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6e1ef6d668 | ||
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efdd4fdee4 | ||
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915c031f52 |
No files matched your search
@@ -70,6 +70,7 @@ 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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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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|
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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@@ -1,422 +0,0 @@
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#version 410 compatibility
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#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
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#define SMAA_THRESHOLD 0.05
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#define SMAA_MAX_SEARCH_STEPS 32
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#define SMAA_MAX_SEARCH_STEPS_DIAG 16
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#define SMAA_CORNER_ROUNDING 25
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#ifndef SMAA_DEPTH_THRESHOLD
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#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
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#endif
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#ifndef SMAA_REPROJECTION
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#define SMAA_REPROJECTION 0
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#endif
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#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
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#ifndef SMAA_AREATEX_MAX_DISTANCE
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#define SMAA_AREATEX_MAX_DISTANCE 16
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#endif
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#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
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#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
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#endif
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#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
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#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
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/* --- Define section is over ---- */
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//-----------------------------------------------------------------------------
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// Diagonal Search Functions
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/**
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* These functions allows to perform diagonal pattern searches.
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*/
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float SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
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texcoord += dir * SMAA_PIXEL_SIZE;
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vec2 e = vec2(0.0, 0.0);
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float i;
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for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
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e.rg = textureLod(edgesTex, texcoord, 0.0).rg;
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//SMAA_FLATTEN
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if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
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texcoord += dir * SMAA_PIXEL_SIZE;
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}
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return i + float(e.g > 0.9) * c;
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}
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float SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
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texcoord += dir * SMAA_PIXEL_SIZE;
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vec2 e = vec2(0.0, 0.0);
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float i;
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for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
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e.g = textureLod(edgesTex, texcoord, 0.0).g;
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e.r = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
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//SMAA_FLATTEN
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if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
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texcoord += dir * SMAA_PIXEL_SIZE;
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}
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return i + float(e.g > 0.9) * c;
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}
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/**
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* Similar to SMAAArea, this calculates the area corresponding to a certain
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* diagonal distance and crossing edges 'e'.
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*/
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vec2 SMAAAreaDiag(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
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vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;
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// We do a scale and bias for mapping to texel space:
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texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Diagonal areas are on the second half of the texture:
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texcoord.x += 0.5;
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// Move to proper place, according to the subpixel offset:
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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return textureLod(areaTex, texcoord, 0.0).rg;
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}
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||||
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||||
/**
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||||
* This searches for diagonal patterns and returns the corresponding weights.
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*/
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||||
vec2 SMAACalculateDiagWeights(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, ivec4 subsampleIndices) {
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vec2 weights = vec2(0.0, 0.0);
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||||
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||||
vec2 d;
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||||
d.x = e.r > 0.0? SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), 1.0) : 0.0;
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d.y = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), 0.0);
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//SMAA_BRANCH
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if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
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vec4 coords = fma(vec4(-d.r, d.r, d.g, -d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
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vec4 c;
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c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
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c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, 0)).r;
|
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c.z = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).g;
|
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c.w = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, -1)).r;
|
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vec2 e = 2.0 * c.xz + c.yw;
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float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
|
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e *= step(d.rg, vec2(t, t));
|
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|
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weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.z));
|
||||
}
|
||||
|
||||
d.x = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), 0.0);
|
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float right = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
|
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d.y = right > 0.0? SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), 1.0) : 0.0;
|
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|
||||
//SMAA_BRANCH
|
||||
if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
|
||||
vec4 coords = fma(vec4(-d.r, -d.r, d.g, d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||
|
||||
vec4 c;
|
||||
c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
|
||||
c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, -1)).r;
|
||||
c.zw = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).gr;
|
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vec2 e = 2.0 * c.xz + c.yw;
|
||||
float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
|
||||
e *= step(d.rg, vec2(t, t));
|
||||
|
||||
weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.w)).gr;
|
||||
}
|
||||
|
||||
return weights;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Horizontal/Vertical Search Functions
|
||||
|
||||
/**
|
||||
* This allows to determine how much length should we add in the last step
|
||||
* of the searches. It takes the bilinearly interpolated edge (see
|
||||
* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
|
||||
* crossing edges are active.
