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@@ -73,6 +73,5 @@ iOSInjectionProject/
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
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/windows/DoubleHitBalls-win/**/*.user
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*.db
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*.db
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*.opendb
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*.opendb
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After Width: | Height: | Size: 35 KiB |
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After Width: | Height: | Size: 76 KiB |
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After Width: | Height: | Size: 62 KiB |
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After Width: | Height: | Size: 696 KiB |
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After Width: | Height: | Size: 2.5 MiB |
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After Width: | Height: | Size: 180 KiB |
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After Width: | Height: | Size: 1.7 MiB |
@@ -1,52 +0,0 @@
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precision mediump float;
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varying vec4 color;
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varying vec3 position;
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//uniform vec4 lineParams;
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//uniform vec4 startPointEndPoint;
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varying vec3 lineParams;
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varying vec4 startPointEndPoint;
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void main()
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{
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float a = lineParams.x;
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float b = lineParams.y;
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float c = lineParams.z;
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float Xa = startPointEndPoint.r;
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float Ya = startPointEndPoint.g;
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float Xb = startPointEndPoint.b;
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float Yb = startPointEndPoint.a;
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float distance;
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float distanceToA = (Xa - position.x)*(Xb - Xa) + (Ya - position.y)*(Yb - Ya);
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float distanceToB = (Xb - position.x)*(Xb - Xa) + (Yb - position.y)*(Yb - Ya);
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if (distanceToA * distanceToB > 0)
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{
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float len = sqrt((Xb - Xa)*(Xb - Xa) + (Yb - Ya)*(Yb - Ya));
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distance = max(abs(distanceToA/len), abs(distanceToB/len));
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}
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else
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{
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distance = abs(a*position.x + b*position.y + c);
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}
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float t = clamp(1.2 / (distance + 1.0) - 0.5, 0.0, 1.0);
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gl_FragColor = vec4(color.rgb, color.a*t);
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//gl_FragColor = vec4(color.rgb*clamp(1.2 / (distance + 1.0) - 0.5, 0.0, 1.0), 1.0);
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}
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@@ -1,22 +0,0 @@
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attribute vec3 vPosition;
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attribute vec4 vColor;
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attribute vec3 vLineParams;
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attribute vec4 vStartPointEndPoint;
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varying vec3 position;
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varying vec4 color;
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varying vec3 lineParams;
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varying vec4 startPointEndPoint;
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uniform mat4 ProjectionMatrix;
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void main()
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{
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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position = vPosition;
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color = vColor;
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lineParams = vLineParams;
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startPointEndPoint = vStartPointEndPoint;
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}
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After Width: | Height: | Size: 1.7 MiB |
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After Width: | Height: | Size: 4.4 MiB |
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After Width: | Height: | Size: 819 KiB |
@@ -0,0 +1,68 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D NormalMap;
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uniform sampler2D HeightMap;
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precision highp float;
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varying vec2 frag_uv;
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varying vec3 ts_light_pos;
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varying vec3 ts_view_pos;
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varying vec3 ts_frag_pos;
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const float num_layers = 16.0;
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const float depth_scale = 0.01;
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vec2 parallax_uv(vec2 uv, vec3 view_dir)
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{
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float layer_depth = 1.0 / num_layers;
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float cur_layer_depth = 0.0;
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vec2 delta_uv = view_dir.xy * depth_scale / (view_dir.z * num_layers);
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vec2 cur_uv = uv;
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float depth_from_tex = texture2D(HeightMap, cur_uv).r;
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for (int i = 0; i < 32; i++) {
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cur_layer_depth += layer_depth;
