Compare commits

..
Author SHA1 Message Date
ilshat.safiullin 6e1ef6d668 Normal, height and material maps generating 2018-06-08 15:45:34 +05:00
alexander.biryukov efdd4fdee4 Fix building and cleanup 2018-06-05 04:40:11 +05:00
vladislav.khorev 915c031f52 Working with parallax test 2017-12-11 12:30:51 +03:00
27 changed files with 33760 additions and 241 deletions

No files matched your search

+1 -1
View File
@@ -70,9 +70,9 @@ iOSInjectionProject/
/windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug
/windows/DoubleHitBalls-win/DoubleHitBalls-win/Release
/windows/DoubleHitBalls-win/.vs/
/windows/DoubleHitBalls-win/**/*.user
/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
Executable
BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 35 KiB

Executable
BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 76 KiB

Executable
BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 62 KiB

BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 263 KiB

BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 757 KiB

BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 98 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

+33234
View File
File diff suppressed because it is too large. Load diff
+11
View File
@@ -0,0 +1,11 @@
{
"lines": [
{"start": [-500, -500], "end": [500, 500], "color": [0.25, 0, 0.4]},
{"start": [-500, 500], "end": [500, -500], "color": [0.1, 0.7, 0.4]},
{"start": [-400, -400], "end": [400, -400], "color": [0.3, 0.3, 0.0]},
{"start": [400, -400], "end": [400, 400], "color": [0.0, 0.3, 0.15]},
{"start": [400, 400], "end": [-400, 400], "color": [0.2, 0.6, 0.9]},
{"start": [-400, 400], "end": [-400, -400], "color": [0.5, 0.3, 0.1]}
]
}
-52
View File
@@ -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
View File
@@ -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;
}
BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 MiB

BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 4.4 MiB

BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 819 KiB

+69
View File
@@ -0,0 +1,69 @@
precision mediump float;
uniform sampler2D Texture;
uniform sampler2D NormalMap;
uniform sampler2D HeightMap;
uniform sampler2D TransparencyMask;
precision highp float;
varying vec2 frag_uv;
varying vec3 ts_light_pos;
varying vec3 ts_view_pos;
varying vec3 ts_frag_pos;
const float num_layers = 16.0;
const float depth_scale = 0.002;
vec2 parallax_uv(vec2 uv, vec3 view_dir)
{
float layer_depth = 1.0 / num_layers;
float cur_layer_depth = 0.0;
vec2 delta_uv = view_dir.xy * depth_scale / (view_dir.z * num_layers);
vec2 cur_uv = uv;
float depth_from_tex = texture2D(HeightMap, cur_uv).r;
for (int i = 0; i < 32; i++) {
cur_layer_depth += layer_depth;
cur_uv -= delta_uv;
depth_from_tex = texture2D(HeightMap, cur_uv).r;
if (depth_from_tex < cur_layer_depth) {
break;
}
}
// Parallax occlusion mapping
vec2 prev_uv = cur_uv + delta_uv;
float next = depth_from_tex - cur_layer_depth;
float prev = texture2D(HeightMap, prev_uv).r - cur_layer_depth
+ layer_depth;
float weight = next / (next - prev);
return mix(cur_uv, prev_uv, weight);
}
void main(void)
{
vec3 light_dir = normalize(ts_light_pos - ts_frag_pos);
vec3 view_dir = normalize(ts_view_pos - ts_frag_pos);
// Only perturb the texture coordinates if a parallax technique is selected
vec2 uv = parallax_uv(frag_uv, view_dir);
//vec2 uv = frag_uv;
vec3 albedo = texture2D(Texture, uv).rgb;
vec3 ambient = 0.3 * albedo;
// Normal mapping
vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
float diffuse = max(dot(light_dir, norm), 0.0);
gl_FragColor = vec4(diffuse * albedo + ambient, texture2D(TransparencyMask, uv).a);
}
+60
View File
@@ -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;
}
BIN
View File
Binary file not shown.

