||
return mix(C, Cop, s);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
uniform sampler2D albedo_tex;
|
||||
uniform sampler2D blend_tex;
|
||||
in vec2 texcoord;
|
||||
in vec4 offset[2];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, albedo_tex, blend_tex);
|
||||
}
|
65
assets/smaa/neighborhood_vertex.txt
Executable file
65
assets/smaa/neighborhood_vertex.txt
Executable file
@ -0,0 +1,65 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Neighborhood Blending Vertex Shader
|
||||
*/
|
||||
void SMAANeighborhoodBlendingVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec4 offset[2]) {
|
||||
svPosition = position;
|
||||
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 offset[2];
|
||||
out vec4 dummy2;
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAANeighborhoodBlendingVS(dummy1, dummy2, texcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
BIN
assets/smaa/smaa_area.raw
Executable file
BIN
assets/smaa/smaa_area.raw
Executable file
Binary file not shown.
BIN
assets/smaa/smaa_search.raw
Executable file
BIN
assets/smaa/smaa_search.raw
Executable file
Binary file not shown.
@ -47,6 +47,7 @@ Matrix3f quatToMatrix(Vector4f q) {
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TMyApplication::InnerInit()
|
||||
{
|
||||
|
||||
@ -75,8 +76,13 @@ void TMyApplication::InnerInit()
|
||||
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
|
||||
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("PhongShader", "phong_vertex.txt", "phong_fragment.txt");
|
||||
|
||||
|
||||
|
||||
Renderer->PushShader("DefaultShader");
|
||||
|
||||
|
||||
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
||||
|
||||
ResourceManager->TexList.AddTexture("background.jpg");
|
||||
@ -84,11 +90,14 @@ void TMyApplication::InnerInit()
|
||||
ResourceManager->TexList.AddTexture("NormalMap.png");
|
||||
ResourceManager->TexList.AddTexture("linesAll.png");
|
||||
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
|
||||
|
||||
Vector2f const bottomLeft(-1000, -1000);
|
||||
float const W = 2000;
|
||||
float const H = 2000;
|
||||
Vector2f const bottomLeft(-500, -500);
|
||||
float const W = 1000;
|
||||
float const H = 1000;
|
||||
|
||||
Vector2f const backgroundBottomLeft(-1000, -1000);
|
||||
float const backgroundW = 2000;
|
||||
float const backgroundH = 2000;
|
||||
|
||||
{
|
||||
//resolution of background image
|
||||
@ -96,13 +105,13 @@ void TMyApplication::InnerInit()
|
||||
float const imageH = 512;
|
||||
|
||||
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0], 0, bottomLeft[1]));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0], 0, bottomLeft[1] + H));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0] + W, 0, bottomLeft[1] + H));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1] + backgroundH));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[1] + backgroundH));
|
||||
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0] + W, 0, bottomLeft[0] + H));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0] + W, 0, bottomLeft[0]));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(bottomLeft[0], 0, bottomLeft[0]));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0] + backgroundH));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0]));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[0]));
|
||||
|
||||
float const tw = W / imageW;
|
||||
float const th = H / imageH;
|
||||
@ -134,32 +143,59 @@ void TMyApplication::InnerInit()
|
||||
float const step = 12;
|
||||
float const thick = 10;
|
||||
|
||||
auto f = [this, texW, texH, thick, W, H] (const Vector3f &p1, const Vector3f &p2) {
|
||||
auto f = [this, texW, texH, thick, W, H] (const Vector3f &p1, const Vector3f &p2, float t) {
|
||||
auto pv = p2 - p1;
|
||||
Vector3f ortho(pv[2], 0, pv[0]);
|
||||
ortho.normalize();
|
||||
auto p3 = p2 + ortho * thick;
|
||||
auto p4 = p1 + ortho * thick;
|
||||
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p2);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
||||
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p4);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
||||
float extraHeight = std::min(20.f, -(t - 1)*t*100.f);
|
||||
|
||||
auto texThick = thick / texW;
|
||||
auto m = (p1[0] + p2[0]) / 2 / texW;
|
||||
auto y = H / texH;
|
||||
|
||||
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, y));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
|
||||
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, 0));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
|
||||
const size_t segmentCount = 20;
|
||||
|
||||
for (int i = 0; i < segmentCount; i++)
|
||||
{
|
||||
auto pStart = p1 + pv * i/ segmentCount;
|
||||
auto pEnd = p1 + pv * (i+1)/ segmentCount;
|
||||
|
||||
auto pStartShifted = pStart + ortho * thick;
|
||||
auto pEndShifted = pEnd + ortho * thick;