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cur_uv -= delta_uv;
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depth_from_tex = texture2D(HeightMap, cur_uv).r;
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if (depth_from_tex < cur_layer_depth) {
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break;
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}
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}
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// Parallax occlusion mapping
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vec2 prev_uv = cur_uv + delta_uv;
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float next = depth_from_tex - cur_layer_depth;
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float prev = texture2D(HeightMap, prev_uv).r - cur_layer_depth
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+ layer_depth;
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float weight = next / (next - prev);
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return mix(cur_uv, prev_uv, weight);
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}
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void main(void)
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{
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vec3 light_dir = normalize(ts_light_pos - ts_frag_pos);
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vec3 view_dir = normalize(ts_view_pos - ts_frag_pos);
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// Only perturb the texture coordinates if a parallax technique is selected
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vec2 uv = parallax_uv(frag_uv, view_dir);
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//vec2 uv = frag_uv;
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vec3 albedo = texture2D(Texture, uv).rgb;
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vec3 ambient = 0.3 * albedo;
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// Normal mapping
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vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
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float diffuse = max(dot(light_dir, norm), 0.0);
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gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
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}
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@@ -0,0 +1,60 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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uniform vec3 eye;
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uniform mat4 ModelViewMatrix;
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uniform mat3 NormalMatrix;
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uniform mat4 ProjectionMatrix1;
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uniform mat3 ModelViewMatrix3x3;
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varying vec2 frag_uv;
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varying vec3 ts_light_pos; // Tangent space values
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varying vec3 ts_view_pos; //
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varying vec3 ts_frag_pos; //
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mat3 transpose(in mat3 inMatrix)
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{
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vec3 i0 = inMatrix[0];
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vec3 i1 = inMatrix[1];
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vec3 i2 = inMatrix[2];
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mat3 outMatrix = mat3(
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vec3(i0.x, i1.x, i2.x),
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vec3(i0.y, i1.y, i2.y),
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vec3(i0.z, i1.z, i2.z)
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);
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return outMatrix;
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}
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void main()
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{
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vec3 vert_norm = vec3(0, 1, 0);
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vec3 vert_tang = vec3(1, 0, 0);
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vec3 vert_bitang = vec3(0, 0, 1);
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mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
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gl_Position = mvp * vec4(vPosition.xyz, 1.0);
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ts_frag_pos = vec3(ModelViewMatrix * vec4(vPosition.xyz, 1.0));
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vec3 t = normalize((NormalMatrix) * vert_tang);
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vec3 b = normalize((NormalMatrix) * vert_bitang);
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vec3 n = normalize((NormalMatrix) * vert_norm);
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mat3 tbn = transpose(mat3(t, b, n));
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ts_light_pos = tbn * vec3(1,2,0);
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//ts_view_pos = tbn * eye;
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ts_view_pos = tbn * vec3(0,0,0);
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ts_frag_pos = tbn * ts_frag_pos;
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frag_uv = vTexCoord;
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}
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@@ -7,7 +7,7 @@ void main()
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{
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{
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vec4 color = texture2D(Texture,texCoord).rgba;
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vec4 color = texture2D(Texture,texCoord).rgba;
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gl_FragColor = vec4(color.rgb, 1.0);
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gl_FragColor = vec4(color.rgb, color.a * Transparency);
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@@ -11,74 +11,42 @@
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TMyApplication* Application;
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TMyApplication* Application;
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static const float BUFFER_DISTANCE = 50.f;
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TRenderPair linesToRenderBoxes(const std::vector<std::pair<Vector2f, Vector2f>>& lineArr)
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Matrix3f quatToMatrix(Vector4f q) {
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{
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TRenderPair pair;
