Working with parallax test

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vladislav.khorev committed 2017-12-11 12:30:51 +03:00
1 parent f2e238ed5e
commit 915c031f52
11 files changed
+282 -94

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+146 -61
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@@ -12,6 +12,41 @@
TMyApplication* Application;
Matrix3f quatToMatrix(Vector4f q) {
Matrix3f result;
double sqw = q(3)*q(3);
double sqx = q(0)*q(0);
double sqy = q(1)*q(1);
double sqz = q(2)*q(2);
// invs (inverse square length) is only required if quaternion is not already normalised
double invs = 1 / (sqx + sqy + sqz + sqw);
result(0,0) = (sqx - sqy - sqz + sqw)*invs; // since sqw + sqx + sqy + sqz =1/invs*invs
result(1,1) = (-sqx + sqy - sqz + sqw)*invs;
result(2,2) = (-sqx - sqy + sqz + sqw)*invs;
double tmp1 = q(0)*q(1);
double tmp2 = q(2)*q(3);
result(1, 0) = 2.0 * (tmp1 + tmp2)*invs;
result(0, 1) = 2.0 * (tmp1 - tmp2)*invs;
tmp1 = q(0)*q(2);
tmp2 = q(1)*q(3);
result(2,0) = 2.0 * (tmp1 - tmp2)*invs;
result(0,2) = 2.0 * (tmp1 + tmp2)*invs;
tmp1 = q(1)*q(2);
tmp2 = q(0)*q(3);
result(2, 1) = 2.0 * (tmp1 + tmp2)*invs;
result(1, 2) = 2.0 * (tmp1 - tmp2)*invs;
return result;
}
void TMyApplication::InnerInit()
{
@@ -39,34 +74,65 @@ void TMyApplication::InnerInit()
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_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("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->TexList.AddTexture("owl-green.jpg");
ResourceManager->TexList.AddTexture("owl-green-height.png");
ResourceManager->TexList.AddTexture("owl-green-normal.png");
ResourceManager->TexList.AddTexture("5f.jpg");
ResourceManager->TexList.AddTexture("6f.jpg");
ResourceManager->TexList.AddTexture("7f.jpg");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
/*
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-511, -512, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-512, 512, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-512, -512, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, -512, 0));
*/
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-511, 0, -512));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-512, 0, 512));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 512));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-512, 0, -512));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 512));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, -512));
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(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(1,1));
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.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.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(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 = "ColorShader";
pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "owl-green.jpg";
pair.first.SamplerMap["HeightMap"] = "owl-green-height.png";
pair.first.SamplerMap["NormalMap"] = "owl-green-normal.png";
//pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "6f.jpg";
//pair.first.SamplerMap["HeightMap"] = "5f.jpg";
//pair.first.SamplerMap["NormalMap"] = "7f.jpg";
pair.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));
@@ -82,11 +148,9 @@ void TMyApplication::InnerInit()
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
rect.second.RefreshBuffer();
rect.second.RefreshBuffer();*/
Renderer->SetOrthoProjection();
Renderer->SetFullScreenViewport();
Inited = true;
@@ -122,72 +186,93 @@ void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
{
phi += shift(1)*0.02f;
if (phi < pi/12)
{
phi = pi / 12;
}
if (phi > pi / 2)
{
phi = pi / 2;
}
alpha -= shift(0)*0.02f;
}
void TMyApplication::OnFling(Vector2f v)
{
}
void TMyApplication::OnMouseWheel(short int delta)
{
distance += delta;
if (distance > 2500)
{
distance = 2500;
}
if (distance < 100)
{
distance = 100;
}
}
void TMyApplication::InnerDraw()
{
Renderer->SwitchToFrameBuffer("LevelBuffer");
Renderer->SetProjectionMatrix(512.f, 512.f);
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
Renderer->SetFullScreenViewport();
Renderer->PushMatrix();
Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
Renderer->RotateMatrix(quat1);
Renderer->RotateMatrix(quat2);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
CheckGlError("");
auto mat1 = quatToMatrix(quat1);
auto mat2 = quatToMatrix(quat2);
Vector3f lightPos = {0.f, 1.f, 1.f};
Vector3f eye = mat2 * (mat1 * Vector3f(0.0f, 0.f, -distance));
{
TRenderParamsSetter params(pair.first);
RenderUniform3fv("eye", eye.data());
RenderUniform3fv("lightPos", lightPos.data());
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());
Renderer->DrawTriangleList(pair.second);
}
CheckGlError("");
Renderer->SwitchToScreen();
Renderer->SetFullScreenViewport();
const float cos30 = sqrt(3) / 2;
const float sin30 = 0.5f;
const float sampleRadiusX = 0.75 / 512;
const float sampleRadiusY = 0.75 / 512;
Matrix2f rotate30Matrix;
rotate30Matrix(0, 0) = cos30;
rotate30Matrix(0, 1) = sin30;
rotate30Matrix(1, 0) = -sin30;
rotate30Matrix(1, 1) = cos30;
Renderer->PushShader("SSAA_4X");
std::array<Vector2f, 4> sampleVector = {
Vector2f(sampleRadiusX, sampleRadiusY),
Vector2f(-sampleRadiusX, sampleRadiusY),
Vector2f(-sampleRadiusX, -sampleRadiusY),
Vector2f(sampleRadiusX, -sampleRadiusY)
};
for (size_t i = 0; i < 4; i++)
{
sampleVector[i] = rotate30Matrix * sampleVector[i];
RenderUniform2fv("samplesOffset[" + boost::lexical_cast<std::string>(i) + "]", &sampleVector[i][0]);
}
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
Renderer->PopMatrix();
CheckGlError("");
}
+8
View File
@@ -63,6 +63,14 @@ public:
virtual void OnFling(Vector2f v);
virtual void OnMouseWheel(short int delta);
float distance = 2000;
float alpha = 0;
float phi = pi / 6;
};