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Author SHA1 Message Date
ilshat.safiullin 6e1ef6d668 Normal, height and material maps generating 2018-06-08 15:45:34 +05:00
alexander.biryukov efdd4fdee4 Fix building and cleanup 2018-06-05 04:40:11 +05:00
vladislav.khorev 915c031f52 Working with parallax test 2017-12-11 12:30:51 +03:00
24 changed files with 33755 additions and 150 deletions

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+1
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@@ -70,6 +70,7 @@ iOSInjectionProject/
/windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug /windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug
/windows/DoubleHitBalls-win/DoubleHitBalls-win/Release /windows/DoubleHitBalls-win/DoubleHitBalls-win/Release
/windows/DoubleHitBalls-win/.vs/ /windows/DoubleHitBalls-win/.vs/
/windows/DoubleHitBalls-win/**/*.user
/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt /windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt /windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources /windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
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@@ -0,0 +1,11 @@
{
"lines": [
{"start": [-500, -500], "end": [500, 500], "color": [0.25, 0, 0.4]},
{"start": [-500, 500], "end": [500, -500], "color": [0.1, 0.7, 0.4]},
{"start": [-400, -400], "end": [400, -400], "color": [0.3, 0.3, 0.0]},
{"start": [400, -400], "end": [400, 400], "color": [0.0, 0.3, 0.15]},
{"start": [400, 400], "end": [-400, 400], "color": [0.2, 0.6, 0.9]},
{"start": [-400, 400], "end": [-400, -400], "color": [0.5, 0.3, 0.1]}
]
}
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@@ -0,0 +1,69 @@
precision mediump float;
uniform sampler2D Texture;
uniform sampler2D NormalMap;
uniform sampler2D HeightMap;
uniform sampler2D TransparencyMask;
precision highp float;
varying vec2 frag_uv;
varying vec3 ts_light_pos;
varying vec3 ts_view_pos;
varying vec3 ts_frag_pos;
const float num_layers = 16.0;
const float depth_scale = 0.002;
vec2 parallax_uv(vec2 uv, vec3 view_dir)
{
float layer_depth = 1.0 / num_layers;
float cur_layer_depth = 0.0;
vec2 delta_uv = view_dir.xy * depth_scale / (view_dir.z * num_layers);
vec2 cur_uv = uv;
float depth_from_tex = texture2D(HeightMap, cur_uv).r;
for (int i = 0; i < 32; i++) {
cur_layer_depth += layer_depth;
cur_uv -= delta_uv;
depth_from_tex = texture2D(HeightMap, cur_uv).r;
if (depth_from_tex < cur_layer_depth) {
break;
}
}
// Parallax occlusion mapping
vec2 prev_uv = cur_uv + delta_uv;
float next = depth_from_tex - cur_layer_depth;
float prev = texture2D(HeightMap, prev_uv).r - cur_layer_depth
+ layer_depth;
float weight = next / (next - prev);
return mix(cur_uv, prev_uv, weight);
}
void main(void)
{
vec3 light_dir = normalize(ts_light_pos - ts_frag_pos);
vec3 view_dir = normalize(ts_view_pos - ts_frag_pos);
// Only perturb the texture coordinates if a parallax technique is selected
vec2 uv = parallax_uv(frag_uv, view_dir);
//vec2 uv = frag_uv;
vec3 albedo = texture2D(Texture, uv).rgb;
vec3 ambient = 0.3 * albedo;
// Normal mapping
vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
float diffuse = max(dot(light_dir, norm), 0.0);
gl_FragColor = vec4(diffuse * albedo + ambient, texture2D(TransparencyMask, uv).a);
}
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@@ -0,0 +1,60 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
uniform vec3 eye;
uniform mat4 ModelViewMatrix;
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix1;
uniform mat3 ModelViewMatrix3x3;
varying vec2 frag_uv;
varying vec3 ts_light_pos; // Tangent space values
varying vec3 ts_view_pos; //
varying vec3 ts_frag_pos; //
