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6e1ef6d668 | ||
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efdd4fdee4 |
No files matched your search
@@ -70,6 +70,7 @@ iOSInjectionProject/
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Release
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Release
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/windows/DoubleHitBalls-win/.vs/
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/windows/DoubleHitBalls-win/.vs/
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/windows/DoubleHitBalls-win/**/*.user
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
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Before Width: | Height: | Size: 696 KiB |
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Before Width: | Height: | Size: 2.5 MiB |
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Before Width: | Height: | Size: 207 KiB |
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Before Width: | Height: | Size: 133 KiB |
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Before Width: | Height: | Size: 99 KiB |
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Before Width: | Height: | Size: 180 KiB |
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Before Width: | Height: | Size: 106 KiB |
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After Width: | Height: | Size: 263 KiB |
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After Width: | Height: | Size: 757 KiB |
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After Width: | Height: | Size: 98 KiB |
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After Width: | Height: | Size: 18 KiB |
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Before Width: | Height: | Size: 31 KiB |
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Before Width: | Height: | Size: 38 KiB |
@@ -0,0 +1,11 @@
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{
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"lines": [
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{"start": [-500, -500], "end": [500, 500], "color": [0.25, 0, 0.4]},
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{"start": [-500, 500], "end": [500, -500], "color": [0.1, 0.7, 0.4]},
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{"start": [-400, -400], "end": [400, -400], "color": [0.3, 0.3, 0.0]},
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{"start": [400, -400], "end": [400, 400], "color": [0.0, 0.3, 0.15]},
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{"start": [400, 400], "end": [-400, 400], "color": [0.2, 0.6, 0.9]},
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{"start": [-400, 400], "end": [-400, -400], "color": [0.5, 0.3, 0.1]}
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]
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}
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Before Width: | Height: | Size: 1.7 MiB |
@@ -2,6 +2,7 @@ precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D Texture;
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uniform sampler2D NormalMap;
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uniform sampler2D NormalMap;
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uniform sampler2D HeightMap;
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uniform sampler2D HeightMap;
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uniform sampler2D TransparencyMask;
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precision highp float;
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precision highp float;
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@@ -12,7 +13,7 @@ varying vec3 ts_frag_pos;
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const float num_layers = 16.0;
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const float num_layers = 16.0;
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const float depth_scale = 0.01;
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const float depth_scale = 0.002;
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@@ -63,6 +64,6 @@ void main(void)
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// Normal mapping
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// Normal mapping
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vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
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vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
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float diffuse = max(dot(light_dir, norm), 0.0);
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float diffuse = max(dot(light_dir, norm), 0.0);
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gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
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gl_FragColor = vec4(diffuse * albedo + ambient, texture2D(TransparencyMask, uv).a);
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}
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}
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@@ -1,18 +0,0 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform float Transparency;
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uniform vec4 LightDirection;
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varying vec2 texCoord;
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varying vec3 fragNormal;
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varying vec3 fragColor;