After

Width:  |  Height:  |  Size: 466 KiB

+1 -1
View File
@@ -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);
+10
View File
@@ -0,0 +1,10 @@
precision mediump float;
uniform sampler2D Texture;
uniform sampler2D TransparencyMask;
varying vec2 texCoord;
void main() {
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, texture2D(TransparencyMask, texCoord).a);
}
+11
View File
@@ -0,0 +1,11 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}
+11
View File
@@ -0,0 +1,11 @@
precision mediump float;
uniform sampler2D Texture;
uniform sampler2D TransparencyMask;
varying vec2 texCoord;
varying vec3 fragColor;
void main() {
vec3 color = normalize(texture2D(Texture,texCoord).rgb + fragColor);
gl_FragColor = vec4(color, texture2D(TransparencyMask, texCoord).a);
}
+14
View File
@@ -0,0 +1,14 @@
attribute vec3 vPosition;
attribute vec3 vColor;
attribute vec2 vTexCoord;
varying vec2 texCoord;
varying vec3 fragColor;
uniform mat4 ProjectionMatrix;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
fragColor = vColor;
}
+322 -127
View File
@@ -11,83 +11,46 @@
TMyApplication* Application;
static const float BUFFER_DISTANCE = 50.f;
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;
}
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));
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)));
}
pair.second.RefreshBuffer();
pair.first = TRenderParams().withShader("AntialiasingShader");
return pair;
}
void TMyApplication::InnerInit()
{
void TMyApplication::InnerInit() {
Application = this;
#ifdef TARGET_WIN32
#ifdef NDEBUG
//ST::PathToResources = "resources/";
ST::PathToResources = "../../../assets/";
//ST::PathToResources = "resources/";
#else
ST::PathToResources = "../../../assets/";
#endif
@@ -97,42 +60,257 @@ void TMyApplication::InnerInit()
ST::PathToResources = "assets/";
#endif
if (Console != NULL)
{
if (Console != NULL) {
*Console<<"APP INIT\n";
}
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("Transparency", "Transparency.vertex", "Transparency.fragment");
ResourceManager->ShaderManager.AddShader("TransparencyPlusColor", "transparencyPlusColor.vertex", "transparencyPlusColor.fragment");
Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->TexList.AddTexture("owl-green.jpg");
ResourceManager->TexList.AddTexture("owl-green-height.png");
ResourceManager->TexList.AddTexture("owl-green-normal.png");
std::vector<std::pair<Vector2f, Vector2f>> lineArr;
ResourceManager->TexList.AddTexture("pimgpsh.jpg");
ResourceManager->TexList.AddTexture("fabric-texture.jpg");
ResourceManager->TexList.AddTexture("fabric-normal-map.png");
ResourceManager->TexList.AddTexture("fabric-height-map.png");
ResourceManager->TexList.AddTexture("fabric-transparency-mask.png");
ResourceManager->TexList.AddTexture("5f.jpg");
ResourceManager->TexList.AddTexture("6f.jpg");
ResourceManager->TexList.AddTexture("7f.jpg");
for (int i = 0; i < 10; i++)
{
lineArr.push_back({ {50.f + i * 20.f, 50.f}, { 60.f + i * 20.f, 440.f } });
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, 4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, -4096));
lineArr.push_back({ { 60.f + i * 20.f, 440.f },{ 70.f + i * 20.f, 50.f } });
};
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
rect.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
rect.second.RefreshBuffer();
}
{
size_t const mapWidth = 2048;
size_t const mapHeight = 2048;
size_t const channelsCount = 4;
char *heightMap = new char[mapWidth * mapHeight * channelsCount];
char *material = new char[mapWidth * mapHeight * channelsCount];
char *normalMap = new char[mapWidth * mapHeight * channelsCount];
for(size_t z = 0; z < mapHeight; z++) {
for(size_t x = 0; x < mapWidth; x++) {
size_t index = channelsCount * (z * mapWidth + x);
heightMap[index + 0] = 0;
heightMap[index + 1] = 0;
heightMap[index + 2] = 0;
heightMap[index + 3] = 255;
material[index + 0] = 255;
material[index + 1] = 255;
material[index + 2] = 255;
material[index + 3] = 0;
normalMap[index + 0] = 128;
normalMap[index + 1] = 128;
normalMap[index + 2] = 255;
normalMap[index + 3] = 255;
}
}