|
||||
*/
|
||||
float SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
|
||||
// Not required if searchTex accesses are set to point:
|
||||
// vec2 SEARCH_TEX_PIXEL_SIZE = 1.0 / vec2(66.0, 33.0);
|
||||
// e = vec2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
|
||||
// e * vec2(scale, 1.0) * vec2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
|
||||
e.r = bias + e.r * scale;
|
||||
e.g = -e.g;
|
||||
return 255.0 * textureLod(searchTex, e, 0.0).r;
|
||||
}
|
||||
|
||||
/**
|
||||
* Horizontal/vertical search functions for the 2nd pass.
|
||||
*/
|
||||
float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||
/**
|
||||
* @PSEUDO_GATHER4
|
||||
* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
|
||||
* sample between edge, thus fetching four edges in a row.
|
||||
* Sampling with different offsets in each direction allows to disambiguate
|
||||
* which edges are active from the four fetched ones.
|
||||
*/
|
||||
vec2 e = vec2(0.0, 1.0);
|
||||
while (texcoord.x > end &&
|
||||
e.g > 0.8281 && // Is there some edge not activated?
|
||||
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
texcoord -= vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
|
||||
// We correct the previous (-0.25, -0.125) offset we applied:
|
||||
texcoord.x += 0.25 * SMAA_PIXEL_SIZE.x;
|
||||
|
||||
// The searches are bias by 1, so adjust the coords accordingly:
|
||||
texcoord.x += SMAA_PIXEL_SIZE.x;
|
||||
|
||||
// Disambiguate the length added by the last step:
|
||||
texcoord.x += 2.0 * SMAA_PIXEL_SIZE.x; // Undo last step
|
||||
texcoord.x -= SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
|
||||
|
||||
return texcoord.x;
|
||||
}
|
||||
|
||||
float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||
vec2 e = vec2(0.0, 1.0);
|
||||
while (texcoord.x < end &&
|
||||
e.g > 0.8281 && // Is there some edge not activated?
|
||||
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
texcoord += vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
|
||||
texcoord.x -= 0.25 * SMAA_PIXEL_SIZE.x;
|
||||
texcoord.x -= SMAA_PIXEL_SIZE.x;
|
||||
texcoord.x -= 2.0 * SMAA_PIXEL_SIZE.x;
|
||||
texcoord.x += SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.5, 0.5);
|
||||
return texcoord.x;
|
||||
}
|
||||
|
||||
float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||
vec2 e = vec2(1.0, 0.0);
|
||||
while (texcoord.y > end &&
|
||||
e.r > 0.8281 && // Is there some edge not activated?
|
||||
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
texcoord -= vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
|
||||
texcoord.y += 0.25 * SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y += SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y += 2.0 * SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y -= SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5);
|
||||
return texcoord.y;
|
||||
}
|
||||
|
||||
float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||
vec2 e = vec2(1.0, 0.0);
|
||||
while (texcoord.y < end &&
|
||||
e.r > 0.8281 && // Is there some edge not activated?
|
||||
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
texcoord += vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
|
||||
texcoord.y -= 0.25 * SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y -= SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y -= 2.0 * SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y += SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5);
|
||||
return texcoord.y;
|
||||
}
|
||||
|
||||
/**
|
||||
* Ok, we have the distance and both crossing edges. So, what are the areas
|
||||
* at each side of current edge?