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void main() {
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vec4 color = vec4((fragColor.rgb * texture2D(Texture, texCoord).rgb), 1.0);
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float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
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gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
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//gl_FragColor = vec4((fragNormal.rgb + vec3(1.0, 1.0, 1.0))*0.5, 1.0);
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}
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@@ -1,16 +0,0 @@
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precision mediump float;
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uniform float Transparency;
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uniform vec4 LightDirection;
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varying vec3 fragNormal;
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varying vec3 fragColor;
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void main() {
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vec4 color = vec4(fragColor.rgb, 1.0);
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float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
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gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
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}
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@@ -1,14 +0,0 @@
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attribute vec3 vPosition;
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attribute vec3 Normal;
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attribute vec3 vColor;
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uniform mat4 ProjectionMatrix;
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varying vec3 fragNormal;
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varying vec3 fragColor;
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void main() {
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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fragNormal = Normal;
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fragColor = vColor;
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}
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@@ -0,0 +1,10 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D TransparencyMask;
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varying vec2 texCoord;
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void main() {
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vec4 color = texture2D(Texture,texCoord).rgba;
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gl_FragColor = vec4(color.rgb, texture2D(TransparencyMask, texCoord).a);
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}
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@@ -0,0 +1,11 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix;
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void main() {
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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@@ -0,0 +1,11 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D TransparencyMask;
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varying vec2 texCoord;
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varying vec3 fragColor;
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void main() {
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vec3 color = normalize(texture2D(Texture,texCoord).rgb + fragColor);
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gl_FragColor = vec4(color, texture2D(TransparencyMask, texCoord).a);
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}
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@@ -1,17 +1,14 @@
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attribute vec3 vPosition;
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attribute vec3 vPosition;
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attribute vec3 Normal;
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attribute vec2 vTexCoord;
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attribute vec3 vColor;
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attribute vec3 vColor;
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attribute vec2 vTexCoord;
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uniform mat4 ProjectionMatrix;
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varying vec2 texCoord;
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varying vec2 texCoord;
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varying vec3 fragNormal;
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varying vec3 fragColor;
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varying vec3 fragColor;
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uniform mat4 ProjectionMatrix;
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void main() {
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void main() {
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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texCoord = vTexCoord;
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fragNormal = Normal;
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fragColor = vColor;
