New antialiasing made
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13 files changed
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+159
-214
@@ -11,15 +11,142 @@
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TMyApplication* Application;
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#define AREATEX_WIDTH 160
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#define AREATEX_HEIGHT 560
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#define SEARCHTEX_WIDTH 66
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#define SEARCHTEX_HEIGHT 33
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#define USE_SHADER_X16
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GLuint area_tex;
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GLuint search_tex;
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#ifdef USE_SHADER_X16
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std::vector<TRenderPair> linesToRenderBoxesX16(const std::vector<std::pair<Vector2f, Vector2f>>& lineArr)
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{
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std::vector<TRenderPair> lineRenderPairArr;
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size_t boxCount = lineArr.size() / 16;
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if (lineArr.size() % 16 > 0)
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{
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boxCount++;
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}
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lineRenderPairArr.resize(boxCount);
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//Set some initial values:
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for (size_t i = 0; i < lineRenderPairArr.size(); i++)
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{
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for (size_t j = 0; j < 16; j++)
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{
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lineRenderPairArr[i].first.Vec4Map["lineParams" + boost::lexical_cast<std::string>(j)] = Vector4f(0, 0, 9999, 0);
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}
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}
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for (size_t i = 0; i < lineArr.size(); i++)
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{
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size_t boxIndex = i / 16;
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Vector2f startPoint = lineArr[i].first;
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Vector2f endPoint = lineArr[i].second;
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auto& pair = lineRenderPairArr[boxIndex];
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(startPoint(0), startPoint(1), 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(startPoint(0), endPoint(1), 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(endPoint(0), endPoint(1), 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(startPoint(0), startPoint(1), 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(endPoint(0), endPoint(1), 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(endPoint(0), startPoint(1), 0));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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Vector2f lineVec = endPoint - startPoint;
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Vector2f lineNormVec = { -lineVec(1), lineVec(0) };
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lineNormVec.normalize();
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//float distance = abs(normVec.x*(position.x - startPoint.x) + normVec.y*(position.y - startPoint.y));
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//distance = a*x + b*y + c, here we calculate a, b,c and pass them to shader
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float a = lineNormVec(0);
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float b = lineNormVec(1);
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float c = -(lineNormVec(0)*startPoint(0) + lineNormVec(1)*startPoint(1));
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pair.first.Vec4Map["lineParams" + boost::lexical_cast<std::string>(i % 16)] = Vector4f(a, b, c, 0);
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}
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for (auto& pair : lineRenderPairArr)
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{
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pair.second.RefreshBuffer();
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}
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return lineRenderPairArr;
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}
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#else
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std::vector<TRenderPair> linesToRenderBoxes(const std::vector<std::pair<Vector2f, Vector2f>>& lineArr)
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{
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std::vector<TRenderPair> lineRenderPairArr;
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lineRenderPairArr.resize(lineArr.size());
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for (size_t i = 0; i < lineArr.size(); i++)
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{
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Vector2f startPoint = lineArr[i].first;
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Vector2f endPoint = lineArr[i].second;
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auto& pair = lineRenderPairArr[i];
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(startPoint(0), startPoint(1), 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(startPoint(0), endPoint(1), 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(endPoint(0), endPoint(1), 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(startPoint(0), startPoint(1), 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(endPoint(0), endPoint(1), 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(endPoint(0), startPoint(1), 0));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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Vector2f lineVec = endPoint - startPoint;
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Vector2f lineNormVec = { -lineVec(1), lineVec(0) };
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lineNormVec.normalize();
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//float distance = abs(normVec.x*(position.x - startPoint.x) + normVec.y*(position.y - startPoint.y));
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//distance = a*x + b*y + c, here we calculate a, b,c and pass them to shader
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float a = lineNormVec(0);
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float b = lineNormVec(1);
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float c = -(lineNormVec(0)*startPoint(0) + lineNormVec(1)*startPoint(1));
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pair.first.Vec4Map["lineParams"] = Vector4f(a, b, c, 0);
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pair.second.RefreshBuffer();
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}
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return lineRenderPairArr;
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}
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#endif
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void TMyApplication::InnerInit()
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@@ -46,132 +173,50 @@ void TMyApplication::InnerInit()
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srand (static_cast<size_t>(time(NULL)));
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ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
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ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
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ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
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#ifdef USE_SHADER_X16
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ResourceManager->ShaderManager.AddShader("AntialiasingShader", "ms_vertex.txt", "ms_fragment_x16.txt");
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#else
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ResourceManager->ShaderManager.AddShader("AntialiasingShader", "ms_vertex.txt", "ms_fragment.txt");
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#endif
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ResourceManager->ShaderManager.AddShader("SmaaEdge", "smaa/edge_vertex.txt", "smaa/edge_fragment.txt");
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ResourceManager->ShaderManager.AddShader("SmaaBlend", "smaa/blend_vertex.txt", "smaa/blend_fragment.txt");
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ResourceManager->ShaderManager.AddShader("SmaaNeighborhood", "smaa/neighborhood_vertex.txt", "smaa/neighborhood_fragment.txt");
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Renderer->PushShader("DefaultShader");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->FrameManager.AddFrameRenderBuffer("AlbedoBuffer", 512, 512);
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ResourceManager->FrameManager.AddFrameRenderBuffer("EdgeBuffer", 512, 512);
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ResourceManager->FrameManager.AddFrameRenderBuffer("BlendBuffer", 512, 512);
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
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std::vector<std::pair<Vector2f, Vector2f>> lineArr;
