Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
248d5c2efe | ||
|
|
bfdbf06328 | ||
|
|
0ce48eaf8f | ||
|
|
24fd919de3 | ||
|
|
c5b64370cc | ||
|
|
bdef3aca47 | ||
|
|
c613d00511 | ||
|
|
46b7b28b2b | ||
|
|
3f2572eaa5 | ||
|
|
86f0ad59bb | ||
|
|
13f3e3ee9b | ||
|
|
95207620f6 | ||
|
|
915c031f52 |
No files matched your search
@@ -73,6 +73,5 @@ iOSInjectionProject/
|
|||||||
/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
|
||||||
/windows/DoubleHitBalls-win/**/*.user
|
|
||||||
*.db
|
*.db
|
||||||
*.opendb
|
*.opendb
|
||||||
|
After Width: | Height: | Size: 35 KiB |
|
After Width: | Height: | Size: 76 KiB |
|
After Width: | Height: | Size: 62 KiB |
|
After Width: | Height: | Size: 696 KiB |
|
After Width: | Height: | Size: 2.5 MiB |
|
After Width: | Height: | Size: 207 KiB |
|
After Width: | Height: | Size: 133 KiB |
|
After Width: | Height: | Size: 99 KiB |
|
After Width: | Height: | Size: 180 KiB |
|
After Width: | Height: | Size: 106 KiB |
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 38 KiB |
@@ -0,0 +1,7 @@
|
|||||||
|
{
|
||||||
|
"lines": [
|
||||||
|
{"start": [-500, -500], "end": [500, -500], "color": [0.3, 0.3, 0.0]},
|
||||||
|
{"start": [500, -500], "end": [500, 500], "color": [0.0, 0.3, 0.15]},
|
||||||
|
{"start": [500, 500], "end": [-500, -500], "color": [0.25, 0, 0.4]}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
After Width: | Height: | Size: 1.7 MiB |
@@ -1,52 +0,0 @@
|
|||||||
precision mediump float;
|
|
||||||
varying vec4 color;
|
|
||||||
varying vec3 position;
|
|
||||||
|
|
||||||
//uniform vec4 lineParams;
|
|
||||||
//uniform vec4 startPointEndPoint;
|
|
||||||
|
|
||||||
varying vec3 lineParams;
|
|
||||||
varying vec4 startPointEndPoint;
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
float a = lineParams.x;
|
|
||||||
float b = lineParams.y;
|
|
||||||
float c = lineParams.z;
|
|
||||||
|
|
||||||
float Xa = startPointEndPoint.r;
|
|
||||||
float Ya = startPointEndPoint.g;
|
|
||||||
|
|
||||||
float Xb = startPointEndPoint.b;
|
|
||||||
float Yb = startPointEndPoint.a;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
float distance;
|
|
||||||
|
|
||||||
|
|
||||||
float distanceToA = (Xa - position.x)*(Xb - Xa) + (Ya - position.y)*(Yb - Ya);
|
|
||||||
|
|
||||||
float distanceToB = (Xb - position.x)*(Xb - Xa) + (Yb - position.y)*(Yb - Ya);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if (distanceToA * distanceToB > 0)
|
|
||||||
{
|
|
||||||
float len = sqrt((Xb - Xa)*(Xb - Xa) + (Yb - Ya)*(Yb - Ya));
|
|
||||||
distance = max(abs(distanceToA/len), abs(distanceToB/len));
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
distance = abs(a*position.x + b*position.y + c);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
float t = clamp(1.2 / (distance + 1.0) - 0.5, 0.0, 1.0);
|
|
||||||
|
|
||||||
|
|
||||||
gl_FragColor = vec4(color.rgb, color.a*t);
|
|
||||||
|
|
||||||
//gl_FragColor = vec4(color.rgb*clamp(1.2 / (distance + 1.0) - 0.5, 0.0, 1.0), 1.0);
|
|
||||||
}
|
|
||||||
@@ -1,22 +0,0 @@
|
|||||||
attribute vec3 vPosition;
|
|
||||||
attribute vec4 vColor;
|
|
||||||
attribute vec3 vLineParams;
|
|
||||||
attribute vec4 vStartPointEndPoint;
|
|
||||||
|
|
||||||
varying vec3 position;
|
|
||||||
varying vec4 color;
|
|
||||||
varying vec3 lineParams;
|
|
||||||
varying vec4 startPointEndPoint;
|
|
||||||
|
|
||||||
|
|
||||||
uniform mat4 ProjectionMatrix;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
|
||||||
|
|
||||||
position = vPosition;
|
|
||||||
color = vColor;
|
|
||||||
lineParams = vLineParams;
|
|
||||||
startPointEndPoint = vStartPointEndPoint;
|
|
||||||
}
|
|
||||||
|
After Width: | Height: | Size: 1.7 MiB |
|
After Width: | Height: | Size: 4.4 MiB |
|
After Width: | Height: | Size: 819 KiB |
