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62 changed files with 2642 additions and 3567 deletions

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-19
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@@ -1,19 +0,0 @@
precision mediump float;
uniform sampler2D Texture;
uniform vec2 samplesOffset[4];
varying vec2 texCoord;
void main()
{
vec3 color = vec3(0, 0, 0);
for (int i = 0; i < 4; ++i)
{
color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
}
color /= 4;
//gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
gl_FragColor = vec4(color, 1.0);
}
-15
View File
@@ -1,15 +0,0 @@
precision mediump float;
uniform sampler2D Texture;
uniform float Transparency;
uniform vec4 BrickColor;
varying vec2 texCoord;
void main()
{
vec4 color = BrickColor * texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, color.a * Transparency);
}
-12
View File
@@ -1,12 +0,0 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}
-7
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@@ -1,7 +0,0 @@
precision mediump float;
varying vec4 color;
void main()
{
gl_FragColor = color;
}
+3
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@@ -0,0 +1,3 @@
{
"effect": "effects/confetti.json"
}
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+102
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@@ -0,0 +1,102 @@
{
"name": "Sparkler - бенгальский огонь",
"emitters":
[
{
"name": "Spark",
"maxParticles": 300,
"preloading": 100,
"texturePath": "textures/spark.png",
"textureSize": [ 10, 10 ],
"hasInertion": "false",
"gravity": [0, 0, 0],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0,
"value": 0
},
{
"t": 1,
"value": 5
}
]
},
"spawnRange":
{
"value": [ 0, 0, 0, 0 ]
},
"lifeTime":
{
"value": 2
},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"rotation_system": "PARTICLE_EFFECT",
"coords":
{
"interpolation": "CUBIC_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 100, 0, 0]
},
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},
{
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},
{
"t": 1.0,
"value": [ -100, 0, 0]
},
{
"t": 1.5,
"value": [ 0, -100, 0]
},
{
"t": 1.9,
"value": [ 95, -30, 0]
},
{
"t": 2.000,
"value": [ 100, 0, 0]
}
]
},
"rotation":
{
"value": [ 0, 0, 0 ]
},
"scale":
{
"value": 1
},
"color":
{
"value": [ 1, 1, 0, 1 ]
}
}
]
}
+94
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@@ -0,0 +1,94 @@
{
"name": "Sparkler - бенгальский огонь",
"emitters":
[
{
"name": "Spark",
"maxParticles": 300,
"preloading": 100,
"texturePath": "textures/spark.png",
"textureSize": [ 10, 10 ],
"hasInertion": "false",
"gravity": [0, 0, 0],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
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"value": 0
},
{
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"value": 5
}
]
},
"spawnRange":
{
"value": [ 0, 0, 0, 0 ]
},
"lifeTime":
{
"value": 2
},
"coords_system": "PARTICLE_EFFECT",
"coords_axis_system": "PARTICLE_BIRTH",
"rotation_system": "PARTICLE_EFFECT",
"coords":
{
"interpolation": "CUBIC_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0]
},
{
"t": 0.5,
"value": [ 50, 20, 0]
},
{
"t": 1.0,
"value": [ 100, 100, 0]
},
{
"t": 1.5,
"value": [ 150, 180, 0]
},
{
"t": 2.000,
"value": [ 200, 200, 0]
}
]
},
"rotation":
{
"value": [ 0, 0, 0 ]
},
"scale":
{
"value": 1
},
"color":
{
"value": [ 1, 1, 0, 1 ]
}
}
]
}
+116
View File
@@ -0,0 +1,116 @@
{
"emitters":
[
{
"maxParticles": 300,
"preloading": 100,
"texturePath": "textures/spark.png",
"textureSize": [ 10, 10 ],
"hasInertion": "false",
"gravity": [0, 0, 0],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0,
"value": 0
},
{
"t": 1,
"value": 5
}
]
},
"spawnRange":
{
"value": [ 0, 0, 0, 360 ]
},
"lifeTime":
{
"value": 3
},
"coords_system": "PARTICLE_EFFECT",
"offset_axis_system": "PARTICLE_EFFECT",
"coords_axis_system": "PARTICLE_BIRTH",
"rotation_system": "PARTICLE_EFFECT",
"coords":
{
"interpolation": "CUBIC_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0]
},
{
"t": 3.000,
"value": [ 500, 0, 0]
}
]
},
"offset":
{
"interpolation": "CUBIC_SPLINE",
"timelineType": "LOOPED",
"timeline":
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{
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"value": [ 10, 0, 0]
},
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"value": [ 9.5, 3, 0]
},
{
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"value": [ 0, 10, 0]
},
{
"t": 0.25,
"value": [ -10, 0, 0]
},
{
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"value": [ 0, -10, 0]
},
{
"t": 0.475,
"value": [ 9.5, -3, 0]
},
{
"t": 0.5,
"value": [ 10, 0, 0]
}
]
},
"rotation":
{
"value": [ 0, 0, 0 ]
},
"scale":
{
"value": 1
},
"color":
{
"value": [ 1, 1, 0, 1 ]
}
}
]
}
+861
View File
@@ -0,0 +1,861 @@
{
"emitters":
[
{
"maxParticles": 10000,
"preloading": 1000,
"texturePath": "textures/star-white.png",
"textureSize": [ 5, 5 ],
"gravity": [ 0, -100, 0 ],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": 0
},
{
"t": 1.000,
"value": 15
}
]
},
"spawnRange":
{
"value": [ 0, 0, 360, 0]
},
"lifeTime":
{
"min": 10,
"max": 10
},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"offset_axis_system": "PARTICLE_BIRTH",
"rotation_system": "PARTICLE_ITSELF",
"coords":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0 ]
},
{
"t": 1.000,
"min": [ 100, 0, 0 ],
"max": [ 200, 0, 0 ]
}
]
},
"offset":
{
"interpolation": "CUBIC_SPLINE",
"timelineType": "LOOPED",
"timeOffset":
{
"min": 0,
"max": 1
},
"timeline":
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{
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},
{
"t": 0.05,
"value": [ 9.5, 3, 0]
},
{
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},
{
"t": 0.5,
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},
{
"t": 0.75,
"value": [ 0, -10, 0]
},
{
"t": 0.95,
"value": [ 9.5, -3, 0]
},
{
"t": 1.0,
"value": [ 10, 0, 0]
}
]
},
"rotation":
{
"interpolation": "LINEAR_SPLINE",
"timeOffset":
{
"min": 0,
"max": 1
},
"timelineType": "LOOPED",
"timeline":
[
{
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"value": [ 0, 45, 0 ]
},
{
"t": 1.000,
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}
]
},
"scale":
{
"interpolation": "DISCRETE",
"timeline":
[
{
