Normal, height and material maps generating

This commit is contained in:
Ilshat Safiullin 2018-06-08 15:45:34 +05:00
parent efdd4fdee4
commit 6e1ef6d668
15 changed files with 33548 additions and 89 deletions

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assets/fabric-height-map.png Executable file

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assets/fabric-normal-map.png Executable file

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assets/fabric-texture.jpg Executable file

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assets/lines.json Executable file

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11
assets/lines6.json Executable file
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@ -0,0 +1,11 @@
{
"lines": [
{"start": [-500, -500], "end": [500, 500], "color": [0.25, 0, 0.4]},
{"start": [-500, 500], "end": [500, -500], "color": [0.1, 0.7, 0.4]},
{"start": [-400, -400], "end": [400, -400], "color": [0.3, 0.3, 0.0]},
{"start": [400, -400], "end": [400, 400], "color": [0.0, 0.3, 0.15]},
{"start": [400, 400], "end": [-400, 400], "color": [0.2, 0.6, 0.9]},
{"start": [-400, 400], "end": [-400, -400], "color": [0.5, 0.3, 0.1]}
]
}

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@ -2,6 +2,7 @@ precision mediump float;
uniform sampler2D Texture; uniform sampler2D Texture;
uniform sampler2D NormalMap; uniform sampler2D NormalMap;
uniform sampler2D HeightMap; uniform sampler2D HeightMap;
uniform sampler2D TransparencyMask;
precision highp float; precision highp float;
@ -12,7 +13,7 @@ varying vec3 ts_frag_pos;
const float num_layers = 16.0; const float num_layers = 16.0;
const float depth_scale = 0.01; const float depth_scale = 0.002;
@ -63,6 +64,6 @@ void main(void)
// Normal mapping // Normal mapping
vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0); vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
float diffuse = max(dot(light_dir, norm), 0.0); float diffuse = max(dot(light_dir, norm), 0.0);
gl_FragColor = vec4(diffuse * albedo + ambient, 1.0); gl_FragColor = vec4(diffuse * albedo + ambient, texture2D(TransparencyMask, uv).a);
} }

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assets/pimgpsh.jpg Executable file

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10
assets/transparency.fragment Executable file
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@ -0,0 +1,10 @@
precision mediump float;
uniform sampler2D Texture;
uniform sampler2D TransparencyMask;
varying vec2 texCoord;
void main() {
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, texture2D(TransparencyMask, texCoord).a);
}

11
assets/transparency.vertex Executable file
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@ -0,0 +1,11 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}

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@ -0,0 +1,11 @@
precision mediump float;
uniform sampler2D Texture;
uniform sampler2D TransparencyMask;
varying vec2 texCoord;
varying vec3 fragColor;
void main() {
vec3 color = normalize(texture2D(Texture,texCoord).rgb + fragColor);
gl_FragColor = vec4(color, texture2D(TransparencyMask, texCoord).a);
}

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@ -0,0 +1,14 @@
attribute vec3 vPosition;
attribute vec3 vColor;
attribute vec2 vTexCoord;
varying vec2 texCoord;
varying vec3 fragColor;
uniform mat4 ProjectionMatrix;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
fragColor = vColor;
}

