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vladislav.khorev 69c5aa1f0e Working on examples 2018-01-22 00:05:15 +03:00
33 changed files with 1052 additions and 39343 deletions

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-7
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@@ -1,7 +0,0 @@
{
"lines": [
{"start": [-500, -500], "end": [500, -500], "color": [0.3, 0.3, 0.0]},
{"start": [500, -500], "end": [500, 500], "color": [0.0, 0.3, 0.15]},
{"start": [500, 500], "end": [-500, -500], "color": [0.25, 0, 0.4]}
]
}
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+2 -2
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@@ -10,9 +10,9 @@ varying vec3 ts_light_pos;
varying vec3 ts_view_pos;
varying vec3 ts_frag_pos;
const float num_layers = 16.0;
const float num_layers = 8.0;
const float depth_scale = 0.01;
const float depth_scale = 0.002;
+50
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@@ -0,0 +1,50 @@
precision mediump float;
uniform sampler2D Texture;
uniform float Transparency;
varying vec3 position;
varying vec3 normal;
varying vec2 texCoord;
uniform vec3 lightPos;
uniform vec3 cameraPos;
uniform vec3 ambientLight;
uniform vec3 diffuseLight;
uniform vec3 specularLight;
uniform float specularPower;
void phongModel( vec3 norm, out vec3 ambAndDiff, out vec3 spec )
{
vec3 lightDirection = normalize(vec3(lightPos));
vec3 cameraDirection = normalize(vec3(cameraPos) - position);
vec3 lightReflection = reflect( -lightDirection, norm );
float sDotN = max( dot(lightDirection,norm), 0.0 );
vec3 diffuse = diffuseLight * sDotN;
ambAndDiff = ambientLight + diffuse;
spec = vec3(0.0);
if(sDotN > 0.0)
{
spec = specularLight * pow(max( dot(lightReflection, cameraDirection), 0.0 ), specularPower);
// spec is NAN, if dot == 0 && specularPower <= 0
}
}
void main()
{
vec3 ambAndDiff, spec;
vec3 norm = normalize(normal);
phongModel(norm, ambAndDiff, spec);
vec4 textureColor = texture2D(Texture, texCoord).rgba;
textureColor.r = textureColor.r * ambAndDiff.r + spec.r;
textureColor.g = textureColor.g * ambAndDiff.g + spec.g;
textureColor.b = textureColor.b * ambAndDiff.b + spec.b;
gl_FragColor = textureColor;
}
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attribute vec3 vPosition;
attribute vec3 vNormal;
attribute vec2 vTexCoord;
varying vec3 position;
varying vec3 normal;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix1;
uniform mat4 ModelViewMatrix;
void main()
{
mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
vec4 tnorm = ModelViewMatrix * vec4(vNormal,0.0);
normal = normalize(vec3(tnorm));
position = vec3( ModelViewMatrix * vec4(vPosition,1.0) );
gl_Position = mvp * vec4(vPosition,1.0);
texCoord = vTexCoord;
}
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precision mediump float;
uniform sampler2D Texture;
uniform float Transparency;
uniform vec4 LightDirection;
varying vec2 texCoord;
varying vec3 fragNormal;
varying vec3 fragColor;
void main() {
vec4 color = vec4((fragColor.rgb * texture2D(Texture, texCoord).rgb), 1.0);
float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
//gl_FragColor = vec4((fragNormal.rgb + vec3(1.0, 1.0, 1.0))*0.5, 1.0);
}
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@@ -1,17 +0,0 @@
attribute vec3 vPosition;
attribute vec3 Normal;
attribute vec2 vTexCoord;
attribute vec3 vColor;
uniform mat4 ProjectionMatrix;
varying vec2 texCoord;
varying vec3 fragNormal;
varying vec3 fragColor;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
fragNormal = Normal;
fragColor = vColor;
}
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@@ -1,16 +0,0 @@
precision mediump float;
uniform float Transparency;
uniform vec4 LightDirection;
varying vec3 fragNormal;
varying vec3 fragColor;
void main() {
vec4 color = vec4(fragColor.rgb, 1.0);
float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
}
