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No files matched your search
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Before Width: | Height: | Size: 35 KiB |
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Before Width: | Height: | Size: 76 KiB |
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Before Width: | Height: | Size: 62 KiB |
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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 |
@@ -1,19 +0,0 @@
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||||
precision mediump float;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
uniform vec2 samplesOffset[4];
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = vec3(0, 0, 0);
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||||
for (int i = 0; i < 4; ++i)
|
||||
{
|
||||
color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
|
||||
}
|
||||
color /= 4;
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||||
|
||||
//gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
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||||
gl_FragColor = vec4(color, 1.0);
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}
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||||
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Before Width: | Height: | Size: 180 KiB |
@@ -1,15 +0,0 @@
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||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform float Transparency;
|
||||
uniform vec4 BrickColor;
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = BrickColor * texture2D(Texture,texCoord).rgba;
|
||||
|
||||
gl_FragColor = vec4(color.rgb, color.a * Transparency);
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||||
|
||||
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||||
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||||
}
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||||
@@ -1,12 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
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||||
varying vec2 texCoord;
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||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
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||||
//480x320
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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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||||
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Before Width: | Height: | Size: 106 KiB |
@@ -1,7 +0,0 @@
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||||
precision mediump float;
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||||
varying vec4 color;
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||||
|
||||
void main()
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||||
{
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||||
gl_FragColor = color;
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}
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||||
@@ -0,0 +1,3 @@
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||||
{
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||||
"effect": "effects/confetti.json"
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}
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||||
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Before Width: | Height: | Size: 102 B |
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After Width: | Height: | Size: 12 KiB |
@@ -0,0 +1,102 @@
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||||
{
|
||||
"name": "Sparkler - бенгальский огонь",
|
||||
|
||||
"emitters":
|
||||
[
|
||||
{
|
||||
"name": "Spark",
|
||||
|
||||
"maxParticles": 300,
|
||||
"preloading": 100,
|
||||
|
||||
"texturePath": "textures/spark.png",
|
||||
"textureSize": [ 10, 10 ],
|
||||
|
||||
"hasInertion": "false",
|
||||
"gravity": [0, 0, 0],
|
||||
|
||||
"spawnRange_system": "PARTICLE_EFFECT",
|
||||
|
||||
"spawnTotal":
|
||||
{
|
||||
"interpolation": "LINEAR_SPLINE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0,
|
||||
"value": 0
|
||||
},
|
||||
{
|
||||
"t": 1,
|
||||
"value": 5
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"spawnRange":
|
||||
{
|
||||
"value": [ 0, 0, 0, 0 ]
|
||||
},
|
||||
|
||||
"lifeTime":
|
||||
{
|
||||
"value": 2
|
||||
},
|
||||
|
||||
"coords_system": "PARTICLE_BIRTH",
|
||||
"coords_axis_system": "PARTICLE_BIRTH",
|
||||
"rotation_system": "PARTICLE_EFFECT",
|
||||
|
||||
"coords":
|
||||
{
|
||||
"interpolation": "CUBIC_SPLINE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.000,
|
||||
"value": [ 100, 0, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.1,
|
||||
"value": [ 95, 30, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.5,
|
||||
"value": [ 0, 100, 0]
|
||||
},
|
||||
{
|
||||
"t": 1.0,
|
||||
"value": [ -100, 0, 0]
|
||||
},
|
||||
{
|
||||
"t": 1.5,
|
||||
"value": [ 0, -100, 0]
|
||||
},
|
||||
{
|
||||
"t": 1.9,
|
||||
"value": [ 95, -30, 0]
|
||||
},
|
||||
{
|
||||
"t": 2.000,
|
||||
"value": [ 100, 0, 0]
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"rotation":
|
||||
{
|
||||
"value": [ 0, 0, 0 ]
|
||||
},
|
||||
|
||||
"scale":
|
||||
{
|
||||
"value": 1
|
||||
},
|
||||
|
||||
"color":
|
||||
{
|
||||
"value": [ 1, 1, 0, 1 ]
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,94 @@
|
||||
{
|
||||
"name": "Sparkler - бенгальский огонь",
|
||||
|
||||
"emitters":
|
||||
[
|
||||
{
|
||||
"name": "Spark",
|
||||
|
||||
"maxParticles": 300,
|
||||
"preloading": 100,
|
||||
|
||||
"texturePath": "textures/spark.png",
|
||||
"textureSize": [ 10, 10 ],
|
||||
|
||||
"hasInertion": "false",
|
||||
"gravity": [0, 0, 0],
|
||||
|
||||
"spawnRange_system": "PARTICLE_EFFECT",
|
||||
|
||||
"spawnTotal":
|
||||
{
|
||||
"interpolation": "LINEAR_SPLINE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0,
|
||||
"value": 0
|
||||
},
|
||||
{
|
||||
"t": 1,
|
||||
"value": 5
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"spawnRange":
|
||||
{
|
||||
"value": [ 0, 0, 0, 0 ]
|
||||
},
|
||||
|
||||
"lifeTime":
|
||||
{
|
||||
"value": 2
|
||||
},
|
||||
|
||||
"coords_system": "PARTICLE_EFFECT",
|
||||
"coords_axis_system": "PARTICLE_BIRTH",
|
||||
"rotation_system": "PARTICLE_EFFECT",
|
||||
|
||||
"coords":
|
||||
{
|
||||
"interpolation": "CUBIC_SPLINE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.000,
|
||||
"value": [ 0, 0, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.5,
|
||||
"value": [ 50, 20, 0]
|
||||
},
|
||||
{
|
||||
"t": 1.0,
|