@@ -0,0 +1,68 @@
|
|||||||
|
precision mediump float;
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform sampler2D NormalMap;
|
||||||
|
uniform sampler2D HeightMap;
|
||||||
|
|
||||||
|
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 = 0.01;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
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, 1.0);
|
||||||
|
|
||||||
|
}
|
||||||
@@ -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;
|
||||||
|
|
||||||
|
}
|
||||||
|
After Width: | Height: | Size: 466 KiB |
@@ -7,7 +7,7 @@ void main()
|
|||||||
{
|
{
|
||||||
vec4 color = texture2D(Texture,texCoord).rgba;
|
vec4 color = texture2D(Texture,texCoord).rgba;
|
||||||
|
|
||||||
gl_FragColor = vec4(color.rgb, 1.0);
|
gl_FragColor = vec4(color.rgb, color.a * Transparency);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,18 @@
|
|||||||
|
precision mediump float;
|
||||||
|
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform float Transparency;
|
||||||
|
uniform vec4 LightDirection;
|
||||||
|
|
||||||
|
varying vec2 texCoord;
|
||||||
|
varying vec3 fragNormal;
|
||||||
|
varying vec3 fragColor;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 color = vec4((fragColor.rgb * texture2D(Texture, texCoord).rgb), 1.0);
|
||||||
|
|
||||||
|
float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
|
||||||
|
|
||||||
|
gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
|
||||||
|
//gl_FragColor = vec4((fragNormal.rgb + vec3(1.0, 1.0, 1.0))*0.5, 1.0);
|
||||||
|
}
|
||||||
@@ -0,0 +1,17 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec3 Normal;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
attribute vec3 vColor;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
|
||||||
|
varying vec2 texCoord;
|
||||||
|
varying vec3 fragNormal;
|
||||||
|
varying vec3 fragColor;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
texCoord = vTexCoord;
|
||||||
|
fragNormal = Normal;
|
||||||
|
fragColor = vColor;
|
||||||
|
}
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
precision mediump float;
|
||||||
|
|
||||||
|
|
||||||
|
uniform float Transparency;
|
||||||
|
uniform vec4 LightDirection;
|
||||||
|
|
||||||
|
varying vec3 fragNormal;
|
||||||
|
varying vec3 fragColor;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 color = vec4(fragColor.rgb, 1.0);
|
||||||
|
|
||||||
|
float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
|
||||||
|
|
||||||
|
gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
|
||||||
|
}
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec3 Normal;
|
||||||
|
attribute vec3 vColor;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
|
||||||
|
varying vec3 fragNormal;
|
||||||
|
varying vec3 fragColor;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
fragNormal = Normal;
|
||||||
|
fragColor = vColor;
|
||||||
|
}
|
||||||
@@ -11,73 +11,59 @@
|
|||||||
|
|
||||||
TMyApplication* Application;
|
TMyApplication* Application;
|
||||||
|
|
||||||
static const float BUFFER_DISTANCE = 50.f;
|
|
||||||
|
std::vector<SE::Vector3f> posArr;
|
||||||
|
std::vector<SE::Vector3f> normArr;
|
||||||
|
std::vector<SE::Vector3f> colorArr;
|
||||||
|
std::vector<SE::Vector2f> texCoordArr;
|
||||||
|
|
||||||
|
|
||||||
TRenderPair linesToRenderBoxes(const std::vector<std::pair<Vector2f, Vector2f>>& lineArr)
|
GLuint posBuffer;
|
||||||
{
|
GLuint normBuffer;
|
||||||
TRenderPair pair;
|
GLuint colorBuffer;
|
||||||
|
GLuint texCoordBuffer;
|
||||||
for (size_t i = 0; i < lineArr.size(); i++)
|
|
||||||
{
|
|
||||||
|
|
||||||
Vector2f startPoint = lineArr[i].first;
|
|
||||||
Vector2f endPoint = lineArr[i].second;
|
|
||||||
|
|
||||||
Vector2f renderAreaStart{ std::min<float>(startPoint(0), endPoint(0)) - BUFFER_DISTANCE, std::min<float>(startPoint(1), endPoint(1)) - BUFFER_DISTANCE };