mat3 transpose(in mat3 inMatrix)
{
vec3 i0 = inMatrix[0];
vec3 i1 = inMatrix[1];
vec3 i2 = inMatrix[2];
mat3 outMatrix = mat3(
vec3(i0.x, i1.x, i2.x),
vec3(i0.y, i1.y, i2.y),
vec3(i0.z, i1.z, i2.z)
);
return outMatrix;
}
void main()
{
vec3 vert_norm = vec3(0, 1, 0);
vec3 vert_tang = vec3(1, 0, 0);
vec3 vert_bitang = vec3(0, 0, 1);
mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
gl_Position = mvp * vec4(vPosition.xyz, 1.0);
ts_frag_pos = vec3(ModelViewMatrix * vec4(vPosition.xyz, 1.0));
vec3 t = normalize((NormalMatrix) * vert_tang);
vec3 b = normalize((NormalMatrix) * vert_bitang);
vec3 n = normalize((NormalMatrix) * vert_norm);
mat3 tbn = transpose(mat3(t, b, n));
ts_light_pos = tbn * vec3(1,2,0);
//ts_view_pos = tbn * eye;
ts_view_pos = tbn * vec3(0,0,0);
ts_frag_pos = tbn * ts_frag_pos;
frag_uv = vTexCoord;
}
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precision mediump float;
uniform sampler2D Texture;
uniform sampler2D TransparencyMask;
varying vec2 texCoord;
void main() {
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, texture2D(TransparencyMask, texCoord).a);
}
+11
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attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}
+11
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@@ -0,0 +1,11 @@
precision mediump float;
uniform sampler2D Texture;
uniform sampler2D TransparencyMask;
varying vec2 texCoord;
varying vec3 fragColor;
void main() {
vec3 color = normalize(texture2D(Texture,texCoord).rgb + fragColor);
gl_FragColor = vec4(color, texture2D(TransparencyMask, texCoord).a);
}
+14
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@@ -0,0 +1,14 @@
attribute vec3 vPosition;
attribute vec3 vColor;
attribute vec2 vTexCoord;
varying vec2 texCoord;
varying vec3 fragColor;
uniform mat4 ProjectionMatrix;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
fragColor = vColor;
}
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+316 -113
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@@ -11,15 +11,46 @@
TMyApplication* Application; TMyApplication* Application;
Matrix3f quatToMatrix(Vector4f q) {
Matrix3f result;
void TMyApplication::InnerInit() double sqw = q(3)*q(3);
{ double sqx = q(0)*q(0);
double sqy = q(1)*q(1);
double sqz = q(2)*q(2);
// invs (inverse square length) is only required if quaternion is not already normalised
double invs = 1 / (sqx + sqy + sqz + sqw);
result(0,0) = (sqx - sqy - sqz + sqw)*invs; // since sqw + sqx + sqy + sqz =1/invs*invs
result(1,1) = (-sqx + sqy - sqz + sqw)*invs;
result(2,2) = (-sqx - sqy + sqz + sqw)*invs;
double tmp1 = q(0)*q(1);
double tmp2 = q(2)*q(3);
result(1, 0) = 2.0 * (tmp1 + tmp2)*invs;
result(0, 1) = 2.0 * (tmp1 - tmp2)*invs;
tmp1 = q(0)*q(2);
tmp2 = q(1)*q(3);
result(2,0) = 2.0 * (tmp1 - tmp2)*invs;
result(0,2) = 2.0 * (tmp1 + tmp2)*invs;
tmp1 = q(1)*q(2);
tmp2 = q(0)*q(3);
result(2, 1) = 2.0 * (tmp1 + tmp2)*invs;
result(1, 2) = 2.0 * (tmp1 - tmp2)*invs;
return result;
}
void TMyApplication::InnerInit() {
Application = this; Application = this;
#ifdef TARGET_WIN32 #ifdef TARGET_WIN32
#ifdef NDEBUG #ifdef NDEBUG
ST::PathToResources = "resources/"; ST::PathToResources = "../../../assets/";
//ST::PathToResources = "resources/";
#else #else
ST::PathToResources = "../../../assets/"; ST::PathToResources = "../../../assets/";
#endif #endif
@@ -29,8 +60,7 @@ void TMyApplication::InnerInit()
ST::PathToResources = "assets/"; ST::PathToResources = "assets/";
#endif #endif
if (Console != NULL) if (Console != NULL) {
{
*Console<<"APP INIT\n"; *Console<<"APP INIT\n";
} }
srand (static_cast<size_t>(time(NULL))); srand (static_cast<size_t>(time(NULL)));
