SSAA 4X demo

This commit is contained in:
Vladislav Khorev Dev 2017-12-02 15:25:02 +05:00
parent 185e445ec5
commit ed4a0178da
6 changed files with 223 additions and 102 deletions

18
assets/SSAA_4X.frag Executable file
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@ -0,0 +1,18 @@
precision mediump float;
uniform sampler2D Texture;
uniform vec2 samplesOffset[4];
varying vec2 texCoord;
void main()
{
vec3 color = vec3(0, 0, 0);
for (int i = 0; i < 4; ++i)
{
color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
}
color /= 4;
gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
}

11
assets/SSAA_4X.vertex Executable file
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@ -0,0 +1,11 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}

7
assets/color_fragment.txt Executable file
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@ -0,0 +1,7 @@
precision mediump float;
varying vec4 color;
void main()
{
gl_FragColor = color;
}

11
assets/color_vertex.txt Executable file
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@ -0,0 +1,11 @@
attribute vec3 vPosition;
attribute vec4 vColor;
varying vec4 color;
uniform mat4 ProjectionMatrix;
void main()
{
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
color = vColor;
}

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@ -426,6 +426,8 @@ void TBall::Update(size_t dt)
//=========================================== //===========================================
//=========================================== //===========================================
TRenderPair pair;
TRenderPair rect;
TGameLevel::TGameLevel() TGameLevel::TGameLevel()
{ {
@ -446,6 +448,44 @@ TGameLevel::TGameLevel()
BonusFloorPosY = 0.f; BonusFloorPosY = 0.f;
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, 320, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 320, 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(0, 320, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 0, 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));
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));
pair.first.ShaderName = "ColorShader";
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, 320, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 320, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 320, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 0, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
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.first.ShaderName = "ColorShader";
rect.second.RefreshBuffer();
} }
TGameLevel::~TGameLevel() TGameLevel::~TGameLevel()
@ -735,10 +775,9 @@ void TGameLevel::Draw()
bool mustShowButtons = ((LevelState == CONST_LEVELSTATE_PAUSE) || (LevelState == CONST_LEVELSTATE_GO_TO_PAUSE)); bool mustShowButtons = ((LevelState == CONST_LEVELSTATE_PAUSE) || (LevelState == CONST_LEVELSTATE_GO_TO_PAUSE));
bool pause = (mustShowButtons || (LevelState == CONST_LEVELSTATE_FINISHED));
bool renderBufferReady = RenderBufferReady; bool renderBufferReady = RenderBufferReady;
bool pause = true || (mustShowButtons || (LevelState == CONST_LEVELSTATE_FINISHED));
if (pause && renderBufferReady) if (pause && renderBufferReady)
{ {
@ -764,89 +803,96 @@ void TGameLevel::Draw()
Renderer->SwitchToFrameBuffer("LevelBuffer"); Renderer->SwitchToFrameBuffer("LevelBuffer");
Renderer->SetProjectionMatrix(480.f, 320.f); Renderer->SetProjectionMatrix(480.f, 320.f);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
CheckGlError(); CheckGlError();
} }
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]); // glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
Renderer->DrawRect(Vector2f(0, 0), Vector2f(480.f, 320.f)); //Renderer->DrawRect(Vector2f(0, 0), Vector2f(480.f, 320.f));
//
std::list<TBall>::iterator iBall; //std::list<TBall>::iterator iBall;
//
Renderer->PushShader("BrickShader"); //Renderer->PushShader("BrickShader");
//
//
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++) //for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
{ // {
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++) // for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
{ // {
BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks // BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks
} // }
} // }
//
RenderUniform1f("Transparency", 1.f); // RenderUniform1f("Transparency", 1.f);
std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator; // std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator) // for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
{ // {
RenderUniform4fv("BrickColor", colorBlockIterator->first.first.data()); // RenderUniform4fv("BrickColor", colorBlockIterator->first.first.data());
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]); // glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
//
Renderer->DrawTriangleList(colorBlockIterator->second); // Renderer->DrawTriangleList(colorBlockIterator->second);
} // }
//
std::list<TBonusFalling>::iterator iBonus; // std::list<TBonusFalling>::iterator iBonus;
//
for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus) // for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
{ // {
iBonus->Draw(); // iBonus->Draw();
} // }
//
DrawBallInstancingList(); // DrawBallInstancingList();
//
Renderer->PopShader(); // Renderer->PopShader();
//
//
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]); // glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
Renderer->DrawRect(Vector2f(-128.f, -16.f)+ReflectorPos, Vector2f(128.f, 16.f)+ReflectorPos); //Renderer->DrawRect(Vector2f(-128.f, -16.f)+ReflectorPos, Vector2f(128.f, 16.f)+ReflectorPos);
//
//
const Vector2f wallUpPos1(240.f-256.f, 320.f-64.f); // const Vector2f wallUpPos1(240.f-256.f, 320.f-64.f);
const Vector2f wallUpPos2(240.f+256.f, 320.f); // const Vector2f wallUpPos2(240.f+256.f, 320.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]); //glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
Renderer->DrawRect(wallUpPos1, wallUpPos2); //Renderer->DrawRect(wallUpPos1, wallUpPos2);
//
const Vector2f wallLeftPos1(0.f, 320.f - 512.f); //const Vector2f wallLeftPos1(0.f, 320.f - 512.f);
const Vector2f wallLeftPos2(32.f, 320.f); //const Vector2f wallLeftPos2(32.f, 320.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]); //glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
Renderer->DrawRect(wallLeftPos1, wallLeftPos2); //Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
//
const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f); //const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f);
const Vector2f wallRightPos2(480.f, 320.f); //const Vector2f wallRightPos2(480.f, 320.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]); //glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
Renderer->DrawRect(wallRightPos1, wallRightPos2); //Renderer->DrawRect(wallRightPos1, wallRightPos2);
//
//if (BonusFloorTimer>0.f)
//{
//
// const Vector2f wallDownPos(240.f, BonusFloorPosY);
//
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]);
//
// Renderer->DrawRect(Vector2f(-256.f, -16.f)+wallDownPos, Vector2f(256.f, 16.f)+wallDownPos);
// }
//
//
// if (!pause)
// {
// RenderUniform1f("Transparency", 1.f);
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
// const Vector2f BackBtnPos(240.f, 320.f - 32.f - 20.f);
// Renderer->DrawRect(Vector2f(-128.f, -32.f)+BackBtnPos, Vector2f(128.f, 32.f)+BackBtnPos);
// }
if (BonusFloorTimer>0.f)
{ {
TRenderParamsSetter params(pair.first);
const Vector2f wallDownPos(240.f, BonusFloorPosY); Renderer->DrawTriangleList(pair.second);
}
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]);
CheckGlError();
Renderer->DrawRect(Vector2f(-256.f, -16.f)+wallDownPos, Vector2f(256.f, 16.f)+wallDownPos);
}
if (!pause)
{
RenderUniform1f("Transparency", 1.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
const Vector2f BackBtnPos(240.f, 320.f - 32.f - 20.f);
Renderer->DrawRect(Vector2f(-128.f, -32.f)+BackBtnPos, Vector2f(128.f, 32.f)+BackBtnPos);
}
if (pause && !renderBufferReady) if (pause && !renderBufferReady)
{ {
@ -905,29 +951,37 @@ void TGameLevel::DrawBallInstancingList()
void TGameLevel::DrawBuffer() void TGameLevel::DrawBuffer()
{ {
*SE::Console << "TGameLevel::DrawBuffer"; *SE::Console << "TGameLevel::DrawBuffer";
Renderer->PushShader("FrameShader"); // Renderer->PushShader("FrameShader");
float brightness; // float brightness;
if (CONST_LEVELSTATE_GO_TO_PAUSE) // if (CONST_LEVELSTATE_GO_TO_PAUSE)
{ // {
brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME; // brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME;
} // }
else // else
{ // {
brightness = 0.3f; // brightness = 0.3f;
} // }
//
RenderUniform1f("Brightness", brightness); // RenderUniform1f("Brightness", brightness);
glBindTexture(GL_TEXTURE_2D,ResourceManager->FrameManager.GetFrameTexture("LevelBuffer")); // glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
//
//Matrix switched to identity ////Matrix switched to identity
//Vector2f RectPos = Vector2f(-1, -1); // //Vector2f RectPos = Vector2f(-1, -1);
//Vector2f RectSize = Vector2f(2, 2); // //Vector2f RectSize = Vector2f(2, 2);
Vector2f RectPos = Vector2f(240.f, 160.f); //Vector2f RectPos = Vector2f(240.f, 160.f);
Vector2f RectSize = Vector2f(240.f, 160.f); //Vector2f RectSize = Vector2f(240.f, 160.f);
Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize); // Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
Renderer->PopShader(); // Renderer->PopShader();
{
TRenderParamsSetter params(rect.first);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
Renderer->DrawTriangleList(rect.second);
}
CheckGlError(); CheckGlError();
} }

