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()
{
@ -446,6 +448,44 @@ TGameLevel::TGameLevel()
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()
@ -735,11 +775,10 @@ void TGameLevel::Draw()
bool mustShowButtons = ((LevelState == CONST_LEVELSTATE_PAUSE) || (LevelState == CONST_LEVELSTATE_GO_TO_PAUSE));
bool pause = (mustShowButtons || (LevelState == CONST_LEVELSTATE_FINISHED));
bool renderBufferReady = RenderBufferReady;
bool pause = true || (mustShowButtons || (LevelState == CONST_LEVELSTATE_FINISHED));
if (pause && renderBufferReady)
{
@ -764,88 +803,95 @@ void TGameLevel::Draw()
Renderer->SwitchToFrameBuffer("LevelBuffer");
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);
CheckGlError();
}
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
Renderer->DrawRect(Vector2f(0, 0), Vector2f(480.f, 320.f));
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
//Renderer->DrawRect(Vector2f(0, 0), Vector2f(480.f, 320.f));
//
//std::list<TBall>::iterator iBall;
//
//Renderer->PushShader("BrickShader");
//
//
//for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
// {
// for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
// {
// BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks
// }
// }
//
// RenderUniform1f("Transparency", 1.f);
std::list<TBall>::iterator iBall;
// std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
// for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
// {
// RenderUniform4fv("BrickColor", colorBlockIterator->first.first.data());
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
//
// Renderer->DrawTriangleList(colorBlockIterator->second);
// }
//
// std::list<TBonusFalling>::iterator iBonus;
//
// for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
// {
// iBonus->Draw();
// }
//
// DrawBallInstancingList();
//
// Renderer->PopShader();
//
//
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
//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 wallUpPos2(240.f+256.f, 320.f);
//glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
//Renderer->DrawRect(wallUpPos1, wallUpPos2);
//
//const Vector2f wallLeftPos1(0.f, 320.f - 512.f);
//const Vector2f wallLeftPos2(32.f, 320.f);
//glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
//Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
//
//const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f);
//const Vector2f wallRightPos2(480.f, 320.f);
//glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
//Renderer->DrawRect(wallRightPos1, wallRightPos2);
//
Renderer->PushShader("BrickShader");
//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);
// }
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
{
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
{
BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks
}
TRenderParamsSetter params(pair.first);
Renderer->DrawTriangleList(pair.second);
}
RenderUniform1f("Transparency", 1.f);
std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
{
RenderUniform4fv("BrickColor", colorBlockIterator->first.first.data());
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
Renderer->DrawTriangleList(colorBlockIterator->second);
}
std::list<TBonusFalling>::iterator iBonus;
for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
{
iBonus->Draw();
}
DrawBallInstancingList();
Renderer->PopShader();
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
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 wallUpPos2(240.f+256.f, 320.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
Renderer->DrawRect(wallUpPos1, wallUpPos2);
const Vector2f wallLeftPos1(0.f, 320.f - 512.f);
const Vector2f wallLeftPos2(32.f, 320.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f);
const Vector2f wallRightPos2(480.f, 320.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
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);
}
CheckGlError();
if (pause && !renderBufferReady)
{
@ -905,29 +951,37 @@ void TGameLevel::DrawBallInstancingList()
void TGameLevel::DrawBuffer()
{
*SE::Console << "TGameLevel::DrawBuffer";
Renderer->PushShader("FrameShader");
float brightness;
if (CONST_LEVELSTATE_GO_TO_PAUSE)
// Renderer->PushShader("FrameShader");
// float brightness;
// if (CONST_LEVELSTATE_GO_TO_PAUSE)
// {
// brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME;
// }
// else
// {
// brightness = 0.3f;
// }
//
// RenderUniform1f("Brightness", brightness);
// glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
//
////Matrix switched to identity
// //Vector2f RectPos = Vector2f(-1, -1);
// //Vector2f RectSize = Vector2f(2, 2);
//Vector2f RectPos = Vector2f(240.f, 160.f);
//Vector2f RectSize = Vector2f(240.f, 160.f);
// Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
// Renderer->PopShader();
{
brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME;
TRenderParamsSetter params(rect.first);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
Renderer->DrawTriangleList(rect.second);
}
else
{
brightness = 0.3f;
}
RenderUniform1f("Brightness", brightness);
glBindTexture(GL_TEXTURE_2D,ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
//Matrix switched to identity
//Vector2f RectPos = Vector2f(-1, -1);
//Vector2f RectSize = Vector2f(2, 2);
Vector2f RectPos = Vector2f(240.f, 160.f);
Vector2f RectSize = Vector2f(240.f, 160.f);
Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
Renderer->PopShader();
CheckGlError();
}

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@ -80,6 +80,8 @@ void TMyApplication::InnerInit()
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_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");
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->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 480 * 2, 320 * 2);
OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
Inited = true;
@ -97,6 +99,24 @@ void TMyApplication::InnerInit()
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()