|
|
||||||
|
|
||||||
Vector2f renderAreEnd{ std::max<float>(startPoint(0), endPoint(0)) + BUFFER_DISTANCE, std::max<float>(startPoint(1), endPoint(1)) + BUFFER_DISTANCE };
|
|
||||||
|
|
||||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreaStart(0), renderAreaStart(1), 0));
|
|
||||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreaStart(0), renderAreEnd(1), 0));
|
|
||||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreEnd(0), renderAreEnd(1), 0));
|
|
||||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreaStart(0), renderAreaStart(1), 0));
|
|
||||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreEnd(0), renderAreEnd(1), 0));
|
|
||||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreEnd(0), renderAreaStart(1), 0));
|
|
||||||
|
|
||||||
|
|
||||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
size_t posArrIndex = 0;
|
||||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
size_t normArrIndex = 0;
|
||||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
size_t colorArrIndex = 0;
|
||||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
size_t texCoordArrIndex = 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));
|
|
||||||
|
|
||||||
Vector2f lineVec = endPoint - startPoint;
|
|
||||||
Vector2f lineNormVec = { -lineVec(1), lineVec(0) };
|
|
||||||
|
|
||||||
lineNormVec.normalize();
|
|
||||||
|
|
||||||
//float distance = abs(normVec.x*(position.x - startPoint.x) + normVec.y*(position.y - startPoint.y));
|
|
||||||
//distance = a*x + b*y + c, here we calculate a, b,c and pass them to shader
|
|
||||||
float a = lineNormVec(0);
|
|
||||||
float b = lineNormVec(1);
|
|
||||||
float c = -(lineNormVec(0)*startPoint(0) + lineNormVec(1)*startPoint(1));
|
|
||||||
|
|
||||||
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
|
|
||||||
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
|
|
||||||
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
|
|
||||||
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
|
|
||||||
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
|
|
||||||
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
|
|
||||||
|
|
||||||
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
|
|
||||||
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
|
|
||||||
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
|
|
||||||
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
|
|
||||||
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
|
|
||||||
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Matrix3f quatToMatrix(Vector4f q) {
|
||||||
|
|
||||||
|
Matrix3f result;
|
||||||
|
|
||||||
|
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;
|
||||||
}
|
}
|
||||||
|
|
||||||
pair.second.RefreshBuffer();
|
|
||||||
pair.first = TRenderParams().withShader("AntialiasingShader");
|
|
||||||
|
|
||||||
return pair;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void TMyApplication::InnerInit()
|
void TMyApplication::InnerInit()
|
||||||
{
|
{
|
||||||
@@ -86,8 +72,8 @@ void TMyApplication::InnerInit()
|
|||||||
|
|
||||||
#ifdef TARGET_WIN32
|
#ifdef TARGET_WIN32
|
||||||
#ifdef NDEBUG
|
#ifdef NDEBUG
|
||||||
//ST::PathToResources = "resources/";
|
ST::PathToResources = "resources/";
|
||||||
ST::PathToResources = "../../../assets/";
|
//ST::PathToResources = "../../../assets/";
|
||||||
#else
|
#else
|
||||||
ST::PathToResources = "../../../assets/";
|
ST::PathToResources = "../../../assets/";
|
||||||
#endif
|
#endif
|
||||||
@@ -103,36 +89,435 @@ void TMyApplication::InnerInit()
|
|||||||
}
|
}
|
||||||
srand (static_cast<size_t>(time(NULL)));
|
srand (static_cast<size_t>(time(NULL)));
|
||||||
|
|
||||||