"min": 1,
"max": 2
}
]
},
"color":
{
"value": [ 0, 1, 0, 1 ]
}
},
{
"name": "Magic Star",
"maxParticles": 10000,
"preloading": 1000,
"texturePath": "textures/rect-white.png",
"textureSize": [ 5, 5 ],
"gravity": [ 0, -100, 0 ],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
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},
{
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}
]
},
"spawnRange":
{
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},
"lifeTime":
{
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},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"offset_axis_system": "PARTICLE_BIRTH",
"rotation_system": "PARTICLE_EFFECT",
"coords":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
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},
{
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"max": [ 200, 0, 0 ]
}
]
},
"offset":
{
"interpolation": "CUBIC_SPLINE",
"timelineType": "LOOPED",
"timeOffset":
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},
{
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},
{
"t": 0.25,
"value": [ 0, 10, 0]
},
{
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"value": [ -10, 0, 0]
},
{
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},
{
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"value": [ 9.5, -3, 0]
},
{
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]
},
"rotation":
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"timeOffset":
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},
{
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]
},
"scale":
{
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"timeline":
[
{
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"max": 2
}
]
},
"color":
{
"value": [ 1, 0, 0, 1 ]
}
},
{
"name": "Magic Star",
"maxParticles": 10000,
"preloading": 1000,
"texturePath": "textures/circle-white.png",
"textureSize": [ 5, 5 ],
"gravity": [ 0, -100, 0 ],
"spawnRange_system": "PARTICLE_EFFECT",
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},
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},
{
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"coords_axis_system": "PARTICLE_BIRTH",
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"rotation_system": "PARTICLE_EFFECT",
"coords":
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]
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{
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]
},
"color":
{
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}
},
{
"name": "Magic Star",
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"preloading": 1000,
"texturePath": "textures/rect-white.png",
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},
{
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{
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}
}
]
}
+274
View File
@@ -0,0 +1,274 @@
{
"emitters":
[
{
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"texturePath": "textures/magic-star.png",
"textureSize": [ 22.625, 12.5 ],
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"spawnTotal":
{
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},
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{
"t": 1.000,
"min": [ 300, 0, 0 ],
"max": [ 300, 0, 0 ]
}
]
},
"rotation":
{
"value": [ 0, 0, 0 ]
},
"scale":
{
"interpolation": "DISCRETE",
"timeline":
[
{
"value": 1
}
]
},
"color":
{
"value": [ 1, 1, 1, 1 ]
},
"emitters":
[
{
"name": "Spark",
"maxParticles": 110,
"preloading": 110,
"texturePath": "textures/spark-white.png",
"textureSize": [ 10, 10 ],
"gravity": [0, -100, 0],
"spawnRange_system": "PARTICLE_BIRTH",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"matchDeathTime": "true",
"timeline":
[
{
"t": 0.000,
"value": 0
},
{
"t": 1,
"value": 50
}
]
},
"spawnRange":
{
"value": [ 0, 0, 0, 360 ]
},
"lifeTime":
{
"min": 1,
"max": 2
},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"rotation_system": "PARTICLE_BIRTH",
"coords":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0 ]
},
{
"t": 1.000,
"min": [ 0, 0, 0 ],
"max": [ 50, 0, 0 ]
}
]
},
"rotation":
{
"value": [ 0, 0, 0 ]
},
"scale":
{
"value": 1
},
"color":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 1, 1, 1 ]
},
{
"t": 1.000,
"value": [ 0, 0, 1, 1 ]
},
{
"t": 1.200,
"value": [ 0, 0, 1, 0 ]
}
]
}
},
{
"name": "Spark",
"maxParticles": 300,
"preloading": 300,
"texturePath": "textures/spark-white.png",
"textureSize": [ 10, 10 ],
"hasInertion": "true",
"gravity": [0, -100, 0],
"spawnRange_system": "PARTICLE_BIRTH",
"spawnTotal":
{
"interpolation": "DISCRETE",
"matchDeathTime": "true",
"timeline":
[
{
"t": 0.000,
"value": 0
},
{
"t": 2.000,
"value": 300
}
]
},
"spawnRange":
{
"value": [ 0, 0, 0, 360 ]
},
"lifeTime":
{
"min": 1,
"max": 2
},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"rotation_system": "PARTICLE_BIRTH",
"coords":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0 ]
},
{
"t": 1.000,
"min": [ 25, 0, 0 ],
"max": [ 300, 0, 0 ]
}
]
},
"rotation":
{
"value": [ 0, 0, 0 ]
},
"scale":
{
"value": 1
},
"color":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 1, 1, 0, 1 ]
},
{
"t": 1.000,
"value": [ 1, 0, 0, 1 ]
},
{
"t": 1.200,
"value": [ 1, 0, 0, 0 ]
}
]
}
}
]
}
]
}
+110
View File
@@ -0,0 +1,110 @@
{
"name": "Sparkler - бенгальский огонь",
"emitters":
[
{
"name": "Spark",
"maxParticles": 300,
"preloading": 100,
"texturePath": "textures/comet.png",
"textureSize": [ 20, 7.12 ],
"hasInertion": "false",
"gravity": [0, 0, 0],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0,
"value": 0
},
{
"t": 1,
"value": 3
}
]
},
"spawnRange":
{
"value": [ 0, 0, 0, 0 ]
},
"lifeTime":
{
"value": 6
},
"coords_system": "PARTICLE_EFFECT",
"coords_axis_system": "PARTICLE_BIRTH",
"rotation_system": "PARTICLE_ITSELF",
"coords":
{
"interpolation": "CUBIC_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 50, 0, 0 ]
},
{
"t": 0.001,
"value": [ 50, 0, 0 ]
},
{
"t": 1.000,
"value": [ 100, 100, 0 ]
},
{
"t": 2.000,
"value": [ 200, -100, 0 ]
},
{
"t": 3.000,
"value": [ 300, 100, 0 ]
},
{
"t": 4.000,
"value": [ 400, -100, 0 ]
},
{
"t": 5.000,
"value": [ 500, 100, 0 ]
},
{
"t": 5.999,
"value": [ 600, -100, 0 ]
},
{
"t": 6.000,
"value": [ 600, -100, 0 ]