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fragColor = vColor;
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}
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}
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@@ -11,28 +11,7 @@
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TMyApplication* Application;
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TMyApplication* Application;
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std::vector<SE::Vector3f> posArr;
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std::vector<SE::Vector3f> normArr;
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std::vector<SE::Vector3f> colorArr;
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std::vector<SE::Vector2f> texCoordArr;
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GLuint posBuffer;
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GLuint normBuffer;
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GLuint colorBuffer;
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GLuint texCoordBuffer;
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size_t posArrIndex = 0;
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size_t normArrIndex = 0;
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size_t colorArrIndex = 0;
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size_t texCoordArrIndex = 0;
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Matrix3f quatToMatrix(Vector4f q) {
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Matrix3f quatToMatrix(Vector4f q) {
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Matrix3f result;
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Matrix3f result;
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double sqw = q(3)*q(3);
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double sqw = q(3)*q(3);
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@@ -65,15 +44,13 @@ Matrix3f quatToMatrix(Vector4f q) {
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}
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}
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void TMyApplication::InnerInit()
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void TMyApplication::InnerInit() {
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{
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Application = this;
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Application = this;
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#ifdef TARGET_WIN32
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#ifdef TARGET_WIN32
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#ifdef NDEBUG
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#ifdef NDEBUG
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ST::PathToResources = "resources/";
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ST::PathToResources = "../../../assets/";
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//ST::PathToResources = "../../../assets/";
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//ST::PathToResources = "resources/";
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#else
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#else
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ST::PathToResources = "../../../assets/";
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ST::PathToResources = "../../../assets/";
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#endif
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#endif
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@@ -83,8 +60,7 @@ void TMyApplication::InnerInit()
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ST::PathToResources = "assets/";
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ST::PathToResources = "assets/";
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#endif
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#endif
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if (Console != NULL)
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if (Console != NULL) {
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{
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*Console<<"APP INIT\n";
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*Console<<"APP INIT\n";
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}
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}
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srand (static_cast<size_t>(time(NULL)));
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srand (static_cast<size_t>(time(NULL)));
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@@ -94,429 +70,246 @@ void TMyApplication::InnerInit()
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ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
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ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
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ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
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ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
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ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
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ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
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//ResourceManager->ShaderManager.AddShader("SimpleShadingNoTex", "simple_shading_no_tex.vertex", "simple_shading_no_tex.fragment");