||||
"value": [ 100, 100, 0]
|
||||
},
|
||||
{
|
||||
"t": 1.5,
|
||||
"value": [ 150, 180, 0]
|
||||
},
|
||||
{
|
||||
"t": 2.000,
|
||||
"value": [ 200, 200, 0]
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"rotation":
|
||||
{
|
||||
"value": [ 0, 0, 0 ]
|
||||
},
|
||||
|
||||
"scale":
|
||||
{
|
||||
"value": 1
|
||||
},
|
||||
|
||||
"color":
|
||||
{
|
||||
"value": [ 1, 1, 0, 1 ]
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,116 @@
|
||||
{
|
||||
"emitters":
|
||||
[
|
||||
{
|
||||
"maxParticles": 300,
|
||||
"preloading": 100,
|
||||
|
||||
"texturePath": "textures/spark.png",
|
||||
"textureSize": [ 10, 10 ],
|
||||
|
||||
"hasInertion": "false",
|
||||
"gravity": [0, 0, 0],
|
||||
|
||||
"spawnRange_system": "PARTICLE_EFFECT",
|
||||
|
||||
"spawnTotal":
|
||||
{
|
||||
"interpolation": "LINEAR_SPLINE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0,
|
||||
"value": 0
|
||||
},
|
||||
{
|
||||
"t": 1,
|
||||
"value": 5
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"spawnRange":
|
||||
{
|
||||
"value": [ 0, 0, 0, 360 ]
|
||||
},
|
||||
|
||||
"lifeTime":
|
||||
{
|
||||
"value": 3
|
||||
},
|
||||
|
||||
"coords_system": "PARTICLE_EFFECT",
|
||||
"offset_axis_system": "PARTICLE_EFFECT",
|
||||
"coords_axis_system": "PARTICLE_BIRTH",
|
||||
"rotation_system": "PARTICLE_EFFECT",
|
||||
|
||||
"coords":
|
||||
{
|
||||
"interpolation": "CUBIC_SPLINE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.000,
|
||||
"value": [ 0, 0, 0]
|
||||
},
|
||||
{
|
||||
"t": 3.000,
|
||||
"value": [ 500, 0, 0]
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"offset":
|
||||
{
|
||||
"interpolation": "CUBIC_SPLINE",
|
||||
"timelineType": "LOOPED",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.000,
|
||||
"value": [ 10, 0, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.025,
|
||||
"value": [ 9.5, 3, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.125,
|
||||
"value": [ 0, 10, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.25,
|
||||
"value": [ -10, 0, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.375,
|
||||
"value": [ 0, -10, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.475,
|
||||
"value": [ 9.5, -3, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.5,
|
||||
"value": [ 10, 0, 0]
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"rotation":
|
||||
{
|
||||
"value": [ 0, 0, 0 ]
|
||||
},
|
||||
|
||||
"scale":
|
||||
{
|
||||
"value": 1
|
||||
},
|
||||
|
||||
"color":
|
||||
{
|
||||
"value": [ 1, 1, 0, 1 ]
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,861 @@
|
||||
{
|
||||
"emitters":
|
||||
[
|
||||
{
|
||||
"maxParticles": 10000,
|
||||
"preloading": 1000,
|
||||
|
||||
"texturePath": "textures/star-white.png",
|
||||
"textureSize": [ 5, 5 ],
|
||||
|
||||
"gravity": [ 0, -100, 0 ],
|
||||
|
||||
"spawnRange_system": "PARTICLE_EFFECT",
|
||||
|
||||
"spawnTotal":
|
||||
{
|
||||
"interpolation": "LINEAR_SPLINE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.000,
|
||||
"value": 0
|
||||
},
|
||||
{
|
||||
"t": 1.000,
|
||||
"value": 15
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"spawnRange":
|
||||
{
|
||||
"value": [ 0, 0, 360, 0]
|
||||
},
|
||||
|
||||
"lifeTime":
|
||||
{
|
||||
"min": 10,
|
||||
"max": 10
|
||||
},
|
||||
|
||||
"coords_system": "PARTICLE_BIRTH",
|
||||
"coords_axis_system": "PARTICLE_BIRTH",
|
||||
"offset_axis_system": "PARTICLE_BIRTH",
|
||||
"rotation_system": "PARTICLE_ITSELF",
|
||||
|
||||
"coords":
|
||||
{
|
||||
"interpolation": "LINEAR_SPLINE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.000,
|
||||
"value": [ 0, 0, 0 ]
|
||||
},
|
||||
{
|
||||
"t": 1.000,
|
||||
"min": [ 100, 0, 0 ],
|
||||
"max": [ 200, 0, 0 ]
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"offset":
|
||||
{
|
||||
"interpolation": "CUBIC_SPLINE",
|
||||
"timelineType": "LOOPED",
|
||||
"timeOffset":
|
||||
{
|
||||
"min": 0,
|
||||
"max": 1
|
||||
},
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.00,
|
||||
"value": [ 10, 0, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.05,
|
||||
"value": [ 9.5, 3, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.25,
|
||||
"value": [ 0, 10, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.5,
|
||||
"value": [ -10, 0, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.75,
|
||||
"value": [ 0, -10, 0]
|
||||
},
|
||||
{
|
||||
"t": 0.95,
|
||||
"value": [ 9.5, -3, 0]
|
||||
},
|
||||
{
|
||||
"t": 1.0,
|
||||
"value": [ 10, 0, 0]
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"rotation":
|
||||
{
|
||||
"interpolation": "LINEAR_SPLINE",
|
||||
"timeOffset":
|
||||
{
|
||||
"min": 0,
|
||||
"max": 1
|
||||
},
|
||||
"timelineType": "LOOPED",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.000,
|
||||
"value": [ 0, 45, 0 ]
|
||||
},
|
||||
{
|
||||
"t": 1.000,
|
||||
"value": [ 360, 45, 0 ]
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"scale":
|
||||
{
|
||||
"interpolation": "DISCRETE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"min": 1,
|
||||
"max": 2
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"color":
|
||||
{
|
||||
"value": [ 0, 1, 0, 1 ]
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "Magic Star",
|
||||
|
||||
"maxParticles": 10000,
|
||||
"preloading": 1000,
|
||||
|
||||
"texturePath": "textures/rect-white.png",
|
||||
"textureSize": [ 5, 5 ],
|
||||
|
||||
"gravity": [ 0, -100, 0 ],
|
||||
|
||||
"spawnRange_system": "PARTICLE_EFFECT",
|
||||
|
||||
"spawnTotal":
|
||||
{
|
||||
"interpolation": "LINEAR_SPLINE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.000,
|
||||
"value": 0
|
||||
},
|
||||
{
|
||||
"t": 1.000,
|
||||
"value": 15
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"spawnRange":
|
||||
{
|
||||
"value": [ 0, 0, 360, 0]
|
||||
},
|
||||
|
||||
"lifeTime":
|
||||
{
|
||||
"min": 10,
|
||||
"max": 10
|
||||
},
|
||||
|
||||
"coords_system": "PARTICLE_BIRTH",
|
||||
"coords_axis_system": "PARTICLE_BIRTH",
|
||||
"offset_axis_system": "PARTICLE_BIRTH",
|
||||
"rotation_system": "PARTICLE_EFFECT",
|
||||
|
||||
"coords":
|
||||
{
|
||||
"interpolation": "LINEAR_SPLINE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.000,
|
||||
"value": [ 0, 0, 0 ]
|
||||
},
|
||||
{
|
||||
"t": 1.000,
|
||||
"min": [ 100, 0, 0 ],
|
||||
"max": [ 200, 0, 0 ]
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"offset":
|
||||
{
|
||||
"interpolation": "CUBIC_SPLINE",
|
||||
"timelineType": "LOOPED",
|
||||
"timeOffset":
|
||||
{
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{