}
]
},
"rotation":
{
"value": [ 0, 0, 0 ]
},
"scale":
{
"value": 1
},
"color":
{
"value": [ 1, 1, 1, 1 ]
}
}
]
}
+110
View File
@@ -0,0 +1,110 @@
{
"name": "Sparkler - бенгальский огонь",
"emitters":
[
{
"name": "Spark",
"maxParticles": 300,
"preloading": 100,
"texturePath": "textures/spark.png",
"textureSize": [ 10, 10 ],
"hasInertion": "false",
"gravity": [0, 0, 0],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0,
"value": 0
},
{
"t": 1,
"value": 20
}
]
},
"spawnRange":
{
"value": [ 0, 0, 0, 0 ]
},
"lifeTime":
{
"value": 6
},
"coords_system": "PARTICLE_EFFECT",
"coords_axis_system": "PARTICLE_BIRTH",
"rotation_system": "PARTICLE_EFFECT",
"coords":
{
"interpolation": "CUBIC_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 50, 0, 0 ]
},
{
"t": 0.001,
"value": [ 50, 0, 0 ]
},
{
"t": 1.000,
"value": [ 100, 100, 0 ]
},
{
"t": 2.000,
"value": [ 200, -100, 0 ]
},
{
"t": 3.000,
"value": [ 300, 100, 0 ]
},
{
"t": 4.000,
"value": [ 400, -100, 0 ]
},
{
"t": 5.000,
"value": [ 500, 100, 0 ]
},
{
"t": 5.999,
"value": [ 600, -100, 0 ]
},
{
"t": 6.000,
"value": [ 600, -100, 0 ]
}
]
},
"rotation":
{
"value": [ 0, 0, 0 ]
},
"scale":
{
"value": 1
},
"color":
{
"value": [ 1, 1, 0, 1 ]
}
}
]
}
+93
View File
@@ -0,0 +1,93 @@
{
"name": "Simple Sparkler",
"emitters":
[
{
"name": "Spark",
"maxParticles": 2000,
"preloading": 2000,
"texturePath": "textures/spark-white.png",
"textureSize": [ 10, 10 ],
"hasInertion": "false",
"gravity": [0, 0, 0],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "CUBIC_SPLINE",
"timelineType": "LOOPED",
"timeline":
[
{
"t": 0.000,
"value": 0
},
{
"t": 0.001,
"value": 0
},
{
"t": 9.999,
"value": 10000
},
{
"t": 10.000,
"value": 10000
}
]
},
"spawnRange":
{
"value": [ 0, 0, 0, 360 ]
},
"lifeTime":
{
"min": 0.1,
"max": 1
},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"rotation_system": "PARTICLE_EFFECT",
"coords":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0 ]
},
{
"t": 1,
"min": [ 300, 0, 0 ],
"max": [ 600, 0, 0 ]
}
]
},
"rotation":
{
"value": [ 0, 0, 0 ]
},
"scale":
{
"value": 1
},
"color":
{
"value": [ 1, 1, 0, 1 ]
}
}
]
}
+85
View File
@@ -0,0 +1,85 @@
{
"name": "Simple Sparkler",
"emitters":
[
{
"name": "Spark",
"maxParticles": 1100,
"preloading": 1100,
"texturePath": "textures/spark-white.png",
"textureSize": [ 10, 10 ],
"hasInertion": "false",
"gravity": [0, 0, 0],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timelineType": "CONTINUED",
"timeline":
[
{
"t": 0.000,
"value": 0
},
{
"t": 1.000,
"value": 1000
}
]
},
"spawnRange":
{
"value": [ 0, 0, 0, 360 ]
},
"lifeTime":
{
"min": 0.1,
"max": 1
},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"rotation_system": "PARTICLE_EFFECT",
"coords":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0 ]
},
{
"t": 1,
"min": [ 300, 0, 0 ],
"max": [ 600, 0, 0 ]
}
]
},
"rotation":
{
"value": [ 0, 0, 0 ]
},
"scale":
{
"value": 1
},
"color":
{
"value": [ 1, 1, 0, 1 ]
}
}
]
}
+646
View File
@@ -0,0 +1,646 @@
{
"emitters":
[
{
"maxParticles": 10000,
"preloading": 1000,
"texturePath": "textures/star-white.png",
"textureSize": [ 5, 5 ],
"gravity": [ 0, -100, 0 ],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": 0
},
{
"t": 1.000,
"value": 5
}
]
},
"spawnRange":
{
"value": [ 0, 0, 360, 180 ]
},
"lifeTime":
{
"min": 10,
"max": 10
},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"offset_axis_system": "PARTICLE_ITSELF",
"rotation_system": "PARTICLE_ITSELF",
"coords":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0 ]
},
{
"t": 1.000,
"min": [ 150, 0, 0 ],
"max": [ 300, 0, 0 ]
}
]
},
"offset":
{
"interpolation": "CUBIC_SPLINE",
"timelineType": "LOOPED",
"timeline":
[
{
"t": 0.00,
"value": [ 10, 0, 0]
},
{
"t": 0.05,
"value": [ 9.5, 3, 0]
},
{
"t": 0.25,
"value": [ 0, 10, 0]
},
{
"t": 0.5,
"value": [ -10, 0, 0]
},
{
"t": 0.75,
"value": [ 0, -10, 0]
},
{
"t": 0.95,
"value": [ 9.5, -3, 0]
},
{
"t": 1.0,
"value": [ 10, 0, 0]
}
]
},
"rotation":
{
"interpolation": "LINEAR_SPLINE",
"timeOffset":
{
"min": 0,
"max": 1
},
"timelineType": "LOOPED",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 45, 0 ]
},
{
"t": 1.000,
"value": [ 360, 45, 0 ]
}
]
},
"scale":
{
"interpolation": "DISCRETE",
"timeline":
[
{
"min": 1,
"max": 2
}
]
},
"color":
{
"value": [ 0, 1, 0, 1 ]
}
},
{
"name": "Magic Star",
"maxParticles": 10000,
"preloading": 1000,
"texturePath": "textures/rect-white.png",
"textureSize": [ 5, 5 ],
"gravity": [ 0, -100, 0 ],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": 0
},
{
"t": 1.000,
"value": 5
}
]
},
"spawnRange":
{
"value": [ 0, 0, 360, 180 ]
},
"lifeTime":
{
"min": 10,
"max": 10
},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"offset_axis_system": "PARTICLE_ITSELF",
"rotation_system": "PARTICLE_ITSELF",
"coords":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0 ]
},
{
"t": 1.000,
"min": [ 150, 0, 0 ],
"max": [ 300, 0, 0 ]
}
]
},
"rotation":
{
"interpolation": "LINEAR_SPLINE",
"timeOffset":
{
"min": 0,
"max": 1
},
"timelineType": "LOOPED",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 45, 0 ]
},
{
"t": 1.000,
"value": [ 360, 45, 0 ]
}
]
},
"scale":
{
"interpolation": "DISCRETE",
"timeline":
[
{
"min": 1,
"max": 2
}
]
},
"color":
{
"value": [ 1, 0, 0, 1 ]
}
},
{
"name": "Magic Star",
"maxParticles": 10000,
"preloading": 1000,
"texturePath": "textures/circle-white.png",
"textureSize": [ 5, 5 ],
"gravity": [ 0, -100, 0 ],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": 0
},
{
"t": 1.000,
"value": 5
}
]
},
"spawnRange":
{
"value": [ 0, 0, 360, 180 ]
},
"lifeTime":
{
"min": 10,
"max": 10
},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"offset_axis_system": "PARTICLE_ITSELF",
"rotation_system": "PARTICLE_ITSELF",
"coords":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0 ]
},
{
"t": 1.000,
"min": [ 150, 0, 0 ],
"max": [ 300, 0, 0 ]
}
]
},
"rotation":
{
"interpolation": "LINEAR_SPLINE",
"timeOffset":
{
"min": 0,
"max": 1
},
"timelineType": "LOOPED",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 45, 0 ]
},
{
"t": 1.000,
"value": [ 360, 45, 0 ]
}
]
},
"scale":
{
"interpolation": "DISCRETE",
"timeline":
[
{
"min": 1,
"max": 2
}
]
},
"color":
{
"value": [ 0, 0, 1, 1 ]
}
},
{
"name": "Magic Star",