@@ -39,59 +69,248 @@ void TMyApplication::InnerInit()
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt"); ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt"); ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag"); ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
ResourceManager->ShaderManager.AddShader("Transparency", "Transparency.vertex", "Transparency.fragment");
ResourceManager->ShaderManager.AddShader("TransparencyPlusColor", "transparencyPlusColor.vertex", "transparencyPlusColor.fragment");
Renderer->PushShader("DefaultShader"); Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture("console_bkg.bmp"); ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->TexList.AddTexture("owl-green.jpg");
ResourceManager->TexList.AddTexture("owl-green-height.png");
ResourceManager->TexList.AddTexture("owl-green-normal.png");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512); ResourceManager->TexList.AddTexture("pimgpsh.jpg");
ResourceManager->TexList.AddTexture("fabric-texture.jpg");
ResourceManager->TexList.AddTexture("fabric-normal-map.png");
ResourceManager->TexList.AddTexture("fabric-height-map.png");
ResourceManager->TexList.AddTexture("fabric-transparency-mask.png");
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0)); ResourceManager->TexList.AddTexture("5f.jpg");
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0)); ResourceManager->TexList.AddTexture("6f.jpg");
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0)); ResourceManager->TexList.AddTexture("7f.jpg");
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(512, 512, 0)); {
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0)); rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, 4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, -4096));
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(0, 0));
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.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
rect.second.RefreshBuffer();
}
{
size_t const mapWidth = 2048;
size_t const mapHeight = 2048;
size_t const channelsCount = 4;
char *heightMap = new char[mapWidth * mapHeight * channelsCount];
char *material = new char[mapWidth * mapHeight * channelsCount];
char *normalMap = new char[mapWidth * mapHeight * channelsCount];
for(size_t z = 0; z < mapHeight; z++) {
for(size_t x = 0; x < mapWidth; x++) {
size_t index = channelsCount * (z * mapWidth + x);
heightMap[index + 0] = 0;
heightMap[index + 1] = 0;
heightMap[index + 2] = 0;
heightMap[index + 3] = 255;
material[index + 0] = 255;
material[index + 1] = 255;
material[index + 2] = 255;
material[index + 3] = 0;
normalMap[index + 0] = 128;
normalMap[index + 1] = 128;
normalMap[index + 2] = 255;
normalMap[index + 3] = 255;
}
}
double *heightMapF = new double[mapWidth * mapHeight];
const size_t threadsCount = 3;
const double threadWidth = 4.0;
const auto g = [this, mapWidth, mapHeight, channelsCount, threadWidth, threadsCount, heightMapF, material, normalMap](Vector2d start, Vector2d end, Vector3f &color) {
start = start + Vector2d(mapWidth / 2, mapHeight / 2);
end = end + Vector2d(mapWidth / 2, mapHeight / 2);
const auto length = (end - start).norm();
const Vector2d e0 = (end - start).normalized();
const Vector2d e1(-e0.y(), e0.x());
std::vector<Vector2d> corners;
corners.push_back(start + threadWidth * e1);
corners.push_back(start - threadWidth * e1);
corners.push_back(end + threadWidth * e1);
corners.push_back(end - threadWidth * e1);
auto minXf = corners[0].x();
auto maxXf = corners[0].x();
auto minYf = corners[0].y();
auto maxYf = corners[0].y();
for(auto corner: corners) {
if(corner.x() < minXf) {minXf = corner.x();}
if(corner.x() > maxXf) {maxXf = corner.x();}
