SSAA 4X demo
This commit is contained in:
parent
185e445ec5
commit
ed4a0178da
18
assets/SSAA_4X.frag
Executable file
18
assets/SSAA_4X.frag
Executable file
@ -0,0 +1,18 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform vec2 samplesOffset[4];
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varying vec2 texCoord;
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void main()
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{
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vec3 color = vec3(0, 0, 0);
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for (int i = 0; i < 4; ++i)
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{
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color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
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}
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color /= 4;
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gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
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}
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11
assets/SSAA_4X.vertex
Executable file
11
assets/SSAA_4X.vertex
Executable file
@ -0,0 +1,11 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix;
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void main()
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{
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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7
assets/color_fragment.txt
Executable file
7
assets/color_fragment.txt
Executable file
@ -0,0 +1,7 @@
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precision mediump float;
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varying vec4 color;
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void main()
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{
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gl_FragColor = color;
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}
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11
assets/color_vertex.txt
Executable file
11
assets/color_vertex.txt
Executable file
@ -0,0 +1,11 @@
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attribute vec3 vPosition;
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attribute vec4 vColor;
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varying vec4 color;
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uniform mat4 ProjectionMatrix;
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void main()
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{
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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color = vColor;
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}
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@ -426,6 +426,8 @@ void TBall::Update(size_t dt)
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//===========================================
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//===========================================
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TRenderPair pair;
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TRenderPair rect;
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TGameLevel::TGameLevel()
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{
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@ -446,6 +448,44 @@ TGameLevel::TGameLevel()
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BonusFloorPosY = 0.f;
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 320, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 320, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 320, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 0, 0));
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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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pair.first.ShaderName = "ColorShader";
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pair.second.RefreshBuffer();
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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, 320, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 320, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 320, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 0, 0));
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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.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.first.ShaderName = "ColorShader";
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rect.second.RefreshBuffer();
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}
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TGameLevel::~TGameLevel()
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@ -735,10 +775,9 @@ void TGameLevel::Draw()
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bool mustShowButtons = ((LevelState == CONST_LEVELSTATE_PAUSE) || (LevelState == CONST_LEVELSTATE_GO_TO_PAUSE));
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bool pause = (mustShowButtons || (LevelState == CONST_LEVELSTATE_FINISHED));
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bool renderBufferReady = RenderBufferReady;
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bool pause = true || (mustShowButtons || (LevelState == CONST_LEVELSTATE_FINISHED));
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if (pause && renderBufferReady)
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{
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@ -764,89 +803,96 @@ void TGameLevel::Draw()
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Renderer->SwitchToFrameBuffer("LevelBuffer");
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Renderer->SetProjectionMatrix(480.f, 320.f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
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glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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CheckGlError();
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}
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
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Renderer->DrawRect(Vector2f(0, 0), Vector2f(480.f, 320.f));
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std::list<TBall>::iterator iBall;
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Renderer->PushShader("BrickShader");
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for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
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{
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for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
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{
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BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks
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}
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}
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RenderUniform1f("Transparency", 1.f);
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// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
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//Renderer->DrawRect(Vector2f(0, 0), Vector2f(480.f, 320.f));
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//
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//std::list<TBall>::iterator iBall;
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//
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//Renderer->PushShader("BrickShader");
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//
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//
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//for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
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// {
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// for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
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// {
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// BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks
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// }
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// }
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//
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// RenderUniform1f("Transparency", 1.f);
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std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
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for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
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{
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RenderUniform4fv("BrickColor", colorBlockIterator->first.first.data());
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
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Renderer->DrawTriangleList(colorBlockIterator->second);
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}
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std::list<TBonusFalling>::iterator iBonus;
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for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
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{
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iBonus->Draw();
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}
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DrawBallInstancingList();
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Renderer->PopShader();
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
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Renderer->DrawRect(Vector2f(-128.f, -16.f)+ReflectorPos, Vector2f(128.f, 16.f)+ReflectorPos);
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const Vector2f wallUpPos1(240.f-256.f, 320.f-64.f);
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const Vector2f wallUpPos2(240.f+256.f, 320.f);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
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Renderer->DrawRect(wallUpPos1, wallUpPos2);
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const Vector2f wallLeftPos1(0.f, 320.f - 512.f);
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const Vector2f wallLeftPos2(32.f, 320.f);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
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Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
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const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f);
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const Vector2f wallRightPos2(480.f, 320.f);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
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Renderer->DrawRect(wallRightPos1, wallRightPos2);
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// std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
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// for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
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// {
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// RenderUniform4fv("BrickColor", colorBlockIterator->first.first.data());
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// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
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//
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// Renderer->DrawTriangleList(colorBlockIterator->second);
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// }
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//
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// std::list<TBonusFalling>::iterator iBonus;
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//
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// for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
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// {
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// iBonus->Draw();
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// }
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//
