Fixing some stuff
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0ce48eaf8f
commit
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BIN
assets/Rope-Normal.png534242ef-4e77-4266-9f25-8afff39f9b47Large.jpg
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assets/Rope-Normal.png534242ef-4e77-4266-9f25-8afff39f9b47Large.jpg
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assets/Rope.png31f749db-f7bf-4d96-b573-590ecb859551Large.jpg
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assets/Rope.png31f749db-f7bf-4d96-b573-590ecb859551Large.jpg
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assets/free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png
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assets/free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png
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12270
assets/lines100500 div 2.json
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12270
assets/lines100500 div 2.json
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26587
assets/lines100500.json
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26587
assets/lines100500.json
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16
assets/simple_shading_no_tex.fragment
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assets/simple_shading_no_tex.fragment
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@ -0,0 +1,16 @@
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precision mediump float;
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uniform float Transparency;
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uniform vec4 LightDirection;
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varying vec3 fragNormal;
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varying vec3 fragColor;
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void main() {
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vec4 color = vec4(fragColor.rgb, 1.0);
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float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
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gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
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}
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assets/simple_shading_no_tex.vertex
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assets/simple_shading_no_tex.vertex
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@ -0,0 +1,14 @@
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attribute vec3 vPosition;
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attribute vec3 Normal;
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attribute vec3 vColor;
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uniform mat4 ProjectionMatrix;
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varying vec3 fragNormal;
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varying vec3 fragColor;
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void main() {
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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fragNormal = Normal;
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fragColor = vColor;
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}
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@ -12,6 +12,24 @@
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TMyApplication* Application;
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TMyApplication* Application;
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std::vector<SE::Vector3f> posArr;
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std::vector<SE::Vector3f> normArr;
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std::vector<SE::Vector3f> colorArr;
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std::vector<SE::Vector2f> texCoordArr;
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GLuint posBuffer;
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GLuint normBuffer;
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GLuint colorBuffer;
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GLuint texCoordBuffer;
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size_t posArrIndex = 0;
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size_t normArrIndex = 0;
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size_t colorArrIndex = 0;
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size_t texCoordArrIndex = 0;
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Matrix3f quatToMatrix(Vector4f q) {
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Matrix3f quatToMatrix(Vector4f q) {
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@ -76,6 +94,7 @@ void TMyApplication::InnerInit()
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ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
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ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
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ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
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ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
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ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
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ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
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//ResourceManager->ShaderManager.AddShader("SimpleShadingNoTex", "simple_shading_no_tex.vertex", "simple_shading_no_tex.fragment");
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ResourceManager->ShaderManager.AddShader("SimpleShading", "simple_shading.vertex", "simple_shading.fragment");
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ResourceManager->ShaderManager.AddShader("SimpleShading", "simple_shading.vertex", "simple_shading.fragment");
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Renderer->PushShader("DefaultShader");
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Renderer->PushShader("DefaultShader");
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@ -88,7 +107,23 @@ void TMyApplication::InnerInit()
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ResourceManager->TexList.AddTexture("linesAll.png");
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ResourceManager->TexList.AddTexture("linesAll.png");
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ResourceManager->TexList.AddTexture("clean-fabric-texture-4-780x585.jpg");
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ResourceManager->TexList.AddTexture("clean-fabric-texture-4-780x585.jpg");
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ResourceManager->TexList.AddTexture("free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png");
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/*
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].reserve(90000000);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].reserve(90000000);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].reserve(90000000);
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].reserve(90000000);
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*/
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posArr.resize(20000000);