if(corner.y() < minYf) {minYf = corner.y();}
if(corner.y() > maxYf) {maxYf = corner.y();}
}
const auto minX = floor(minXf);
const auto maxX = ceil(maxXf);
const auto minY = floor(minYf);
const auto maxY = floor(maxYf);
const double r = threadWidth / 2;
Matrix2d basisMatrix;
basisMatrix << e0.x(), e0.y(), e1.x(), e1.y();
for(auto x = minX; x <= maxX; x++) {
for(auto y = minY; y <= maxY; y++) {
if(x < 0 || x >= mapWidth || y < 0 || y >= mapHeight) {continue;}
Vector2d self = basisMatrix * Vector2d(x - start.x(), y - start.y());
if(self.x() >= 0 && self.x() <= length && self.y() >= -threadWidth && self.y() <= threadWidth) {
const double phase = 6 * pi * self.x() / length;
std::vector<Vector2d> centers;
auto maxH = -1.0f;
Vector3d normal;
for(size_t i = 0; i < threadsCount; i++) {
Vector2d center =
r * sin(phase + 2 * pi * i / threadsCount) * Vector2d(1, 0) +
r * cos(phase + 2 * pi * i / threadsCount) * Vector2d(0, 1);
auto temp = r * r - (self.y() - center.x()) * (self.y() - center.x());
if(temp < 0) {continue;}
float h = sqrt(temp) + center.y();
if(h > maxH) {
maxH = h;
Vector3d center3d =
self.x() * Vector3d(e0.x(), e0.y(), 0) +
center.x() * Vector3d(e1.x(), e1.y(), 0) +
center.y() * Vector3d(0, 0, 1);
Vector3d intersection3d =
self.x() * Vector3d(e0.x(), e0.y(), 0) +
self.y() * Vector3d(e1.x(), e1.y(), 0) +
maxH * Vector3d(0, 0, 1);
normal = (intersection3d - center3d).normalized();
}
}
size_t index = y * mapWidth + x;
if(heightMapF[index] > maxH / (2 * r)) {continue;}
heightMapF[index] = maxH / (2 * r);
material[4 * index] = 255 * color(0);
material[4 * index + 1] = 255 * color(1);
material[4 * index + 2] = 255 * color(2);
material[4 * index + 3] = 255;
normalMap[4 * index] = 255 * (normal.x() + 1) / 2;
normalMap[4 * index + 1] = 255 * (normal.y() + 1) / 2;
normalMap[4 * index + 2] = 255 * normal.z();
normalMap[4 * index + 3] = 255;
}
}
}
};
namespace pt = boost::property_tree;
pt::ptree root;
pt::read_json(ST::PathToResources + "lines.json", root);
size_t counter = 0;
for (auto line : root.get_child("lines")) {
std::vector<double> start;
std::vector<double> end;
std::vector<double> color;
for (auto value : line.second.get_child("start")) {
start.push_back(value.second.get_value<double>());
}
for (auto value : line.second.get_child("end")) {
end.push_back(value.second.get_value<double>());
}
for (auto value : line.second.get_child("color")) {
color.push_back(value.second.get_value<double>());
}
g(Vector2d(start[0] / 4, start[1] / 4), Vector2d(end[0] / 4, end[1] / 4), Vector3f(color[0], color[1], color[2]));
counter++;
//if(counter > 3000) {
// break;
//}
}
for(size_t i = 0; i < mapWidth; i++) {
for(size_t j = 0; j < mapHeight; j++) {
heightMap[4 * (i * mapWidth + j)] = 255 - 255 * heightMapF[i * mapWidth + j];
heightMap[4 * (i * mapWidth + j) + 1] = 255 - 255 * heightMapF[i * mapWidth + j];
heightMap[4 * (i * mapWidth + j) + 2] = 255 - 255 * heightMapF[i * mapWidth + j];
heightMap[4 * (i * mapWidth + j) + 3] = 255;
}
}
delete[] heightMapF;
SE::TTextureData heightMapTexture;
heightMapTexture.Width = mapWidth;
heightMapTexture.Height = mapHeight;
heightMapTexture.Format = "bmp32";
heightMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
heightMapTexture.Data = boost::shared_array<char>(heightMap);
ResourceManager->TexList.AddTexture("HeightMapTexture", heightMapTexture);
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1)); SE::TTextureData materialTexture;
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1)); materialTexture.Width = mapWidth;
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1)); materialTexture.Height = mapHeight;