|
||||
*/
|
||||
vec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {
|
||||
// Rounding prevents precision errors of bilinear filtering:
|
||||
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;
|
||||
|
||||
// We do a scale and bias for mapping to texel space:
|
||||
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
|
||||
|
||||
// Move to proper place, according to the subpixel offset:
|
||||
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
|
||||
|
||||
|
||||
return textureLod(areaTex, texcoord, 0.0).rg;
|
||||
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Corner Detection Functions
|
||||
|
||||
void SMAADetectHorizontalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
|
||||
#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
|
||||
vec4 coords = fma(vec4(d.x, 0.0, d.y, 0.0),
|
||||
SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||
vec2 e;
|
||||
e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, 1.0)).r;
|
||||
bool left = abs(d.x) < abs(d.y);
|
||||
e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, -2.0)).r;
|
||||
if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||
|
||||
e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, 1.0)).r;
|
||||
e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, -2.0)).r;
|
||||
if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
void SMAADetectVerticalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
|
||||
#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
|
||||
vec4 coords = fma(vec4(0.0, d.x, 0.0, d.y),
|
||||
SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||
vec2 e;
|
||||
e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 1.0, 0.0)).g;
|
||||
bool left = abs(d.x) < abs(d.y);
|
||||
e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-2.0, 0.0)).g;
|
||||
if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||
|
||||
e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1.0, 1.0)).g;
|
||||
e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(-2.0, 1.0)).g;
|
||||
if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Blending Weight Calculation Pixel Shader (Second Pass)
|
||||
|
||||
vec4 SMAABlendingWeightCalculationPS(vec2 texcoord,
|
||||
vec2 pixcoord,
|
||||
vec4 offset[3],
|
||||
sampler2D edgesTex,
|
||||
sampler2D areaTex,
|
||||
sampler2D searchTex,
|
||||
ivec4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
|
||||
vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
vec2 e = texture(edgesTex, texcoord).rg;
|
||||
|
||||
//SMAA_BRANCH
|
||||
if (e.g > 0.0) { // Edge at north
|
||||
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
|
||||
// Diagonals have both north and west edges, so searching for them in
|
||||
// one of the boundaries is enough.
|
||||
weights.rg = SMAACalculateDiagWeights(edgesTex, areaTex, texcoord, e, subsampleIndices);
|
||||
|
||||
// We give priority to diagonals, so if we find a diagonal we skip
|
||||
// horizontal/vertical processing.
|
||||
//SMAA_BRANCH
|
||||
if (dot(weights.rg, vec2(1.0, 1.0)) == 0.0) {
|
||||
#endif
|
||||
|
||||
vec2 d;
|
||||
|
||||
// Find the distance to the left:
|
||||
vec2 coords;
|
||||
coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x);
|
||||
coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_PIXEL_SIZE.y (@CROSSING_OFFSET)
|
||||
d.x = coords.x;
|
||||
|
||||
// Now fetch the left crossing edges, two at a time using bilinear
|
||||
// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
|
||||
// discern what value each edge has:
|
||||
float e1 = textureLod(edgesTex, coords, 0.0).r;
|
||||
|
||||
// Find the distance to the right:
|
||||
coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);
|
||||
d.y = coords.x;
|
||||
|
||||
// We want the distances to be in pixel units (doing this here allow to
|
||||
// better interleave arithmetic and memory accesses):
|
||||
d = d / SMAA_PIXEL_SIZE.x - pixcoord.x;
|
||||
|
||||
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||
// quadratically:
|
||||
vec2 sqrt_d = sqrt(abs(d));
|
||||
|
||||
// Fetch the right crossing edges:
|
||||
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(1, 0)).r;
|
||||
|
||||
// Ok, we know how this pattern looks like, now it is time for getting
|
||||
// the actual area:
|
||||
weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));
|
||||
|
||||
// Fix corners:
|
||||
SMAADetectHorizontalCornerPattern(edgesTex, weights.rg, texcoord, d);
|
||||
|
||||
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
|
||||
} else
|
||||
e.r = 0.0; // Skip vertical processing.