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"textureSize": [ 5, 5 ],
|
||||
|
||||
"gravity": [ 0, -100, 0 ],
|
||||
|
||||
"spawnRange_system": "PARTICLE_EFFECT",
|
||||
|
||||
"spawnTotal":
|
||||
{
|
||||
"interpolation": "LINEAR_SPLINE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.000,
|
||||
"value": 0
|
||||
},
|
||||
{
|
||||
"t": 1.000,
|
||||
"value": 5
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"spawnRange":
|
||||
{
|
||||
"value": [ 0, 0, 360, 180 ]
|
||||
},
|
||||
|
||||
"lifeTime":
|
||||
{
|
||||
"min": 10,
|
||||
"max": 10
|
||||
},
|
||||
|
||||
"coords_system": "PARTICLE_BIRTH",
|
||||
"coords_axis_system": "PARTICLE_BIRTH",
|
||||
"offset_axis_system": "PARTICLE_ITSELF",
|
||||
"rotation_system": "PARTICLE_ITSELF",
|
||||
|
||||
"coords":
|
||||
{
|
||||
"interpolation": "LINEAR_SPLINE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.000,
|
||||
"value": [ 0, 0, 0 ]
|
||||
},
|
||||
{
|
||||
"t": 1.000,
|
||||
"min": [ 150, 0, 0 ],
|
||||
"max": [ 300, 0, 0 ]
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"rotation":
|
||||
{
|
||||
"interpolation": "LINEAR_SPLINE",
|
||||
"timeOffset":
|
||||
{
|
||||
"min": 0,
|
||||
"max": 1
|
||||
},
|
||||
"timelineType": "LOOPED",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"t": 0.000,
|
||||
"value": [ 0, 45, 0 ]
|
||||
},
|
||||
{
|
||||
"t": 1.000,
|
||||
"value": [ 360, 45, 0 ]
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"scale":
|
||||
{
|
||||
"interpolation": "DISCRETE",
|
||||
"timeline":
|
||||
[
|
||||
{
|
||||
"min": 1,
|
||||
"max": 2
|
||||
}
|
||||
]
|
||||
},
|
||||
|
||||
"color":
|
||||
{
|
||||
"value": [ 1, 0, 1, 1 ]
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform float Brightness;
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = texture2D(Texture,texCoord).rgb;
|
||||
|
||||
gl_FragColor = vec4(color * Brightness, 1.0);
|
||||
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
//480x320
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
}
|
||||
|
Before Width: | Height: | Size: 31 KiB |
|
Before Width: | Height: | Size: 38 KiB |
@@ -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]}
|
||||
]
|
||||
}
|
||||
|
Before Width: | Height: | Size: 1.7 MiB |
|
Before Width: | Height: | Size: 2.1 KiB |
|
Before Width: | Height: | Size: 1.7 MiB |
|
Before Width: | Height: | Size: 4.4 MiB |
|
Before Width: | Height: | Size: 819 KiB |
@@ -1,68 +0,0 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform sampler2D HeightMap;
|
||||
|
||||
precision highp float;
|
||||
|
||||
varying vec2 frag_uv;
|
||||
varying vec3 ts_light_pos;
|
||||
varying vec3 ts_view_pos;
|
||||
varying vec3 ts_frag_pos;
|
||||
|
||||
const float num_layers = 16.0;
|
||||
|
||||
const float depth_scale = 0.01;
|
||||
|
||||
|
||||
|
||||
vec2 parallax_uv(vec2 uv, vec3 view_dir)
|
||||
{
|
||||
|
||||
float layer_depth = 1.0 / num_layers;
|
||||
float cur_layer_depth = 0.0;
|
||||
vec2 delta_uv = view_dir.xy * depth_scale / (view_dir.z * num_layers);
|
||||
vec2 cur_uv = uv;
|
||||
|
||||
float depth_from_tex = texture2D(HeightMap, cur_uv).r;
|
||||
|
||||
for (int i = 0; i < 32; i++) {
|
||||
cur_layer_depth += layer_depth;
|
||||
cur_uv -= delta_uv;
|
||||
depth_from_tex = texture2D(HeightMap, cur_uv).r;
|
||||
if (depth_from_tex < cur_layer_depth) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Parallax occlusion mapping
|
||||
vec2 prev_uv = cur_uv + delta_uv;
|
||||
float next = depth_from_tex - cur_layer_depth;
|
||||
float prev = texture2D(HeightMap, prev_uv).r - cur_layer_depth
|
||||
+ layer_depth;
|
||||
float weight = next / (next - prev);
|
||||
return mix(cur_uv, prev_uv, weight);
|
||||
|
||||
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec3 light_dir = normalize(ts_light_pos - ts_frag_pos);
|
||||
vec3 view_dir = normalize(ts_view_pos - ts_frag_pos);
|
||||
|
||||
// Only perturb the texture coordinates if a parallax technique is selected
|
||||
vec2 uv = parallax_uv(frag_uv, view_dir);
|
||||
//vec2 uv = frag_uv;
|
||||
|
||||
vec3 albedo = texture2D(Texture, uv).rgb;
|
||||
|
||||
vec3 ambient = 0.3 * albedo;
|
||||
|
||||
// Normal mapping
|
||||
vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
|
||||
float diffuse = max(dot(light_dir, norm), 0.0);
|
||||
gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
|
||||
|
||||
}
|
||||
@@ -1,60 +0,0 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
|
||||
uniform vec3 eye;
|
||||
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat3 NormalMatrix;
|
||||
uniform mat4 ProjectionMatrix1;
|
||||
uniform mat3 ModelViewMatrix3x3;
|
||||
|
||||
varying vec2 frag_uv;
|
||||
varying vec3 ts_light_pos; // Tangent space values
|
||||
varying vec3 ts_view_pos; //
|
||||
varying vec3 ts_frag_pos; //
|
||||
|
||||
|
||||
mat3 transpose(in mat3 inMatrix)
|
||||
{
|
||||
vec3 i0 = inMatrix[0];
|
||||
vec3 i1 = inMatrix[1];
|
||||
vec3 i2 = inMatrix[2];
|
||||
|
||||
mat3 outMatrix = mat3(
|
||||
vec3(i0.x, i1.x, i2.x),
|
||||
vec3(i0.y, i1.y, i2.y),
|
||||
vec3(i0.z, i1.z, i2.z)
|
||||
);
|
||||
|
||||
return outMatrix;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 vert_norm = vec3(0, 1, 0);
|
||||
vec3 vert_tang = vec3(1, 0, 0);
|
||||
vec3 vert_bitang = vec3(0, 0, 1);
|
||||
|
||||
mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
|
||||
|
||||
gl_Position = mvp * vec4(vPosition.xyz, 1.0);
|
||||
|
||||
ts_frag_pos = vec3(ModelViewMatrix * vec4(vPosition.xyz, 1.0));
|
||||
|
||||
vec3 t = normalize((NormalMatrix) * vert_tang);
|
||||
vec3 b = normalize((NormalMatrix) * vert_bitang);
|
||||
vec3 n = normalize((NormalMatrix) * vert_norm);
|
||||
mat3 tbn = transpose(mat3(t, b, n));
|
||||
|
||||
|
||||
ts_light_pos = tbn * vec3(1,2,0);
|
||||
|
||||
//ts_view_pos = tbn * eye;
|
||||
ts_view_pos = tbn * vec3(0,0,0);
|
||||
ts_frag_pos = tbn * ts_frag_pos;
|
||||
|
||||
|
||||
frag_uv = vTexCoord;
|
||||
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
|
||||
<EMITTER_DESCRIPTION>
|
||||
|
||||
bool enabled;
|
||||
|
||||
< Emitter Description >
|
||||
|
||||
uint maxParticles;
|
||||
uint preloading;
|
||||
|
||||
std::string texturePath;
|
||||
Vector2f textureSize;
|
||||
|
||||
bool hasInertion;
|
||||
Vector3f gravity;
|
||||
|
||||
RelatedCoordinateSystem spawnRange_system; = { PARTICLE_EFFECT , PARTICLE_EMITTER }
|
||||
|
||||
RandomValueAtTimeline<FloatWrapper, RandomFloat> spawnTotal;
|
||||
RandomValueAtTimeline<Vector4fWrapper, RandomVector4f> spawnRange; // yaw + pitch + delta yaw + delta pitch