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ResourceManager->ShaderManager.AddShader("Transparency", "Transparency.vertex", "Transparency.fragment");
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ResourceManager->ShaderManager.AddShader("SimpleShading", "simple_shading.vertex", "simple_shading.fragment");
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ResourceManager->ShaderManager.AddShader("TransparencyPlusColor", "transparencyPlusColor.vertex", "transparencyPlusColor.fragment");
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Renderer->PushShader("DefaultShader");
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Renderer->PushShader("DefaultShader");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->TexList.AddTexture("owl-green.jpg");
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ResourceManager->TexList.AddTexture("owl-green-height.png");
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ResourceManager->TexList.AddTexture("owl-green-normal.png");
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ResourceManager->TexList.AddTexture("background.jpg");
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ResourceManager->TexList.AddTexture("pimgpsh.jpg");
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ResourceManager->TexList.AddTexture("pimgpsh.jpg");
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ResourceManager->TexList.AddTexture("HeightMap.png");
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ResourceManager->TexList.AddTexture("fabric-texture.jpg");
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ResourceManager->TexList.AddTexture("NormalMap.png");
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ResourceManager->TexList.AddTexture("fabric-normal-map.png");
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ResourceManager->TexList.AddTexture("linesAll.png");
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ResourceManager->TexList.AddTexture("fabric-height-map.png");
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ResourceManager->TexList.AddTexture("clean-fabric-texture-4-780x585.jpg");
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ResourceManager->TexList.AddTexture("fabric-transparency-mask.png");
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ResourceManager->TexList.AddTexture("free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png");
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ResourceManager->TexList.AddTexture("5f.jpg");
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ResourceManager->TexList.AddTexture("6f.jpg");
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//
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ResourceManager->TexList.AddTexture("7f.jpg");
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/*
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].reserve(90000000);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].reserve(90000000);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].reserve(90000000);
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].reserve(90000000);
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*/
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posArr.resize(20000000);
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normArr.resize(20000000);
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texCoordArr.resize(20000000);
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colorArr.resize(20000000);
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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Vector2f const bottomLeft(-500, -500);
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float const W = 1000;
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float const H = 1000;
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Vector2f const backgroundBottomLeft(-3000, -3000);
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float const backgroundW = 6000;
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float const backgroundH = 6000;
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{
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//resolution of background image
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//float const imageW = 512;
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//float const imageH = 512;
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float const imageW = 2048;
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float const imageH = 2048;
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1] + backgroundH));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[1] + backgroundH));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0] + backgroundH));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0]));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[0]));
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float const tw = backgroundW / imageW;
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float const th = backgroundH / imageH;
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, th));
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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}
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auto findPlaneBasis = [] (const Vector3f &normal) {
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std::vector<Vector3f> result;
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Vector3f e0, e1;