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normArr.resize(20000000);
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texCoordArr.resize(20000000);
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colorArr.resize(20000000);
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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@ -96,14 +131,18 @@ void TMyApplication::InnerInit()
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float const W = 1000;
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float const W = 1000;
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float const H = 1000;
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float const H = 1000;
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Vector2f const backgroundBottomLeft(-1000, -1000);
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Vector2f const backgroundBottomLeft(-3000, -3000);
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float const backgroundW = 2000;
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float const backgroundW = 6000;
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float const backgroundH = 2000;
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float const backgroundH = 6000;
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{
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{
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//resolution of background image
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//resolution of background image
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float const imageW = 512;
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//float const imageW = 512;
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float const imageH = 512;
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//float const imageH = 512;
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float const imageW = 2048;
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float const imageH = 2048;
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
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@ -164,17 +203,28 @@ void TMyApplication::InnerInit()
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};
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};
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{
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{
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float const R = 3;
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//float const R = 3;
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float const r = 4;
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float const R = 0;
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size_t const threadsCount = 3;
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//float const r = 4;
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//float const r = 16;
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float const r = 18;
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//size_t const threadsCount = 3;
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size_t const threadsCount = 1;
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size_t const edgesCount = 6;
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size_t const edgesCount = 6;
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float const angle = pi / 6;
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//float const angle = pi / 6;
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float const angle = 0;
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Vector3f up(0, 1, 0); up.normalize();
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Vector3f up(0, 1, 0); up.normalize();
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size_t const step = 5;
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auto g = [this, findPlaneBasis, R, r, threadsCount, edgesCount, up, angle, step] (Vector3f start, Vector3f end, const Vector3f &color) {
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//size_t const step = 5;
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float const step = 60;
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const Vector3f vshift = Vector3f(0.f, 0.002f, 0.f);
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int vShiftVal = 0;
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auto g = [&] (Vector3f start, Vector3f end, const Vector3f &color, int x) {
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Vector3f direction = (end - start).normalized();
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Vector3f direction = (end - start).normalized();
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end = end - (r + R) * direction;
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end = end - (r + R) * direction;
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size_t iterationsCount = (end - start).norm() / step;
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float iterationsCount = (end - start).norm() / step;
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auto e = findPlaneBasis(up);
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auto e = findPlaneBasis(up);
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std::vector<Vector3f> threadCenters;
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std::vector<Vector3f> threadCenters;
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@ -220,7 +270,7 @@ void TMyApplication::InnerInit()
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Translation3f(-static_cast<int>(step) * direction * iterationsCount)
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Translation3f(-static_cast<int>(step) * direction * iterationsCount)
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).matrix();
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).matrix();
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for(int i = -4; i < static_cast<int>(iterationsCount) + 4; i++) {
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for(int i = -2; i < static_cast<int>(iterationsCount) + 2; i++) {
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std::vector<std::vector<Vector4f>> newThreads;
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std::vector<std::vector<Vector4f>> newThreads;
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for(auto j = 0; j < threadsCount; j++) {
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for(auto j = 0; j < threadsCount; j++) {
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@ -259,6 +309,87 @@ void TMyApplication::InnerInit()
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auto nvk = newEdges[k].head(3);
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auto nvk = newEdges[k].head(3);
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auto nvk1 = newEdges[(k + 1) % edgesCount].head(3);
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auto nvk1 = newEdges[(k + 1) % edgesCount].head(3);
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posArr[posArrIndex] = start + vk + vshift*x;
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posArrIndex++;
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posArr[posArrIndex] = start + vk1 + vshift * x;
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posArrIndex++;