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@@ -1,14 +0,0 @@
attribute vec3 vPosition;
attribute vec3 Normal;
attribute vec3 vColor;
uniform mat4 ProjectionMatrix;
varying vec3 fragNormal;
varying vec3 fragColor;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
fragNormal = Normal;
fragColor = vColor;
}
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@@ -0,0 +1,422 @@
#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));
}
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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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@@ -0,0 +1,105 @@
#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);
}
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@@ -0,0 +1,67 @@
#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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@@ -0,0 +1,102 @@
#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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@@ -0,0 +1,65 @@
#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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+127 -395
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@@ -12,24 +12,6 @@
TMyApplication* Application;
std::vector<SE::Vector3f> posArr;
std::vector<SE::Vector3f> normArr;
std::vector<SE::Vector3f> colorArr;
std::vector<SE::Vector2f> texCoordArr;
GLuint posBuffer;
GLuint normBuffer;
GLuint colorBuffer;
GLuint texCoordBuffer;
size_t posArrIndex = 0;
size_t normArrIndex = 0;
size_t colorArrIndex = 0;
size_t texCoordArrIndex = 0;
Matrix3f quatToMatrix(Vector4f q) {
@@ -65,6 +47,7 @@ Matrix3f quatToMatrix(Vector4f q) {
}
void TMyApplication::InnerInit()
{
@@ -73,7 +56,6 @@ void TMyApplication::InnerInit()
#ifdef TARGET_WIN32
#ifdef NDEBUG
ST::PathToResources = "resources/";
//ST::PathToResources = "../../../assets/";
#else
ST::PathToResources = "../../../assets/";
#endif
@@ -94,55 +76,33 @@ void TMyApplication::InnerInit()
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
//ResourceManager->ShaderManager.AddShader("SimpleShadingNoTex", "simple_shading_no_tex.vertex", "simple_shading_no_tex.fragment");
ResourceManager->ShaderManager.AddShader("SimpleShading", "simple_shading.vertex", "simple_shading.fragment");
ResourceManager->ShaderManager.AddShader("PhongShader", "phong_vertex.txt", "phong_fragment.txt");
Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->TexList.AddTexture("background.jpg");
ResourceManager->TexList.AddTexture("pimgpsh.jpg");
ResourceManager->TexList.AddTexture("HeightMap.png");
ResourceManager->TexList.AddTexture("NormalMap.png");
ResourceManager->TexList.AddTexture("linesAll.png");
ResourceManager->TexList.AddTexture("clean-fabric-texture-4-780x585.jpg");
ResourceManager->TexList.AddTexture("free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png");
//
/*
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].reserve(90000000);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].reserve(90000000);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].reserve(90000000);
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].reserve(90000000);
*/
posArr.resize(20000000);
normArr.resize(20000000);
texCoordArr.resize(20000000);
colorArr.resize(20000000);
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
Vector2f const bottomLeft(-500, -500);
float const W = 1000;
float const H = 1000;
Vector2f const backgroundBottomLeft(-3000, -3000);
float const backgroundW = 6000;
float const backgroundH = 6000;
Vector2f const backgroundBottomLeft(-1000, -1000);
float const backgroundW = 2000;
float const backgroundH = 2000;
{
//resolution of background image
//float const imageW = 512;
//float const imageH = 512;
float const imageW = 2048;
float const imageH = 2048;
float const imageW = 512;
float const imageH = 512;
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