"maxParticles": 10000,
"preloading": 1000,
"texturePath": "textures/star-white.png",
"textureSize": [ 5, 5 ],
"gravity": [ 0, -100, 0 ],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": 0
},
{
"t": 1.000,
"value": 5
}
]
},
"spawnRange":
{
"value": [ 0, 0, 360, 180 ]
},
"lifeTime":
{
"min": 10,
"max": 10
},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"offset_axis_system": "PARTICLE_ITSELF",
"rotation_system": "PARTICLE_ITSELF",
"coords":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0 ]
},
{
"t": 1.000,
"min": [ 150, 0, 0 ],
"max": [ 300, 0, 0 ]
}
]
},
"rotation":
{
"interpolation": "LINEAR_SPLINE",
"timeOffset":
{
"min": 0,
"max": 1
},
"timelineType": "LOOPED",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 45, 0 ]
},
{
"t": 1.000,
"value": [ 360, 45, 0 ]
}
]
},
"scale":
{
"interpolation": "DISCRETE",
"timeline":
[
{
"min": 1,
"max": 2
}
]
},
"color":
{
"value": [ 1, 1, 0, 1 ]
}
},
{
"name": "Magic Star",
"maxParticles": 10000,
"preloading": 1000,
"texturePath": "textures/rect-white.png",
"textureSize": [ 5, 5 ],
"gravity": [ 0, -100, 0 ],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": 0
},
{
"t": 1.000,
"value": 5
}
]
},
"spawnRange":
{
"value": [ 0, 0, 360, 180 ]
},
"lifeTime":
{
"min": 10,
"max": 10
},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"offset_axis_system": "PARTICLE_ITSELF",
"rotation_system": "PARTICLE_ITSELF",
"coords":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0 ]
},
{
"t": 1.000,
"min": [ 150, 0, 0 ],
"max": [ 300, 0, 0 ]
}
]
},
"rotation":
{
"interpolation": "LINEAR_SPLINE",
"timeOffset":
{
"min": 0,
"max": 1
},
"timelineType": "LOOPED",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 45, 0 ]
},
{
"t": 1.000,
"value": [ 360, 45, 0 ]
}
]
},
"scale":
{
"interpolation": "DISCRETE",
"timeline":
[
{
"min": 1,
"max": 2
}
]
},
"color":
{
"value": [ 0, 1, 1, 1 ]
}
},
{
"name": "Magic Star",
"maxParticles": 10000,
"preloading": 1000,
"texturePath": "textures/circle-white.png",
"textureSize": [ 5, 5 ],
"gravity": [ 0, -100, 0 ],
"spawnRange_system": "PARTICLE_EFFECT",
"spawnTotal":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": 0
},
{
"t": 1.000,
"value": 5
}
]
},
"spawnRange":
{
"value": [ 0, 0, 360, 180 ]
},
"lifeTime":
{
"min": 10,
"max": 10
},
"coords_system": "PARTICLE_BIRTH",
"coords_axis_system": "PARTICLE_BIRTH",
"offset_axis_system": "PARTICLE_ITSELF",
"rotation_system": "PARTICLE_ITSELF",
"coords":
{
"interpolation": "LINEAR_SPLINE",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 0, 0 ]
},
{
"t": 1.000,
"min": [ 150, 0, 0 ],
"max": [ 300, 0, 0 ]
}
]
},
"rotation":
{
"interpolation": "LINEAR_SPLINE",
"timeOffset":
{
"min": 0,
"max": 1
},
"timelineType": "LOOPED",
"timeline":
[
{
"t": 0.000,
"value": [ 0, 45, 0 ]
},
{
"t": 1.000,
"value": [ 360, 45, 0 ]
}
]
},
"scale":
{
"interpolation": "DISCRETE",
"timeline":
[
{
"min": 1,
"max": 2
}
]
},
"color":
{
"value": [ 1, 0, 1, 1 ]
}
}
]
}
-12
View File
@@ -1,12 +0,0 @@
precision mediump float;
uniform sampler2D Texture;
uniform float Brightness;
varying vec2 texCoord;
void main()
{
vec3 color = texture2D(Texture,texCoord).rgb;
gl_FragColor = vec4(color * Brightness, 1.0);
}
-12
View File
@@ -1,12 +0,0 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}
Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.1 KiB

+42
View File
@@ -0,0 +1,42 @@
<EMITTER_DESCRIPTION>
bool enabled;
< Emitter Description >
uint maxParticles;
uint preloading;
std::string texturePath;
Vector2f textureSize;
bool hasInertion;
Vector3f gravity;
RelatedCoordinateSystem spawnRange_system; = { PARTICLE_EFFECT , PARTICLE_EMITTER }
RandomValueAtTimeline<FloatWrapper, RandomFloat> spawnTotal;
RandomValueAtTimeline<Vector4fWrapper, RandomVector4f> spawnRange; // yaw + pitch + delta yaw + delta pitch
< / Emitter Description >
< Particle Description >
RandomFloat lifeTime;
RelatedCoordinateSystem coords_system; = { PARTICLE_EFFECT , PARTICLE_EMITTER , PARTICLE_BIRTH , PARTICLE_ITSELF }
RelatedCoordinateSystem offset_axis_system;
RelatedCoordinateSystem coords_axis_system;
RelatedCoordinateSystem rotation_system;
RandomValueAtTimeline<Vector3fWrapper, RandomVector3f> coords;
RandomValueAtTimeline<Vector3fWrapper, RandomVector3f> offset;
RandomValueAtTimeline<Vector3fWrapper, RandomVector3f> rotation; // yaw + pitch + roll
RandomValueAtTimeline<FloatWrapper, RandomFloat> scale;
RandomValueAtTimeline<Vector4fWrapper, RandomVector4f> color;
std::vector<std::shared_ptr<EmitterDescription>> emittersTypes;
</ Particle Description >
std::vector<EmitterDescription> emittersTypes;
</EMITTER_DESCRIPTION>
-14
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@@ -1,14 +0,0 @@
precision mediump float;
uniform sampler2D Texture;
uniform float Transparency;
varying vec2 texCoord;
void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, 1.0);
}
+8
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@@ -0,0 +1,8 @@
precision mediump float;
uniform vec4 Color;
void main()
{
gl_FragColor = Color;
}
@@ -1,11 +1,8 @@
attribute vec3 vPosition;
attribute vec4 vColor;
varying vec4 color;
uniform mat4 ProjectionMatrix;
void main()
{
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
color = vColor;
}
+11
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@@ -0,0 +1,11 @@
precision mediump float;
in vec2 texCoord;
flat in vec4 color;
uniform sampler2D Texture;
void main()
{
gl_FragColor = texture2D(Texture,texCoord) * color;
}
@@ -1,12 +1,15 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
attribute vec4 vColor;
out vec2 texCoord;
flat out vec4 color;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
color = vColor;
}
+10
View File
@@ -0,0 +1,10 @@
precision mediump float;
varying vec2 texCoord;
uniform sampler2D Texture;
void main()
{
gl_FragColor = texture2D(Texture,texCoord);
}
@@ -1,5 +1,6 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
-422
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@@ -1,422 +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 ---- */
//-----------------------------------------------------------------------------
// Diagonal Search Functions
/**
* These functions allows to perform diagonal pattern searches.