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@ -80,6 +80,8 @@ void TMyApplication::InnerInit()
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt"); ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt"); ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt"); ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
Renderer->PushShader("DefaultShader"); Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK); ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
@ -88,7 +90,7 @@ void TMyApplication::InnerInit()
ResourceManager->TexList.AddTexture("console_bkg.bmp"); ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512); ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 480 * 2, 320 * 2);
OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading))); OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
Inited = true; Inited = true;
@ -96,7 +98,25 @@ void TMyApplication::InnerInit()
Renderer->SetOrthoProjection(); Renderer->SetOrthoProjection();
Renderer->SetFullScreenViewport(); Renderer->SetFullScreenViewport();
Renderer->PushShader("SSAA_4X");
const float cos30 = sqrt(3) / 2;
const float sin30 = 0.5f;
const float sampleRadiusX = 0.75 / 480;
const float sampleRadiusY = 0.75 / 320;
Vector2f offset;
offset = Vector2f(cos30 * sampleRadiusX, sin30 * sampleRadiusY);
RenderUniform2fv("samplesOffset[0]", &offset[0]);
offset = Vector2f(-sin30 * sampleRadiusX, cos30 * sampleRadiusY);
RenderUniform2fv("samplesOffset[1]", &offset[0]);
offset = Vector2f(-cos30 * sampleRadiusX, -sin30 * sampleRadiusY);
RenderUniform2fv("samplesOffset[2]", &offset[0]);
offset = Vector2f(sin30 * sampleRadiusX, -cos30 * sampleRadiusY);
RenderUniform2fv("samplesOffset[3]", &offset[0]);
Renderer->PopShader();
} }
void TMyApplication::InnerDeinit() void TMyApplication::InnerDeinit()