@@ -153,8 +113,8 @@ void TMyApplication::InnerInit()
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0]));
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[0]));
float const tw = backgroundW / imageW;
float const th = backgroundH / imageH;
float const tw = W / imageW;
float const th = H / imageH;
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
@@ -164,6 +124,7 @@ void TMyApplication::InnerInit()
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, th));
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
@@ -174,348 +135,134 @@ void TMyApplication::InnerInit()
}
auto findPlaneBasis = [] (const Vector3f &normal) {
std::vector<Vector3f> result;
Vector3f e0, e1;
if(normal.z() != 0)
{
e0 = Vector3f(1, 0, -normal.x() / normal.z()).normalized();
e1 = Vector3f(0, 1, -normal.y() / normal.z());
}
else if(normal.y() != 0)
{
e0 = Vector3f(1, -normal.x() / normal.y(), 0).normalized();
e1 = Vector3f(0, -normal.z() / normal.y(), 1);
}
else
{
e0 = Vector3f(-normal.y() / normal.x(), 1, 0).normalized();
e1 = Vector3f(-normal.z() / normal.x(), 0, 1);
}
e1 = (e1 - (e1.dot(e0) / e0.dot(e0)) * e0).normalized();
result.push_back(e0);
result.push_back(e1);
return result;
};
{
//float const R = 3;
float const R = 0;
//float const r = 4;
//float const r = 16;
float const r = 19;
//size_t const threadsCount = 3;
size_t const threadsCount = 1;
size_t const edgesCount = 6;
//float const angle = pi / 6;
float const angle = 0;
Vector3f up(0, 1, 0); up.normalize();
//size_t const step = 5;
float const step = 20;
//resolution of linesAll.png
float const texW = 900;
float const texH = 900;
const Vector3f vshift = Vector3f(0.f, 0.002f, 0.f);
int vShiftVal = 0;
auto g = [&] (Vector3f start, Vector3f end, const Vector3f &color, int x) {
Vector3f direction = (end - start).normalized();
end = end - (r + R) * direction;
float iterationsCount = (end - start).norm() / step;
auto e = findPlaneBasis(up);
float const step = 12;
float const thick = 10;
std::vector<Vector3f> threadCenters;
std::vector<std::vector<Vector4f>> threads;
for(auto i = 0; i < threadsCount; i++) {
std::vector<Vector4f> edges;
Vector3f threadCenter = R * (e[0] * cosf(i * 2 * pi / threadsCount) + e[1] * sinf(i * 2 * pi / threadsCount));
threadCenters.push_back(threadCenter);
auto f = [this, texW, texH, thick, W, H] (const Vector3f &p1, const Vector3f &p2, float t) {
auto pv = p2 - p1;
Vector3f ortho(pv[2], 0, pv[0]);
ortho.normalize();
auto p3 = p2 + ortho * thick;
auto p4 = p1 + ortho * thick;
for(auto j = 0; j < edgesCount; j++) {
auto verticeCenter = threadCenter + r * (e[0] * cosf(j * 2 * pi / edgesCount) + e[1] * sinf(j * 2 * pi / edgesCount));
edges.push_back(Vector4f(verticeCenter.x(), verticeCenter.y(), verticeCenter.z(), 1));
}
float extraHeight = std::min(20.f, -(t - 1)*t*100.f);
threads.push_back(edges);
const size_t segmentCount = 20;
for (int i = 0; i < segmentCount; i++)
{
auto pStart = p1 + pv * i/ segmentCount;
auto pEnd = p1 + pv * (i+1)/ segmentCount;
auto pStartShifted = pStart + ortho * thick;
auto pEndShifted = pEnd + ortho * thick;
float innerHeightStart = std::min(20.f, -(i / 20.f) * (i / 20.f - 1.f)*100.f);
float innerHeightEnd = std::min(20.f, -((i+1) / 20.f) * ((i+1) / 20.f - 1.f)*100.f);
Vector3f extraShiftStart = { 0, std::min(innerHeightStart, extraHeight), 0 };
Vector3f extraShiftEnd = { 0, std::min(innerHeightEnd, extraHeight), 0 };
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pStart + extraShiftStart);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pEnd + extraShiftEnd);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pEndShifted + extraShiftEnd);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pEndShifted + extraShiftEnd);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pStartShifted + extraShiftStart);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pStart + extraShiftStart);