*/
float SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
texcoord += dir * SMAA_PIXEL_SIZE;
vec2 e = vec2(0.0, 0.0);
float i;
for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
e.rg = textureLod(edgesTex, texcoord, 0.0).rg;
//SMAA_FLATTEN
if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
texcoord += dir * SMAA_PIXEL_SIZE;
}
return i + float(e.g > 0.9) * c;
}
float SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
texcoord += dir * SMAA_PIXEL_SIZE;
vec2 e = vec2(0.0, 0.0);
float i;
for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
e.g = textureLod(edgesTex, texcoord, 0.0).g;
e.r = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
//SMAA_FLATTEN
if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
texcoord += dir * SMAA_PIXEL_SIZE;
}
return i + float(e.g > 0.9) * c;
}
/**
* Similar to SMAAArea, this calculates the area corresponding to a certain
* diagonal distance and crossing edges 'e'.
*/
vec2 SMAAAreaDiag(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;
// We do a scale and bias for mapping to texel space:
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
// Diagonal areas are on the second half of the texture:
texcoord.x += 0.5;
// Move to proper place, according to the subpixel offset:
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
return textureLod(areaTex, texcoord, 0.0).rg;
}
/**
* This searches for diagonal patterns and returns the corresponding weights.
*/
vec2 SMAACalculateDiagWeights(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, ivec4 subsampleIndices) {
vec2 weights = vec2(0.0, 0.0);
vec2 d;
d.x = e.r > 0.0? SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), 1.0) : 0.0;
d.y = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), 0.0);
//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, 0)).r;
c.z = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).g;
c.w = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, -1)).r;
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.z));
}
d.x = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), 0.0);
float right = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
d.y = right > 0.0? SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), 1.0) : 0.0;
//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;
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));
}
-74
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#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);
}
-105
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@@ -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);
}
-67
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@@ -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);
}
-102
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@@ -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);
}
-65
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#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);
}
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#include "creditscode.h"
#include "include/Engine.h"
#include "main_code.h"
const int TGameCredits::CONST_STATE_APPEARING = 0;
const int TGameCredits::CONST_STATE_APPEARED = 1;
const int TGameCredits::CONST_STATE_DISAPPEARING = 2;
const int TGameCredits::CONST_STATE_DISAPPEARED = 3;
const float TGameCredits::CONST_APPEAR_TIME = 150.f;
TGameCredits::TGameCredits()
: TGameAreaAncestor()
, StateTimer(0)
, State(CONST_STATE_DISAPPEARED)
{
}
void TGameCredits::Draw()
{
//*SE::Console << "TGameCredits::Draw";
float transparency = StateTimer/CONST_APPEAR_TIME;
RenderUniform1f("Transparency", transparency);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList["main_menu_bkg_left"]);
Renderer->DrawRect(Vector2f(0, 0.f), Vector2f(480.f, 320.f));
const Vector2f creditsPos(140.f, 130.f);
const Vector2f creditsHalfSize(128.f, 128.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_CREDITS_TEXTURE]);
Renderer->DrawRect(creditsPos-creditsHalfSize, creditsPos+creditsHalfSize);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
Renderer->DrawRect(Vector2f(240.f-128.f+15.f, 320.f-64.f), Vector2f(240.f+128.f+15.f, 320.f));
CheckGlError("Draw TGameCredits");
}
void TGameCredits::Update(size_t dt)
{
if (State == CONST_STATE_APPEARING)
{
*SE::Console << "TGameCredits::Update - CONST_STATE_APPEARING";
StateTimer += dt;
if (StateTimer >= CONST_APPEAR_TIME)
{
StateTimer = CONST_APPEAR_TIME;
State = CONST_STATE_APPEARED;
}
}
else if (State == CONST_STATE_DISAPPEARING)
{
StateTimer -= dt;
if (StateTimer <= 0.f)
{
StateTimer = 0.f;
State = CONST_STATE_DISAPPEARED;
}
}
}
void TGameCredits::OnTapDown(Vector2f p)
{
*SE::Console << "TGameCredits::OnTapDown";
Application->GoFromCreditsToMenu();
}
void TGameCredits::StartAppear()
{
*SE::Console << "TGameCredits::StartAppear";
State = CONST_STATE_APPEARING;
}
void TGameCredits::StartDisappear()
{
*SE::Console << "TGameCredits::StartDisappear";
State = CONST_STATE_DISAPPEARING;
}
-34
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@@ -1,34 +0,0 @@
#ifndef CREDITSCODE_H_INCLUDED
#define CREDITSCODE_H_INCLUDED
#include "game_area_interface.h"
using namespace SE;
class TGameCredits : public TGameAreaAncestor
{
static const int CONST_STATE_APPEARING;
static const int CONST_STATE_APPEARED;
static const int CONST_STATE_DISAPPEARING;
static const int CONST_STATE_DISAPPEARED;
static const float CONST_APPEAR_TIME;
int State;
float StateTimer;
public:
TGameCredits();
virtual void Draw();
virtual void Update(size_t dt);
virtual void OnTapDown(Vector2f p);
void StartAppear();
void StartDisappear();
};
#endif
-25
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@@ -1,25 +0,0 @@
