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vladislav.khorev bf04c70f50 Set SMAA antialiasing 2018-01-06 00:51:05 +03:00
19 changed files with 233 additions and 492 deletions

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-68
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@@ -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 = 8.0;
const float depth_scale = 0.002;
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);
}
-60
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@@ -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;
}
-50
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@@ -1,50 +0,0 @@
precision mediump float;
uniform sampler2D Texture;
uniform float Transparency;
varying vec3 position;
varying vec3 normal;
varying vec2 texCoord;
uniform vec3 lightPos;
uniform vec3 cameraPos;
uniform vec3 ambientLight;
uniform vec3 diffuseLight;
uniform vec3 specularLight;
uniform float specularPower;
void phongModel( vec3 norm, out vec3 ambAndDiff, out vec3 spec )
{
vec3 lightDirection = normalize(vec3(lightPos));
vec3 cameraDirection = normalize(vec3(cameraPos) - position);
vec3 lightReflection = reflect( -lightDirection, norm );
float sDotN = max( dot(lightDirection,norm), 0.0 );
vec3 diffuse = diffuseLight * sDotN;
ambAndDiff = ambientLight + diffuse;
spec = vec3(0.0);
if(sDotN > 0.0)
{
spec = specularLight * pow(max( dot(lightReflection, cameraDirection), 0.0 ), specularPower);
// spec is NAN, if dot == 0 && specularPower <= 0
}
}
void main()
{
vec3 ambAndDiff, spec;
vec3 norm = normalize(normal);
phongModel(norm, ambAndDiff, spec);
vec4 textureColor = texture2D(Texture, texCoord).rgba;
textureColor.r = textureColor.r * ambAndDiff.r + spec.r;
textureColor.g = textureColor.g * ambAndDiff.g + spec.g;
textureColor.b = textureColor.b * ambAndDiff.b + spec.b;
gl_FragColor = textureColor;
}
-25
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@@ -1,25 +0,0 @@
attribute vec3 vPosition;
attribute vec3 vNormal;
attribute vec2 vTexCoord;
varying vec3 position;
varying vec3 normal;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix1;
uniform mat4 ModelViewMatrix;
void main()
{
mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
vec4 tnorm = ModelViewMatrix * vec4(vNormal,0.0);
normal = normalize(vec3(tnorm));
position = vec3( ModelViewMatrix * vec4(vPosition,1.0) );
gl_Position = mvp * vec4(vPosition,1.0);
texCoord = vTexCoord;
}
+1 -1
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@@ -7,7 +7,7 @@ void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, color.a * Transparency);
gl_FragColor = vec4(color.rgb, 1.0);
+198 -275
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@@ -12,40 +12,14 @@
TMyApplication* Application;
#define AREATEX_WIDTH 160
#define AREATEX_HEIGHT 560
#define SEARCHTEX_WIDTH 66
#define SEARCHTEX_HEIGHT 33
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;
}
GLuint area_tex;
GLuint search_tex;
void TMyApplication::InnerInit()
@@ -74,169 +48,49 @@ void TMyApplication::InnerInit()
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
ResourceManager->ShaderManager.AddShader("PhongShader", "phong_vertex.txt", "phong_fragment.txt");
ResourceManager->ShaderManager.AddShader("SmaaEdge", "smaa/edge_vertex.txt", "smaa/edge_fragment.txt");
ResourceManager->ShaderManager.AddShader("SmaaBlend", "smaa/blend_vertex.txt", "smaa/blend_fragment.txt");
ResourceManager->ShaderManager.AddShader("SmaaNeighborhood", "smaa/neighborhood_vertex.txt", "smaa/neighborhood_fragment.txt");
Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->TexList.AddTexture("background.jpg");
ResourceManager->TexList.AddTexture("HeightMap.png");
ResourceManager->TexList.AddTexture("NormalMap.png");
ResourceManager->TexList.AddTexture("linesAll.png");
ResourceManager->FrameManager.AddFrameRenderBuffer("AlbedoBuffer", 512, 512);
ResourceManager->FrameManager.AddFrameRenderBuffer("EdgeBuffer", 512, 512);
ResourceManager->FrameManager.AddFrameRenderBuffer("BlendBuffer", 512, 512);
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
Vector2f const bottomLeft(-500, -500);
float const W = 1000;
float const H = 1000;
//Choose colored or black and white -- Vladislav Khorev vladislav.khorev@fishrungames.com
#if 1
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
#else
Vector2f const backgroundBottomLeft(-1000, -1000);
float const backgroundW = 2000;
