Working with parallax test
This commit is contained in:
parent
f2e238ed5e
commit
915c031f52
BIN
assets/5f.jpg
Executable file
BIN
assets/5f.jpg
Executable file
Binary file not shown.
After Width: | Height: | Size: 35 KiB |
BIN
assets/6f.jpg
Executable file
BIN
assets/6f.jpg
Executable file
Binary file not shown.
After Width: | Height: | Size: 76 KiB |
BIN
assets/7f.jpg
Executable file
BIN
assets/7f.jpg
Executable file
Binary file not shown.
After Width: | Height: | Size: 62 KiB |
BIN
assets/owl-green-height.png
Executable file
BIN
assets/owl-green-height.png
Executable file
Binary file not shown.
After Width: | Height: | Size: 1.7 MiB |
BIN
assets/owl-green-normal.png
Executable file
BIN
assets/owl-green-normal.png
Executable file
Binary file not shown.
After Width: | Height: | Size: 4.4 MiB |
BIN
assets/owl-green.jpg
Executable file
BIN
assets/owl-green.jpg
Executable file
Binary file not shown.
After Width: | Height: | Size: 819 KiB |
68
assets/parallax_fragment.txt
Executable file
68
assets/parallax_fragment.txt
Executable file
@ -0,0 +1,68 @@
|
|||||||
|
precision mediump float;
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform sampler2D NormalMap;
|
||||||
|
uniform sampler2D HeightMap;
|
||||||
|
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
|
varying vec2 frag_uv;
|
||||||
|
varying vec3 ts_light_pos;
|
||||||
|
varying vec3 ts_view_pos;
|
||||||
|
varying vec3 ts_frag_pos;
|
||||||
|
|
||||||
|
const float num_layers = 16.0;
|
||||||
|
|
||||||
|
const float depth_scale = 0.01;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
vec2 parallax_uv(vec2 uv, vec3 view_dir)
|
||||||
|
{
|
||||||
|
|
||||||
|
float layer_depth = 1.0 / num_layers;
|
||||||
|
float cur_layer_depth = 0.0;
|
||||||
|
vec2 delta_uv = view_dir.xy * depth_scale / (view_dir.z * num_layers);
|
||||||
|
vec2 cur_uv = uv;
|
||||||
|
|
||||||
|
float depth_from_tex = texture2D(HeightMap, cur_uv).r;
|
||||||
|
|
||||||
|
for (int i = 0; i < 32; i++) {
|
||||||
|
cur_layer_depth += layer_depth;
|
||||||
|
cur_uv -= delta_uv;
|
||||||
|
depth_from_tex = texture2D(HeightMap, cur_uv).r;
|
||||||
|
if (depth_from_tex < cur_layer_depth) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Parallax occlusion mapping
|
||||||
|
vec2 prev_uv = cur_uv + delta_uv;
|
||||||
|
float next = depth_from_tex - cur_layer_depth;
|
||||||
|
float prev = texture2D(HeightMap, prev_uv).r - cur_layer_depth
|
||||||
|
+ layer_depth;
|
||||||
|
float weight = next / (next - prev);
|
||||||
|
return mix(cur_uv, prev_uv, weight);
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
vec3 light_dir = normalize(ts_light_pos - ts_frag_pos);
|
||||||
|
vec3 view_dir = normalize(ts_view_pos - ts_frag_pos);
|
||||||
|
|
||||||
|
// Only perturb the texture coordinates if a parallax technique is selected
|
||||||
|
vec2 uv = parallax_uv(frag_uv, view_dir);
|
||||||
|
//vec2 uv = frag_uv;
|
||||||
|
|
||||||
|
vec3 albedo = texture2D(Texture, uv).rgb;
|
||||||
|
|
||||||
|
vec3 ambient = 0.3 * albedo;
|
||||||
|
|
||||||
|
// Normal mapping
|
||||||
|
vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
|
||||||
|
float diffuse = max(dot(light_dir, norm), 0.0);
|
||||||
|
gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
|
||||||
|
|
||||||
|
}
|
60
assets/parallax_vertex.txt
Executable file
60
assets/parallax_vertex.txt
Executable file
@ -0,0 +1,60 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
|
||||||
|
uniform vec3 eye;
|
||||||
|
|
||||||
|
uniform mat4 ModelViewMatrix;
|
||||||
|
uniform mat3 NormalMatrix;
|
||||||
|
uniform mat4 ProjectionMatrix1;
|
||||||
|
uniform mat3 ModelViewMatrix3x3;
|
||||||
|
|
||||||
|
varying vec2 frag_uv;
|
||||||
|
varying vec3 ts_light_pos; // Tangent space values
|
||||||
|
varying vec3 ts_view_pos; //
|
||||||
|
varying vec3 ts_frag_pos; //
|
||||||
|
|
||||||
|
|
||||||
|
mat3 transpose(in mat3 inMatrix)
|
||||||
|
{
|
||||||
|
vec3 i0 = inMatrix[0];
|
||||||
|
vec3 i1 = inMatrix[1];
|
||||||
|
vec3 i2 = inMatrix[2];
|
||||||
|
|
||||||
|
mat3 outMatrix = mat3(
|
||||||
|
vec3(i0.x, i1.x, i2.x),
|
||||||
|
vec3(i0.y, i1.y, i2.y),
|
||||||
|
vec3(i0.z, i1.z, i2.z)
|
||||||
|
);
|
||||||
|
|
||||||
|
return outMatrix;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 vert_norm = vec3(0, 1, 0);
|
||||||
|
vec3 vert_tang = vec3(1, 0, 0);
|
||||||
|
vec3 vert_bitang = vec3(0, 0, 1);
|
||||||
|
|
||||||
|
mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
|
||||||
|
|
||||||
|
gl_Position = mvp * vec4(vPosition.xyz, 1.0);
|
||||||
|
|
||||||
|
ts_frag_pos = vec3(ModelViewMatrix * vec4(vPosition.xyz, 1.0));
|
||||||
|
|
||||||
|
vec3 t = normalize((NormalMatrix) * vert_tang);
|
||||||
|
vec3 b = normalize((NormalMatrix) * vert_bitang);
|
||||||
|
vec3 n = normalize((NormalMatrix) * vert_norm);
|
||||||
|
mat3 tbn = transpose(mat3(t, b, n));
|
||||||
|
|
||||||
|
|
||||||
|
ts_light_pos = tbn * vec3(1,2,0);
|
||||||
|
|
||||||
|
//ts_view_pos = tbn * eye;
|
||||||
|
ts_view_pos = tbn * vec3(0,0,0);
|
||||||