#ifndef GAME_AREA_INTERFACE_H_INCLUDED
#define GAME_AREA_INTERFACE_H_INCLUDED
#include "include/Engine.h"
using namespace SE;
class TGameAreaAncestor
{
public:
virtual void Draw() { }
virtual void Update(size_t) { }
virtual void OnTapUp(Vector2f) { }
virtual void OnTapUpAfterMove(Vector2f) { }
virtual void OnTapDown(Vector2f) { }
virtual void OnFling(Vector2f) { }
virtual void OnScroll(Vector2f) { }
virtual ~TGameAreaAncestor() { } //By default destructor is not virtual
};
#endif
-1682
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-205
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@@ -1,205 +0,0 @@
#ifndef GAMECODE_H_INCLUDED
#define GAMECODE_H_INCLUDED
#include "include/Engine.h"
#include "game_area_interface.h"
#include <list>
using namespace SE;
const int CONST_BRICKSTATE_VISIBLE = 3;
const int CONST_BRICKSTATE_DISAPPEAR = 2;
const int CONST_BRICKSTATE_INVISIBLE = 1;
const int CONST_BRICKSTATE_APPEAR = 0;
const float CONST_BRICK_DISAPPEAR_TIME = 200.f;
const float CONST_BRICK_APPEAR_TIME = 200.f;
const int CONST_BRICKMATRIX_WIDTH = 12;
const int CONST_BRICKMATRIX_HEIGHT = 13;
const float CONST_BRICK_WIDTH = 37.5f;
const float CONST_BRICK_HEIGHT = 0.5f*CONST_BRICK_WIDTH;
const float CONST_BRICK_SHIFT_X = 15.f;
const float CONST_BRICK_SHIFT_Y = -16.f;
const float CONST_BONUS_APPEAR_TIME = 400.f;
const float CONST_BONUS_FALL_SPEED = 100.f;
const float CONST_BONUS_GOTHROUGH_TIME = 8000.f;
const float CONST_BONUS_CATCH_DISTANCE_X = 65.f;
const float CONST_BONUS_CATCH_DISTANCE_Y = 20.f;
const float CONST_BONUS_FLOOR_TIME = 8000.f;
const float CONST_BONUS_FLOOR_APPEAR_SPEED = 50.f;
const int CONST_BONUS_TYPE_MULTIPLIER = 0;
const int CONST_BONUS_TYPE_GOTHROUGH = 1;
const int CONST_BONUS_TYPE_FLOOR = 2;
class TBrick
{
protected:
int InitialLocked;
int Locked; //0, 1 or 2
int State;
float StateTimer;
Vector4f Color;
public:
TBrick();
void SetVisible(Vector4f color, int locked);
void SetInvisible();
void TryDrawAppear(int ipos, int jpos);
void Update(size_t dt);
Vector2f GetPosFrom(int ipos, int jpos);
Vector4f GetColor();
void Appear(Vector4f color, int locked);
void Appear();
void Hit();
void Disappear();
int GetLocked();
bool CanReact();
};
class TBonusFalling
{
protected:
float Lifetime;
Vector2f Pos;
std::string TexName;
int BonusType; //0 - multiplier, 1 - Go-through, 2 - floor
public:
TBonusFalling(Vector2f pos);
Vector2f GetPos();
int GetType();
void Draw();
void Update(size_t dt);
};
struct TBall
{
Vector2f Pos;
Vector2f Velocity;
Vector4f Color;
std::list<Vector2f> TalePos;
Vector2f BallInBlock;
Vector2f PrevBallInBlock;
TBall(Vector2f pos, Vector2f velocity, Vector4f color);
Vector2f GetPos();
Vector2f GetVelocityVector();
void Go();
void ReflectToLeft();
void ReflectToRight();
void ReflectToUp();
void ReflectToDown();
void TryReflectOnReflector(Vector2f refPos);
void Update(size_t dt);
};
typedef std::pair<Vector4f, std::string> PairColorTexture;
struct TBlockInstansingList
{
//color-texture ---> and list of triangles for this color
std::list<std::pair<PairColorTexture, TTriangleList>> ColorBlockList;
};
struct TBallInstancingList
{
std::map<int, TTriangleList> BallAndGlowList;
};
class TGameLevel : public TGameAreaAncestor
{
protected:
std::string BkgTexture;
std::string LevelScreenTexture;
std::string LevelFileName;
Vector2f ReflectorPos;
int LevelState;
bool PrevLevelStateIsStandby;
float StateTimer;
TBrick BlockMatrix[CONST_BRICKMATRIX_WIDTH][CONST_BRICKMATRIX_HEIGHT];
TBlockInstansingList BlockInstansingList;
bool TapInBackBtnArea(const Vector2f& pos);
void ReloadBlockInstansingList();
void SetFinished();
void SetFinishFreeze();
void DrawBuffer();
void DrawPauseButtons();
void DrawBallInstancingList();
bool RenderBufferReady;
float OutScale;
float OutScaleVelocity;
void TryGoToMenu();
std::list<TBonusFalling> BonusFallingList;
std::list<TBall> BallList;
TBallInstancingList BallInstancingList;
Vector4f BallColor;
void ReloadBallInstancingList();
void RefreshBallInstancingList();
void UpdateBallList(size_t dt);
void MultiplyBalls(Vector2f pos, Vector2f velocity);
Vector2f GetBlock(const Vector2f& pos);
void InitLevel();
float BonusGothroughTimer;
float BonusFloorTimer;
float BonusFloorPosY;
Vector4f ParseColor(const std::string& s);
void ReloadLevel();
public:
TGameLevel();
~TGameLevel();
void FillWithFile(const std::string& filename);
void SetStandBy();
void SetLoading(const std::string& bkg, const std::string& levelscreen);
bool IsLoaded();
virtual void Draw();
void SetPause();
bool IsPaused();
void ReleasePause();
virtual void Update(size_t dt);
virtual void OnTapDown(Vector2f pos);
virtual void OnTapUp(Vector2f pos);
virtual void OnFling(Vector2f slideSpeed);
virtual void OnScroll(Vector2f shift);
};
#endif
-20
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@@ -1,20 +0,0 @@
#include "loadingcode.h"
#include "include/Engine.h"
#include "main_code.h"
void TGameLoading::Draw()
{
//*SE::Console << "TGameLoading::Draw";
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[CONST_LOADING_BACKGROUND_BLACK]);
Renderer->DrawRect(Vector2f(0.f, 0.f), Vector2f(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight()));
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOADING_TEXTURE]);
Renderer->DrawRect(Vector2f(240.f - 128.f, 10.f), Vector2f(240.f + 128.f, 10.f + 64.f));
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
Renderer->DrawRect(Vector2f(480.f - 256.f+50.f, 320.f - 64.f), Vector2f(480.f+50.f, 320.f));
CheckGlError();
}
-15
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@@ -1,15 +0,0 @@
#ifndef LOADINGCODE_H_INCLUDED
#define LOADINGCODE_H_INCLUDED
#include "game_area_interface.h"
using namespace SE;