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if(normal.z() != 0)
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||||||
{
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e0 = Vector3f(1, 0, -normal.x() / normal.z()).normalized();
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||||||
e1 = Vector3f(0, 1, -normal.y() / normal.z());
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||||||
}
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else if(normal.y() != 0)
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||||||
{
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||||||
e0 = Vector3f(1, -normal.x() / normal.y(), 0).normalized();
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||||||
e1 = Vector3f(0, -normal.z() / normal.y(), 1);
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||||||
}
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||||||
else
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||||||
{
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||||||
e0 = Vector3f(-normal.y() / normal.x(), 1, 0).normalized();
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||||||
e1 = Vector3f(-normal.z() / normal.x(), 0, 1);
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|
||||||
}
|
|
||||||
|
|
||||||
e1 = (e1 - (e1.dot(e0) / e0.dot(e0)) * e0).normalized();
|
|
||||||
|
|
||||||
result.push_back(e0);
|
|
||||||
result.push_back(e1);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
};
|
|
||||||
|
|
||||||
{
|
{
|
||||||
//float const R = 3;
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
|
||||||
float const R = 0;
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, 4096));
|
||||||
//float const r = 4;
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
|
||||||
//float const r = 16;
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
|
||||||
float const r = 19;
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
|
||||||
//size_t const threadsCount = 3;
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, -4096));
|
||||||
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;
|
|
||||||
|
|
||||||
const Vector3f vshift = Vector3f(0.f, 0.002f, 0.f);
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||||
int vShiftVal = 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));
|
||||||
auto g = [&] (Vector3f start, Vector3f end, const Vector3f &color, int x) {
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||||
Vector3f direction = (end - start).normalized();
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||||
end = end - (r + R) * direction;
|
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||||
float iterationsCount = (end - start).norm() / step;
|
|
||||||
auto e = findPlaneBasis(up);
|
|
||||||
|
|
||||||
std::vector<Vector3f> threadCenters;
|
rect.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
|
||||||
std::vector<std::vector<Vector4f>> threads;
|
rect.second.RefreshBuffer();
|
||||||
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);
|
|
||||||
|
|
||||||
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));
|
|
||||||
}
|
|
||||||
|
|
||||||
threads.push_back(edges);
|
|
||||||
}
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
int x = 0;
|
|
||||||
|
|
||||||
for(auto line: root.get_child("lines")) {
|
|
||||||
std::vector<int> start;
|
|
||||||
std::vector<int> end;
|
|
||||||
std::vector<float> color;
|
|
||||||
|
|
||||||
for(auto value: line.second.get_child("start")) {
|
|
||||||
start.push_back(value.second.get_value<int>());
|
|
||||||
}
|
|
||||||
|
|
||||||
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++;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
background.first.ShaderName ="DefaultShader";
|
{
|
||||||
fabricRender.first.ShaderName = "SimpleShading";
|
size_t const mapWidth = 2048;
|
||||||
//fabricRender.first.ShaderName = "SimpleShadingNoTex";
|
size_t const mapHeight = 2048;
|
||||||
|
size_t const channelsCount = 4;
|
||||||
/*
|
char *heightMap = new char[mapWidth * mapHeight * channelsCount];
|
||||||
* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
|
char *material = new char[mapWidth * mapHeight * channelsCount];
|
||||||
*/
|
char *normalMap = new char[mapWidth * mapHeight * channelsCount];
|
||||||
std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
|
|
||||||
|
|
||||||
background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
|
for(size_t z = 0; z < mapHeight; z++) {
|
||||||
|
for(size_t x = 0; x < mapWidth; x++) {
|
||||||
|
size_t index = channelsCount * (z * mapWidth + x);
|
||||||
|
|
||||||
fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png";
|
heightMap[index + 0] = 0;
|
||||||
fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png";
|
heightMap[index + 1] = 0;
|
||||||
//fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "clean-fabric-texture-4-780x585.jpg";
|
heightMap[index + 2] = 0;
|
||||||
fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png";
|
heightMap[index + 3] = 255;
|
||||||
fabricRender.first.Vec4Map[CONST_STRING_LIGHT_DIRECTION_UNIFORM] = Vector4f(0, -1, 0, 0);
|
|
||||||
|
|
||||||
background.second.RefreshBuffer();
|
material[index + 0] = 255;
|
||||||
//fabricRender.second.RefreshBuffer();
|
material[index + 1] = 255;
|
||||||
|
material[index + 2] = 255;
|
||||||
|
material[index + 3] = 0;
|
||||||
|
|
||||||
|
normalMap[index + 0] = 128;
|
||||||
|
normalMap[index + 1] = 128;
|
||||||
|
normalMap[index + 2] = 255;
|
||||||