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for (int i = 0; i < 10; i++)
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{
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lineArr.push_back({ {10.f + i * 20.f, 10.f}, { 20.f + i * 20.f, 400.f } });
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lineArr.push_back({ { 20.f + i * 20.f, 400.f },{ 30.f + i * 20.f, 10.f } });
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};
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#ifdef USE_SHADER_X16
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lineRenderPairArr = linesToRenderBoxesX16(lineArr);
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//Choose colored or black and white -- Vladislav Khorev vladislav.khorev@fishrungames.com
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#if 1
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
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#else
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
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lineRenderPairArr = linesToRenderBoxes(lineArr);
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#endif
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pair.first.ShaderName = "ColorShader";
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pair.second.RefreshBuffer();
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
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rect.second.RefreshBuffer();
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Renderer->SetOrthoProjection();
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Renderer->SetFullScreenViewport();
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glDisable(GL_BLEND); //Don't forget to disable blending or whole thing will not work!!! -- Vladislav Khorev vladislav.khorev@fishrungames.com
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Inited = true;
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//This is stuff from original https://github.com/scrawl/smaa-opengl
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//We must have these textures to be used for pattern matching or something -- Vladislav Khorev vladislav.khorev@fishrungames.com
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unsigned char* buffer = 0;
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FILE* f = 0;
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buffer = new unsigned char[1024 * 1024];
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f = fopen((ST::PathToResources + "smaa/smaa_area.raw").c_str(), "rb"); //rb stands for "read binary file"
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if (!f)
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{
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std::cerr << "Couldn't open smaa_area.raw.\n";
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}
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fread(buffer, AREATEX_WIDTH * AREATEX_HEIGHT * 2, 1, f);
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fclose(f);
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f = 0;
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glGenTextures(1, &area_tex);
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glBindTexture(GL_TEXTURE_2D, area_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, (GLsizei)AREATEX_WIDTH, (GLsizei)AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, buffer);
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f = fopen((ST::PathToResources + "smaa/smaa_search.raw").c_str(), "rb");
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if (!f)
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{
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std::cerr << "Couldn't open smaa_search.raw.\n";
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}
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fread(buffer, SEARCHTEX_WIDTH * SEARCHTEX_HEIGHT, 1, f);
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fclose(f);
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f = 0;
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glGenTextures(1, &search_tex);
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glBindTexture(GL_TEXTURE_2D, search_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, (GLsizei)SEARCHTEX_WIDTH, (GLsizei)SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
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delete[] buffer;
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}
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@@ -183,10 +228,6 @@ void TMyApplication::InnerDeinit()
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{
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*Console<<"APP DEINIT\n";
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}
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glDeleteTextures(1, &search_tex);
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glDeleteTextures(1, &area_tex);
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}
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void TMyApplication::InnerOnTapDown(Vector2f p)
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@@ -218,120 +259,24 @@ void TMyApplication::InnerDraw()
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{
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//Render the frame
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Renderer->SwitchToFrameBuffer("AlbedoBuffer");
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Renderer->PushShader("AntialiasingShader");
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Renderer->SetProjectionMatrix(512.f, 512.f);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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CheckGlError("");
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for (auto& pair : lineRenderPairArr)
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{
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//Render here all objects that you want to have -- Vladislav Khorev vladislav.khorev@fishrungames.com
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TRenderParamsSetter params(pair.first);
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Renderer->DrawTriangleList(pair.second);
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}
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CheckGlError("");
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//-------------------------
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//First pass - edge detection
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Renderer->PushShader("SmaaEdge");
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Renderer->SwitchToFrameBuffer("EdgeBuffer");
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Renderer->SetProjectionMatrix(512.f, 512.f);
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RenderUniform1i("albedo_tex", 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
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Renderer->DrawTriangleList(rect.second);
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Renderer->PopShader();
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CheckGlError("");
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//-------------------------
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//Second pass - blend plus pattern matching
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Renderer->PushShader("SmaaBlend");
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Renderer->SwitchToFrameBuffer("BlendBuffer");
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Renderer->SetProjectionMatrix(512.f, 512.f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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RenderUniform1i("edge_tex", 0);
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RenderUniform1i("area_tex", 1);
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RenderUniform1i("search_tex", 2);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, area_tex);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, search_tex);
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Renderer->DrawTriangleList(rect.second);
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Renderer->PopShader();
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CheckGlError("");
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#if 1
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//-------------------------
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//Last pass - neightborhood
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Renderer->PushShader("SmaaNeighborhood");
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Renderer->SwitchToScreen();
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Renderer->SetFullScreenViewport();
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
RenderUniform1i("albedo_tex", 0);
|
||||
RenderUniform1i("blend_tex", 1);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
#else
|
||||
|
||||
|
||||
//... or just render intermediate buffers to see what is going on
|
||||
Renderer->PushShader("DefaultShader");
|
||||
Renderer->SwitchToScreen();
|
||||
Renderer->SetFullScreenViewport();
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
//Choose any to render for debug:
|
||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
|
||||
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
|
||||
+1
-2
@@ -33,8 +33,7 @@ protected:
|
||||
bool Inited;
|
||||
|
||||
public:
|
||||
TRenderPair pair;
|
||||
TRenderPair rect;
|
||||
std::vector<TRenderPair> lineRenderPairArr;
|
||||
|
||||
bool Loaded;
|
||||
|
||||
|
||||
Reference in new issue
Block a user