class TGameLoading : public TGameAreaAncestor
{
public:
virtual void Draw();
};
#endif
+48 -285
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@@ -7,21 +7,11 @@
#include "include/Engine.h"
#include "main_code.h"
#include <boost/property_tree/json_parser.hpp>
TMyApplication* Application;
#define AREATEX_WIDTH 160
#define AREATEX_HEIGHT 560
#define SEARCHTEX_WIDTH 66
#define SEARCHTEX_HEIGHT 33
GLuint area_tex;
GLuint search_tex;
void TMyApplication::InnerInit()
{
@@ -29,7 +19,7 @@ void TMyApplication::InnerInit()
#ifdef TARGET_WIN32
#ifdef NDEBUG
ST::PathToResources = "resources/";
ST::PathToResources = "../../../assets/";
#else
ST::PathToResources = "../../../assets/";
#endif
@@ -45,308 +35,81 @@ void TMyApplication::InnerInit()
}
srand (static_cast<size_t>(time(NULL)));
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("DefaultShader", "shaders/texture-shader.vertex", "shaders/texture-shader.fragment");
ResourceManager->ShaderManager.AddShader("ColorShader", "shaders/color-shader.vertex", "shaders/color-shader.fragment");
ResourceManager->ShaderManager.AddShader(ParticleEffect::PARTICLE_SHADER, "shaders/particle-shader.vertex", "shaders/particle-shader.fragment");
Renderer->PushShader("ColorShader");
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");
Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->FrameManager.AddFrameRenderBuffer("AlbedoBuffer", 512, 512);
ResourceManager->FrameManager.AddFrameRenderBuffer("EdgeBuffer", 512, 512);
ResourceManager->FrameManager.AddFrameRenderBuffer("BlendBuffer", 512, 512);
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));
//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.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(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.second.RefreshBuffer();
float width = Renderer->GetScreenWidth();
float height = Renderer->GetScreenHeight();
Renderer->SetOrthoProjection();
Renderer->PushProjectionMatrix(width, height, -500, 500);
//Renderer->SetFullScreenViewport();
Renderer->SetFullScreenViewport();
boost::property_tree::ptree JSONsource;
glDisable(GL_BLEND); //Don't forget to disable blending or whole thing will not work!!! -- Vladislav Khorev vladislav.khorev@fishrungames.com
boost::property_tree::json_parser::read_json(ST::PathToResources + "config.json", JSONsource);
Inited = true;
std::string effectJSON = JSONsource.get<std::string>("effect");
boost::property_tree::json_parser::read_json(ST::PathToResources + effectJSON, JSONsource);
sparkler.parse(JSONsource); // parse JSON
sparkler.load(); // load textures
//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;
sparkler.setCoords({ width / 2, height / 2, 0 });
}
void TMyApplication::InnerDeinit()
{
Inited = false;
Loaded = false;
if (Console != NULL)
}
void TMyApplication::InnerOnMouseDown(TMouseState& mouseState)
{
if (mouseState.LeftButtonPressed)
{
*Console<<"APP DEINIT\n";
sparkler.setCoords({ (float)mouseState.X, Renderer->GetScreenHeight() - (float)mouseState.Y, 0 });
}
if (mouseState.RightButtonPressed)
{
if (sparkler.isSpawning())
{
sparkler.stopSpawn();
}
else
{
sparkler.startSpawn();
}
}
glDeleteTextures(1, &search_tex);
glDeleteTextures(1, &area_tex);
}
void TMyApplication::InnerOnTapDown(Vector2f p)
void TMyApplication::InnerOnMouseMove(TMouseState& mouseState)
{
if (mouseState.LeftButtonPressed)
{
sparkler.setCoords({ (float)mouseState.X, Renderer->GetScreenHeight() - (float)mouseState.Y, 0 });
}
}
void TMyApplication::InnerOnTapUp(Vector2f p)
{
}
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
{
}
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
{
}
void TMyApplication::OnFling(Vector2f v)
{
}
void TMyApplication::InnerDraw()
{
glDisable(GL_DEPTH_TEST);
//Render the frame
Renderer->SwitchToFrameBuffer("AlbedoBuffer");
Renderer->SetProjectionMatrix(512.f, 512.f);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
CheckGlError("");
{
//Render here all objects that you want to have -- Vladislav Khorev vladislav.khorev@fishrungames.com
TRenderParamsSetter params(pair.first);
Renderer->DrawTriangleList(pair.second);
}
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
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
sparkler.draw();
}
void TMyApplication::InnerUpdate(size_t dt)
{
if (dt > 50)
{
dt = 50;
}
}
bool TMyApplication::IsLoaded()
{
return Loaded;
}
bool TMyApplication::IsInited()
{
return Inited;
sparkler.update(dt / 1000.f);
}
+14 -22
View File
@@ -26,19 +26,23 @@
using namespace SE;
extern boost::signals2::signal<void(Vector2f)> OnTapUpSignal;
extern boost::signals2::signal<void(Vector2f)> OnTapUpAfterMoveSignal;
extern boost::signals2::signal<void(Vector2f)> OnTapDownSignal;
extern boost::signals2::signal<void(Vector2f)> OnFlingSignal;
extern boost::signals2::signal<void(Vector2f)> OnScrollSignal;
extern boost::signals2::signal<void()> OnDrawSignal;
class TMyApplication : public TApplication
{
protected:
bool Inited;
ParticleEffect sparkler;
public:
TRenderPair pair;
TRenderPair rect;
bool Loaded;
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
TMyApplication() : TApplication() { }
virtual void InnerInit();
@@ -48,20 +52,9 @@ public:
virtual void InnerUpdate(size_t dt);
bool IsLoaded();
virtual void InnerOnMouseDown(TMouseState& mouseState);
bool IsInited();
virtual void InnerOnTapDown(Vector2f p);
virtual void InnerOnTapUp(Vector2f p);
virtual void InnerOnTapUpAfterMove(Vector2f p);
virtual void InnerOnMove(Vector2f p, Vector2f shift);
virtual void OnFling(Vector2f v);
virtual void InnerOnMouseMove(TMouseState& mouseState);
};
@@ -69,5 +62,4 @@ public:
extern TMyApplication* Application;
#endif
-220
View File