|
normalMap[index + 3] = 255;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].clear();
|
double *heightMapF = new double[mapWidth * mapHeight];
|
||||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].clear();
|
const size_t threadsCount = 3;
|
||||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].clear();
|
const double threadWidth = 4.0;
|
||||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].clear();
|
const auto g = [this, mapWidth, mapHeight, channelsCount, threadWidth, threadsCount, heightMapF, material, normalMap](Vector2d start, Vector2d end, Vector3f &color) {
|
||||||
|
start = start + Vector2d(mapWidth / 2, mapHeight / 2);
|
||||||
glGenBuffers(1, &posBuffer);
|
end = end + Vector2d(mapWidth / 2, mapHeight / 2);
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
|
|
||||||
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, posArr.size() * 12, &posArr[0], GL_STATIC_DRAW);
|
const auto length = (end - start).norm();
|
||||||
|
const Vector2d e0 = (end - start).normalized();
|
||||||
|
const Vector2d e1(-e0.y(), e0.x());
|
||||||
|
|
||||||
glGenBuffers(1, &normBuffer);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, normBuffer);
|
|
||||||
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, normArr.size() * 12, &normArr[0], GL_STATIC_DRAW);
|
std::vector<Vector2d> corners;
|
||||||
|
corners.push_back(start + threadWidth * e1);
|
||||||
|
corners.push_back(start - threadWidth * e1);
|
||||||
|
corners.push_back(end + threadWidth * e1);
|
||||||
glGenBuffers(1, &colorBuffer);
|
corners.push_back(end - threadWidth * e1);
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
|
|
||||||
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, colorArr.size() * 12, &colorArr[0], GL_STATIC_DRAW);
|
auto minXf = corners[0].x();
|
||||||
|
auto maxXf = corners[0].x();
|
||||||
|
auto minYf = corners[0].y();
|
||||||
|
auto maxYf = corners[0].y();
|
||||||
glGenBuffers(1, &texCoordBuffer);
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, texCoordBuffer);
|
|
||||||
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, texCoordArr.size() * 8, &texCoordArr[0], GL_STATIC_DRAW);
|
for(auto corner: corners) {
|
||||||
|
if(corner.x() < minXf) {minXf = corner.x();}
|
||||||
|
if(corner.x() > maxXf) {maxXf = corner.x();}
|
||||||
|
if(corner.y() < minYf) {minYf = corner.y();}
|
||||||
|
if(corner.y() > maxYf) {maxYf = corner.y();}
|
||||||
|
}
|
||||||
|
|
||||||
|
const auto minX = floor(minXf);
|
||||||
|
const auto maxX = ceil(maxXf);
|
||||||
|
const auto minY = floor(minYf);
|
||||||
|
const auto maxY = floor(maxYf);
|
||||||
|
|
||||||
|
const double r = threadWidth / 2;
|
||||||
|
Matrix2d basisMatrix;
|
||||||
|
basisMatrix << e0.x(), e0.y(), e1.x(), e1.y();
|
||||||
|
for(auto x = minX; x <= maxX; x++) {
|
||||||
|
for(auto y = minY; y <= maxY; y++) {
|
||||||
|
if(x < 0 || x >= mapWidth || y < 0 || y >= mapHeight) {continue;}
|
||||||
|
Vector2d self = basisMatrix * Vector2d(x - start.x(), y - start.y());
|
||||||
|
|
||||||
|
if(self.x() >= 0 && self.x() <= length && self.y() >= -threadWidth && self.y() <= threadWidth) {
|
||||||
|
const double phase = 6 * pi * self.x() / length;
|
||||||
|
std::vector<Vector2d> centers;
|
||||||
|
|
||||||
|
auto maxH = -1.0f;
|
||||||
|
Vector3d normal;
|
||||||
|
for(size_t i = 0; i < threadsCount; i++) {
|
||||||
|
Vector2d center =
|
||||||
|
r * sin(phase + 2 * pi * i / threadsCount) * Vector2d(1, 0) +
|
||||||
|
r * cos(phase + 2 * pi * i / threadsCount) * Vector2d(0, 1);
|
||||||
|
|
||||||
|
auto temp = r * r - (self.y() - center.x()) * (self.y() - center.x());
|
||||||
|
if(temp < 0) {continue;}
|
||||||
|
|
||||||
|
float h = sqrt(temp) + center.y();
|
||||||
|
if(h > maxH) {
|
||||||
|
maxH = h;
|
||||||
|
Vector3d center3d =
|
||||||
|
self.x() * Vector3d(e0.x(), e0.y(), 0) +
|
||||||
|
center.x() * Vector3d(e1.x(), e1.y(), 0) +
|
||||||
|
center.y() * Vector3d(0, 0, 1);
|
||||||
|
Vector3d intersection3d =
|
||||||
|
self.x() * Vector3d(e0.x(), e0.y(), 0) +
|
||||||
|
self.y() * Vector3d(e1.x(), e1.y(), 0) +
|
||||||
|
maxH * Vector3d(0, 0, 1);
|
||||||
|
normal = (intersection3d - center3d).normalized();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
size_t index = y * mapWidth + x;
|
||||||
|
if(heightMapF[index] > maxH / (2 * r)) {continue;}
|
||||||
|
|
||||||
|
heightMapF[index] = maxH / (2 * r);
|
||||||
|
material[4 * index] = 255 * color(0);
|
||||||
|
material[4 * index + 1] = 255 * color(1);
|
||||||
|
material[4 * index + 2] = 255 * color(2);
|
||||||
|
material[4 * index + 3] = 255;
|
||||||
|
|
||||||
|
normalMap[4 * index] = 255 * (normal.x() + 1) / 2;
|
||||||
|
normalMap[4 * index + 1] = 255 * (normal.y() + 1) / 2;
|
||||||
|
normalMap[4 * index + 2] = 255 * normal.z();
|
||||||
|
normalMap[4 * index + 3] = 255;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
namespace pt = boost::property_tree;
|
||||||
|
pt::ptree root;
|
||||||
|
pt::read_json(ST::PathToResources + "lines.json", root);
|
||||||
|
size_t counter = 0;
|
||||||
|
for (auto line : root.get_child("lines")) {
|
||||||
|
std::vector<double> start;
|
||||||
|
std::vector<double> end;
|
||||||
|
std::vector<double> color;
|
||||||
|
for (auto value : line.second.get_child("start")) {
|
||||||
|
start.push_back(value.second.get_value<double>());
|
||||||
|
}
|
||||||
|
for (auto value : line.second.get_child("end")) {
|
||||||
|
end.push_back(value.second.get_value<double>());
|
||||||