|
||||
#endif
|
||||
}
|
||||
|
||||
//SMAA_BRANCH
|
||||
if (e.r > 0.0) { // Edge at west
|
||||
vec2 d;
|
||||
|
||||
// Find the distance to the top:
|
||||
vec2 coords;
|
||||
coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z);
|
||||
coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_PIXEL_SIZE.x;
|
||||
d.x = coords.y;
|
||||
|
||||
// Fetch the top crossing edges:
|
||||
float e1 = textureLod(edgesTex, coords, 0.0).g;
|
||||
|
||||
// Find the distance to the bottom:
|
||||
coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);
|
||||
d.y = coords.y;
|
||||
|
||||
// We want the distances to be in pixel units:
|
||||
d = d / SMAA_PIXEL_SIZE.y - pixcoord.y;
|
||||
|
||||
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||
// quadratically:
|
||||
vec2 sqrt_d = sqrt(abs(d));
|
||||
|
||||
// Fetch the bottom crossing edges:
|
||||
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(0, 1)).g;
|
||||
|
||||
// Get the area for this direction:
|
||||
weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));
|
||||
|
||||
// Fix corners:
|
||||
SMAADetectVerticalCornerPattern(edgesTex, weights.ba, texcoord, d);
|
||||
|
||||
//return vec4(weights.ba, 0.0, 1.0);
|
||||
}
|
||||
|
||||
return weights;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
|
||||
uniform sampler2D edge_tex;
|
||||
uniform sampler2D area_tex;
|
||||
uniform sampler2D search_tex;
|
||||
in vec2 texcoord;
|
||||
in vec2 pixcoord;
|
||||
in vec4 offset[3];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edge_tex, area_tex, search_tex, ivec4(0));
|
||||
|
||||
}
|
||||
@@ -1,74 +0,0 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Blend Weight Calculation Vertex Shader
|
||||
*/
|
||||
void SMAABlendingWeightCalculationVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec2 pixcoord,
|
||||
out vec4 offset[3]) {
|
||||
svPosition = position;
|
||||
|
||||
pixcoord = texcoord / SMAA_PIXEL_SIZE;
|
||||
|
||||
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.25, -0.125, 1.25, -0.125);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.125, -0.25, -0.125, 1.25);
|
||||
|
||||
// And these for the searches, they indicate the ends of the loops:
|
||||
offset[2] = vec4(offset[0].xz, offset[1].yw) +
|
||||
vec4(-2.0, 2.0, -2.0, 2.0) *
|
||||
SMAA_PIXEL_SIZE.xxyy * float(SMAA_MAX_SEARCH_STEPS);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec2 pixcoord;
|
||||
out vec4 offset[3];
|
||||
out vec4 dummy2;
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAABlendingWeightCalculationVS(dummy1, dummy2, texcoord, pixcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
||||
@@ -1,105 +0,0 @@
|
||||
#version 410 compatibility
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Color Edge Detection
|
||||
*
|
||||
* IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
|
||||
* thus 'colorTex' should be a non-sRGB texture.
|
||||
*/
|
||||
vec4 SMAAColorEdgeDetectionPS(vec2 texcoord,
|
||||
vec4 offset[3],
|
||||
sampler2D colorTex
|
||||
) {
|
||||
vec2 threshold = vec2(SMAA_THRESHOLD, SMAA_THRESHOLD);
|
||||
|
||||
// Calculate color deltas:
|
||||
vec4 delta;
|
||||
vec3 C = texture(colorTex, texcoord).rgb;
|
||||
|
||||
vec3 Cleft = texture(colorTex, offset[0].xy).rgb;
|
||||
vec3 t = abs(C - Cleft);
|
||||
delta.x = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Ctop = texture(colorTex, offset[0].zw).rgb;
|
||||
t = abs(C - Ctop);
|
||||
delta.y = max(max(t.r, t.g), t.b);
|
||||
|
||||
// We do the usual threshold:
|
||||
vec2 edges = step(threshold, delta.xy);
|
||||
|
||||
// Then discard if there is no edge:
|
||||
if (dot(edges, vec2(1.0, 1.0)) == 0.0)
|
||||
discard;
|
||||
|
||||
// Calculate right and bottom deltas:
|
||||
vec3 Cright = texture(colorTex, offset[1].xy).rgb;
|
||||
t = abs(C - Cright);
|
||||
delta.z = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Cbottom = texture(colorTex, offset[1].zw).rgb;
|
||||
t = abs(C - Cbottom);
|
||||
delta.w = max(max(t.r, t.g), t.b);
|
||||
|
||||
// Calculate the maximum delta in the direct neighborhood:
|
||||
float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);
|
||||
|
||||
// Calculate left-left and top-top deltas:
|
||||
vec3 Cleftleft = texture(colorTex, offset[2].xy).rgb;
|
||||
t = abs(C - Cleftleft);
|
||||