|
||||
< / Emitter Description >
|
||||
|
||||
< Particle Description >
|
||||
RandomFloat lifeTime;
|
||||
|
||||
RelatedCoordinateSystem coords_system; = { PARTICLE_EFFECT , PARTICLE_EMITTER , PARTICLE_BIRTH , PARTICLE_ITSELF }
|
||||
RelatedCoordinateSystem offset_axis_system;
|
||||
RelatedCoordinateSystem coords_axis_system;
|
||||
RelatedCoordinateSystem rotation_system;
|
||||
|
||||
RandomValueAtTimeline<Vector3fWrapper, RandomVector3f> coords;
|
||||
RandomValueAtTimeline<Vector3fWrapper, RandomVector3f> offset;
|
||||
RandomValueAtTimeline<Vector3fWrapper, RandomVector3f> rotation; // yaw + pitch + roll
|
||||
RandomValueAtTimeline<FloatWrapper, RandomFloat> scale;
|
||||
RandomValueAtTimeline<Vector4fWrapper, RandomVector4f> color;
|
||||
|
||||
std::vector<std::shared_ptr<EmitterDescription>> emittersTypes;
|
||||
</ Particle Description >
|
||||
|
||||
std::vector<EmitterDescription> emittersTypes;
|
||||
|
||||
</EMITTER_DESCRIPTION>
|
||||
|
Before Width: | Height: | Size: 466 KiB |
@@ -1,14 +0,0 @@
|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform float Transparency;
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture2D(Texture,texCoord).rgba;
|
||||
|
||||
gl_FragColor = vec4(color.rgb, color.a * Transparency);
|
||||
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
precision mediump float;
|
||||
|
||||
uniform vec4 Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Color;
|
||||
}
|
||||
@@ -1,11 +1,8 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec4 vColor;
|
||||
varying vec4 color;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
color = vColor;
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
precision mediump float;
|
||||
|
||||
in vec2 texCoord;
|
||||
flat in vec4 color;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = texture2D(Texture,texCoord) * color;
|
||||
}
|
||||
@@ -1,12 +1,15 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
varying vec2 texCoord;
|
||||
attribute vec4 vColor;
|
||||
|
||||
out vec2 texCoord;
|
||||
flat out vec4 color;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
//480x320
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
color = vColor;
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
precision mediump float;
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = texture2D(Texture,texCoord);
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
@@ -1,18 +0,0 @@
|
||||
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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
|
After Width: | Height: | Size: 4.1 KiB |
|
After Width: | Height: | Size: 109 KiB |
|
After Width: | Height: | Size: 204 KiB |
|
After Width: | Height: | Size: 690 KiB |
|
After Width: | Height: | Size: 241 KiB |
|
After Width: | Height: | Size: 2.3 KiB |
|
After Width: | Height: | Size: 4.0 KiB |
|
After Width: | Height: | Size: 4.0 KiB |
|
After Width: | Height: | Size: 2.8 KiB |
|
After Width: | Height: | Size: 378 KiB |
|
After Width: | Height: | Size: 66 KiB |
|
After Width: | Height: | Size: 145 KiB |
@@ -1,83 +0,0 @@
|
||||
#include "creditscode.h"
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "main_code.h"
|
||||
|
||||
const int TGameCredits::CONST_STATE_APPEARING = 0;
|
||||
const int TGameCredits::CONST_STATE_APPEARED = 1;
|
||||
const int TGameCredits::CONST_STATE_DISAPPEARING = 2;
|
||||
const int TGameCredits::CONST_STATE_DISAPPEARED = 3;
|
||||
|
||||
const float TGameCredits::CONST_APPEAR_TIME = 150.f;
|
||||
|
||||
TGameCredits::TGameCredits()
|
||||
: TGameAreaAncestor()
|
||||
, StateTimer(0)
|
||||
, State(CONST_STATE_DISAPPEARED)
|
||||
{
|
||||
}
|
||||
|
||||
void TGameCredits::Draw()
|
||||
{
|
||||
//*SE::Console << "TGameCredits::Draw";
|
||||
float transparency = StateTimer/CONST_APPEAR_TIME;
|
||||
|
||||
|
||||
RenderUniform1f("Transparency", transparency);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList["main_menu_bkg_left"]);
|
||||
Renderer->DrawRect(Vector2f(0, 0.f), Vector2f(480.f, 320.f));
|
||||
|
||||
const Vector2f creditsPos(140.f, 130.f);
|
||||
|
||||
const Vector2f creditsHalfSize(128.f, 128.f);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_CREDITS_TEXTURE]);
|
||||
Renderer->DrawRect(creditsPos-creditsHalfSize, creditsPos+creditsHalfSize);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
|
||||
Renderer->DrawRect(Vector2f(240.f-128.f+15.f, 320.f-64.f), Vector2f(240.f+128.f+15.f, 320.f));
|
||||
|
||||
CheckGlError("Draw TGameCredits");
|
||||
}
|
||||
|
||||
void TGameCredits::Update(size_t dt)
|
||||
{
|
||||
if (State == CONST_STATE_APPEARING)
|
||||
{
|
||||
*SE::Console << "TGameCredits::Update - CONST_STATE_APPEARING";
|
||||
StateTimer += dt;
|
||||
if (StateTimer >= CONST_APPEAR_TIME)
|
||||
{
|
||||
StateTimer = CONST_APPEAR_TIME;
|
||||
State = CONST_STATE_APPEARED;
|
||||
}
|
||||
}
|
||||
else if (State == CONST_STATE_DISAPPEARING)
|
||||
{
|
||||
StateTimer -= dt;
|
||||
if (StateTimer <= 0.f)
|
||||
{
|
||||
StateTimer = 0.f;
|
||||
State = CONST_STATE_DISAPPEARED;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TGameCredits::OnTapDown(Vector2f p)
|
||||
{
|
||||
*SE::Console << "TGameCredits::OnTapDown";
|
||||
Application->GoFromCreditsToMenu();
|
||||
}
|
||||
|
||||
void TGameCredits::StartAppear()
|
||||
{
|
||||
*SE::Console << "TGameCredits::StartAppear";
|
||||
State = CONST_STATE_APPEARING;
|
||||
}
|
||||
|
||||
void TGameCredits::StartDisappear()
|
||||
{
|
||||
*SE::Console << "TGameCredits::StartDisappear";
|
||||
State = CONST_STATE_DISAPPEARING;
|
||||
}
|
||||
@@ -1,34 +0,0 @@
|
||||
#ifndef CREDITSCODE_H_INCLUDED
|
||||
#define CREDITSCODE_H_INCLUDED
|
||||
|
||||
#include "game_area_interface.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
class TGameCredits : public TGameAreaAncestor
|
||||
{
|
||||
static const int CONST_STATE_APPEARING;
|
||||
static const int CONST_STATE_APPEARED;
|
||||
static const int CONST_STATE_DISAPPEARING;
|
||||
static const int CONST_STATE_DISAPPEARED;
|
||||
static const float CONST_APPEAR_TIME;
|
||||
|
||||
|
||||
int State;
|
||||
float StateTimer;
|
||||
|
||||
public:
|
||||
|
||||
TGameCredits();
|
||||
|
||||
virtual void Draw();
|
||||
virtual void Update(size_t dt);
|
||||
virtual void OnTapDown(Vector2f p);
|
||||
|
||||
void StartAppear();
|
||||
void StartDisappear();
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
@@ -1,25 +0,0 @@
|
||||
#ifndef GAME_AREA_INTERFACE_H_INCLUDED
|
||||
#define GAME_AREA_INTERFACE_H_INCLUDED
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
