Trying to imitate fabric seam
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915c031f52
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BIN
assets/fiber_texture.jpg
Executable file
BIN
assets/fiber_texture.jpg
Executable file
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After Width: | Height: | Size: 180 KiB |
@ -81,81 +81,98 @@ void TMyApplication::InnerInit()
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ResourceManager->TexList.AddTexture("owl-green.jpg");
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ResourceManager->TexList.AddTexture("owl-green-height.png");
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ResourceManager->TexList.AddTexture("owl-green-normal.png");
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ResourceManager->TexList.AddTexture("5f.jpg");
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ResourceManager->TexList.AddTexture("6f.jpg");
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ResourceManager->TexList.AddTexture("7f.jpg");
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ResourceManager->TexList.AddTexture("fiber_texture.jpg");
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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/*
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-511, -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(512, 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(512, 512, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, -512, 0));
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*/
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-511, 0, -512));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-512, 0, 512));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 512));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-512, 0, -512));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 512));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, -512));
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auto addRectInData = [this] (const Vector3f &a, const Vector3f &b, const Vector3f &c, const Vector3f &d) {
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pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
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pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
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pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1,1));
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pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
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pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1,1));
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pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
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fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(a);
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fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(b);
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fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(c);
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fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(c);
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fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(d);
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fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(a);
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fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
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fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(1, 0));
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fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(1, 1));
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fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(1, 1));
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fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 1));
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fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
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//it is true that it does nothing? :thinking:
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fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(0, 1, 1, 1));
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fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 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(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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fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 0, 1));
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fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(0, 0, 0, 1));
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fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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//end of :thinking:
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};
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pair.first.ShaderName = "ParallaxShader";
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auto genRect = [] (Vector3f &a, Vector3f &b, float thick) {
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Vector3f AB = b - a;
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Vector3f ortho(AB[2], 0, -AB[0]);
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ortho.normalize();
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thick /= 2;
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Vector3f r1 = a - ortho * thick;
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Vector3f r2 = a + ortho * thick;
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Vector3f r3 = b + ortho * thick;
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Vector3f r4 = b - ortho * thick;
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return std::make_tuple(r1, r2, r3, r4);
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};
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pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "owl-green.jpg";
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pair.first.SamplerMap["HeightMap"] = "owl-green-height.png";
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pair.first.SamplerMap["NormalMap"] = "owl-green-normal.png";
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//pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "6f.jpg";
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//pair.first.SamplerMap["HeightMap"] = "5f.jpg";
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//pair.first.SamplerMap["NormalMap"] = "7f.jpg";
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pair.second.RefreshBuffer();
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int const n = 1000;
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float const stripeLength = 100;
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float const stepOnAsix = 7;
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float const thick = 5;
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Vector3f stripeDirection = {0, 0, -1};
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Vector3f asix = {1, 0, 0};
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Vector3f p1 = {-512, 0, 0};
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Vector3f a, b, c, d;
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for (int i = 0; i < n; ++i) {
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Vector3f p2 = p1 + stripeDirection * stripeLength;
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std::tie(a, b, c, d) = genRect(p1, p2, thick);
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addRectInData(a, b, c, d);
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Vector3f p3 = p1 + stepOnAsix * asix;
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std::tie(a, b, c, d) = genRect(p2, p3, thick);
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addRectInData(a, b, c, d);
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p1 = p3;
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}
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fabricRenderPair.first.ShaderName = "ParallaxShader";
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/*
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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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* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
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*/
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std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
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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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fabricRenderPair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "fiber_texture.jpg";
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//fabricRenderPair.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "owl-green-height.png";
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//fabricRenderPair.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "owl-green-normal.png";
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fabricRenderPair.second.RefreshBuffer();
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Inited = true;
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}
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void TMyApplication::InnerDeinit()
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@ -255,7 +272,7 @@ void TMyApplication::InnerDraw()
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{
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TRenderParamsSetter params(pair.first);
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TRenderParamsSetter params(fabricRenderPair.first);
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RenderUniform3fv("eye", eye.data());
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RenderUniform3fv("lightPos", lightPos.data());
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@ -266,7 +283,7 @@ void TMyApplication::InnerDraw()
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RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
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RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
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Renderer->DrawTriangleList(pair.second);
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Renderer->DrawTriangleList(fabricRenderPair.second);
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}
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Renderer->PopMatrix();
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@ -33,8 +33,7 @@ protected:
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bool Inited;
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public:
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TRenderPair pair;
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TRenderPair rect;
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TRenderPair fabricRenderPair;
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bool Loaded;
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