ResourceManager->ShaderManager.AddShader("AntialiasingShader", "ms_vertex.txt", "ms_fragment.txt");
|
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
|
||||||
|
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_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("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
|
||||||
|
//ResourceManager->ShaderManager.AddShader("SimpleShadingNoTex", "simple_shading_no_tex.vertex", "simple_shading_no_tex.fragment");
|
||||||
|
ResourceManager->ShaderManager.AddShader("SimpleShading", "simple_shading.vertex", "simple_shading.fragment");
|
||||||
|
Renderer->PushShader("DefaultShader");
|
||||||
|
|
||||||
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
||||||
|
|
||||||
std::vector<std::pair<Vector2f, Vector2f>> lineArr;
|
ResourceManager->TexList.AddTexture("background.jpg");
|
||||||
|
ResourceManager->TexList.AddTexture("pimgpsh.jpg");
|
||||||
|
ResourceManager->TexList.AddTexture("HeightMap.png");
|
||||||
|
ResourceManager->TexList.AddTexture("NormalMap.png");
|
||||||
|
ResourceManager->TexList.AddTexture("linesAll.png");
|
||||||
|
ResourceManager->TexList.AddTexture("clean-fabric-texture-4-780x585.jpg");
|
||||||
|
|
||||||
|
ResourceManager->TexList.AddTexture("free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png");
|
||||||
|
|
||||||
|
//
|
||||||
|
/*
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].reserve(90000000);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].reserve(90000000);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].reserve(90000000);
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].reserve(90000000);
|
||||||
|
|
||||||
|
*/
|
||||||
|
|
||||||
|
posArr.resize(20000000);
|
||||||
|
normArr.resize(20000000);
|
||||||
|
texCoordArr.resize(20000000);
|
||||||
|
colorArr.resize(20000000);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
|
||||||
|
|
||||||
|
Vector2f const bottomLeft(-500, -500);
|
||||||
|
float const W = 1000;
|
||||||
|
float const H = 1000;
|
||||||
|
|
||||||
|
Vector2f const backgroundBottomLeft(-3000, -3000);
|
||||||
|
float const backgroundW = 6000;
|
||||||
|
float const backgroundH = 6000;
|
||||||
|
|
||||||
for (int i = 0; i < 10; i++)
|
|
||||||
{
|
{
|
||||||
lineArr.push_back({ {50.f + i * 20.f, 50.f}, { 60.f + i * 20.f, 440.f } });
|
//resolution of background image
|
||||||
|
//float const imageW = 512;
|
||||||
|
//float const imageH = 512;
|
||||||
|
|
||||||
lineArr.push_back({ { 60.f + i * 20.f, 440.f },{ 70.f + i * 20.f, 50.f } });
|
float const imageW = 2048;
|
||||||
|
float const imageH = 2048;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
|
||||||
|
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1] + backgroundH));
|
||||||
|
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[1] + backgroundH));
|
||||||
|
|
||||||
|
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0] + backgroundH));
|
||||||
|
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0]));
|
||||||
|
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[0]));
|
||||||
|
|
||||||
|
float const tw = backgroundW / imageW;
|
||||||
|
float const th = backgroundH / imageH;
|
||||||
|
|
||||||
|
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
|
||||||
|
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
|
||||||
|
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
|
||||||
|
|
||||||
|
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
|
||||||
|
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, th));
|
||||||
|
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
|
||||||
|
|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
|
|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
auto findPlaneBasis = [] (const Vector3f &normal) {
|
||||||
|
std::vector<Vector3f> result;
|