class TGameAreaAncestor
|
||||
{
|
||||
public:
|
||||
virtual void Draw() { }
|
||||
virtual void Update(size_t) { }
|
||||
virtual void OnTapUp(Vector2f) { }
|
||||
virtual void OnTapUpAfterMove(Vector2f) { }
|
||||
|
||||
virtual void OnTapDown(Vector2f) { }
|
||||
virtual void OnFling(Vector2f) { }
|
||||
virtual void OnScroll(Vector2f) { }
|
||||
|
||||
virtual ~TGameAreaAncestor() { } //By default destructor is not virtual
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
@@ -1,205 +0,0 @@
|
||||
#ifndef GAMECODE_H_INCLUDED
|
||||
#define GAMECODE_H_INCLUDED
|
||||
|
||||
#include "include/Engine.h"
|
||||
#include "game_area_interface.h"
|
||||
|
||||
#include <list>
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
const int CONST_BRICKSTATE_VISIBLE = 3;
|
||||
const int CONST_BRICKSTATE_DISAPPEAR = 2;
|
||||
const int CONST_BRICKSTATE_INVISIBLE = 1;
|
||||
const int CONST_BRICKSTATE_APPEAR = 0;
|
||||
|
||||
const float CONST_BRICK_DISAPPEAR_TIME = 200.f;
|
||||
const float CONST_BRICK_APPEAR_TIME = 200.f;
|
||||
|
||||
const int CONST_BRICKMATRIX_WIDTH = 12;
|
||||
const int CONST_BRICKMATRIX_HEIGHT = 13;
|
||||
const float CONST_BRICK_WIDTH = 37.5f;
|
||||
const float CONST_BRICK_HEIGHT = 0.5f*CONST_BRICK_WIDTH;
|
||||
const float CONST_BRICK_SHIFT_X = 15.f;
|
||||
const float CONST_BRICK_SHIFT_Y = -16.f;
|
||||
|
||||
const float CONST_BONUS_APPEAR_TIME = 400.f;
|
||||
const float CONST_BONUS_FALL_SPEED = 100.f;
|
||||
const float CONST_BONUS_GOTHROUGH_TIME = 8000.f;
|
||||
const float CONST_BONUS_CATCH_DISTANCE_X = 65.f;
|
||||
const float CONST_BONUS_CATCH_DISTANCE_Y = 20.f;
|
||||
|
||||
const float CONST_BONUS_FLOOR_TIME = 8000.f;
|
||||
const float CONST_BONUS_FLOOR_APPEAR_SPEED = 50.f;
|
||||
|
||||
const int CONST_BONUS_TYPE_MULTIPLIER = 0;
|
||||
const int CONST_BONUS_TYPE_GOTHROUGH = 1;
|
||||
const int CONST_BONUS_TYPE_FLOOR = 2;
|
||||
|
||||
|
||||
class TBrick
|
||||
{
|
||||
protected:
|
||||
int InitialLocked;
|
||||
int Locked; //0, 1 or 2
|
||||
int State;
|
||||
float StateTimer;
|
||||
Vector4f Color;
|
||||
public:
|
||||
TBrick();
|
||||
void SetVisible(Vector4f color, int locked);
|
||||
void SetInvisible();
|
||||
void TryDrawAppear(int ipos, int jpos);
|
||||
void Update(size_t dt);
|
||||
Vector2f GetPosFrom(int ipos, int jpos);
|
||||
Vector4f GetColor();
|
||||
void Appear(Vector4f color, int locked);
|
||||
void Appear();
|
||||
void Hit();
|
||||
void Disappear();
|
||||
int GetLocked();
|
||||
bool CanReact();
|
||||
};
|
||||
|
||||
class TBonusFalling
|
||||
{
|
||||
protected:
|
||||
float Lifetime;
|
||||
Vector2f Pos;
|
||||
std::string TexName;
|
||||
int BonusType; //0 - multiplier, 1 - Go-through, 2 - floor
|
||||
public:
|
||||
TBonusFalling(Vector2f pos);
|
||||
Vector2f GetPos();
|
||||
int GetType();
|
||||
void Draw();
|
||||
void Update(size_t dt);
|
||||
};
|
||||
|
||||
struct TBall
|
||||
{
|
||||
Vector2f Pos;
|
||||
Vector2f Velocity;
|
||||
Vector4f Color;
|
||||
std::list<Vector2f> TalePos;
|
||||
|
||||
Vector2f BallInBlock;
|
||||
Vector2f PrevBallInBlock;
|
||||
|
||||
TBall(Vector2f pos, Vector2f velocity, Vector4f color);
|
||||
Vector2f GetPos();
|
||||
Vector2f GetVelocityVector();
|
||||
|
||||
void Go();
|
||||
|
||||
void ReflectToLeft();
|
||||
void ReflectToRight();
|
||||
void ReflectToUp();
|
||||
void ReflectToDown();
|
||||
|
||||
void TryReflectOnReflector(Vector2f refPos);
|
||||
|
||||
void Update(size_t dt);
|
||||
};
|
||||
|
||||
typedef std::pair<Vector4f, std::string> PairColorTexture;
|
||||
|
||||
struct TBlockInstansingList
|
||||
{
|
||||
//color-texture ---> and list of triangles for this color
|
||||
std::list<std::pair<PairColorTexture, TTriangleList>> ColorBlockList;
|
||||
};
|
||||
|
||||
|
||||
struct TBallInstancingList
|
||||
{
|
||||
std::map<int, TTriangleList> BallAndGlowList;
|
||||
};
|
||||
|
||||
class TGameLevel : public TGameAreaAncestor
|
||||
{
|
||||
protected:
|
||||
std::string BkgTexture;
|
||||
std::string LevelScreenTexture;
|
||||
std::string LevelFileName;
|
||||
|
||||
Vector2f ReflectorPos;
|
||||
|
||||
int LevelState;
|
||||
bool PrevLevelStateIsStandby;
|
||||
float StateTimer;
|
||||
|
||||
TBrick BlockMatrix[CONST_BRICKMATRIX_WIDTH][CONST_BRICKMATRIX_HEIGHT];
|
||||
TBlockInstansingList BlockInstansingList;
|
||||
|
||||
bool TapInBackBtnArea(const Vector2f& pos);
|
||||
|
||||
void ReloadBlockInstansingList();
|
||||
void SetFinished();
|
||||
void SetFinishFreeze();
|
||||
|
||||
void DrawBuffer();
|
||||
void DrawPauseButtons();
|
||||
|
||||
void DrawBallInstancingList();
|
||||
|
||||
bool RenderBufferReady;
|
||||
|
||||
float OutScale;
|
||||
|
||||
float OutScaleVelocity;
|
||||
|
||||
void TryGoToMenu();
|
||||
|
||||
std::list<TBonusFalling> BonusFallingList;
|
||||
|
||||
std::list<TBall> BallList;
|
||||
|
||||
TBallInstancingList BallInstancingList;
|
||||
|
||||
Vector4f BallColor;
|
||||
|
||||
void ReloadBallInstancingList();
|
||||
void RefreshBallInstancingList();
|
||||
|
||||
|
||||
void UpdateBallList(size_t dt);
|
||||
void MultiplyBalls(Vector2f pos, Vector2f velocity);
|
||||
|
||||
Vector2f GetBlock(const Vector2f& pos);
|
||||
void InitLevel();
|
||||
|
||||
float BonusGothroughTimer;
|
||||
float BonusFloorTimer;
|
||||
float BonusFloorPosY;
|
||||
|
||||
Vector4f ParseColor(const std::string& s);
|
||||
void ReloadLevel();
|
||||
|
||||
public:
|
||||
TGameLevel();
|
||||
~TGameLevel();
|
||||
|
||||
void FillWithFile(const std::string& filename);
|
||||
|
||||
void SetStandBy();
|
||||
void SetLoading(const std::string& bkg, const std::string& levelscreen);
|
||||
bool IsLoaded();
|
||||
|
||||
virtual void Draw();
|
||||
|
||||
void SetPause();
|
||||
bool IsPaused();
|
||||
void ReleasePause();
|
||||
|
||||
virtual void Update(size_t dt);
|
||||
virtual void OnTapDown(Vector2f pos);
|
||||
virtual void OnTapUp(Vector2f pos);
|
||||
virtual void OnFling(Vector2f slideSpeed);
|
||||
virtual void OnScroll(Vector2f shift);
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
@@ -1,20 +0,0 @@
|
||||
#include "loadingcode.h"
|
||||
#include "include/Engine.h"
|
||||
#include "main_code.h"
|
||||
|
||||
void TGameLoading::Draw()
|
||||
{
|
||||
//*SE::Console << "TGameLoading::Draw";
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[CONST_LOADING_BACKGROUND_BLACK]);
|
||||
Renderer->DrawRect(Vector2f(0.f, 0.f), Vector2f(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight()));
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOADING_TEXTURE]);
|