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1)); materialTexture.Format = "bmp32";
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1)); materialTexture.DataSize = mapWidth * mapHeight * channelsCount;
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1)); materialTexture.Data = boost::shared_array<char>(material);
ResourceManager->TexList.AddTexture("MaterialTexture", materialTexture);
pair.first.ShaderName = "ColorShader"; SE::TTextureData normalMapTexture;
normalMapTexture.Width = mapWidth;
normalMapTexture.Height = mapHeight;
normalMapTexture.Format = "bmp32";
normalMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
normalMapTexture.Data = boost::shared_array<char>(normalMap);
ResourceManager->TexList.AddTexture("NormalMapTexture", normalMapTexture);
}
pair.second.RefreshBuffer(); {
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, 2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, -2048));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
pair.second.RefreshBuffer();
pair.first.ShaderName = "ParallaxShader";
pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "MaterialTexture";
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0)); pair.first.SamplerMap["HeightMap"] = "HeightMapTexture";
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0)); pair.first.SamplerMap["NormalMap"] = "NormalMapTexture";
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0)); pair.first.SamplerMap["TransparencyMask"] = "MaterialTexture";
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0)); }
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
rect.second.RefreshBuffer();
Renderer->SetOrthoProjection();
Renderer->SetFullScreenViewport();
Inited = true; Inited = true;
} }
void TMyApplication::InnerDeinit() void TMyApplication::InnerDeinit()
@@ -102,107 +321,91 @@ void TMyApplication::InnerDeinit()
{ {
*Console<<"APP DEINIT\n"; *Console<<"APP DEINIT\n";
} }
} }
void TMyApplication::InnerOnTapDown(Vector2f p) void TMyApplication::InnerOnTapDown(Vector2f p) {}
{
} void TMyApplication::InnerOnTapUp(Vector2f p) {}
void TMyApplication::InnerOnTapUp(Vector2f p) void TMyApplication::InnerOnTapUpAfterMove(Vector2f p) {}
{
}
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
{
}
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift) void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
{ {
phi += shift(1)*0.02f;
if (phi < pi/12)
{
phi = pi / 12;
}
if (phi > pi / 2)
{
phi = pi / 2;
}
alpha -= shift(0)*0.02f;
} }
void TMyApplication::OnFling(Vector2f v) void TMyApplication::OnFling(Vector2f v)
{ {
} }
void TMyApplication::OnMouseWheel(short int delta)
{
distance += delta;
}
void TMyApplication::InnerDraw() void TMyApplication::InnerDraw()
{ {
Renderer->SwitchToScreen();
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
Renderer->SetFullScreenViewport();
Renderer->SwitchToFrameBuffer("LevelBuffer"); Renderer->PushMatrix();
Renderer->SetProjectionMatrix(512.f, 512.f);
glClearColor(0.0f, 0.0f, 1.0f, 1.0f); Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
Renderer->RotateMatrix(quat1);
Renderer->RotateMatrix(quat2);
glDisable(GL_DEPTH_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
CheckGlError(""); CheckGlError("");
auto mat1 = quatToMatrix(quat1);
auto mat2 = quatToMatrix(quat2);
Vector3f lightPos = {0.f, 1.f, 1.f};
Vector3f eye = mat2 * (mat1 * Vector3f(0.0f, 0.f, -distance));
{
TRenderParamsSetter params(rect.first);
Renderer->DrawTriangleList(rect.second);
}
{ {
TRenderParamsSetter params(pair.first); TRenderParamsSetter params(pair.first);
RenderUniform3fv("eye", eye.data());
RenderUniform3fv("lightPos", lightPos.data());
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