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//posArr[posArrIndex] = start + nvk;
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//posArrIndex++;
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//posArr[posArrIndex] = start + vk1;
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//posArrIndex++;
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posArr[posArrIndex] = start + nvk1 + vshift * x;
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posArrIndex++;
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posArr[posArrIndex] = start + nvk + vshift*x;
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posArrIndex++;
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normArr[normArrIndex] = vk - threadCenter;
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normArrIndex++;
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normArr[normArrIndex] = vk1 - threadCenter;
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normArrIndex++;
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//normArr[normArrIndex] = nvk - newThreadCenter;
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//normArrIndex++;
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//normArr[normArrIndex] = vk1 - threadCenter;
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//normArrIndex++;
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normArr[normArrIndex] = nvk1 - newThreadCenter;
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normArrIndex++;
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normArr[normArrIndex] = nvk - newThreadCenter;
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normArrIndex++;
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texCoordArr[texCoordArrIndex] = Vector2f((float)(k) / (edgesCount), (i + 2) / 4.f);
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texCoordArrIndex++;
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texCoordArr[texCoordArrIndex] = Vector2f((float)(k+1) / (edgesCount), (i + 2) / 4.f);
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texCoordArrIndex++;
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//texCoordArr[texCoordArrIndex] = Vector2f(0.1, 0.2);
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//texCoordArrIndex++;
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//texCoordArr[texCoordArrIndex] = Vector2f(0.2, 0.1);
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//texCoordArrIndex++;
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texCoordArr[texCoordArrIndex] = Vector2f((float)(k + 1) / (edgesCount), (i + 3) / 4.f);
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texCoordArrIndex++;
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texCoordArr[texCoordArrIndex] = Vector2f((float)k / (edgesCount), (i + 3) / 4.f);
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texCoordArrIndex++;
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colorArr[colorArrIndex] = color;
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colorArrIndex++;
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colorArr[colorArrIndex] = color;
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colorArrIndex++;
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colorArr[colorArrIndex] = color;
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colorArrIndex++;
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//colorArr[colorArrIndex] = color;
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//colorArrIndex++;
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colorArr[colorArrIndex] = color;
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colorArrIndex++;
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//colorArr[colorArrIndex] = color;
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//colorArrIndex++;
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/*
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
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@ -286,7 +417,7 @@ void TMyApplication::InnerInit()
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
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*/
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}
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}
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}
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}
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@ -297,7 +428,11 @@ void TMyApplication::InnerInit()
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{
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{
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namespace pt = boost::property_tree;
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namespace pt = boost::property_tree;
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pt::ptree root;
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pt::ptree root;
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pt::read_json(ST::PathToResources + "lines.json", root);
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//pt::read_json(ST::PathToResources + "lines.json", root);
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//pt::read_json(ST::PathToResources + "lines100500.json", root);
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pt::read_json(ST::PathToResources + "lines100500.json", root);
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int x = 0;
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for(auto line: root.get_child("lines")) {
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for(auto line: root.get_child("lines")) {
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std::vector<int> start;
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std::vector<int> start;
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@ -316,7 +451,8 @@ void TMyApplication::InnerInit()
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color.push_back(value.second.get_value<float>());
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color.push_back(value.second.get_value<float>());
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}
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}
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g(Vector3f(start[0], 0, start[1]), Vector3f(end[0], 0, end[1]), Vector3f(color[0], color[1], color[2]));
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g(Vector3f(start[0], 0, start[1]), Vector3f(end[0], 0, end[1]), Vector3f(color[0], color[1], color[2]), x);
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x++;
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}
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}
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}
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}
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@ -324,6 +460,7 @@ void TMyApplication::InnerInit()
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background.first.ShaderName ="DefaultShader";
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background.first.ShaderName ="DefaultShader";
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fabricRender.first.ShaderName = "SimpleShading";
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fabricRender.first.ShaderName = "SimpleShading";