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@ -12,7 +12,6 @@
TMyApplication* Application; TMyApplication* Application;
Matrix3f quatToMatrix(Vector4f q) { Matrix3f quatToMatrix(Vector4f q) {
Matrix3f result; Matrix3f result;
double sqw = q(3)*q(3); double sqw = q(3)*q(3);
@ -45,9 +44,7 @@ Matrix3f quatToMatrix(Vector4f q) {
} }
void TMyApplication::InnerInit() void TMyApplication::InnerInit() {
{
Application = this; Application = this;
#ifdef TARGET_WIN32 #ifdef TARGET_WIN32
@ -63,8 +60,7 @@ void TMyApplication::InnerInit()
ST::PathToResources = "assets/"; ST::PathToResources = "assets/";
#endif #endif
if (Console != NULL) if (Console != NULL) {
{
*Console<<"APP INIT\n"; *Console<<"APP INIT\n";
} }
srand (static_cast<size_t>(time(NULL))); srand (static_cast<size_t>(time(NULL)));
@ -74,6 +70,8 @@ void TMyApplication::InnerInit()
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt"); ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag"); ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt"); ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
ResourceManager->ShaderManager.AddShader("Transparency", "Transparency.vertex", "Transparency.fragment");
ResourceManager->ShaderManager.AddShader("TransparencyPlusColor", "transparencyPlusColor.vertex", "transparencyPlusColor.fragment");
Renderer->PushShader("DefaultShader"); Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture("console_bkg.bmp"); ResourceManager->TexList.AddTexture("console_bkg.bmp");
@ -81,40 +79,237 @@ void TMyApplication::InnerInit()
ResourceManager->TexList.AddTexture("owl-green-height.png"); ResourceManager->TexList.AddTexture("owl-green-height.png");
ResourceManager->TexList.AddTexture("owl-green-normal.png"); ResourceManager->TexList.AddTexture("owl-green-normal.png");
ResourceManager->TexList.AddTexture("pimgpsh.jpg");
ResourceManager->TexList.AddTexture("fabric-texture.jpg");
ResourceManager->TexList.AddTexture("fabric-normal-map.png");
ResourceManager->TexList.AddTexture("fabric-height-map.png");
ResourceManager->TexList.AddTexture("fabric-transparency-mask.png");
ResourceManager->TexList.AddTexture("5f.jpg"); ResourceManager->TexList.AddTexture("5f.jpg");
ResourceManager->TexList.AddTexture("6f.jpg"); ResourceManager->TexList.AddTexture("6f.jpg");
ResourceManager->TexList.AddTexture("7f.jpg"); ResourceManager->TexList.AddTexture("7f.jpg");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512); {
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, 4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, -4096));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-511, 0, -512)); rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-512, 0, 512)); rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 512)); rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-512, 0, -512)); rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 512)); rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, -512)); rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
rect.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
rect.second.RefreshBuffer();
}
{
size_t const mapWidth = 2048;
size_t const mapHeight = 2048;
size_t const channelsCount = 4;
char *heightMap = new char[mapWidth * mapHeight * channelsCount];
char *material = new char[mapWidth * mapHeight * channelsCount];
char *normalMap = new char[mapWidth * mapHeight * channelsCount];
for(size_t z = 0; z < mapHeight; z++) {
for(size_t x = 0; x < mapWidth; x++) {
size_t index = channelsCount * (z * mapWidth + x);
heightMap[index + 0] = 0;
heightMap[index + 1] = 0;
heightMap[index + 2] = 0;
heightMap[index + 3] = 255;
material[index + 0] = 255;
material[index + 1] = 255;
material[index + 2] = 255;
material[index + 3] = 0;
normalMap[index + 0] = 128;
normalMap[index + 1] = 128;
normalMap[index + 2] = 255;
normalMap[index + 3] = 255;
}
}
double *heightMapF = new double[mapWidth * mapHeight];
const size_t threadsCount = 3;
const double threadWidth = 4.0;
const auto g = [this, mapWidth, mapHeight, channelsCount, threadWidth, threadsCount, heightMapF, material, normalMap](Vector2d start, Vector2d end, Vector3f &color) {
start = start + Vector2d(mapWidth / 2, mapHeight / 2);
end = end + Vector2d(mapWidth / 2, mapHeight / 2);
const auto length = (end - start).norm();
const Vector2d e0 = (end - start).normalized();
const Vector2d e1(-e0.y(), e0.x());
std::vector<Vector2d> corners;
corners.push_back(start + threadWidth * e1);
corners.push_back(start - threadWidth * e1);
corners.push_back(end + threadWidth * e1);
corners.push_back(end - threadWidth * e1);
auto minXf = corners[0].x();
auto maxXf = corners[0].x();
auto minYf = corners[0].y();