float const backgroundH = 2000;
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
{
//resolution of background image
float const imageW = 512;
float const imageH = 512;
#endif
pair.first.ShaderName = "ColorShader";
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 = W / imageW;
float const th = H / imageH;
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
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));
}
{
//resolution of linesAll.png
float const texW = 900;
float const texH = 900;
float const step = 12;
float const thick = 10;
auto f = [this, texW, texH, thick, W, H] (const Vector3f &p1, const Vector3f &p2, float t) {
auto pv = p2 - p1;
Vector3f ortho(pv[2], 0, pv[0]);
ortho.normalize();
auto p3 = p2 + ortho * thick;
auto p4 = p1 + ortho * thick;
float extraHeight = std::min(20.f, -(t - 1)*t*100.f);
const size_t segmentCount = 20;
for (int i = 0; i < segmentCount; i++)
{
auto pStart = p1 + pv * i/ segmentCount;
auto pEnd = p1 + pv * (i+1)/ segmentCount;
auto pStartShifted = pStart + ortho * thick;
auto pEndShifted = pEnd + ortho * thick;
float innerHeightStart = std::min(20.f, -(i / 20.f) * (i / 20.f - 1.f)*100.f);
float innerHeightEnd = std::min(20.f, -((i+1) / 20.f) * ((i+1) / 20.f - 1.f)*100.f);
Vector3f extraShiftStart = { 0, std::min(innerHeightStart, extraHeight), 0 };
Vector3f extraShiftEnd = { 0, std::min(innerHeightEnd, extraHeight), 0 };
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pStart + extraShiftStart);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pEnd + extraShiftEnd);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pEndShifted + extraShiftEnd);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pEndShifted + extraShiftEnd);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pStartShifted + extraShiftStart);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pStart + extraShiftStart);
auto texThick = thick / texW;
auto m = (pStart[0] + pEnd[0]) / 2 / texW;
auto yStart = (H / texH)*(i / 20.f);
auto yEnd = (H / texH)*((i+1) / 20.f);
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, yStart));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, yEnd));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, yEnd));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, yEnd));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, yStart));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, yStart));
}
};
Vector3f const stepDirection(1, 0, 0);
Vector3f p1(bottomLeft[0], 0, -bottomLeft[1]);
while (p1[0] < bottomLeft[0] + W) {
float t = (p1(0) - bottomLeft(0)) / W;
auto p2 = p1 - Vector3f(0, 0, W);
f(p1, p2, t);
auto p3 = p1 + step * stepDirection;
f(p3, p2, t);
p1 = p3;
}
}
//background.first.ShaderName ="ParallaxShader";
//DefaultShader
background.first.ShaderName = "DefaultShader";
fabricRender.first.ShaderName = "ParallaxShader";
//fabricRender.first.ShaderName = "PhongShader";
/*
* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
*/
std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "background.jpg";
fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png";
fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png";
fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "linesAll.png";
background.second.RefreshBuffer();
fabricRender.second.RefreshBuffer();
pair.second.RefreshBuffer();
@@ -262,9 +116,63 @@ void TMyApplication::InnerInit()
Renderer->SetFullScreenViewport();
glDisable(GL_BLEND); //Don't forget to disable blending or whole thing will not work!!! -- Vladislav Khorev vladislav.khorev@fishrungames.com
Inited = true;
//This is stuff from original https://github.com/scrawl/smaa-opengl
//We must have these textures to be used for pattern matching or something -- Vladislav Khorev vladislav.khorev@fishrungames.com
unsigned char* buffer = 0;
FILE* f = 0;
buffer = new unsigned char[1024 * 1024];
f = fopen((ST::PathToResources + "smaa/smaa_area.raw").c_str(), "rb"); //rb stands for "read binary file"
if (!f)
{
std::cerr << "Couldn't open smaa_area.raw.\n";
}
fread(buffer, AREATEX_WIDTH * AREATEX_HEIGHT * 2, 1, f);
fclose(f);
f = 0;
glGenTextures(1, &area_tex);
glBindTexture(GL_TEXTURE_2D, area_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, (GLsizei)AREATEX_WIDTH, (GLsizei)AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, buffer);
f = fopen((ST::PathToResources + "smaa/smaa_search.raw").c_str(), "rb");