||||||
|
|
||||||
|
Vector3f e0, e1;
|
||||||
|
if(normal.z() != 0)
|
||||||
|
{
|
||||||
|
e0 = Vector3f(1, 0, -normal.x() / normal.z()).normalized();
|
||||||
|
e1 = Vector3f(0, 1, -normal.y() / normal.z());
|
||||||
|
}
|
||||||
|
else if(normal.y() != 0)
|
||||||
|
{
|
||||||
|
e0 = Vector3f(1, -normal.x() / normal.y(), 0).normalized();
|
||||||
|
e1 = Vector3f(0, -normal.z() / normal.y(), 1);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
e0 = Vector3f(-normal.y() / normal.x(), 1, 0).normalized();
|
||||||
|
e1 = Vector3f(-normal.z() / normal.x(), 0, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
e1 = (e1 - (e1.dot(e0) / e0.dot(e0)) * e0).normalized();
|
||||||
|
|
||||||
|
result.push_back(e0);
|
||||||
|
result.push_back(e1);
|
||||||
|
|
||||||
|
return result;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
{
|
||||||
|
//float const R = 3;
|
||||||
|
float const R = 0;
|
||||||
|
//float const r = 4;
|
||||||
|
//float const r = 16;
|
||||||
|
float const r = 19;
|
||||||
|
//size_t const threadsCount = 3;
|
||||||
|
size_t const threadsCount = 1;
|
||||||
|
size_t const edgesCount = 6;
|
||||||
|
//float const angle = pi / 6;
|
||||||
|
float const angle = 0;
|
||||||
|
Vector3f up(0, 1, 0); up.normalize();
|
||||||
|
|
||||||
|
//size_t const step = 5;
|
||||||
|
float const step = 20;
|
||||||
|
|
||||||
|
const Vector3f vshift = Vector3f(0.f, 0.002f, 0.f);
|
||||||
|
int vShiftVal = 0;
|
||||||
|
|
||||||
|
auto g = [&] (Vector3f start, Vector3f end, const Vector3f &color, int x) {
|
||||||
|
Vector3f direction = (end - start).normalized();
|
||||||
|
end = end - (r + R) * direction;
|
||||||
|
float iterationsCount = (end - start).norm() / step;
|
||||||
|
auto e = findPlaneBasis(up);
|
||||||
|
|
||||||
|
std::vector<Vector3f> threadCenters;
|
||||||
|
std::vector<std::vector<Vector4f>> threads;
|
||||||
|
for(auto i = 0; i < threadsCount; i++) {
|
||||||
|
std::vector<Vector4f> edges;
|
||||||
|
Vector3f threadCenter = R * (e[0] * cosf(i * 2 * pi / threadsCount) + e[1] * sinf(i * 2 * pi / threadsCount));
|
||||||
|
threadCenters.push_back(threadCenter);
|
||||||
|
|
||||||
|
for(auto j = 0; j < edgesCount; j++) {
|
||||||
|
auto verticeCenter = threadCenter + r * (e[0] * cosf(j * 2 * pi / edgesCount) + e[1] * sinf(j * 2 * pi / edgesCount));
|
||||||
|
edges.push_back(Vector4f(verticeCenter.x(), verticeCenter.y(), verticeCenter.z(), 1));
|
||||||
|
}
|
||||||
|
|
||||||
|
threads.push_back(edges);
|
||||||
|
}
|
||||||
|
|
||||||
|
auto rotateMatrix1 = (
|
||||||
|
Translation3f((r + R) * direction) *
|
||||||
|
AngleAxis<float>(
|
||||||
|
-pi / 8,
|
||||||
|
direction.cross(up).normalized()
|
||||||
|
) *
|
||||||
|
Translation3f(-(r + R) * direction)
|
||||||
|
).matrix();
|
||||||
|
auto matrix = (
|
||||||
|
Translation3f((r + R) * up) *
|
||||||
|
AngleAxis<float>(
|
||||||
|
angle,
|
||||||
|
direction
|
||||||
|
) *
|
||||||
|
Translation3f(-(r + R) * up) *
|
||||||
|
Translation3f(static_cast<int>(step) * direction)
|
||||||
|
).matrix();
|
||||||
|
auto rotateMatrix2 = (
|
||||||
|
Translation3f(static_cast<int>(step) * direction * iterationsCount) *
|
||||||
|
Translation3f((r + R) * direction) *
|
||||||
|
AngleAxis<float>(
|
||||||
|
-pi / 8,
|
||||||
|
direction.cross(up).normalized()
|
||||||
|
) *
|
||||||
|
Translation3f(-(r + R) * direction) *
|
||||||
|
Translation3f(-static_cast<int>(step) * direction * iterationsCount)
|
||||||
|
).matrix();
|
||||||
|
|
||||||
|
for(int i = -2; i < static_cast<int>(iterationsCount) + 2; i++) {
|
||||||
|
std::vector<std::vector<Vector4f>> newThreads;
|
||||||
|
|
||||||
|
for(auto j = 0; j < threadsCount; j++) {
|
||||||
|
auto edges = threads[j];
|
||||||
|
std::vector<Vector4f> newEdges;
|
||||||
|
|
||||||
|