|
}
|
||||||
|
for (auto value : line.second.get_child("color")) {
|
||||||
|
color.push_back(value.second.get_value<double>());
|
||||||
|
}
|
||||||
|
g(Vector2d(start[0] / 4, start[1] / 4), Vector2d(end[0] / 4, end[1] / 4), Vector3f(color[0], color[1], color[2]));
|
||||||
|
counter++;
|
||||||
|
//if(counter > 3000) {
|
||||||
|
// break;
|
||||||
|
//}
|
||||||
|
}
|
||||||
|
|
||||||
|
for(size_t i = 0; i < mapWidth; i++) {
|
||||||
|
for(size_t j = 0; j < mapHeight; j++) {
|
||||||
|
heightMap[4 * (i * mapWidth + j)] = 255 - 255 * heightMapF[i * mapWidth + j];
|
||||||
|
heightMap[4 * (i * mapWidth + j) + 1] = 255 - 255 * heightMapF[i * mapWidth + j];
|
||||||
|
heightMap[4 * (i * mapWidth + j) + 2] = 255 - 255 * heightMapF[i * mapWidth + j];
|
||||||
|
heightMap[4 * (i * mapWidth + j) + 3] = 255;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
delete[] heightMapF;
|
||||||
|
|
||||||
|
SE::TTextureData heightMapTexture;
|
||||||
|
heightMapTexture.Width = mapWidth;
|
||||||
|
heightMapTexture.Height = mapHeight;
|
||||||
|
heightMapTexture.Format = "bmp32";
|
||||||
|
heightMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
|
||||||
|
heightMapTexture.Data = boost::shared_array<char>(heightMap);
|
||||||
|
ResourceManager->TexList.AddTexture("HeightMapTexture", heightMapTexture);
|
||||||
|
|
||||||
|
|
||||||
glDisable(GL_DEPTH_TEST);
|
SE::TTextureData materialTexture;
|
||||||
|
materialTexture.Width = mapWidth;
|
||||||
|
materialTexture.Height = mapHeight;
|
||||||
|
materialTexture.Format = "bmp32";
|
||||||
|
materialTexture.DataSize = mapWidth * mapHeight * channelsCount;
|
||||||
|
materialTexture.Data = boost::shared_array<char>(material);
|
||||||
|
ResourceManager->TexList.AddTexture("MaterialTexture", materialTexture);
|
||||||
|
|
||||||
|
SE::TTextureData normalMapTexture;
|
||||||
|
normalMapTexture.Width = mapWidth;
|
||||||
|
normalMapTexture.Height = mapHeight;
|
||||||
|
normalMapTexture.Format = "bmp32";
|
||||||
|
normalMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
|
||||||
|
normalMapTexture.Data = boost::shared_array<char>(normalMap);
|
||||||
|
ResourceManager->TexList.AddTexture("NormalMapTexture", normalMapTexture);
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, 2048));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, -2048));
|
||||||
|
|
||||||
|
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||||
|
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||||
|
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||||
|
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||||
|
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||||
|
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||||
|
|
||||||
|
pair.second.RefreshBuffer();
|
||||||
|
pair.first.ShaderName = "ParallaxShader";
|
||||||
|
|
||||||
|
pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "MaterialTexture";
|
||||||
|
pair.first.SamplerMap["HeightMap"] = "HeightMapTexture";
|
||||||
|
pair.first.SamplerMap["NormalMap"] = "NormalMapTexture";
|
||||||
|
pair.first.SamplerMap["TransparencyMask"] = "MaterialTexture";
|
||||||
|
}
|
||||||
|
|
||||||
Inited = true;
|
Inited = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -528,28 +321,13 @@ void TMyApplication::InnerDeinit()
|
|||||||
{
|
{
|
||||||
*Console<<"APP DEINIT\n";
|
*Console<<"APP DEINIT\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
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)
|
void TMyApplication::InnerOnTapUp(Vector2f p) {}
|
||||||
{
|
|
||||||
|
|
||||||
}
|
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p) {}
|
||||||
|
|
||||||
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
||||||
{
|
{
|
||||||
@@ -575,123 +353,59 @@ void TMyApplication::OnFling(Vector2f v)
|
|||||||
void TMyApplication::OnMouseWheel(short int delta)
|
void TMyApplication::OnMouseWheel(short int delta)
|
||||||
{
|
{
|
||||||
distance += delta;
|
distance += delta;
|
||||||
|
|
||||||
/*if (distance > 2500)
|
|
||||||
{
|
|
||||||
distance = 2500;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
if (distance < 100)
|
|
||||||
{
|
|
||||||
distance = 100;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerDraw()
|
void TMyApplication::InnerDraw()
|
||||||
{
|
{
|
||||||
|
Renderer->SwitchToScreen();
|
||||||
Renderer->SetPerspectiveProjection(pi / 6, 100.f, 40000.f);
|
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
|
||||||
|
|
||||||
Renderer->SetFullScreenViewport();
|
Renderer->SetFullScreenViewport();
|
||||||
|
|
||||||
Renderer->PushMatrix();
|
Renderer->PushMatrix();
|
||||||
|
|
||||||
Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
|
Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
|
||||||
|
|
||||||
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
|
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
|
||||||
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
|
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
|
||||||
|
|
||||||
|
|
||||||
Renderer->RotateMatrix(quat1);
|
Renderer->RotateMatrix(quat1);
|
||||||
|
|
||||||
Renderer->RotateMatrix(quat2);
|
Renderer->RotateMatrix(quat2);
|
||||||
|
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
CheckGlError("");
|
CheckGlError("");
|
||||||
|
|
||||||
auto mat1 = quatToMatrix(quat1);
|
auto mat1 = quatToMatrix(quat1);
|
||||||
|
|
||||||
auto mat2 = quatToMatrix(quat2);
|
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));
|
||||||