if (!f)
{
std::cerr << "Couldn't open smaa_search.raw.\n";
}
fread(buffer, SEARCHTEX_WIDTH * SEARCHTEX_HEIGHT, 1, f);
fclose(f);
f = 0;
glGenTextures(1, &search_tex);
glBindTexture(GL_TEXTURE_2D, search_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, (GLsizei)SEARCHTEX_WIDTH, (GLsizei)SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
delete[] buffer;
}
void TMyApplication::InnerDeinit()
@@ -276,6 +184,9 @@ void TMyApplication::InnerDeinit()
*Console<<"APP DEINIT\n";
}
glDeleteTextures(1, &search_tex);
glDeleteTextures(1, &area_tex);
}
void TMyApplication::InnerOnTapDown(Vector2f p)
@@ -295,121 +206,133 @@ void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
{
phi += shift(1)*0.02f;
if (phi < pi/12)
{
phi = pi / 12;
}
if (phi > pi / 2)
{
phi = pi / 2;
}
alpha -= shift(0)*0.02f;
}
void TMyApplication::OnFling(Vector2f v)
{
}
void TMyApplication::OnMouseWheel(short int delta)
{
distance += delta;
if (distance > 2500)
{
distance = 2500;
}
if (distance < 100)
{
distance = 100;
}
}
void TMyApplication::InnerDraw()
{
DrawScene();
}
//Render the frame
Renderer->SwitchToFrameBuffer("AlbedoBuffer");
Renderer->SetProjectionMatrix(512.f, 512.f);
void TMyApplication::DrawScene()
{
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.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);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
CheckGlError("");
{
//Render here all objects that you want to have -- Vladislav Khorev vladislav.khorev@fishrungames.com
TRenderParamsSetter params(pair.first);
Renderer->DrawTriangleList(pair.second);
}
CheckGlError("");
auto mat1 = quatToMatrix(quat1);
auto mat2 = quatToMatrix(quat2);
//-------------------------
//First pass - edge detection
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);
}
{
TRenderParamsSetter params(fabricRender.first);
//RenderUniform3fv("cameraPos", eye.data());
RenderUniform3fv("eye", eye.data());
RenderUniform3fv("lightPos", lightPos.data());
//RenderUniform3fv("ambientLight", Vector3f(0.0f, 0.0f, 0.0f).data());
//RenderUniform3fv("specularLight", Vector3f(0.0f, 0.0f, 0.0f).data());
//RenderUniform3fv("ambientLight", Vector3f(0.0f, 0.0f, 0.0f).data());
//RenderUniform1f("specularPower", 20.f);
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
Renderer->DrawTriangleList(fabricRender.second);
}
Renderer->PushShader("SmaaEdge");
Renderer->PopMatrix();
Renderer->SwitchToFrameBuffer("EdgeBuffer");
Renderer->SetProjectionMatrix(512.f, 512.f);
RenderUniform1i("albedo_tex", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
//-------------------------
//Second pass - blend plus pattern matching
Renderer->PushShader("SmaaBlend");
Renderer->SwitchToFrameBuffer("BlendBuffer");
Renderer->SetProjectionMatrix(512.f, 512.f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
RenderUniform1i("edge_tex", 0);
RenderUniform1i("area_tex", 1);
RenderUniform1i("search_tex", 2);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, area_tex);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, search_tex);
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
#if 1
//-------------------------
//Last pass - neightborhood
Renderer->PushShader("SmaaNeighborhood");
Renderer->SwitchToScreen();
Renderer->SetFullScreenViewport();
Renderer->SetProjectionMatrix(512.f, 512.f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
RenderUniform1i("albedo_tex", 0);
RenderUniform1i("blend_tex", 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
#else
//... or just render intermediate buffers to see what is going on
Renderer->PushShader("DefaultShader");
Renderer->SwitchToScreen();
Renderer->SetFullScreenViewport();
Renderer->SetProjectionMatrix(512.f, 512.f);
glActiveTexture(GL_TEXTURE0);
//Choose any to render for debug:
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
#endif
}
+1 -13
View File
@@ -33,8 +33,7 @@ protected:
bool Inited;
public:
TRenderPair fabricRender;
TRenderPair background;
TRenderPair pair;
TRenderPair rect;
bool Loaded;
@@ -47,9 +46,6 @@ public:
virtual void InnerDraw();
void DrawScene();
virtual void InnerUpdate(size_t dt);
bool IsLoaded();
@@ -67,14 +63,6 @@ public:
virtual void OnFling(Vector2f v);
virtual void OnMouseWheel(short int delta);
float distance = 2000;
float alpha = 0;
float phi = pi / 6;
};
@@ -0,0 +1,33 @@
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