auto texThick = thick / texW;
auto m = (pStart[0] + pEnd[0]) / 2 / texW;
auto yStart = (H / texH)*(i / 20.f);
auto yEnd = (H / texH)*((i+1) / 20.f);
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, yStart));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, yEnd));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, yEnd));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, yEnd));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, yStart));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, yStart));
}
auto rotateMatrix1 = (
Translation3f((r + R) * direction) *
AngleAxis<float>(
-pi / 8,
direction.cross(up).normalized()
) *
Translation3f(-(r + R) * direction)
).matrix();
auto matrix = (
Translation3f((r + R) * up) *
AngleAxis<float>(
angle,
direction
) *
Translation3f(-(r + R) * up) *
Translation3f(static_cast<int>(step) * direction)
).matrix();
auto rotateMatrix2 = (
Translation3f(static_cast<int>(step) * direction * iterationsCount) *
Translation3f((r + R) * direction) *
AngleAxis<float>(
-pi / 8,
direction.cross(up).normalized()
) *
Translation3f(-(r + R) * direction) *
Translation3f(-static_cast<int>(step) * direction * iterationsCount)
).matrix();
for(int i = -2; i < static_cast<int>(iterationsCount) + 2; i++) {
std::vector<std::vector<Vector4f>> newThreads;
for(auto j = 0; j < threadsCount; j++) {
auto edges = threads[j];
std::vector<Vector4f> newEdges;
for(auto k = 0; k < edgesCount; k++) {
if(i < 0) {
newEdges.push_back(rotateMatrix1 * edges[k]);
} else if(i < iterationsCount) {
newEdges.push_back(matrix * edges[k]);
} else {
newEdges.push_back(rotateMatrix2 * edges[k]);
}
}
newThreads.push_back(newEdges);
auto threadCenter_ = Vector4f(threadCenters[j].x(), threadCenters[j].y(), threadCenters[j].z(), 1);
auto threadCenter = threadCenter_.head(3);
Vector3f newThreadCenter;
if (i < 0) {
newThreadCenter = (rotateMatrix1 * threadCenter_).head(3);
} else if (i < iterationsCount) {
newThreadCenter = (matrix * threadCenter_).head(3);
} else {
newThreadCenter = (rotateMatrix2 * threadCenter_).head(3);
}
threadCenters[j] = newThreadCenter;
for(auto k = 0; k < edgesCount; k++) {
auto vk = edges[k].head(3);
auto vk1 = edges[(k + 1) % edgesCount].head(3);
auto nvk = newEdges[k].head(3);
auto nvk1 = newEdges[(k + 1) % edgesCount].head(3);
posArr[posArrIndex] = start + vk + vshift*x;
posArrIndex++;
posArr[posArrIndex] = start + vk1 + vshift * x;
posArrIndex++;
//posArr[posArrIndex] = start + nvk;
//posArrIndex++;
//posArr[posArrIndex] = start + vk1;
//posArrIndex++;
posArr[posArrIndex] = start + nvk1 + vshift * x;
posArrIndex++;
posArr[posArrIndex] = start + nvk + vshift*x;
posArrIndex++;
normArr[normArrIndex] = vk - threadCenter;
normArrIndex++;
normArr[normArrIndex] = vk1 - threadCenter;
normArrIndex++;
//normArr[normArrIndex] = nvk - newThreadCenter;
//normArrIndex++;
//normArr[normArrIndex] = vk1 - threadCenter;
//normArrIndex++;
normArr[normArrIndex] = nvk1 - newThreadCenter;
normArrIndex++;
normArr[normArrIndex] = nvk - newThreadCenter;
normArrIndex++;
texCoordArr[texCoordArrIndex] = Vector2f((float)(k) / (edgesCount), (i + 2) / 4.f);
texCoordArrIndex++;
texCoordArr[texCoordArrIndex] = Vector2f((float)(k+10) / (edgesCount), (i + 2) / 4.f);
texCoordArrIndex++;
//texCoordArr[texCoordArrIndex] = Vector2f(0.1, 0.2);
//texCoordArrIndex++;
//texCoordArr[texCoordArrIndex] = Vector2f(0.2, 0.1);
//texCoordArrIndex++;
texCoordArr[texCoordArrIndex] = Vector2f((float)(k + 10) / (edgesCount), (i + 3) / 4.f);
texCoordArrIndex++;
texCoordArr[texCoordArrIndex] = Vector2f((float)k / (edgesCount), (i + 3) / 4.f);
texCoordArrIndex++;
colorArr[colorArrIndex] = color;
colorArrIndex++;
colorArr[colorArrIndex] = color;
colorArrIndex++;
colorArr[colorArrIndex] = color;
colorArrIndex++;
//colorArr[colorArrIndex] = color;
//colorArrIndex++;