for(auto k = 0; k < edgesCount; k++) {
|
||||||
|
if(i < 0) {
|
||||||
|
newEdges.push_back(rotateMatrix1 * edges[k]);
|
||||||
|
} else if(i < iterationsCount) {
|
||||||
|
newEdges.push_back(matrix * edges[k]);
|
||||||
|
} else {
|
||||||
|
newEdges.push_back(rotateMatrix2 * edges[k]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
newThreads.push_back(newEdges);
|
||||||
|
|
||||||
|
auto threadCenter_ = Vector4f(threadCenters[j].x(), threadCenters[j].y(), threadCenters[j].z(), 1);
|
||||||
|
auto threadCenter = threadCenter_.head(3);
|
||||||
|
|
||||||
|
Vector3f newThreadCenter;
|
||||||
|
if (i < 0) {
|
||||||
|
newThreadCenter = (rotateMatrix1 * threadCenter_).head(3);
|
||||||
|
} else if (i < iterationsCount) {
|
||||||
|
newThreadCenter = (matrix * threadCenter_).head(3);
|
||||||
|
} else {
|
||||||
|
newThreadCenter = (rotateMatrix2 * threadCenter_).head(3);
|
||||||
|
}
|
||||||
|
|
||||||
|
threadCenters[j] = newThreadCenter;
|
||||||
|
|
||||||
|
for(auto k = 0; k < edgesCount; k++) {
|
||||||
|
auto vk = edges[k].head(3);
|
||||||
|
auto vk1 = edges[(k + 1) % edgesCount].head(3);
|
||||||
|
auto nvk = newEdges[k].head(3);
|
||||||
|
auto nvk1 = newEdges[(k + 1) % edgesCount].head(3);
|
||||||
|
|
||||||
|
posArr[posArrIndex] = start + vk + vshift*x;
|
||||||
|
posArrIndex++;
|
||||||
|
|
||||||
|
posArr[posArrIndex] = start + vk1 + vshift * x;
|
||||||
|
posArrIndex++;
|
||||||
|
|
||||||
|
//posArr[posArrIndex] = start + nvk;
|
||||||
|
//posArrIndex++;
|
||||||
|
|
||||||
|
//posArr[posArrIndex] = start + vk1;
|
||||||
|
//posArrIndex++;
|
||||||
|
|
||||||
|
posArr[posArrIndex] = start + nvk1 + vshift * x;
|
||||||
|
posArrIndex++;
|
||||||
|
|
||||||
|
posArr[posArrIndex] = start + nvk + vshift*x;
|
||||||
|
posArrIndex++;
|
||||||
|
|
||||||
|
|
||||||
lineRenderPair = linesToRenderBoxes(lineArr);
|
normArr[normArrIndex] = vk - threadCenter;
|
||||||
|
normArrIndex++;
|
||||||
|
|
||||||
Renderer->PushShader("AntialiasingShader");
|
normArr[normArrIndex] = vk1 - threadCenter;
|
||||||
|
normArrIndex++;
|
||||||
|
|
||||||
Renderer->SetOrthoProjection();
|
//normArr[normArrIndex] = nvk - newThreadCenter;
|
||||||
|
//normArrIndex++;
|
||||||
|
|
||||||
Renderer->SetFullScreenViewport();
|
//normArr[normArrIndex] = vk1 - threadCenter;
|
||||||
|
//normArrIndex++;
|
||||||
|
|
||||||
|
normArr[normArrIndex] = nvk1 - newThreadCenter;
|
||||||
|
normArrIndex++;
|
||||||
|
|
||||||
|
normArr[normArrIndex] = nvk - newThreadCenter;
|
||||||
|
normArrIndex++;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
texCoordArr[texCoordArrIndex] = Vector2f((float)(k) / (edgesCount), (i + 2) / 4.f);
|
||||||
|
texCoordArrIndex++;
|
||||||
|
|
||||||
|
texCoordArr[texCoordArrIndex] = Vector2f((float)(k+10) / (edgesCount), (i + 2) / 4.f);
|
||||||
|
texCoordArrIndex++;
|
||||||
|
|
||||||
|
//texCoordArr[texCoordArrIndex] = Vector2f(0.1, 0.2);
|
||||||
|
//texCoordArrIndex++;
|
||||||
|
|
||||||
|
//texCoordArr[texCoordArrIndex] = Vector2f(0.2, 0.1);
|
||||||
|
//texCoordArrIndex++;
|
||||||
|
|
||||||
|
texCoordArr[texCoordArrIndex] = Vector2f((float)(k + 10) / (edgesCount), (i + 3) / 4.f);
|
||||||
|
texCoordArrIndex++;
|
||||||
|
|
||||||
|
texCoordArr[texCoordArrIndex] = Vector2f((float)k / (edgesCount), (i + 3) / 4.f);
|
||||||
|
texCoordArrIndex++;
|
||||||
|
|
||||||
|
|
||||||
|
colorArr[colorArrIndex] = color;
|
||||||
|
colorArrIndex++;
|
||||||
|
|
||||||
|
colorArr[colorArrIndex] = color;
|
||||||
|
colorArrIndex++;
|
||||||
|
|
||||||
|
colorArr[colorArrIndex] = color;
|
||||||
|
colorArrIndex++;
|
||||||
|
|
||||||
|
//colorArr[colorArrIndex] = color;
|
||||||
|
//colorArrIndex++;
|
||||||
|
|
||||||
|
colorArr[colorArrIndex] = color;
|
||||||
|
colorArrIndex++;
|
||||||
|
|
||||||
|