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// DrawBallInstancingList();
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//
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// Renderer->PopShader();
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//
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//
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// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
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//Renderer->DrawRect(Vector2f(-128.f, -16.f)+ReflectorPos, Vector2f(128.f, 16.f)+ReflectorPos);
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//
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//
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// const Vector2f wallUpPos1(240.f-256.f, 320.f-64.f);
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// const Vector2f wallUpPos2(240.f+256.f, 320.f);
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//glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
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//Renderer->DrawRect(wallUpPos1, wallUpPos2);
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//
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//const Vector2f wallLeftPos1(0.f, 320.f - 512.f);
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//const Vector2f wallLeftPos2(32.f, 320.f);
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//glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
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//Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
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//
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//const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f);
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//const Vector2f wallRightPos2(480.f, 320.f);
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//glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
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//Renderer->DrawRect(wallRightPos1, wallRightPos2);
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//
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//if (BonusFloorTimer>0.f)
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//{
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//
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// const Vector2f wallDownPos(240.f, BonusFloorPosY);
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//
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// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]);
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//
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// Renderer->DrawRect(Vector2f(-256.f, -16.f)+wallDownPos, Vector2f(256.f, 16.f)+wallDownPos);
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// }
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//
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//
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// if (!pause)
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// {
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// RenderUniform1f("Transparency", 1.f);
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// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
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// const Vector2f BackBtnPos(240.f, 320.f - 32.f - 20.f);
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// Renderer->DrawRect(Vector2f(-128.f, -32.f)+BackBtnPos, Vector2f(128.f, 32.f)+BackBtnPos);
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// }
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if (BonusFloorTimer>0.f)
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{
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const Vector2f wallDownPos(240.f, BonusFloorPosY);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]);
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Renderer->DrawRect(Vector2f(-256.f, -16.f)+wallDownPos, Vector2f(256.f, 16.f)+wallDownPos);
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}
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if (!pause)
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{
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RenderUniform1f("Transparency", 1.f);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
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const Vector2f BackBtnPos(240.f, 320.f - 32.f - 20.f);
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Renderer->DrawRect(Vector2f(-128.f, -32.f)+BackBtnPos, Vector2f(128.f, 32.f)+BackBtnPos);
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}
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TRenderParamsSetter params(pair.first);
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Renderer->DrawTriangleList(pair.second);
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}
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CheckGlError();
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if (pause && !renderBufferReady)
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{
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@ -905,29 +951,37 @@ void TGameLevel::DrawBallInstancingList()
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void TGameLevel::DrawBuffer()
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{
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*SE::Console << "TGameLevel::DrawBuffer";
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Renderer->PushShader("FrameShader");
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float brightness;
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if (CONST_LEVELSTATE_GO_TO_PAUSE)
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{
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brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME;
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}
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else
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{
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brightness = 0.3f;
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}
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RenderUniform1f("Brightness", brightness);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
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//Matrix switched to identity
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//Vector2f RectPos = Vector2f(-1, -1);
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//Vector2f RectSize = Vector2f(2, 2);
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Vector2f RectPos = Vector2f(240.f, 160.f);
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Vector2f RectSize = Vector2f(240.f, 160.f);
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// Renderer->PushShader("FrameShader");
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// float brightness;
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// if (CONST_LEVELSTATE_GO_TO_PAUSE)
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// {
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// brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME;
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// }
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// else
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// {
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// brightness = 0.3f;
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// }
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//
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// RenderUniform1f("Brightness", brightness);
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// glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
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//
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////Matrix switched to identity
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// //Vector2f RectPos = Vector2f(-1, -1);
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// //Vector2f RectSize = Vector2f(2, 2);
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//Vector2f RectPos = Vector2f(240.f, 160.f);
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//Vector2f RectSize = Vector2f(240.f, 160.f);
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Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
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// Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
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Renderer->PopShader();
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// Renderer->PopShader();
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{
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TRenderParamsSetter params(rect.first);
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glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
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Renderer->DrawTriangleList(rect.second);
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}
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CheckGlError();
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}
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@ -80,6 +80,8 @@ void TMyApplication::InnerInit()
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ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
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ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
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ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_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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Renderer->PushShader("DefaultShader");
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ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
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@ -88,7 +90,7 @@ void TMyApplication::InnerInit()
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 480 * 2, 320 * 2);
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OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
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Inited = true;
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@ -96,7 +98,25 @@ void TMyApplication::InnerInit()
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Renderer->SetOrthoProjection();
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Renderer->SetFullScreenViewport();
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Renderer->PushShader("SSAA_4X");
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const float cos30 = sqrt(3) / 2;
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const float sin30 = 0.5f;
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const float sampleRadiusX = 0.75 / 480;
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const float sampleRadiusY = 0.75 / 320;
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Vector2f offset;
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offset = Vector2f(cos30 * sampleRadiusX, sin30 * sampleRadiusY);
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RenderUniform2fv("samplesOffset[0]", &offset[0]);
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offset = Vector2f(-sin30 * sampleRadiusX, cos30 * sampleRadiusY);
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RenderUniform2fv("samplesOffset[1]", &offset[0]);
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offset = Vector2f(-cos30 * sampleRadiusX, -sin30 * sampleRadiusY);
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RenderUniform2fv("samplesOffset[2]", &offset[0]);
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offset = Vector2f(sin30 * sampleRadiusX, -cos30 * sampleRadiusY);
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RenderUniform2fv("samplesOffset[3]", &offset[0]);
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Renderer->PopShader();
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}
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void TMyApplication::InnerDeinit()
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