delta.z = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Ctoptop = texture(colorTex, offset[2].zw).rgb;
|
||||
t = abs(C - Ctoptop);
|
||||
delta.w = max(max(t.r, t.g), t.b);
|
||||
|
||||
// Calculate the final maximum delta:
|
||||
maxDelta = max(max(maxDelta, delta.z), delta.w);
|
||||
|
||||
// Local contrast adaptation in action:
|
||||
edges.xy *= step(0.5 * maxDelta, delta.xy);
|
||||
|
||||
return vec4(edges, 0.0, 0.0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
uniform sampler2D albedo_tex;
|
||||
in vec2 texcoord;
|
||||
in vec4 offset[3];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAAColorEdgeDetectionPS(texcoord, offset, albedo_tex);
|
||||
}
|
||||
@@ -1,67 +0,0 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0/512.0, 1.0/512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Edge Detection Vertex Shader
|
||||
*/
|
||||
void SMAAEdgeDetectionVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec4 offset[3]) {
|
||||
svPosition = position;
|
||||
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
|
||||
offset[2] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-2.0, 0.0, 0.0, -2.0);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 offset[3];
|
||||
out vec4 dummy2;
|
||||
|
||||
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAAEdgeDetectionVS(dummy1, dummy2, texcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
||||
@@ -1,102 +0,0 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
vec4 SMAANeighborhoodBlendingPS(vec2 texcoord,
|
||||
vec4 offset[2],
|
||||
sampler2D colorTex,
|
||||
sampler2D blendTex) {
|
||||
// Fetch the blending weights for current pixel:
|
||||
vec4 a;
|
||||
a.xz = texture(blendTex, texcoord).xz;
|
||||
a.y = texture(blendTex, offset[1].zw).g;
|
||||
a.w = texture(blendTex, offset[1].xy).a;
|
||||
|
||||
// Is there any blending weight with a value greater than 0.0?
|
||||
//SMAA_BRANCH
|
||||
if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5)
|
||||
return textureLod(colorTex, texcoord, 0.0);
|
||||
else {
|
||||
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
// Up to 4 lines can be crossing a pixel (one through each edge). We
|
||||
// favor blending by choosing the line with the maximum weight for each
|
||||
// direction:
|
||||
vec2 offset;
|
||||
offset.x = a.a > a.b? a.a : -a.b; // left vs. right
|
||||
offset.y = a.g > a.r? a.g : -a.r; // top vs. bottom
|
||||
|
||||
// Then we go in the direction that has the maximum weight:
|
||||
if (abs(offset.x) > abs(offset.y)) // horizontal vs. vertical
|
||||
offset.y = 0.0;
|
||||
else
|
||||
offset.x = 0.0;
|
||||
|
||||
#if SMAA_REPROJECTION == 1
|
||||
// Fetch the opposite color and lerp by hand:
|
||||
vec4 C = textureLod(colorTex, texcoord, 0.0);
|
||||
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
|
||||
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
|
||||
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
|
||||
|
||||
// Unpack the velocity values:
|
||||
C.a *= C.a;
|
||||
Cop.a *= Cop.a;
|
||||
|
||||
// Lerp the colors:
|
||||
vec4 Caa = mix(C, Cop, s);
|
||||
|
||||
// Unpack velocity and return the resulting value:
|
||||
Caa.a = sqrt(Caa.a);
|
||||
return Caa;
|
||||
#else
|
||||
// Fetch the opposite color and lerp by hand:
|
||||
vec4 C = textureLod(colorTex, texcoord, 0.0);
|
||||
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
|
||||
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
|
||||
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
|
||||
return mix(C, Cop, s);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
uniform sampler2D albedo_tex;
|
||||
uniform sampler2D blend_tex;
|
||||
in vec2 texcoord;
|
||||
in vec4 offset[2];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, albedo_tex, blend_tex);
|
||||
}
|
||||
@@ -1,65 +0,0 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Neighborhood Blending Vertex Shader
|
||||
*/
|
||||
void SMAANeighborhoodBlendingVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec4 offset[2]) {
|
||||
svPosition = position;
|
||||
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 offset[2];
|
||||
out vec4 dummy2;
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAANeighborhoodBlendingVS(dummy1, dummy2, texcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -11,25 +11,46 @@
|
||||
|
||||
TMyApplication* Application;
|
||||
|
||||