//colorArr[colorArrIndex] = color;
|
||||||
|
//colorArrIndex++;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk1);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
|
||||||
|
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk - threadCenter));
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk1 - newThreadCenter));
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
|
||||||
|
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.1));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.2));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
|
||||||
|
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
threads = newThreads;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
{
|
||||||
|
namespace pt = boost::property_tree;
|
||||||
|
pt::ptree root;
|
||||||
|
//pt::read_json(ST::PathToResources + "lines.json", root);
|
||||||
|
//pt::read_json(ST::PathToResources + "lines100500.json", root);
|
||||||
|
pt::read_json(ST::PathToResources + "lines100500.json", root);
|
||||||
|
|
||||||
|
int x = 0;
|
||||||
|
|
||||||
|
for(auto line: root.get_child("lines")) {
|
||||||
|
std::vector<int> start;
|
||||||
|
std::vector<int> end;
|
||||||
|
std::vector<float> color;
|
||||||
|
|
||||||
|
for(auto value: line.second.get_child("start")) {
|
||||||
|
start.push_back(value.second.get_value<int>());
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto value : line.second.get_child("end")) {
|
||||||
|
end.push_back(value.second.get_value<int>());
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto value : line.second.get_child("color")) {
|
||||||
|
color.push_back(value.second.get_value<float>());
|
||||||
|
}
|
||||||
|
|
||||||
|
g(Vector3f(start[0], 0, start[1]), Vector3f(end[0], 0, end[1]), Vector3f(color[0], color[1], color[2]), x);
|
||||||
|
x++;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
background.first.ShaderName ="DefaultShader";
|
||||||
|
fabricRender.first.ShaderName = "SimpleShading";
|
||||||
|
//fabricRender.first.ShaderName = "SimpleShadingNoTex";
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
|
||||||
|
*/
|
||||||
|
std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
|
||||||
|
|
||||||
|
background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
|
||||||
|
|
||||||
|
fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png";
|
||||||
|
fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png";
|
||||||
|
//fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "clean-fabric-texture-4-780x585.jpg";
|
||||||
|
fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png";
|
||||||
|
fabricRender.first.Vec4Map[CONST_STRING_LIGHT_DIRECTION_UNIFORM] = Vector4f(0, -1, 0, 0);
|
||||||
|
|
||||||
|
background.second.RefreshBuffer();
|
||||||
|
//fabricRender.second.RefreshBuffer();
|
||||||
|
|
||||||
|
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].clear();
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].clear();
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].clear();
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].clear();
|
||||||
|
|
||||||
|
glGenBuffers(1, &posBuffer);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
|
||||||
|
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, posArr.size() * 12, &posArr[0], GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
glGenBuffers(1, &normBuffer);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, normBuffer);
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerDeinit()
|
void TMyApplication::InnerDeinit()
|
||||||
@@ -143,19 +528,17 @@ void TMyApplication::InnerDeinit()
|
|||||||
{
|
{
|
||||||
*Console<<"APP DEINIT\n";
|
*Console<<"APP DEINIT\n";
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::OnMouseWheel(short int delta)
|
|
||||||