@@ -1,220 +0,0 @@
#include "menucode.h"
#include "main_code.h"
const float CONST_SPEED_NEG_ACCELERATION_K = 0.03f;
const float CONST_MENU_POS_K = 0.25f;
const float CONST_MENU_WINDOW_DISTANCE = 240.f + 40.f;
const float CONST_SHIFT_ON_SIDE = 0.f;
TGameMenu::TGameMenu()
: MenuSpeed(0)
, MenuPos(0)
, HoldToTap(false)
, MenuItemCount(1)
, SelectedGame(-1)
{
}
void TGameMenu::Draw()
{
// *SE::Console << "TGameMenu::Draw";
CheckGlError("Draw TGameMenu");
RenderUniform1i("sel", 0);
RenderUniform1f("Transparency", 1.f);
float bkgShift = MenuPos*0.1f - 100.f;
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_left"]);
Renderer->DrawRect(Vector2f(bkgShift,0.f), Vector2f(480.f+bkgShift,320.f));
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_right"]);
Renderer->DrawRect(Vector2f(480.f+bkgShift,0.f), Vector2f(960.f+bkgShift,320.f));
if (SelectedGame == 0)
{
RenderUniform1i("sel", 1);
}
else
{
RenderUniform1i("sel", 0);
}
for (int i=0; i<MenuItemCount; i++)
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["levelshot"+tostr(i+1)]);
Renderer->DrawRect(Vector2f(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i,80.f), Vector2f(160.f+240.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i, 240.f));
}
if (MenuItemCount == 12)
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["game_end"]);
Renderer->DrawRect(Vector2f(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12,160.f - 64.f), Vector2f(160.f+256.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12, 160.f + 64.f));
}
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["select_level"]);
Renderer->DrawRect(Vector2f(240.f-128.f, 241.f), Vector2f(240.f+128.f, 305.f));
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["logo_small"]);
Renderer->DrawRect(Vector2f(240.f-128.f+15.f, 0.f), Vector2f(240.f+128.f+15.f, 64.f));
CheckGlError("Draw TGameMenu 2");
}
void TGameMenu::Update(size_t dt)
{
if (HoldToTap)
return;
// åñëè êíîïêà íå íàæàòà
float k;
MenuPos = MenuPos + MenuSpeed*dt/1000.f;
int menuItemToShowCount;
if (MenuItemCount == 12)
{
menuItemToShowCount = 13;
}
else
{
menuItemToShowCount = MenuItemCount;
}
float acc;
if (MenuItemCount == 1)
{
k = 3;
}
else
{
k = fabs( - MenuPos - ((menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f)) / ((MenuItemCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f);
}
acc = -MenuSpeed * CONST_SPEED_NEG_ACCELERATION_K * k;
float xleft = (- MenuPos + CONST_SHIFT_ON_SIDE - (menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE);
if (xleft < 0)
{
xleft = 0;
}
acc += xleft*CONST_MENU_POS_K;
float xright = (MenuPos - CONST_SHIFT_ON_SIDE);
if (xright < 0)
{
xright = 0;
}
acc -= xright*CONST_MENU_POS_K;
if ((MenuSpeed + acc*dt) * MenuSpeed < 0) //Check if MenuSpeed changes direction
{
MenuSpeed = 0;
}
else
{
MenuSpeed += acc*dt;
}
}
void TGameMenu::OnTapDown(Vector2f pos)
{
*SE::Console << "TGameMenu::OnTapDown";
HoldToTap = true;
if (pos(1)<64.f && pos(0)>=265.f-128.f && pos(0)<=265.f+128.f)
{
Application->GoFromMenuToCredits();
return;
}
Vector2f realPos = pos - Vector2f(MenuPos, 0);
if (realPos(1) >= 80.f && realPos(1) <= 240.f)
{
float x = realPos(0) - 160.f;
int p = 0;
while (x >280.f)
{
x -= 280.f;
p++;
}
if (x <= 240.f && x >= 0.f && (p<MenuItemCount))
{
SelectedGame = p;
return;
}
}
SelectedGame = -1;
}
void TGameMenu::OnTapUp(Vector2f pos)
{
*SE::Console << "TGameMenu::OnTapUp";
HoldToTap = false;
if (SelectedGame != -1)
{
MenuPos = -CONST_MENU_WINDOW_DISTANCE*SelectedGame-40.f;
Application->GoFromMenuToGame(SelectedGame);
SelectedGame = -1;
}
}
void TGameMenu::OnTapUpAfterMove(Vector2f pos)
{
HoldToTap = false;
}
void TGameMenu::OnFling(Vector2f slideSpeed)
{
*SE::Console << "TGameMenu::OnFling";
HoldToTap = false;
MenuSpeed = slideSpeed(0);
}
void TGameMenu::OnScroll(Vector2f shift)
{
MenuPos = MenuPos - shift(0);
}
void TGameMenu::OpenNextLevel()
{
*SE::Console << "TGameMenu::OpenNextLevel";
if (MenuItemCount < 12)
{
MenuItemCount++;
}
}
int TGameMenu::GetMenuItemCount()
{
*SE::Console << "TGameMenu::GetMenuItemCount";
return MenuItemCount;
}
void TGameMenu::SetMenuItemCount(int menuItemCount)
{
*SE::Console << "TGameMenu::SetMenuItemCount";
MenuItemCount = menuItemCount;
}
-41
View File
@@ -1,41 +0,0 @@
#ifndef MENUCODE_H_INCLUDED
#define MENUCODE_H_INCLUDED
#include "include/Engine.h"
#include "game_area_interface.h"
using namespace SE;
class TGameMenu : public TGameAreaAncestor
{
protected:
float MenuSpeed;
float MenuPos;
bool HoldToTap;
int MenuItemCount;
int SelectedGame;
public:
TGameMenu();
virtual void Draw();
virtual void Update(size_t dt);
virtual void OnTapDown(Vector2f pos);
virtual void OnTapUp(Vector2f pos);
virtual void OnTapUpAfterMove(Vector2f pos);
virtual void OnFling(Vector2f slideSpeed);
virtual void OnScroll(Vector2f shift);
void OpenNextLevel();
int GetMenuItemCount();
void SetMenuItemCount(int menuItemCount);
};
#endif
@@ -116,7 +116,7 @@
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/debug/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/debug/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/filesystem/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</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>
@@ -152,13 +152,14 @@
<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>
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<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_63_0/;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup />
</Project>
@@ -8,8 +8,8 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
LPSTR lpszCmdLine, int nCmdShow)
{
int width = 512;
int height = 512;
int width = 1280;
int height = 720;
if (CreateEngine(width, height))