colorArr[colorArrIndex] = color;
colorArrIndex++;
//colorArr[colorArrIndex] = color;
//colorArrIndex++;
/*
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk1);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk - threadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk1 - newThreadCenter));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.1));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.2));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
*/
}
}
threads = newThreads;
}
};
{
namespace pt = boost::property_tree;
pt::ptree root;
//pt::read_json(ST::PathToResources + "lines.json", root);
//pt::read_json(ST::PathToResources + "lines100500.json", root);
pt::read_json(ST::PathToResources + "lines100500.json", root);
Vector3f const stepDirection(1, 0, 0);
Vector3f p1(bottomLeft[0], 0, -bottomLeft[1]);
int x = 0;
while (p1[0] < bottomLeft[0] + W) {
for(auto line: root.get_child("lines")) {
std::vector<int> start;
std::vector<int> end;
std::vector<float> color;
float t = (p1(0) - bottomLeft(0)) / W;
for(auto value: line.second.get_child("start")) {
start.push_back(value.second.get_value<int>());
}
auto p2 = p1 - Vector3f(0, 0, W);
f(p1, p2, t);
for (auto value : line.second.get_child("end")) {
end.push_back(value.second.get_value<int>());
}
for (auto value : line.second.get_child("color")) {
color.push_back(value.second.get_value<float>());
}
g(Vector3f(start[0], 0, start[1]), Vector3f(end[0], 0, end[1]), Vector3f(color[0], color[1], color[2]), x);
x++;
}
auto p3 = p1 + step * stepDirection;
f(p3, p2, t);
p1 = p3;
}
}
background.first.ShaderName ="DefaultShader";
fabricRender.first.ShaderName = "SimpleShading";
//fabricRender.first.ShaderName = "SimpleShadingNoTex";
//background.first.ShaderName ="ParallaxShader";
//DefaultShader
background.first.ShaderName = "DefaultShader";
fabricRender.first.ShaderName = "ParallaxShader";
//fabricRender.first.ShaderName = "PhongShader";
/*
* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
*/
std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "background.jpg";
fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png";
fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png";
//fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "clean-fabric-texture-4-780x585.jpg";
fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png";
fabricRender.first.Vec4Map[CONST_STRING_LIGHT_DIRECTION_UNIFORM] = Vector4f(0, -1, 0, 0);
fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "linesAll.png";
background.second.RefreshBuffer();
//fabricRender.second.RefreshBuffer();
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].clear();
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].clear();
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].clear();
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].clear();
glGenBuffers(1, &posBuffer);
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
glBufferData(GL_ARRAY_BUFFER, posArr.size() * 12, &posArr[0], GL_STATIC_DRAW);
fabricRender.second.RefreshBuffer();
glGenBuffers(1, &normBuffer);
glBindBuffer(GL_ARRAY_BUFFER, normBuffer);
glBufferData(GL_ARRAY_BUFFER, normArr.size() * 12, &normArr[0], GL_STATIC_DRAW);
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();
glGenBuffers(1, &colorBuffer);
Renderer->SetOrthoProjection();
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, colorArr.size() * 12, &colorArr[0], GL_STATIC_DRAW);
Renderer->SetFullScreenViewport();
glGenBuffers(1, &texCoordBuffer);
glBindBuffer(GL_ARRAY_BUFFER, texCoordBuffer);
glBufferData(GL_ARRAY_BUFFER, texCoordArr.size() * 8, &texCoordArr[0], GL_STATIC_DRAW);
glDisable(GL_DEPTH_TEST);
Inited = true;
}
@@ -533,12 +280,7 @@ void TMyApplication::InnerDeinit()
void TMyApplication::InnerOnTapDown(Vector2f p)
{
posArr.clear();
normArr.clear();
colorArr.clear();
