Trying to imitate fabric seam

This commit is contained in:
Samat Agishev 2018-01-18 20:29:21 +05:00
parent 915c031f52
commit 95207620f6
3 changed files with 77 additions and 61 deletions

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assets/fiber_texture.jpg Executable file

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Width:  |  Height:  |  Size: 180 KiB

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

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@ -33,8 +33,7 @@ protected:
bool Inited;
public:
TRenderPair pair;
TRenderPair rect;
TRenderPair fabricRenderPair;
bool Loaded;