Matrix3f quatToMatrix(Vector4f q) {
|
||||
Matrix3f result;
|
||||
|
||||
#define AREATEX_WIDTH 160
|
||||
#define AREATEX_HEIGHT 560
|
||||
#define SEARCHTEX_WIDTH 66
|
||||
#define SEARCHTEX_HEIGHT 33
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
GLuint area_tex;
|
||||
GLuint search_tex;
|
||||
|
||||
|
||||
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
|
||||
@@ -39,8 +60,7 @@ void TMyApplication::InnerInit()
|
||||
ST::PathToResources = "assets/";
|
||||
#endif
|
||||
|
||||
if (Console != NULL)
|
||||
{
|
||||
if (Console != NULL) {
|
||||
*Console<<"APP INIT\n";
|
||||
}
|
||||
srand (static_cast<size_t>(time(NULL)));
|
||||
@@ -48,131 +68,249 @@ void TMyApplication::InnerInit()
|
||||
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("SmaaEdge", "smaa/edge_vertex.txt", "smaa/edge_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("SmaaBlend", "smaa/blend_vertex.txt", "smaa/blend_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("SmaaNeighborhood", "smaa/neighborhood_vertex.txt", "smaa/neighborhood_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");
|
||||
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("AlbedoBuffer", 512, 512);
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("EdgeBuffer", 512, 512);
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("BlendBuffer", 512, 512);
|
||||
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");
|
||||
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||
ResourceManager->TexList.AddTexture("5f.jpg");
|
||||
ResourceManager->TexList.AddTexture("6f.jpg");
|
||||
ResourceManager->TexList.AddTexture("7f.jpg");
|
||||
|
||||
|
||||
//Choose colored or black and white -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||
#if 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(0, 1, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
|
||||
#else
|
||||
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
|
||||
|
||||
#endif
|
||||
pair.first.ShaderName = "ColorShader";
|
||||
|
||||
pair.second.RefreshBuffer();
|
||||
|
||||
|
||||
|
||||
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
{
|
||||
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));
|
||||
|
||||
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.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
|
||||
|
||||
rect.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
|
||||
rect.second.RefreshBuffer();
|
||||
}
|
||||
|
||||
Renderer->SetOrthoProjection();
|
||||
{
|
||||
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];
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
for(size_t z = 0; z < mapHeight; z++) {
|
||||
for(size_t x = 0; x < mapWidth; x++) {
|
||||
size_t index = channelsCount * (z * mapWidth + x);
|
||||
|
||||
glDisable(GL_BLEND); //Don't forget to disable blending or whole thing will not work!!! -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||
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);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
{
|
||||
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));
|
||||
|
||||
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";
|
||||
}
|
||||
|
||||
Inited = true;
|
||||
|
||||
|
||||
|
||||
|
||||
//This is stuff from original https://github.com/scrawl/smaa-opengl
|
||||
//We must have these textures to be used for pattern matching or something -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||
|
||||
unsigned char* buffer = 0;
|
||||
FILE* f = 0;
|
||||
|
||||
buffer = new unsigned char[1024 * 1024];
|
||||
f = fopen((ST::PathToResources + "smaa/smaa_area.raw").c_str(), "rb"); //rb stands for "read binary file"
|
||||
|
||||
if (!f)
|
||||
{
|
||||
std::cerr << "Couldn't open smaa_area.raw.\n";
|
||||
}
|
||||
|
||||
fread(buffer, AREATEX_WIDTH * AREATEX_HEIGHT * 2, 1, f);
|
||||
fclose(f);
|
||||
|
||||
f = 0;
|
||||
|
||||
glGenTextures(1, &area_tex);
|
||||
glBindTexture(GL_TEXTURE_2D, area_tex);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, (GLsizei)AREATEX_WIDTH, (GLsizei)AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, buffer);
|
||||
|
||||
f = fopen((ST::PathToResources + "smaa/smaa_search.raw").c_str(), "rb");
|
||||
|
||||
if (!f)
|
||||
{
|
||||
std::cerr << "Couldn't open smaa_search.raw.\n";
|
||||
}
|
||||
|
||||
fread(buffer, SEARCHTEX_WIDTH * SEARCHTEX_HEIGHT, 1, f);