Renderer->DrawTriangleList(pair.second); Renderer->DrawTriangleList(pair.second);
} }
Renderer->PopMatrix();
CheckGlError(""); CheckGlError("");
Renderer->SwitchToScreen();
Renderer->SetFullScreenViewport();
const float cos30 = sqrt(3) / 2;
const float sin30 = 0.5f;
const float sampleRadiusX = 0.75 / 512;
const float sampleRadiusY = 0.75 / 512;
Matrix2f rotate30Matrix;
rotate30Matrix(0, 0) = cos30;
rotate30Matrix(0, 1) = sin30;
rotate30Matrix(1, 0) = -sin30;
rotate30Matrix(1, 1) = cos30;
Renderer->PushShader("SSAA_4X");
std::array<Vector2f, 4> sampleVector = {
Vector2f(sampleRadiusX, sampleRadiusY),
Vector2f(-sampleRadiusX, sampleRadiusY),
Vector2f(-sampleRadiusX, -sampleRadiusY),
Vector2f(sampleRadiusX, -sampleRadiusY)
};
for (size_t i = 0; i < 4; i++)
{
sampleVector[i] = rotate30Matrix * sampleVector[i];
RenderUniform2fv("samplesOffset[" + boost::lexical_cast<std::string>(i) + "]", &sampleVector[i][0]);
}
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
} }
void TMyApplication::InnerUpdate(size_t dt) {}
void TMyApplication::InnerUpdate(size_t dt) bool TMyApplication::IsLoaded() {
{
}
bool TMyApplication::IsLoaded()
{
return Loaded; return Loaded;
} }
bool TMyApplication::IsInited() bool TMyApplication::IsInited() {
{
return Inited; return Inited;
} }
Regular → Executable
+13
View File
@@ -23,6 +23,7 @@
#include "include/Engine.h" #include "include/Engine.h"
#include "boost/signals2.hpp"//Signal must be included after asio #include "boost/signals2.hpp"//Signal must be included after asio
#include "boost/property_tree/json_parser.hpp"
using namespace SE; using namespace SE;
@@ -36,6 +37,10 @@ public:
TRenderPair pair; TRenderPair pair;
TRenderPair rect; TRenderPair rect;
TRenderPair heightMapPair;
TRenderPair normalMapPair;
TRenderPair texturePair;
bool Loaded; bool Loaded;
TMyApplication() : TApplication(), Loaded(false), Inited(false) { } TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
@@ -63,6 +68,14 @@ public:
virtual void OnFling(Vector2f v); virtual void OnFling(Vector2f v);
virtual void OnMouseWheel(short int delta);
float distance = 2000;
float alpha = 0;
float phi = pi / 6;
}; };
@@ -22,6 +22,7 @@
<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>
</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">
@@ -48,7 +49,7 @@
<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>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
@@ -146,11 +147,11 @@
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<PrecompiledHeader> <PrecompiledHeader>
</PrecompiledHeader> </PrecompiledHeader>
<Optimization>MaxSpeed</Optimization> <Optimization>Disabled</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
<DisableSpecificWarnings>4503</DisableSpecificWarnings> <DisableSpecificWarnings>4503</DisableSpecificWarnings>
</ClCompile> </ClCompile>
<Link> <Link>
@@ -158,7 +159,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories> <AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/stage/lib;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
@@ -1,33 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Файлы исходного кода">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Заголовочные файлы">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
</Filter>
<Filter Include="Файлы ресурсов">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>Файлы исходного кода</Filter>
</ClCompile>
<ClCompile Include="..\..\..\game\main_code.cpp">
<Filter>Файлы исходного кода</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="main.h">
<Filter>Заголовочные файлы</Filter>
</ClInclude>
<ClInclude Include="..\..\..\game\main_code.h">
<Filter>Заголовочные файлы</Filter>
</ClInclude>
</ItemGroup>
</Project>