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for (size_t i = 0; i < lineArr.size(); i++)
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Matrix3f result;
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{
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Vector2f startPoint = lineArr[i].first;
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double sqw = q(3)*q(3);
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Vector2f endPoint = lineArr[i].second;
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double sqx = q(0)*q(0);
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double sqy = q(1)*q(1);
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double sqz = q(2)*q(2);
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Vector2f renderAreaStart{ std::min<float>(startPoint(0), endPoint(0)) - BUFFER_DISTANCE, std::min<float>(startPoint(1), endPoint(1)) - BUFFER_DISTANCE };
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// invs (inverse square length) is only required if quaternion is not already normalised
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double invs = 1 / (sqx + sqy + sqz + sqw);
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Vector2f renderAreEnd{ std::max<float>(startPoint(0), endPoint(0)) + BUFFER_DISTANCE, std::max<float>(startPoint(1), endPoint(1)) + BUFFER_DISTANCE };
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result(0,0) = (sqx - sqy - sqz + sqw)*invs; // since sqw + sqx + sqy + sqz =1/invs*invs
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result(1,1) = (-sqx + sqy - sqz + sqw)*invs;
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result(2,2) = (-sqx - sqy + sqz + sqw)*invs;
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreaStart(0), renderAreaStart(1), 0));
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double tmp1 = q(0)*q(1);
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreaStart(0), renderAreEnd(1), 0));
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double tmp2 = q(2)*q(3);
|
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreEnd(0), renderAreEnd(1), 0));
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result(1, 0) = 2.0 * (tmp1 + tmp2)*invs;
|
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreaStart(0), renderAreaStart(1), 0));
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result(0, 1) = 2.0 * (tmp1 - tmp2)*invs;
|
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreEnd(0), renderAreEnd(1), 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(renderAreEnd(0), renderAreaStart(1), 0));
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tmp1 = q(0)*q(2);
|
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tmp2 = q(1)*q(3);
|
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result(2,0) = 2.0 * (tmp1 - tmp2)*invs;
|
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result(0,2) = 2.0 * (tmp1 + tmp2)*invs;
|
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tmp1 = q(1)*q(2);
|
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tmp2 = q(0)*q(3);
|
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result(2, 1) = 2.0 * (tmp1 + tmp2)*invs;
|
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result(1, 2) = 2.0 * (tmp1 - tmp2)*invs;
|
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|
|
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
return result;
|
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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));
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|
||||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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|
||||||
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));
|
|
||||||
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|
||||||
Vector2f lineVec = endPoint - startPoint;
|
|
||||||
Vector2f lineNormVec = { -lineVec(1), lineVec(0) };
|
|
||||||
|
|
||||||
lineNormVec.normalize();
|
|
||||||
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|
||||||
//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));
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|
||||||
pair.second.Data.Vec3CoordArr["vLineParams"].push_back(Vector3f(a, b, c));
|
|
||||||
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|
||||||
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)));
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|
||||||
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
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|
||||||
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
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|
||||||
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
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|
||||||
pair.second.Data.Vec4CoordArr["vStartPointEndPoint"].push_back(Vector4f(startPoint(0), startPoint(1), endPoint(0), endPoint(1)));
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|
||||||
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|
||||||
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|
||||||
}
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|
||||||
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|
||||||
pair.second.RefreshBuffer();
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|
||||||
pair.first = TRenderParams().withShader("AntialiasingShader");
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|
||||||
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|
||||||
return pair;
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|
||||||
}
|
}
|
||||||
|
|
||||||
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|
||||||
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|
||||||
void TMyApplication::InnerInit()
|
void TMyApplication::InnerInit()
|
||||||
{
|
{
|
||||||
|
|
||||||
@@ -86,8 +54,7 @@ void TMyApplication::InnerInit()
|
|||||||
|
|
||||||
#ifdef TARGET_WIN32
|
#ifdef TARGET_WIN32
|
||||||
#ifdef NDEBUG
|
#ifdef NDEBUG
|
||||||
//ST::PathToResources = "resources/";
|
ST::PathToResources = "resources/";
|
||||||
ST::PathToResources = "../../../assets/";
|
|
||||||
#else
|
#else
|
||||||
ST::PathToResources = "../../../assets/";
|
ST::PathToResources = "../../../assets/";
|
||||||
#endif
|
#endif
|
||||||
@@ -103,36 +70,136 @@ 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");
|
||||||
|
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("HeightMap.png");
|
||||||
|
ResourceManager->TexList.AddTexture("NormalMap.png");
|
||||||
|
ResourceManager->TexList.AddTexture("linesAll.png");
|
||||||
|
|
||||||
|
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
|
||||||
|
|
||||||
|
Vector2f const bottomLeft(-500, -500);
|
||||||
|
float const W = 1000;
|
||||||
|
float const H = 1000;
|
||||||
|
|
||||||
|
Vector2f const backgroundBottomLeft(-1000, -1000);
|
||||||
|
float const backgroundW = 2000;
|
||||||
|
float const backgroundH = 2000;
|
||||||
|
|
||||||