||||
Renderer->DrawRect(Vector2f(240.f - 128.f, 10.f), Vector2f(240.f + 128.f, 10.f + 64.f));
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
|
||||
Renderer->DrawRect(Vector2f(480.f - 256.f+50.f, 320.f - 64.f), Vector2f(480.f+50.f, 320.f));
|
||||
|
||||
CheckGlError();
|
||||
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
#ifndef LOADINGCODE_H_INCLUDED
|
||||
#define LOADINGCODE_H_INCLUDED
|
||||
|
||||
#include "game_area_interface.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
class TGameLoading : public TGameAreaAncestor
|
||||
{
|
||||
public:
|
||||
virtual void Draw();
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
@@ -7,64 +7,11 @@
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "main_code.h"
|
||||
#include <boost/property_tree/json_parser.hpp>
|
||||
|
||||
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) {
|
||||
|
||||
Matrix3f result;
|
||||
|
||||
double sqw = q(3)*q(3);
|
||||
double sqx = q(0)*q(0);
|
||||
double sqy = q(1)*q(1);
|
||||
double sqz = q(2)*q(2);
|
||||
|
||||
// invs (inverse square length) is only required if quaternion is not already normalised
|
||||
double invs = 1 / (sqx + sqy + sqz + sqw);
|
||||
|
||||
result(0,0) = (sqx - sqy - sqz + sqw)*invs; // since sqw + sqx + sqy + sqz =1/invs*invs
|
||||
result(1,1) = (-sqx + sqy - sqz + sqw)*invs;
|
||||
result(2,2) = (-sqx - sqy + sqz + sqw)*invs;
|
||||
|
||||
double tmp1 = q(0)*q(1);
|
||||
double tmp2 = q(2)*q(3);
|
||||
result(1, 0) = 2.0 * (tmp1 + tmp2)*invs;
|
||||
result(0, 1) = 2.0 * (tmp1 - tmp2)*invs;
|
||||
|
||||
tmp1 = q(0)*q(2);
|
||||
tmp2 = q(1)*q(3);
|
||||
result(2,0) = 2.0 * (tmp1 - tmp2)*invs;
|
||||
result(0,2) = 2.0 * (tmp1 + tmp2)*invs;
|
||||
tmp1 = q(1)*q(2);
|
||||
tmp2 = q(0)*q(3);
|
||||
result(2, 1) = 2.0 * (tmp1 + tmp2)*invs;
|
||||
result(1, 2) = 2.0 * (tmp1 - tmp2)*invs;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::InnerInit()
|
||||
{
|
||||
|
||||
@@ -72,8 +19,7 @@ void TMyApplication::InnerInit()
|
||||
|
||||
#ifdef TARGET_WIN32
|
||||
#ifdef NDEBUG
|
||||
ST::PathToResources = "resources/";
|
||||
//ST::PathToResources = "../../../assets/";
|
||||
ST::PathToResources = "../../../assets/";
|
||||
#else
|
||||
ST::PathToResources = "../../../assets/";
|
||||
#endif
|
||||
@@ -89,609 +35,81 @@ void TMyApplication::InnerInit()
|
||||
}
|
||||
srand (static_cast<size_t>(time(NULL)));
|
||||
|
||||
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("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");
|
||||
Renderer->PushShader("DefaultShader");
|
||||
ResourceManager->ShaderManager.AddShader("DefaultShader", "shaders/texture-shader.vertex", "shaders/texture-shader.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("ColorShader", "shaders/color-shader.vertex", "shaders/color-shader.fragment");
|
||||
ResourceManager->ShaderManager.AddShader(ParticleEffect::PARTICLE_SHADER, "shaders/particle-shader.vertex", "shaders/particle-shader.fragment");
|
||||
Renderer->PushShader("ColorShader");
|
||||
|
||||
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
||||
float width = Renderer->GetScreenWidth();
|
||||
float height = Renderer->GetScreenHeight();
|
||||
|
||||
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");
|
||||
Renderer->SetOrthoProjection();
|
||||
Renderer->PushProjectionMatrix(width, height, -500, 500);
|
||||
//Renderer->SetFullScreenViewport();
|
||||
|
||||
ResourceManager->TexList.AddTexture("free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png");
|
||||
boost::property_tree::ptree JSONsource;
|
||||
|
||||
//
|
||||
/*
|
||||
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);
|
||||
boost::property_tree::json_parser::read_json(ST::PathToResources + "config.json", JSONsource);
|
||||
|
||||
*/
|
||||
std::string effectJSON = JSONsource.get<std::string>("effect");
|
||||
|
||||
posArr.resize(20000000);
|
||||
normArr.resize(20000000);
|
||||
texCoordArr.resize(20000000);
|
||||
colorArr.resize(20000000);
|
||||
boost::property_tree::json_parser::read_json(ST::PathToResources + effectJSON, JSONsource);
|
||||
|
||||
sparkler.parse(JSONsource); // parse JSON
|
||||
|
||||
sparkler.load(); // load textures
|
||||
|
||||
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;
|
||||
|
||||
{
|
||||
//resolution of background image
|
||||
//float const imageW = 512;
|
||||
//float const imageH = 512;
|
||||
|
||||
float const imageW = 2048;
|
||||
float const imageH = 2048;
|
||||
|
||||
|
||||
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1] + backgroundH));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[1] + backgroundH));
|
||||
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0] + backgroundH));
|
||||
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;
|
||||
|
||||
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));
|
||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
|
||||
|
||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
|
||||
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));
|
||||
|
||||
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));
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
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";
|
||||
//fabricRender.first.ShaderName = "SimpleShadingNoTex";
|
||||
|
||||
/*
|
||||
* 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";
|
||||
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
|
||||
|
||||
glGenBuffers(1, &normBuffer);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, normBuffer);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, normArr.size() * 12, &normArr[0], GL_STATIC_DRAW);
|
||||
|
||||
|
||||
|
||||
glGenBuffers(1, &colorBuffer);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, colorArr.size() * 12, &colorArr[0], GL_STATIC_DRAW);
|
||||
|
||||
|
||||
|
||||
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;
|
||||
sparkler.setCoords({ width / 2, height / 2, 0 });
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
{
|
||||
Inited = false;
|
||||
Loaded = false;
|
||||
if (Console != NULL)
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnMouseDown(TMouseState& mouseState)
|
||||
{
|
||||
if (mouseState.LeftButtonPressed)
|
||||
{
|
||||
*Console<<"APP DEINIT\n";
|
||||
sparkler.setCoords({ (float)mouseState.X, Renderer->GetScreenHeight() - (float)mouseState.Y, 0 });
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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::InnerOnTapUpAfterMove(Vector2f p)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