Vector3f eye = mat2 * mat1 * Vector3f(0.0f, 0.f, -distance);
|
|
||||||
|
|
||||||
{
|
{
|
||||||
TRenderParamsSetter params(background.first);
|
TRenderParamsSetter params(rect.first);
|
||||||
|
Renderer->DrawTriangleList(rect.second);
|
||||||
RenderUniform3fv("eye", eye.data());
|
|
||||||
RenderUniform3fv("lightPos", lightPos.data());
|
|
||||||
|
|
||||||
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
|
|
||||||
|
|
||||||
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
|
||||||
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
|
||||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
|
|
||||||
|
|
||||||
Renderer->DrawTriangleList(background.second);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
TRenderParamsSetter params(pair.first);
|
||||||
|
RenderUniform3fv("eye", eye.data());
|
||||||
//glEnable(GL_CULL_FACE);
|
RenderUniform3fv("lightPos", lightPos.data());
|
||||||
|
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
|
||||||
|
|
||||||
{
|
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
||||||
TRenderParamsSetter params(fabricRender.first);
|
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
||||||
|
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
|
||||||
RenderUniform3fv("eye", eye.data());
|
Renderer->DrawTriangleList(pair.second);
|
||||||
RenderUniform3fv("lightPos", lightPos.data());
|
|
||||||
|
|
||||||
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3,3>(0,0);
|
|
||||||
|
|
||||||
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
|
||||||
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
|
||||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
|
|
||||||
|
|
||||||
|
|
||||||
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->PopMatrix();
|
Renderer->PopMatrix();
|
||||||
|
|
||||||
CheckGlError("");
|
CheckGlError("");
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void TMyApplication::InnerUpdate(size_t dt) {}
|
||||||
|
|
||||||
void TMyApplication::InnerUpdate(size_t dt)
|
bool TMyApplication::IsLoaded() {
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
bool TMyApplication::IsLoaded()
|
|
||||||
{
|
|
||||||
return Loaded;
|
return Loaded;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool TMyApplication::IsInited()
|
bool TMyApplication::IsInited() {
|
||||||
{
|
|
||||||
return Inited;
|
return Inited;
|
||||||
}
|
}
|
||||||
@@ -20,12 +20,10 @@
|
|||||||
#include "boost/assign.hpp"
|
#include "boost/assign.hpp"
|
||||||
#include "boost/bind.hpp"
|
#include "boost/bind.hpp"
|
||||||
|
|
||||||
#include "boost/property_tree/ptree.hpp"
|
|
||||||
#include "boost/property_tree/json_parser.hpp"
|
|
||||||
|
|
||||||
#include "include/Engine.h"
|
#include "include/Engine.h"
|
||||||
|
|
||||||
#include "boost/signals2.hpp"//Signal must be included after asio
|
#include "boost/signals2.hpp"//Signal must be included after asio
|
||||||
|
#include "boost/property_tree/json_parser.hpp"
|
||||||
|
|
||||||
using namespace SE;
|
using namespace SE;
|
||||||
|
|
||||||
@@ -36,8 +34,12 @@ protected:
|
|||||||
bool Inited;
|
bool Inited;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
TRenderPair fabricRender;
|
TRenderPair pair;
|
||||||
TRenderPair background;
|
TRenderPair rect;
|
||||||
|
|
||||||
|
TRenderPair heightMapPair;
|
||||||
|
TRenderPair normalMapPair;
|
||||||
|
TRenderPair texturePair;
|
||||||
|
|
||||||
bool Loaded;
|
bool Loaded;
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?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">
|
<ItemGroup Label="ProjectConfigurations">
|
||||||
<ProjectConfiguration Include="Debug|Win32">
|
<ProjectConfiguration Include="Debug|Win32">
|
||||||
<Configuration>Debug</Configuration>
|
<Configuration>Debug</Configuration>
|
||||||
@@ -22,27 +22,27 @@
|
|||||||
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
|
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
|
||||||
<Keyword>Win32Proj</Keyword>
|
<Keyword>Win32Proj</Keyword>
|
||||||
<RootNamespace>DoubleHitBallswin</RootNamespace>
|
<RootNamespace>DoubleHitBallswin</RootNamespace>
|
||||||
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
|
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>NotSet</CharacterSet>
|
<CharacterSet>NotSet</CharacterSet>
|
||||||
<PlatformToolset>v141</PlatformToolset>
|
<PlatformToolset>v140</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<CharacterSet>NotSet</CharacterSet>
|
<CharacterSet>NotSet</CharacterSet>
|
||||||
<PlatformToolset>v141</PlatformToolset>
|
<PlatformToolset>v140</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>NotSet</CharacterSet>
|
<CharacterSet>NotSet</CharacterSet>
|
||||||
<PlatformToolset>v141</PlatformToolset>
|
<PlatformToolset>v140</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>Application</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
@@ -147,7 +147,7 @@
|
|||||||
<WarningLevel>Level3</WarningLevel>
|
<WarningLevel>Level3</WarningLevel>
|
||||||
<PrecompiledHeader>
|
<PrecompiledHeader>
|
||||||
</PrecompiledHeader>
|
</PrecompiledHeader>
|
||||||
<Optimization>MaxSpeed</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
|
|||||||
@@ -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)
|
LPSTR lpszCmdLine, int nCmdShow)
|
||||||
{
|
{
|
||||||
|
|
||||||
int width = 1024;
|
int width = 512;
|
||||||
int height = 1024;
|
int height = 512;
|
||||||
|
|
||||||
|
|
||||||
if (CreateEngine(width, height))
|
if (CreateEngine(width, height))
|
||||||
|
|||||||