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;
|
||||||
lineArr.push_back({ { 60.f + i * 20.f, 440.f },{ 70.f + i * 20.f, 50.f } });
|
float const imageH = 512;
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
|
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));
|
||||||
|
|
||||||
lineRenderPair = linesToRenderBoxes(lineArr);
|
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]));
|
||||||
|
|
||||||
Renderer->PushShader("AntialiasingShader");
|
float const tw = backgroundW / imageW;
|
||||||
|
float const th = backgroundH / imageH;
|
||||||
|
|
||||||
Renderer->SetOrthoProjection();
|
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));
|
||||||
|
|
||||||
Renderer->SetFullScreenViewport();
|
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));
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
//resolution of linesAll.png
|
||||||
|
float const texW = 900;
|
||||||
|
float const texH = 900;
|
||||||
|
|
||||||
|
float const step = 12;
|
||||||
|
float const thick = 10;
|
||||||
|
|
||||||
|
auto f = [this, texW, texH, thick, W, H] (const Vector3f &p1, const Vector3f &p2) {
|
||||||
|
auto pv = p2 - p1;
|
||||||
|
Vector3f ortho(pv[2], 0, pv[0]);
|
||||||
|
ortho.normalize();
|
||||||
|
auto p3 = p2 + ortho * thick;
|
||||||
|
auto p4 = p1 + ortho * thick;
|
||||||
|
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p2);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
||||||
|
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p4);
|
||||||
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
||||||
|
|
||||||
|
auto texThick = thick / texW;
|
||||||
|
auto m = (p1[0] + p2[0]) / 2 / texW;
|
||||||
|
auto y = H / texH;
|
||||||
|
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, y));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
|
||||||
|
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, 0));
|
||||||
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
Vector3f const stepDirection(1, 0, 0);
|
||||||
|
Vector3f p1(bottomLeft[0], 0, -bottomLeft[1]);
|
||||||
|
|
||||||
|
while (p1[0] < bottomLeft[0] + W) {
|
||||||
|
|
||||||
|
auto p2 = p1 - Vector3f(0, 0, W);
|
||||||
|
f(p1, p2);
|
||||||
|
|
||||||
|
auto p3 = p1 + step * stepDirection;
|
||||||
|
f(p3, p2);
|
||||||
|
|
||||||
|
p1 = p3;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
background.first.ShaderName ="DefaultShader";
|
||||||
|
fabricRender.first.ShaderName = "ParallaxShader";
|
||||||
|
|
||||||
|
/*
|
||||||
|
* 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] = "background.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] = "linesAll.png";
|
||||||
|
|
||||||
|
background.second.RefreshBuffer();
|
||||||
|
fabricRender.second.RefreshBuffer();
|
||||||
|
|
||||||
Inited = true;
|
Inited = true;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerDeinit()
|
void TMyApplication::InnerDeinit()
|
||||||
@@ -143,14 +210,7 @@ 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)
|
||||||
@@ -170,30 +230,106 @@ 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, 10.f, 10000.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);
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
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);
|
||||||
|
}
|
||||||
|
{
|
||||||
|
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());
|
||||||
|
|
||||||
|
Renderer->DrawTriangleList(fabricRender.second);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
Renderer->PopMatrix();
|
Renderer->PopMatrix();
|
||||||
|
|
||||||
CheckGlError("");
|
CheckGlError("");
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -32,10 +32,9 @@ protected:
|
|||||||
|
|
||||||
bool Inited;
|
bool Inited;
|
||||||
|
|
||||||
float scale = 1.0;
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
TRenderPair lineRenderPair;
|
TRenderPair fabricRender;
|
||||||
|
TRenderPair background;
|
||||||
|
|
||||||
bool Loaded;
|
bool Loaded;
|
||||||
|
|
||||||
@@ -53,7 +52,6 @@ public:
|
|||||||
|
|
||||||
bool IsInited();
|
bool IsInited();
|
||||||
|
|
||||||
virtual void OnMouseWheel(short int delta);
|
|
||||||
|
|
||||||
virtual void InnerOnTapDown(Vector2f p);
|
virtual void InnerOnTapDown(Vector2f p);
|
||||||
|
|
||||||
@@ -65,6 +63,14 @@ 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;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -22,7 +22,6 @@
|
|||||||
<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">
|
||||||
@@ -49,7 +48,7 @@
|
|||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>NotSet</CharacterSet>
|
<CharacterSet>NotSet</CharacterSet>
|
||||||
<PlatformToolset>v141</PlatformToolset>
|
<PlatformToolset>v140</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
@@ -151,7 +150,7 @@
|
|||||||
<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_67_0/;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
<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>
|
||||||
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
|
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
@@ -159,7 +158,7 @@
|
|||||||
<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_67_0/stage/lib;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
|
<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>
|
||||||
<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"?>
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|
||||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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|
||||||
<ItemGroup>
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|
||||||
<Filter Include="Файлы исходного кода">
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|
||||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
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|
||||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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|
||||||
</Filter>
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|
||||||
<Filter Include="Заголовочные файлы">
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|
||||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
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|
||||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
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|
||||||
</Filter>
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|
||||||
<Filter Include="Файлы ресурсов">
|
|
||||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
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|
||||||
<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>
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|
||||||
<ClInclude Include="main.h">
|
|
||||||
<Filter>Заголовочные файлы</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="..\..\..\game\main_code.h">
|
|
||||||
<Filter>Заголовочные файлы</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
</ItemGroup>
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|
||||||
</Project>
|
|
||||||