{
|
|
||||||
scale += (delta > 0 ? 1 : -1) * 0.25;
|
|
||||||
if(scale < 0.25) {
|
|
||||||
scale = 0.25;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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)
|
||||||
@@ -170,30 +553,128 @@ 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;
|
||||||
|
|
||||||
|
/*if (distance > 2500)
|
||||||
|
{
|
||||||
|
distance = 2500;
|
||||||
|
}*/
|
||||||
|
|
||||||
|
if (distance < 100)
|
||||||
|
{
|
||||||
|
distance = 100;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerDraw()
|
void TMyApplication::InnerDraw()
|
||||||
{
|
{
|
||||||
|
|
||||||
//Render the frame
|
Renderer->SetPerspectiveProjection(pi / 6, 100.f, 40000.f);
|
||||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
|
||||||
Renderer->PushMatrix();
|
|
||||||
Renderer->ScaleMatrix(scale);
|
|
||||||
|
|
||||||
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
Renderer->SetFullScreenViewport();
|
||||||
|
|
||||||
|
Renderer->PushMatrix();
|
||||||
|
|
||||||
|
Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
CheckGlError("");
|
CheckGlError("");
|
||||||
|
|
||||||
TRenderParamsSetter params(lineRenderPair.first);
|
auto mat1 = quatToMatrix(quat1);
|
||||||
Renderer->DrawTriangleList(lineRenderPair.second);
|
|
||||||
|
auto mat2 = quatToMatrix(quat2);
|
||||||
|
|
||||||
|
Vector3f lightPos = {0.f, 1.f, 1.f};
|
||||||
|
|
||||||
|
Vector3f eye = mat2 * mat1 * Vector3f(0.0f, 0.f, -distance);
|
||||||
|
|
||||||
|
{
|
||||||
|
TRenderParamsSetter params(background.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(background.second);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
//glEnable(GL_CULL_FACE);
|
||||||
|
|
||||||
|
|
||||||
|
{
|
||||||
|
TRenderParamsSetter params(fabricRender.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());
|
||||||
|
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
Renderer->PopMatrix();
|
Renderer->PopMatrix();
|
||||||
|
|
||||||
CheckGlError("");
|
CheckGlError("");
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -20,6 +20,9 @@
|
|||||||
#include "boost/assign.hpp"
|
#include "boost/assign.hpp"
|
||||||
#include "boost/bind.hpp"
|
#include "boost/bind.hpp"
|
||||||
|
|
||||||
|
#include "boost/property_tree/ptree.hpp"
|
||||||
|
#include "boost/property_tree/json_parser.hpp"
|
||||||
|
|
||||||
#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
|
||||||
@@ -32,10 +35,9 @@ protected:
|
|||||||
|
|
||||||
bool Inited;
|
bool Inited;
|
||||||
|
|
||||||
float scale = 1.0;
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
TRenderPair lineRenderPair;
|
TRenderPair fabricRender;
|
||||||
|
TRenderPair background;
|
||||||
|
|
||||||
bool Loaded;
|
bool Loaded;
|
||||||
|
|
||||||
@@ -53,7 +55,6 @@ public:
|
|||||||
|
|
||||||
bool IsInited();
|
bool IsInited();
|
||||||
|
|
||||||
virtual void OnMouseWheel(short int delta);
|
|
||||||
|
|
||||||
virtual void InnerOnTapDown(Vector2f p);
|
virtual void InnerOnTapDown(Vector2f p);
|
||||||
|
|
||||||
@@ -65,6 +66,14 @@ 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;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -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>
|
||||||
|
|||||||
@@ -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>
|
|
||||||
@@ -0,0 +1,4 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<PropertyGroup />
|
||||||
|
</Project>
|
||||||
@@ -8,8 +8,8 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
|
|||||||
LPSTR lpszCmdLine, int nCmdShow)
|
LPSTR lpszCmdLine, int nCmdShow)
|
||||||
{
|
{
|
||||||
|
|
||||||
int width = 512;
|
int width = 1024;
|
||||||
int height = 512;
|
int height = 1024;
|
||||||
|
|
||||||
|
|
||||||
if (CreateEngine(width, height))
|
if (CreateEngine(width, height))
|
||||||
|
|||||||