auto maxYf = corners[0].y();
for(auto corner: corners) {
if(corner.x() < minXf) {minXf = corner.x();}
if(corner.x() > maxXf) {maxXf = corner.x();}
if(corner.y() < minYf) {minYf = corner.y();}
if(corner.y() > maxYf) {maxYf = corner.y();}
}
const auto minX = floor(minXf);
const auto maxX = ceil(maxXf);
const auto minY = floor(minYf);
const auto maxY = floor(maxYf);
const double r = threadWidth / 2;
Matrix2d basisMatrix;
basisMatrix << e0.x(), e0.y(), e1.x(), e1.y();
for(auto x = minX; x <= maxX; x++) {
for(auto y = minY; y <= maxY; y++) {
if(x < 0 || x >= mapWidth || y < 0 || y >= mapHeight) {continue;}
Vector2d self = basisMatrix * Vector2d(x - start.x(), y - start.y());
if(self.x() >= 0 && self.x() <= length && self.y() >= -threadWidth && self.y() <= threadWidth) {
const double phase = 6 * pi * self.x() / length;
std::vector<Vector2d> centers;
auto maxH = -1.0f;
Vector3d normal;
for(size_t i = 0; i < threadsCount; i++) {
Vector2d center =
r * sin(phase + 2 * pi * i / threadsCount) * Vector2d(1, 0) +
r * cos(phase + 2 * pi * i / threadsCount) * Vector2d(0, 1);
auto temp = r * r - (self.y() - center.x()) * (self.y() - center.x());
if(temp < 0) {continue;}
float h = sqrt(temp) + center.y();
if(h > maxH) {
maxH = h;
Vector3d center3d =
self.x() * Vector3d(e0.x(), e0.y(), 0) +
center.x() * Vector3d(e1.x(), e1.y(), 0) +
center.y() * Vector3d(0, 0, 1);
Vector3d intersection3d =
self.x() * Vector3d(e0.x(), e0.y(), 0) +
self.y() * Vector3d(e1.x(), e1.y(), 0) +
maxH * Vector3d(0, 0, 1);
normal = (intersection3d - center3d).normalized();
}
}
size_t index = y * mapWidth + x;
if(heightMapF[index] > maxH / (2 * r)) {continue;}
heightMapF[index] = maxH / (2 * r);
material[4 * index] = 255 * color(0);
material[4 * index + 1] = 255 * color(1);
material[4 * index + 2] = 255 * color(2);
material[4 * index + 3] = 255;
normalMap[4 * index] = 255 * (normal.x() + 1) / 2;
normalMap[4 * index + 1] = 255 * (normal.y() + 1) / 2;
normalMap[4 * index + 2] = 255 * normal.z();
normalMap[4 * index + 3] = 255;
}
}
}
};
namespace pt = boost::property_tree;
pt::ptree root;
pt::read_json(ST::PathToResources + "lines.json", root);
size_t counter = 0;
for (auto line : root.get_child("lines")) {
std::vector<double> start;
std::vector<double> end;
std::vector<double> color;
for (auto value : line.second.get_child("start")) {
start.push_back(value.second.get_value<double>());
}
for (auto value : line.second.get_child("end")) {
end.push_back(value.second.get_value<double>());
}
for (auto value : line.second.get_child("color")) {
color.push_back(value.second.get_value<double>());
}
g(Vector2d(start[0] / 4, start[1] / 4), Vector2d(end[0] / 4, end[1] / 4), Vector3f(color[0], color[1], color[2]));
counter++;
//if(counter > 3000) {
// break;
//}
}
for(size_t i = 0; i < mapWidth; i++) {
for(size_t j = 0; j < mapHeight; j++) {
heightMap[4 * (i * mapWidth + j)] = 255 - 255 * heightMapF[i * mapWidth + j];
heightMap[4 * (i * mapWidth + j) + 1] = 255 - 255 * heightMapF[i * mapWidth + j];
heightMap[4 * (i * mapWidth + j) + 2] = 255 - 255 * heightMapF[i * mapWidth + j];
heightMap[4 * (i * mapWidth + j) + 3] = 255;
}
}
delete[] heightMapF;
SE::TTextureData heightMapTexture;
heightMapTexture.Width = mapWidth;
heightMapTexture.Height = mapHeight;
heightMapTexture.Format = "bmp32";
heightMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
heightMapTexture.Data = boost::shared_array<char>(heightMap);
ResourceManager->TexList.AddTexture("HeightMapTexture", heightMapTexture);
SE::TTextureData materialTexture;
materialTexture.Width = mapWidth;
materialTexture.Height = mapHeight;
materialTexture.Format = "bmp32";
materialTexture.DataSize = mapWidth * mapHeight * channelsCount;
materialTexture.Data = boost::shared_array<char>(material);
ResourceManager->TexList.AddTexture("MaterialTexture", materialTexture);
SE::TTextureData normalMapTexture;
normalMapTexture.Width = mapWidth;
normalMapTexture.Height = mapHeight;
normalMapTexture.Format = "bmp32";
normalMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
normalMapTexture.Data = boost::shared_array<char>(normalMap);
ResourceManager->TexList.AddTexture("NormalMapTexture", normalMapTexture);
}
{
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, 2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, -2048));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0)); pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1)); pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1,1)); pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0)); pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1,1)); pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0)); pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1)); pair.second.RefreshBuffer();