|
ts_frag_pos = tbn * ts_frag_pos;
|
||||||
|
|
||||||
|
|
||||||
|
frag_uv = vTexCoord;
|
||||||
|
|
||||||
|
}
|
@ -12,6 +12,41 @@
|
|||||||
TMyApplication* Application;
|
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()
|
void TMyApplication::InnerInit()
|
||||||
{
|
{
|
||||||
|
|
||||||
@ -39,18 +74,42 @@ void TMyApplication::InnerInit()
|
|||||||
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
||||||
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");
|
||||||
Renderer->PushShader("DefaultShader");
|
Renderer->PushShader("DefaultShader");
|
||||||
|
|
||||||
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
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);
|
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(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, 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));
|
||||||
@ -60,13 +119,20 @@ void TMyApplication::InnerInit()
|
|||||||
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.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
|
||||||
|
|
||||||
pair.first.ShaderName = "ColorShader";
|
pair.first.ShaderName = "ParallaxShader";
|
||||||
|
|
||||||
|
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();
|
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, 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(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));
|
||||||
@ -82,11 +148,9 @@ void TMyApplication::InnerInit()
|
|||||||
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, 0));
|
||||||
|
|
||||||
|
|
||||||
rect.second.RefreshBuffer();
|
rect.second.RefreshBuffer();*/
|
||||||
|
|
||||||
Renderer->SetOrthoProjection();
|
|
||||||
|
|
||||||
Renderer->SetFullScreenViewport();
|
|
||||||
|
|
||||||
Inited = true;
|
Inited = true;
|
||||||
|
|
||||||
@ -122,73 +186,94 @@ void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
|
|||||||
|
|
||||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
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::OnFling(Vector2f v)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void TMyApplication::OnMouseWheel(short int delta)
|
||||||
|
{
|
||||||
|
distance += delta;
|
||||||
|
|
||||||
|
if (distance > 2500)
|
||||||
|
{
|
||||||
|
distance = 2500;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (distance < 100)
|
||||||
|
{
|
||||||
|
distance = 100;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerDraw()
|
void TMyApplication::InnerDraw()
|
||||||
{
|
{
|
||||||
|
|
||||||
Renderer->SwitchToFrameBuffer("LevelBuffer");
|
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
|
||||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
|
||||||
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
|
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);
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
CheckGlError("");
|
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);
|
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);
|
Renderer->DrawTriangleList(pair.second);
|
||||||
}
|
}
|
||||||
|
|
||||||
CheckGlError("");
|
Renderer->PopMatrix();
|
||||||
|
|
||||||
|
|
||||||
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();
|
|
||||||
|
|
||||||
CheckGlError("");
|
CheckGlError("");
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -63,6 +63,14 @@ public:
|
|||||||
|
|
||||||
virtual void OnFling(Vector2f v);
|
virtual void OnFling(Vector2f v);
|
||||||
|
|
||||||
|
virtual void OnMouseWheel(short int delta);
|
||||||
|
|
||||||
|
|
||||||
|
float distance = 2000;
|
||||||
|
|
||||||
|
float alpha = 0;
|
||||||
|
|
||||||
|
float phi = pi / 6;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
@ -1,33 +0,0 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
|
||||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
|
||||||
<ItemGroup>
|
|
||||||
<Filter Include="Файлы исходного кода">
|
|
||||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
|
||||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
|
||||||
</Filter>
|
|
||||||
<Filter Include="Заголовочные файлы">
|
|
||||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
|
||||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
|
||||||
</Filter>
|
|
||||||
<Filter Include="Файлы ресурсов">
|
|
||||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
|
||||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
|
||||||
</Filter>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClCompile Include="main.cpp">
|
|
||||||
<Filter>Файлы исходного кода</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="..\..\..\game\main_code.cpp">
|
|
||||||
<Filter>Файлы исходного кода</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClInclude Include="main.h">
|
|
||||||
<Filter>Заголовочные файлы</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="..\..\..\game\main_code.h">
|
|
||||||
<Filter>Заголовочные файлы</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
</ItemGroup>
|
|
||||||
</Project>
|
|
Loading…
Reference in New Issue
Block a user