|
||||
fclose(f);
|
||||
|
||||
f = 0;
|
||||
|
||||
glGenTextures(1, &search_tex);
|
||||
glBindTexture(GL_TEXTURE_2D, search_tex);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, (GLsizei)SEARCHTEX_WIDTH, (GLsizei)SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
|
||||
|
||||
delete[] buffer;
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
@@ -183,170 +321,91 @@ void TMyApplication::InnerDeinit()
|
||||
{
|
||||
*Console<<"APP DEINIT\n";
|
||||
}
|
||||
|
||||
glDeleteTextures(1, &search_tex);
|
||||
glDeleteTextures(1, &area_tex);
|
||||
|
||||
}
|
||||
|
||||
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->SwitchToFrameBuffer("AlbedoBuffer");
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
Renderer->PushMatrix();
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
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("");
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
{
|
||||
//Render here all objects that you want to have -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||
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("");
|
||||
|
||||
|
||||
//-------------------------
|
||||
//First pass - edge detection
|
||||
|
||||
Renderer->PushShader("SmaaEdge");
|
||||
|
||||
|
||||
Renderer->SwitchToFrameBuffer("EdgeBuffer");
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
|
||||
RenderUniform1i("albedo_tex", 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||
|
||||
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
|
||||
//-------------------------
|
||||
//Second pass - blend plus pattern matching
|
||||
|
||||
Renderer->PushShader("SmaaBlend");
|
||||
|
||||
Renderer->SwitchToFrameBuffer("BlendBuffer");
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
RenderUniform1i("edge_tex", 0);
|
||||
RenderUniform1i("area_tex", 1);
|
||||
RenderUniform1i("search_tex", 2);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, area_tex);
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, search_tex);
|
||||
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
#if 1
|
||||
//-------------------------
|
||||
//Last pass - neightborhood
|
||||
|
||||
Renderer->PushShader("SmaaNeighborhood");
|
||||
|
||||
Renderer->SwitchToScreen();
|
||||
Renderer->SetFullScreenViewport();
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
RenderUniform1i("albedo_tex", 0);
|
||||
RenderUniform1i("blend_tex", 1);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
#else
|
||||
|
||||
|
||||
//... or just render intermediate buffers to see what is going on
|
||||
Renderer->PushShader("DefaultShader");
|
||||
Renderer->SwitchToScreen();
|
||||
Renderer->SetFullScreenViewport();
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
//Choose any to render for debug:
|
||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
|
||||
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
@@ -36,6 +37,10 @@ public:
|
||||
TRenderPair pair;
|
||||
TRenderPair rect;
|
||||
|
||||
TRenderPair heightMapPair;
|
||||
TRenderPair normalMapPair;
|
||||
TRenderPair texturePair;
|
||||
|
||||
bool Loaded;
|
||||
|
||||
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
|
||||
@@ -63,6 +68,14 @@ public:
|
||||
|
||||
virtual void OnFling(Vector2f v);
|
||||
|
||||
virtual void OnMouseWheel(short int delta);
|
||||
|
||||
|
||||
float distance = 2000;
|
||||
|
||||
float alpha = 0;
|
||||
|
||||
float phi = pi / 6;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -22,6 +22,7 @@
|
||||
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>DoubleHitBallswin</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
@@ -48,7 +49,7 @@
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@@ -146,11 +147,11 @@
|
||||
<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>
|
||||
<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>
|
||||
<AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
||||
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@@ -158,7 +159,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<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>
|
||||
<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>
|
||||
<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>
|
||||
</ItemDefinitionGroup>
|
||||
|
||||
@@ -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>
|
||||