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Author SHA1 Message Date
vladislav.khorev 248d5c2efe Some changes 2018-07-13 22:59:13 +05:00
emil.kabirov bfdbf06328 Fixing some stuff 2018-06-18 01:13:04 +05:00
alexander.biryukov 0ce48eaf8f Fix fragment shader 2018-05-31 20:10:02 +05:00
alexander.biryukov 24fd919de3 Coloring 2018-05-31 19:47:36 +05:00
alexander.biryukov c5b64370cc Minor improvements 2018-05-31 19:03:33 +05:00
alexander.biryukov bdef3aca47 Cleanup 2018-05-31 15:33:57 +05:00
alexander.biryukov c613d00511 Simple Shading 2018-05-30 20:36:00 +05:00
alexander.biryukov 46b7b28b2b Threads 2018-05-30 18:09:27 +05:00
vladislav.khorev 3f2572eaa5 Change height map and normal map 2018-01-22 01:00:58 +03:00
vladislav.khorev 86f0ad59bb Change height map and normal map 2018-01-22 00:37:11 +03:00
samat.agishev 13f3e3ee9b Added heightmap/normalmap for fibers 2018-01-19 19:23:11 +05:00
samat.agishev 95207620f6 Trying to imitate fabric seam 2018-01-18 20:29:21 +05:00
vladislav.khorev 915c031f52 Working with parallax test 2017-12-11 12:30:51 +03:00
36 changed files with 39653 additions and 210 deletions

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-1
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@@ -73,6 +73,5 @@ iOSInjectionProject/
/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
/windows/DoubleHitBalls-win/**/*.user
*.db
*.opendb
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{
"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]}
]
}
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-52
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@@ -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);
}
-22
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@@ -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;
}
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+68
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@@ -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);
}
+60
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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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+1 -1
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@@ -7,7 +7,7 @@ void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, 1.0);
gl_FragColor = vec4(color.rgb, color.a * Transparency);
+18
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@@ -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);
}
+17
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@@ -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;
}
+16
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@@ -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);
}
+14
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@@ -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;
}
+571 -90
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@@ -11,73 +11,59 @@
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)
{
TRenderPair pair;
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));
GLuint posBuffer;
GLuint normBuffer;
GLuint colorBuffer;
GLuint texCoordBuffer;
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(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(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)));
size_t posArrIndex = 0;
size_t normArrIndex = 0;
size_t colorArrIndex = 0;
size_t texCoordArrIndex = 0;
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()
{
@@ -86,8 +72,8 @@ void TMyApplication::InnerInit()
#ifdef TARGET_WIN32
#ifdef NDEBUG
//ST::PathToResources = "resources/";
ST::PathToResources = "../../../assets/";
ST::PathToResources = "resources/";
//ST::PathToResources = "../../../assets/";
#else
ST::PathToResources = "../../../assets/";
#endif
@@ -103,36 +89,435 @@ void TMyApplication::InnerInit()
}
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");
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;
}
void TMyApplication::InnerDeinit()
@@ -143,19 +528,17 @@ void TMyApplication::InnerDeinit()
{
*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)
{
posArr.clear();
normArr.clear();
colorArr.clear();
//fabricRender.second.Data.Vec2CoordArr.clear();
//fabricRender.second.Data.Vec3CoordArr.clear();
}
void TMyApplication::InnerOnTapUp(Vector2f p)
@@ -170,30 +553,128 @@ void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
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::OnMouseWheel(short int delta)
{
distance += delta;
/*if (distance > 2500)
{
distance = 2500;
}*/
if (distance < 100)
{
distance = 100;
}
}
void TMyApplication::InnerDraw()
{
//Render the frame
Renderer->SetProjectionMatrix(512.f, 512.f);
Renderer->PushMatrix();
Renderer->ScaleMatrix(scale);
Renderer->SetPerspectiveProjection(pi / 6, 100.f, 40000.f);
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);
CheckGlError("");
TRenderParamsSetter params(lineRenderPair.first);
Renderer->DrawTriangleList(lineRenderPair.second);
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(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();
CheckGlError("");
+13 -4
View File
@@ -20,6 +20,9 @@
#include "boost/assign.hpp"
#include "boost/bind.hpp"
#include "boost/property_tree/ptree.hpp"
#include "boost/property_tree/json_parser.hpp"
#include "include/Engine.h"
#include "boost/signals2.hpp"//Signal must be included after asio
@@ -32,10 +35,9 @@ protected:
bool Inited;
float scale = 1.0;
public:
TRenderPair lineRenderPair;
TRenderPair fabricRender;
TRenderPair background;
bool Loaded;
@@ -53,7 +55,6 @@ public:
bool IsInited();
virtual void OnMouseWheel(short int delta);
virtual void InnerOnTapDown(Vector2f p);
@@ -65,6 +66,14 @@ public:
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"?>
<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">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
@@ -22,27 +22,27 @@
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>DoubleHitBallswin</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>NotSet</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>NotSet</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>NotSet</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<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)
{
int width = 512;
int height = 512;
int width = 1024;
int height = 1024;
if (CreateEngine(width, height))