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//fabricRender.first.ShaderName = "SimpleShadingNoTex";
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/*
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/*
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* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
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* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
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@ -334,13 +471,51 @@ void TMyApplication::InnerInit()
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fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png";
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fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png";
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fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png";
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fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png";
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fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "clean-fabric-texture-4-780x585.jpg";
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//fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "clean-fabric-texture-4-780x585.jpg";
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fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png";
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fabricRender.first.Vec4Map[CONST_STRING_LIGHT_DIRECTION_UNIFORM] = Vector4f(0, -1, 0, 0);
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fabricRender.first.Vec4Map[CONST_STRING_LIGHT_DIRECTION_UNIFORM] = Vector4f(0, -1, 0, 0);
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background.second.RefreshBuffer();
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background.second.RefreshBuffer();
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fabricRender.second.RefreshBuffer();
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//fabricRender.second.RefreshBuffer();
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glEnable(GL_DEPTH_TEST);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].clear();
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].clear();
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].clear();
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].clear();
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glGenBuffers(1, &posBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
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glBufferData(GL_ARRAY_BUFFER, posArr.size() * 12, &posArr[0], GL_STATIC_DRAW);
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glGenBuffers(1, &normBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, normBuffer);
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||||||
|
glBufferData(GL_ARRAY_BUFFER, normArr.size() * 12, &normArr[0], GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
glGenBuffers(1, &colorBuffer);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
|
||||||
|
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, colorArr.size() * 12, &colorArr[0], GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
glGenBuffers(1, &texCoordBuffer);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, texCoordBuffer);
|
||||||
|
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, texCoordArr.size() * 8, &texCoordArr[0], GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
Inited = true;
|
Inited = true;
|
||||||
}
|
}
|
||||||
@ -358,7 +533,12 @@ void TMyApplication::InnerDeinit()
|
|||||||
|
|
||||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
void TMyApplication::InnerOnTapDown(Vector2f p)
|
||||||
{
|
{
|
||||||
|
posArr.clear();
|
||||||
|
normArr.clear();
|
||||||
|
colorArr.clear();
|
||||||
|
|
||||||
|
//fabricRender.second.Data.Vec2CoordArr.clear();
|
||||||
|
//fabricRender.second.Data.Vec3CoordArr.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerOnTapUp(Vector2f p)
|
void TMyApplication::InnerOnTapUp(Vector2f p)
|
||||||
@ -396,10 +576,10 @@ void TMyApplication::OnMouseWheel(short int delta)
|
|||||||
{
|
{
|
||||||
distance += delta;
|
distance += delta;
|
||||||
|
|
||||||
if (distance > 2500)
|
/*if (distance > 2500)
|
||||||
{
|
{
|
||||||
distance = 2500;
|
distance = 2500;
|
||||||
}
|
}*/
|
||||||
|
|
||||||
if (distance < 100)
|
if (distance < 100)
|
||||||
{
|
{
|
||||||
@ -410,7 +590,7 @@ void TMyApplication::OnMouseWheel(short int delta)
|
|||||||
void TMyApplication::InnerDraw()
|
void TMyApplication::InnerDraw()
|
||||||
{
|
{
|
||||||
|
|
||||||
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
|
Renderer->SetPerspectiveProjection(pi / 6, 100.f, 40000.f);
|
||||||
|
|
||||||
Renderer->SetFullScreenViewport();
|
Renderer->SetFullScreenViewport();
|
||||||
|
|
||||||
@ -454,7 +634,12 @@ void TMyApplication::InnerDraw()
|
|||||||
Renderer->DrawTriangleList(background.second);
|
Renderer->DrawTriangleList(background.second);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//glEnable(GL_CULL_FACE);
|
//glEnable(GL_CULL_FACE);
|
||||||
|
|
||||||
|
|
||||||
{
|
{
|
||||||
TRenderParamsSetter params(fabricRender.first);
|
TRenderParamsSetter params(fabricRender.first);
|
||||||
|
|
||||||
@ -467,7 +652,24 @@ void TMyApplication::InnerDraw()
|
|||||||
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
||||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
|
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
|
||||||
|
|
||||||
Renderer->DrawTriangleList(fabricRender.second);
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
|
||||||
|
VertexAttribPointer3fv(CONST_STRING_POSITION_ATTRIB, 0, NULL);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, normBuffer);
|
||||||
|
VertexAttribPointer3fv(CONST_STRING_NORMAL_ATTRIB, 0, NULL);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
|
||||||
|
VertexAttribPointer3fv(CONST_STRING_COLOR_ATTRIB, 0, NULL);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, texCoordBuffer);
|
||||||
|
VertexAttribPointer2fv(CONST_STRING_TEXCOORD_ATTRIB, 0, NULL);
|
||||||
|
|
||||||
|
|
||||||
|
glDrawArrays(GL_QUADS, 0, posArrIndex);
|
||||||
|
|
||||||
|
|
||||||
|
//Renderer->DrawTriangleList(fabricRender.second);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
<ItemGroup Label="ProjectConfigurations">
|
<ItemGroup Label="ProjectConfigurations">
|
||||||
<ProjectConfiguration Include="Debug|Win32">
|
<ProjectConfiguration Include="Debug|Win32">
|
||||||
<Configuration>Debug</Configuration>
|
<Configuration>Debug</Configuration>
|
||||||
@ -22,27 +22,27 @@
|
|||||||
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
|
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
|
||||||
<Keyword>Win32Proj</Keyword>
|
<Keyword>Win32Proj</Keyword>
|
||||||
<RootNamespace>DoubleHitBallswin</RootNamespace>
|
<RootNamespace>DoubleHitBallswin</RootNamespace>
|
||||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>NotSet</CharacterSet>
|
<CharacterSet>NotSet</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>NotSet</CharacterSet>
|
<CharacterSet>NotSet</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>NotSet</CharacterSet>
|
<CharacterSet>NotSet</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
Loading…
Reference in New Issue
Block a user