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
pair.first.ShaderName = "ParallaxShader"; pair.first.ShaderName = "ParallaxShader";
pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "owl-green.jpg"; pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "MaterialTexture";
pair.first.SamplerMap["HeightMap"] = "owl-green-height.png"; pair.first.SamplerMap["HeightMap"] = "HeightMapTexture";
pair.first.SamplerMap["NormalMap"] = "owl-green-normal.png"; pair.first.SamplerMap["NormalMap"] = "NormalMapTexture";
pair.first.SamplerMap["TransparencyMask"] = "MaterialTexture";
}
pair.second.RefreshBuffer();
Inited = true; Inited = true;
} }
@ -128,20 +323,11 @@ void TMyApplication::InnerDeinit()
} }
} }
void TMyApplication::InnerOnTapDown(Vector2f p) void TMyApplication::InnerOnTapDown(Vector2f p) {}
{
} void TMyApplication::InnerOnTapUp(Vector2f p) {}
void TMyApplication::InnerOnTapUp(Vector2f p) void TMyApplication::InnerOnTapUpAfterMove(Vector2f p) {}
{
}
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
{
}
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift) void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
{ {
@ -167,64 +353,46 @@ void TMyApplication::OnFling(Vector2f v)
void TMyApplication::OnMouseWheel(short int delta) void TMyApplication::OnMouseWheel(short int delta)
{ {
distance += delta; distance += delta;
if (distance > 2500)
{
distance = 2500;
}
if (distance < 100)
{
distance = 100;
}
} }
void TMyApplication::InnerDraw() void TMyApplication::InnerDraw()
{ {
Renderer->SwitchToScreen();
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f); Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
Renderer->SetFullScreenViewport(); Renderer->SetFullScreenViewport();
Renderer->PushMatrix(); Renderer->PushMatrix();
Renderer->TranslateMatrix(Vector3f(0, 0, -distance)); Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2)); Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2)); Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
Renderer->RotateMatrix(quat1); Renderer->RotateMatrix(quat1);
Renderer->RotateMatrix(quat2); Renderer->RotateMatrix(quat2);
glDisable(GL_DEPTH_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
CheckGlError(""); CheckGlError("");
auto mat1 = quatToMatrix(quat1); auto mat1 = quatToMatrix(quat1);
auto mat2 = quatToMatrix(quat2); 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)); Vector3f eye = mat2 * (mat1 * Vector3f(0.0f, 0.f, -distance));
{
TRenderParamsSetter params(rect.first);
Renderer->DrawTriangleList(rect.second);
}
{ {
TRenderParamsSetter params(pair.first); TRenderParamsSetter params(pair.first);
RenderUniform3fv("eye", eye.data()); RenderUniform3fv("eye", eye.data());
RenderUniform3fv("lightPos", lightPos.data()); RenderUniform3fv("lightPos", lightPos.data());
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3,3>(0,0);
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data()); RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().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(pair.second); Renderer->DrawTriangleList(pair.second);
} }
@ -232,18 +400,12 @@ void TMyApplication::InnerDraw()
CheckGlError(""); CheckGlError("");
} }
void TMyApplication::InnerUpdate(size_t dt) {}
void TMyApplication::InnerUpdate(size_t dt) bool TMyApplication::IsLoaded() {
{
}
bool TMyApplication::IsLoaded()
{
return Loaded; return Loaded;
} }
bool TMyApplication::IsInited() bool TMyApplication::IsInited() {
{
return Inited; return Inited;
} }

5
game/main_code.h Normal file → Executable file
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@ -23,6 +23,7 @@
#include "include/Engine.h" #include "include/Engine.h"
#include "boost/signals2.hpp"//Signal must be included after asio #include "boost/signals2.hpp"//Signal must be included after asio
#include "boost/property_tree/json_parser.hpp"
using namespace SE; using namespace SE;
@ -36,6 +37,10 @@ public:
TRenderPair pair; TRenderPair pair;
TRenderPair rect; TRenderPair rect;
TRenderPair heightMapPair;
TRenderPair normalMapPair;
TRenderPair texturePair;
bool Loaded; bool Loaded;
TMyApplication() : TApplication(), Loaded(false), Inited(false) { } TMyApplication() : TApplication(), Loaded(false), Inited(false) { }

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@ -147,7 +147,7 @@
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<PrecompiledHeader> <PrecompiledHeader>
</PrecompiledHeader> </PrecompiledHeader>
<Optimization>MaxSpeed</Optimization> <Optimization>Disabled</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
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