|
||||
|
||||
float innerHeightStart = std::min(20.f, -(i / 20.f) * (i / 20.f - 1.f)*100.f);
|
||||
float innerHeightEnd = std::min(20.f, -((i+1) / 20.f) * ((i+1) / 20.f - 1.f)*100.f);
|
||||
|
||||
Vector3f extraShiftStart = { 0, std::min(innerHeightStart, extraHeight), 0 };
|
||||
Vector3f extraShiftEnd = { 0, std::min(innerHeightEnd, extraHeight), 0 };
|
||||
|
||||
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pStart + extraShiftStart);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pEnd + extraShiftEnd);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pEndShifted + extraShiftEnd);
|
||||
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pEndShifted + extraShiftEnd);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pStartShifted + extraShiftStart);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pStart + extraShiftStart);
|
||||
|
||||
auto texThick = thick / texW;
|
||||
auto m = (pStart[0] + pEnd[0]) / 2 / texW;
|
||||
auto yStart = (H / texH)*(i / 20.f);
|
||||
auto yEnd = (H / texH)*((i+1) / 20.f);
|
||||
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, yStart));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, yEnd));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, yEnd));
|
||||
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, yEnd));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, yStart));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, yStart));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
@ -168,19 +204,25 @@ void TMyApplication::InnerInit()
|
||||
|
||||
while (p1[0] < bottomLeft[0] + W) {
|
||||
|
||||
float t = (p1(0) - bottomLeft(0)) / W;
|
||||
|
||||
auto p2 = p1 - Vector3f(0, 0, W);
|
||||
f(p1, p2);
|
||||
f(p1, p2, t);
|
||||
|
||||
auto p3 = p1 + step * stepDirection;
|
||||
f(p3, p2);
|
||||
f(p3, p2, t);
|
||||
|
||||
p1 = p3;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
background.first.ShaderName ="ParallaxShader";
|
||||
//background.first.ShaderName ="ParallaxShader";
|
||||
//DefaultShader
|
||||
background.first.ShaderName = "DefaultShader";
|
||||
|
||||
fabricRender.first.ShaderName = "ParallaxShader";
|
||||
//fabricRender.first.ShaderName = "PhongShader";
|
||||
|
||||
/*
|
||||
* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
|
||||
@ -195,6 +237,32 @@ void TMyApplication::InnerInit()
|
||||
|
||||
background.second.RefreshBuffer();
|
||||
fabricRender.second.RefreshBuffer();
|
||||
|
||||
|
||||
|
||||
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
|
||||
|
||||
rect.second.RefreshBuffer();
|
||||
|
||||
Renderer->SetOrthoProjection();
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
|
||||
|
||||
Inited = true;
|
||||
}
|
||||
@ -262,6 +330,12 @@ void TMyApplication::OnMouseWheel(short int delta)
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
|
||||
DrawScene();
|
||||
}
|
||||
|
||||
void TMyApplication::DrawScene()
|
||||
{
|
||||
|
||||
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
|
||||
@ -291,7 +365,7 @@ void TMyApplication::InnerDraw()
|
||||
|
||||
auto mat2 = quatToMatrix(quat2);
|
||||
|
||||
Vector3f lightPos = {0.f, 1.f, 1.f};
|
||||
Vector3f lightPos = { 0.f, -1.f, -1.f };
|
||||
|
||||
Vector3f eye = mat2 * mat1 * Vector3f(0.0f, 0.f, -distance);
|
||||
|
||||
@ -312,23 +386,29 @@ void TMyApplication::InnerDraw()
|
||||
{
|
||||
TRenderParamsSetter params(fabricRender.first);
|
||||
|
||||
//RenderUniform3fv("cameraPos", eye.data());
|
||||
RenderUniform3fv("eye", eye.data());
|
||||
RenderUniform3fv("lightPos", lightPos.data());
|
||||
|
||||
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3,3>(0,0);
|
||||
|
||||
//RenderUniform3fv("ambientLight", Vector3f(0.0f, 0.0f, 0.0f).data());
|
||||
//RenderUniform3fv("specularLight", Vector3f(0.0f, 0.0f, 0.0f).data());
|
||||
//RenderUniform3fv("ambientLight", Vector3f(0.0f, 0.0f, 0.0f).data());
|
||||
//RenderUniform1f("specularPower", 20.f);
|
||||
|
||||
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
|
||||
|
||||
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
||||
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
|
||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
|
||||
|
||||
Renderer->DrawTriangleList(fabricRender.second);
|
||||
Renderer->DrawTriangleList(fabricRender.second);
|
||||
}
|
||||
|
||||
|
||||
Renderer->PopMatrix();
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
@ -35,6 +35,7 @@ protected:
|
||||
public:
|
||||
TRenderPair fabricRender;
|
||||
TRenderPair background;
|
||||
TRenderPair rect;
|
||||
|
||||
bool Loaded;
|
||||
|
||||
@ -46,6 +47,9 @@ public:
|
||||
|
||||
virtual void InnerDraw();
|
||||
|
||||
|
||||
void DrawScene();
|
||||
|
||||
virtual void InnerUpdate(size_t dt);
|
||||
|
||||
bool IsLoaded();
|
||||
|
Loading…
Reference in New Issue
Block a user