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6e1ef6d668 | ||
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efdd4fdee4 | ||
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915c031f52 |
No files matched your search
@@ -70,9 +70,9 @@ iOSInjectionProject/
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Release
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/windows/DoubleHitBalls-win/.vs/
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/windows/DoubleHitBalls-win/**/*.user
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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/resources
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/windows/DoubleHitBalls-win/**/*.user
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*.db
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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: 263 KiB |
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After Width: | Height: | Size: 757 KiB |
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After Width: | Height: | Size: 98 KiB |
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After Width: | Height: | Size: 18 KiB |
@@ -0,0 +1,11 @@
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{
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"lines": [
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{"start": [-500, -500], "end": [500, 500], "color": [0.25, 0, 0.4]},
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{"start": [-500, 500], "end": [500, -500], "color": [0.1, 0.7, 0.4]},
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{"start": [-400, -400], "end": [400, -400], "color": [0.3, 0.3, 0.0]},
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{"start": [400, -400], "end": [400, 400], "color": [0.0, 0.3, 0.15]},
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{"start": [400, 400], "end": [-400, 400], "color": [0.2, 0.6, 0.9]},
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{"start": [-400, 400], "end": [-400, -400], "color": [0.5, 0.3, 0.1]}
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]
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}
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@@ -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 +1,69 @@
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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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uniform sampler2D TransparencyMask;
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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 = 0.002;
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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, texture2D(TransparencyMask, uv).a);
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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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After Width: | Height: | Size: 466 KiB |
@@ -7,7 +7,7 @@ void main()
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{
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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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@@ -0,0 +1,10 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D TransparencyMask;
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varying vec2 texCoord;
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void main() {
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vec4 color = texture2D(Texture,texCoord).rgba;
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gl_FragColor = vec4(color.rgb, texture2D(TransparencyMask, texCoord).a);
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}
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@@ -0,0 +1,11 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix;
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void main() {
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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@@ -0,0 +1,11 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D TransparencyMask;
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varying vec2 texCoord;
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varying vec3 fragColor;
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void main() {
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vec3 color = normalize(texture2D(Texture,texCoord).rgb + fragColor);
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gl_FragColor = vec4(color, texture2D(TransparencyMask, texCoord).a);
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}
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@@ -0,0 +1,14 @@
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attribute vec3 vPosition;
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attribute vec3 vColor;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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varying vec3 fragColor;
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||||
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||||
uniform mat4 ProjectionMatrix;
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void main() {
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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fragColor = vColor;
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}
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@@ -11,83 +11,46 @@
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TMyApplication* Application;
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static const float BUFFER_DISTANCE = 50.f;
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Matrix3f quatToMatrix(Vector4f q) {
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Matrix3f result;
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double sqw = q(3)*q(3);
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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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TRenderPair linesToRenderBoxes(const std::vector<std::pair<Vector2f, Vector2f>>& lineArr)
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{
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TRenderPair pair;
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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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for (size_t i = 0; i < lineArr.size(); i++)
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{
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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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|
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Vector2f startPoint = lineArr[i].first;
|
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Vector2f endPoint = lineArr[i].second;
|
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double tmp1 = q(0)*q(1);
|
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double tmp2 = q(2)*q(3);
|
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result(1, 0) = 2.0 * (tmp1 + tmp2)*invs;
|
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result(0, 1) = 2.0 * (tmp1 - tmp2)*invs;
|
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|
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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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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);
|
||||
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;
|
||||
|
||||
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;
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
|
||||
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));
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
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";
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
@@ -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>
|
||||