||||
{
|
||||
phi += shift(1)*0.02f;
|
||||
|
||||
if (phi < pi/12)
|
||||
if (mouseState.RightButtonPressed)
|
||||
{
|
||||
phi = pi / 12;
|
||||
if (sparkler.isSpawning())
|
||||
{
|
||||
sparkler.stopSpawn();
|
||||
}
|
||||
|
||||
if (phi > pi / 2)
|
||||
else
|
||||
{
|
||||
phi = pi / 2;
|
||||
sparkler.startSpawn();
|
||||
}
|
||||
}
|
||||
|
||||
alpha -= shift(0)*0.02f;
|
||||
}
|
||||
|
||||
void TMyApplication::OnFling(Vector2f v)
|
||||
void TMyApplication::InnerOnMouseMove(TMouseState& mouseState)
|
||||
{
|
||||
}
|
||||
|
||||
void TMyApplication::OnMouseWheel(short int delta)
|
||||
{
|
||||
distance += delta;
|
||||
|
||||
/*if (distance > 2500)
|
||||
if (mouseState.LeftButtonPressed)
|
||||
{
|
||||
distance = 2500;
|
||||
}*/
|
||||
|
||||
if (distance < 100)
|
||||
{
|
||||
distance = 100;
|
||||
sparkler.setCoords({ (float)mouseState.X, Renderer->GetScreenHeight() - (float)mouseState.Y, 0 });
|
||||
}
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
Renderer->SetPerspectiveProjection(pi / 6, 100.f, 40000.f);
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
Renderer->PushMatrix();
|
||||
|
||||
Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
|
||||
|
||||
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
|
||||
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
|
||||
|
||||
|
||||
Renderer->RotateMatrix(quat1);
|
||||
|
||||
Renderer->RotateMatrix(quat2);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
auto mat1 = quatToMatrix(quat1);
|
||||
|
||||
auto mat2 = quatToMatrix(quat2);
|
||||
|
||||
Vector3f lightPos = {0.f, 1.f, 1.f};
|
||||
|
||||
Vector3f eye = mat2 * mat1 * Vector3f(0.0f, 0.f, -distance);
|
||||
|
||||
{
|
||||
TRenderParamsSetter params(background.first);
|
||||
|
||||
RenderUniform3fv("eye", eye.data());
|
||||
RenderUniform3fv("lightPos", lightPos.data());
|
||||
|
||||
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
|
||||
|
||||
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
||||
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
|
||||
|
||||
Renderer->DrawTriangleList(background.second);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//glEnable(GL_CULL_FACE);
|
||||
|
||||
|
||||
{
|
||||
TRenderParamsSetter params(fabricRender.first);
|
||||
|
||||
RenderUniform3fv("eye", eye.data());
|
||||
RenderUniform3fv("lightPos", lightPos.data());
|
||||
|
||||
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3,3>(0,0);
|
||||
|
||||
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
||||
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
|
||||
|
||||
|
||||
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();
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
sparkler.draw();
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::InnerUpdate(size_t dt)
|
||||
{
|
||||
if (dt > 50)
|
||||
{
|
||||
dt = 50;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
bool TMyApplication::IsLoaded()
|
||||
{
|
||||
return Loaded;
|
||||
}
|
||||
|
||||
bool TMyApplication::IsInited()
|
||||
{
|
||||
return Inited;
|
||||
sparkler.update(dt / 1000.f);
|
||||
}
|
||||
@@ -20,28 +20,29 @@
|
||||
#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
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
extern boost::signals2::signal<void(Vector2f)> OnTapUpSignal;
|
||||
extern boost::signals2::signal<void(Vector2f)> OnTapUpAfterMoveSignal;
|
||||
|
||||
extern boost::signals2::signal<void(Vector2f)> OnTapDownSignal;
|
||||
extern boost::signals2::signal<void(Vector2f)> OnFlingSignal;
|
||||
extern boost::signals2::signal<void(Vector2f)> OnScrollSignal;
|
||||
|
||||
extern boost::signals2::signal<void()> OnDrawSignal;
|
||||
|
||||
class TMyApplication : public TApplication
|
||||
{
|
||||
protected:
|
||||
|
||||
bool Inited;
|
||||
ParticleEffect sparkler;
|
||||
|
||||
public:
|
||||
TRenderPair fabricRender;
|
||||
TRenderPair background;
|
||||
|
||||
bool Loaded;
|
||||
|
||||
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
|
||||
TMyApplication() : TApplication() { }
|
||||
|
||||
virtual void InnerInit();
|
||||
|
||||
@@ -51,34 +52,14 @@ public:
|
||||
|
||||
virtual void InnerUpdate(size_t dt);
|
||||
|
||||
bool IsLoaded();
|
||||
virtual void InnerOnMouseDown(TMouseState& mouseState);
|
||||
|
||||
bool IsInited();
|
||||
virtual void InnerOnMouseMove(TMouseState& mouseState);
|
||||
|
||||
|
||||
virtual void InnerOnTapDown(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUp(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUpAfterMove(Vector2f p);
|
||||
|
||||
virtual void InnerOnMove(Vector2f p, Vector2f shift);
|
||||
|
||||
virtual void OnFling(Vector2f v);
|
||||
|
||||
virtual void OnMouseWheel(short int delta);
|
||||
|
||||
|
||||
float distance = 2000;
|
||||
|
||||
float alpha = 0;
|
||||
|
||||
float phi = pi / 6;
|
||||
};
|
||||
|
||||
|
||||
extern TMyApplication* Application;
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
@@ -1,220 +0,0 @@
|
||||
#include "menucode.h"
|
||||
#include "main_code.h"
|
||||
|
||||
const float CONST_SPEED_NEG_ACCELERATION_K = 0.03f;
|
||||
|
||||
const float CONST_MENU_POS_K = 0.25f;
|
||||
|
||||
const float CONST_MENU_WINDOW_DISTANCE = 240.f + 40.f;
|
||||
|
||||
const float CONST_SHIFT_ON_SIDE = 0.f;
|
||||
|
||||
TGameMenu::TGameMenu()
|
||||
: MenuSpeed(0)
|
||||
, MenuPos(0)
|
||||
, HoldToTap(false)
|
||||
, MenuItemCount(1)
|
||||
, SelectedGame(-1)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void TGameMenu::Draw()
|
||||
{
|
||||
// *SE::Console << "TGameMenu::Draw";
|
||||
CheckGlError("Draw TGameMenu");
|
||||
RenderUniform1i("sel", 0);
|
||||
RenderUniform1f("Transparency", 1.f);
|
||||
float bkgShift = MenuPos*0.1f - 100.f;
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_left"]);
|
||||
Renderer->DrawRect(Vector2f(bkgShift,0.f), Vector2f(480.f+bkgShift,320.f));
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_right"]);
|
||||
Renderer->DrawRect(Vector2f(480.f+bkgShift,0.f), Vector2f(960.f+bkgShift,320.f));
|
||||
|
||||
|
||||
if (SelectedGame == 0)
|
||||
{
|
||||
RenderUniform1i("sel", 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderUniform1i("sel", 0);
|
||||
}
|
||||
|
||||
for (int i=0; i<MenuItemCount; i++)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["levelshot"+tostr(i+1)]);
|
||||
Renderer->DrawRect(Vector2f(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i,80.f), Vector2f(160.f+240.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i, 240.f));
|
||||
}
|
||||
|
||||