double *heightMapF = new double[mapWidth * mapHeight];
const size_t threadsCount = 3;
const double threadWidth = 4.0;
const auto g = [this, mapWidth, mapHeight, channelsCount, threadWidth, threadsCount, heightMapF, material, normalMap](Vector2d start, Vector2d end, Vector3f &color) {
start = start + Vector2d(mapWidth / 2, mapHeight / 2);
end = end + Vector2d(mapWidth / 2, mapHeight / 2);
const auto length = (end - start).norm();
const Vector2d e0 = (end - start).normalized();
const Vector2d e1(-e0.y(), e0.x());
std::vector<Vector2d> corners;
corners.push_back(start + threadWidth * e1);
corners.push_back(start - threadWidth * e1);
corners.push_back(end + threadWidth * e1);
corners.push_back(end - threadWidth * e1);
auto minXf = corners[0].x();
auto maxXf = corners[0].x();
auto minYf = corners[0].y();
auto maxYf = corners[0].y();
for(auto corner: corners) {
if(corner.x() < minXf) {minXf = corner.x();}
if(corner.x() > maxXf) {maxXf = corner.x();}
if(corner.y() < minYf) {minYf = corner.y();}
if(corner.y() > maxYf) {maxYf = corner.y();}
}
const auto minX = floor(minXf);
const auto maxX = ceil(maxXf);
const auto minY = floor(minYf);
const auto maxY = floor(maxYf);
const double r = threadWidth / 2;
Matrix2d basisMatrix;
basisMatrix << e0.x(), e0.y(), e1.x(), e1.y();
for(auto x = minX; x <= maxX; x++) {
for(auto y = minY; y <= maxY; y++) {
if(x < 0 || x >= mapWidth || y < 0 || y >= mapHeight) {continue;}
Vector2d self = basisMatrix * Vector2d(x - start.x(), y - start.y());
if(self.x() >= 0 && self.x() <= length && self.y() >= -threadWidth && self.y() <= threadWidth) {
const double phase = 6 * pi * self.x() / length;
std::vector<Vector2d> centers;
auto maxH = -1.0f;
Vector3d normal;
for(size_t i = 0; i < threadsCount; i++) {
Vector2d center =
r * sin(phase + 2 * pi * i / threadsCount) * Vector2d(1, 0) +
r * cos(phase + 2 * pi * i / threadsCount) * Vector2d(0, 1);
auto temp = r * r - (self.y() - center.x()) * (self.y() - center.x());
if(temp < 0) {continue;}
float h = sqrt(temp) + center.y();
if(h > maxH) {
maxH = h;
Vector3d center3d =
self.x() * Vector3d(e0.x(), e0.y(), 0) +
center.x() * Vector3d(e1.x(), e1.y(), 0) +
center.y() * Vector3d(0, 0, 1);
Vector3d intersection3d =
self.x() * Vector3d(e0.x(), e0.y(), 0) +
self.y() * Vector3d(e1.x(), e1.y(), 0) +
maxH * Vector3d(0, 0, 1);
normal = (intersection3d - center3d).normalized();
}
}
size_t index = y * mapWidth + x;
if(heightMapF[index] > maxH / (2 * r)) {continue;}
heightMapF[index] = maxH / (2 * r);
material[4 * index] = 255 * color(0);
material[4 * index + 1] = 255 * color(1);
material[4 * index + 2] = 255 * color(2);
material[4 * index + 3] = 255;
normalMap[4 * index] = 255 * (normal.x() + 1) / 2;
normalMap[4 * index + 1] = 255 * (normal.y() + 1) / 2;
normalMap[4 * index + 2] = 255 * normal.z();
normalMap[4 * index + 3] = 255;
}
}
}
};
namespace pt = boost::property_tree;
pt::ptree root;
pt::read_json(ST::PathToResources + "lines.json", root);
size_t counter = 0;
for (auto line : root.get_child("lines")) {
std::vector<double> start;
std::vector<double> end;
std::vector<double> color;
for (auto value : line.second.get_child("start")) {
start.push_back(value.second.get_value<double>());
}
for (auto value : line.second.get_child("end")) {
end.push_back(value.second.get_value<double>());
}
for (auto value : line.second.get_child("color")) {
color.push_back(value.second.get_value<double>());
}
g(Vector2d(start[0] / 4, start[1] / 4), Vector2d(end[0] / 4, end[1] / 4), Vector3f(color[0], color[1], color[2]));
counter++;
//if(counter > 3000) {
// break;
//}
}
for(size_t i = 0; i < mapWidth; i++) {
for(size_t j = 0; j < mapHeight; j++) {
heightMap[4 * (i * mapWidth + j)] = 255 - 255 * heightMapF[i * mapWidth + j];
heightMap[4 * (i * mapWidth + j) + 1] = 255 - 255 * heightMapF[i * mapWidth + j];
heightMap[4 * (i * mapWidth + j) + 2] = 255 - 255 * heightMapF[i * mapWidth + j];
heightMap[4 * (i * mapWidth + j) + 3] = 255;
}
}
delete[] heightMapF;
SE::TTextureData heightMapTexture;
heightMapTexture.Width = mapWidth;
heightMapTexture.Height = mapHeight;
heightMapTexture.Format = "bmp32";
heightMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
heightMapTexture.Data = boost::shared_array<char>(heightMap);
ResourceManager->TexList.AddTexture("HeightMapTexture", heightMapTexture);
SE::TTextureData materialTexture;
materialTexture.Width = mapWidth;
materialTexture.Height = mapHeight;
materialTexture.Format = "bmp32";
materialTexture.DataSize = mapWidth * mapHeight * channelsCount;
materialTexture.Data = boost::shared_array<char>(material);
ResourceManager->TexList.AddTexture("MaterialTexture", materialTexture);
lineRenderPair = linesToRenderBoxes(lineArr);
SE::TTextureData normalMapTexture;
normalMapTexture.Width = mapWidth;
normalMapTexture.Height = mapHeight;
normalMapTexture.Format = "bmp32";
normalMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
normalMapTexture.Data = boost::shared_array<char>(normalMap);
ResourceManager->TexList.AddTexture("NormalMapTexture", normalMapTexture);
}
Renderer->PushShader("AntialiasingShader");
{
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, 2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, -2048));
Renderer->SetOrthoProjection();
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
pair.second.RefreshBuffer();
pair.first.ShaderName = "ParallaxShader";
pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "MaterialTexture";
pair.first.SamplerMap["HeightMap"] = "HeightMapTexture";
pair.first.SamplerMap["NormalMap"] = "NormalMapTexture";
pair.first.SamplerMap["TransparencyMask"] = "MaterialTexture";
}
Renderer->SetFullScreenViewport();
Inited = true;
}
void TMyApplication::InnerDeinit()
@@ -145,72 +323,89 @@ void TMyApplication::InnerDeinit()
}
}
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)
{
void TMyApplication::InnerOnTapUp(Vector2f p) {}
}
void TMyApplication::InnerOnTapUp(Vector2f p)
{
}
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
{
}
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p) {}
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
{
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;
}
void TMyApplication::InnerDraw()
{
Renderer->SwitchToScreen();
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
Renderer->SetFullScreenViewport();
//Render the frame
Renderer->SetProjectionMatrix(512.f, 512.f);
Renderer->PushMatrix();
Renderer->ScaleMatrix(scale);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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);
glDisable(GL_DEPTH_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(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(rect.first);
Renderer->DrawTriangleList(rect.second);
}
{
TRenderParamsSetter params(pair.first);
RenderUniform3fv("eye", eye.data());
RenderUniform3fv("lightPos", lightPos.data());
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
Renderer->DrawTriangleList(pair.second);
}
Renderer->PopMatrix();
CheckGlError("");
}
void TMyApplication::InnerUpdate(size_t dt) {}
void TMyApplication::InnerUpdate(size_t dt)
{
}
bool TMyApplication::IsLoaded()
{
bool TMyApplication::IsLoaded() {
return Loaded;
}
bool TMyApplication::IsInited()
{
bool TMyApplication::IsInited() {
return Inited;
}
+15 -4
View File
@@ -23,6 +23,7 @@
#include "include/Engine.h"
#include "boost/signals2.hpp"//Signal must be included after asio
#include "boost/property_tree/json_parser.hpp"
using namespace SE;
@@ -32,10 +33,13 @@ protected:
bool Inited;
float scale = 1.0;
public:
TRenderPair lineRenderPair;
TRenderPair pair;
TRenderPair rect;
TRenderPair heightMapPair;
TRenderPair normalMapPair;
TRenderPair texturePair;
bool Loaded;
@@ -53,7 +57,6 @@ public:
bool IsInited();
virtual void OnMouseWheel(short int delta);
virtual void InnerOnTapDown(Vector2f p);
@@ -65,6 +68,14 @@ public:
virtual void OnFling(Vector2f v);
virtual void OnMouseWheel(short int delta);
float distance = 2000;
float alpha = 0;
float phi = pi / 6;
};
@@ -147,7 +147,7 @@
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<Optimization>Disabled</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@@ -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>