//fabricRender.second.Data.Vec2CoordArr.clear();
//fabricRender.second.Data.Vec3CoordArr.clear();
}
void TMyApplication::InnerOnTapUp(Vector2f p)
@@ -576,10 +318,10 @@ void TMyApplication::OnMouseWheel(short int delta)
{
distance += delta;
/*if (distance > 2500)
if (distance > 2500)
{
distance = 2500;
}*/
}
if (distance < 100)
{
@@ -589,8 +331,14 @@ void TMyApplication::OnMouseWheel(short int delta)
void TMyApplication::InnerDraw()
{
DrawScene();
}
Renderer->SetPerspectiveProjection(pi / 6, 100.f, 40000.f);
void TMyApplication::DrawScene()
{
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
Renderer->SetFullScreenViewport();
@@ -606,16 +354,18 @@ void TMyApplication::InnerDraw()
Renderer->RotateMatrix(quat2);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
CheckGlError("");
auto mat1 = quatToMatrix(quat1);
auto mat2 = quatToMatrix(quat2);
Vector3f lightPos = {0.f, 1.f, 1.f};
Vector3f lightPos = { 0.f, -1.f, -1.f };
Vector3f eye = mat2 * mat1 * Vector3f(0.0f, 0.f, -distance);
@@ -633,50 +383,32 @@ void TMyApplication::InnerDraw()
Renderer->DrawTriangleList(background.second);
}
//glEnable(GL_CULL_FACE);
{
TRenderParamsSetter params(fabricRender.first);
//RenderUniform3fv("cameraPos", eye.data());
RenderUniform3fv("eye", eye.data());
RenderUniform3fv("lightPos", lightPos.data());
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3,3>(0,0);
//RenderUniform3fv("ambientLight", Vector3f(0.0f, 0.0f, 0.0f).data());
//RenderUniform3fv("specularLight", Vector3f(0.0f, 0.0f, 0.0f).data());
//RenderUniform3fv("ambientLight", Vector3f(0.0f, 0.0f, 0.0f).data());
//RenderUniform1f("specularPower", 20.f);
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());
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
VertexAttribPointer3fv(CONST_STRING_POSITION_ATTRIB, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, normBuffer);
VertexAttribPointer3fv(CONST_STRING_NORMAL_ATTRIB, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
VertexAttribPointer3fv(CONST_STRING_COLOR_ATTRIB, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, texCoordBuffer);
VertexAttribPointer2fv(CONST_STRING_TEXCOORD_ATTRIB, 0, NULL);
glDrawArrays(GL_QUADS, 0, posArrIndex);
//Renderer->DrawTriangleList(fabricRender.second);
Renderer->DrawTriangleList(fabricRender.second);
}
Renderer->PopMatrix();
CheckGlError("");
}
Executable → Regular
+4 -3
View File
@@ -20,9 +20,6 @@
#include "boost/assign.hpp"
#include "boost/bind.hpp"
#include "boost/property_tree/ptree.hpp"
#include "boost/property_tree/json_parser.hpp"
#include "include/Engine.h"
#include "boost/signals2.hpp"//Signal must be included after asio
@@ -38,6 +35,7 @@ protected:
public:
TRenderPair fabricRender;
TRenderPair background;
TRenderPair rect;
bool Loaded;
@@ -49,6 +47,9 @@ public:
virtual void InnerDraw();
void DrawScene();
virtual void InnerUpdate(size_t dt);
bool IsLoaded();
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
@@ -22,34 +22,33 @@
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>DoubleHitBallswin</RootNamespace>
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>NotSet</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>NotSet</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>NotSet</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>NotSet</CharacterSet>
<PlatformToolset>v141</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@@ -151,7 +150,7 @@
<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_67_0/;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
</ClCompile>
<Link>
@@ -159,7 +158,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/stage/lib;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
@@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" 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 = 1024;
int height = 1024;
int width = 512;
int height = 512;
if (CreateEngine(width, height))