if (MenuItemCount == 12)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["game_end"]);
|
||||
Renderer->DrawRect(Vector2f(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12,160.f - 64.f), Vector2f(160.f+256.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12, 160.f + 64.f));
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["select_level"]);
|
||||
Renderer->DrawRect(Vector2f(240.f-128.f, 241.f), Vector2f(240.f+128.f, 305.f));
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["logo_small"]);
|
||||
Renderer->DrawRect(Vector2f(240.f-128.f+15.f, 0.f), Vector2f(240.f+128.f+15.f, 64.f));
|
||||
|
||||
CheckGlError("Draw TGameMenu 2");
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TGameMenu::Update(size_t dt)
|
||||
{
|
||||
if (HoldToTap)
|
||||
return;
|
||||
// åñëè êíîïêà íå íàæàòà
|
||||
float k;
|
||||
|
||||
MenuPos = MenuPos + MenuSpeed*dt/1000.f;
|
||||
|
||||
int menuItemToShowCount;
|
||||
|
||||
if (MenuItemCount == 12)
|
||||
{
|
||||
menuItemToShowCount = 13;
|
||||
}
|
||||
else
|
||||
{
|
||||
menuItemToShowCount = MenuItemCount;
|
||||
}
|
||||
|
||||
float acc;
|
||||
|
||||
if (MenuItemCount == 1)
|
||||
{
|
||||
k = 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
k = fabs( - MenuPos - ((menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f)) / ((MenuItemCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f);
|
||||
}
|
||||
|
||||
acc = -MenuSpeed * CONST_SPEED_NEG_ACCELERATION_K * k;
|
||||
|
||||
|
||||
float xleft = (- MenuPos + CONST_SHIFT_ON_SIDE - (menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE);
|
||||
|
||||
if (xleft < 0)
|
||||
{
|
||||
xleft = 0;
|
||||
}
|
||||
|
||||
acc += xleft*CONST_MENU_POS_K;
|
||||
|
||||
float xright = (MenuPos - CONST_SHIFT_ON_SIDE);
|
||||
|
||||
if (xright < 0)
|
||||
{
|
||||
xright = 0;
|
||||
}
|
||||
|
||||
acc -= xright*CONST_MENU_POS_K;
|
||||
|
||||
if ((MenuSpeed + acc*dt) * MenuSpeed < 0) //Check if MenuSpeed changes direction
|
||||
{
|
||||
MenuSpeed = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
MenuSpeed += acc*dt;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TGameMenu::OnTapDown(Vector2f pos)
|
||||
{
|
||||
*SE::Console << "TGameMenu::OnTapDown";
|
||||
HoldToTap = true;
|
||||
|
||||
if (pos(1)<64.f && pos(0)>=265.f-128.f && pos(0)<=265.f+128.f)
|
||||
{
|
||||
Application->GoFromMenuToCredits();
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2f realPos = pos - Vector2f(MenuPos, 0);
|
||||
|
||||
if (realPos(1) >= 80.f && realPos(1) <= 240.f)
|
||||
{
|
||||
float x = realPos(0) - 160.f;
|
||||
|
||||
int p = 0;
|
||||
while (x >280.f)
|
||||
{
|
||||
x -= 280.f;
|
||||
p++;
|
||||
}
|
||||
|
||||
if (x <= 240.f && x >= 0.f && (p<MenuItemCount))
|
||||
{
|
||||
SelectedGame = p;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
SelectedGame = -1;
|
||||
|
||||
}
|
||||
|
||||
void TGameMenu::OnTapUp(Vector2f pos)
|
||||
{
|
||||
*SE::Console << "TGameMenu::OnTapUp";
|
||||
HoldToTap = false;
|
||||
|
||||
if (SelectedGame != -1)
|
||||
{
|
||||
MenuPos = -CONST_MENU_WINDOW_DISTANCE*SelectedGame-40.f;
|
||||
Application->GoFromMenuToGame(SelectedGame);
|
||||
SelectedGame = -1;
|
||||
}
|
||||
}
|
||||
|
||||
void TGameMenu::OnTapUpAfterMove(Vector2f pos)
|
||||
{
|
||||
HoldToTap = false;
|
||||
}
|
||||
|
||||
|
||||
void TGameMenu::OnFling(Vector2f slideSpeed)
|
||||
{
|
||||
*SE::Console << "TGameMenu::OnFling";
|
||||
HoldToTap = false;
|
||||
MenuSpeed = slideSpeed(0);
|
||||
}
|
||||
|
||||
void TGameMenu::OnScroll(Vector2f shift)
|
||||
{
|
||||
MenuPos = MenuPos - shift(0);
|
||||
}
|
||||
|
||||
void TGameMenu::OpenNextLevel()
|
||||
{
|
||||
*SE::Console << "TGameMenu::OpenNextLevel";
|
||||
if (MenuItemCount < 12)
|
||||
{
|
||||
MenuItemCount++;
|
||||
}
|
||||
}
|
||||
|
||||
int TGameMenu::GetMenuItemCount()
|
||||
{
|
||||
*SE::Console << "TGameMenu::GetMenuItemCount";
|
||||
return MenuItemCount;
|
||||
}
|
||||
|
||||
void TGameMenu::SetMenuItemCount(int menuItemCount)
|
||||
{
|
||||
*SE::Console << "TGameMenu::SetMenuItemCount";
|
||||
MenuItemCount = menuItemCount;
|
||||
}
|
||||
@@ -1,41 +0,0 @@
|
||||
#ifndef MENUCODE_H_INCLUDED
|
||||
#define MENUCODE_H_INCLUDED
|
||||
|
||||
#include "include/Engine.h"
|
||||
#include "game_area_interface.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
class TGameMenu : public TGameAreaAncestor
|
||||
{
|
||||
protected:
|
||||
float MenuSpeed;
|
||||
float MenuPos;
|
||||
|
||||
bool HoldToTap;
|
||||
|
||||
int MenuItemCount;
|
||||
|
||||
int SelectedGame;
|
||||
|
||||
|
||||
public:
|
||||
TGameMenu();
|
||||
virtual void Draw();
|
||||
virtual void Update(size_t dt);
|
||||
virtual void OnTapDown(Vector2f pos);
|
||||
virtual void OnTapUp(Vector2f pos);
|
||||
virtual void OnTapUpAfterMove(Vector2f pos);
|
||||
virtual void OnFling(Vector2f slideSpeed);
|
||||
virtual void OnScroll(Vector2f shift);
|
||||
|
||||
void OpenNextLevel();
|
||||
int GetMenuItemCount();
|
||||
void SetMenuItemCount(int menuItemCount);
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
@@ -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">
|
||||
@@ -117,7 +116,7 @@
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/debug/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/debug/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/filesystem/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@@ -151,15 +150,16 @@
|
||||
<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>
|
||||
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<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/;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Файлы исходного кода">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Заголовочные файлы">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Файлы ресурсов">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\game\main_code.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="main.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\game\main_code.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
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||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Project ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup />
|
||||
</Project>
|
||||
@@ -8,8 +8,8 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
|
||||
LPSTR lpszCmdLine, int nCmdShow)
|
||||
{
|
||||
|
||||
int width = 1024;
|
||||
int height = 1024;
|
||||
int width = 1280;
|
||||
int height = 720;
|
||||
|
||||
|
||||
if (CreateEngine(width, height))
|
||||
|
||||