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15febc4651 | ||
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7f5aea5047 |
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: 772 KiB |
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Before Width: | Height: | Size: 9.5 KiB |
|
Before Width: | Height: | Size: 2.5 MiB |
@@ -1,19 +0,0 @@
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
uniform vec2 samplesOffset[4];
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||||
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||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = vec3(0, 0, 0);
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||||
for (int i = 0; i < 4; ++i)
|
||||
{
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||||
color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
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}
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color /= 4;
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||||
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||||
//gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
@@ -1,11 +0,0 @@
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||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
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||||
varying vec2 texCoord;
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||||
|
||||
uniform mat4 ProjectionMatrix;
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||||
|
||||
void main()
|
||||
{
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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||||
}
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||||
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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;
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||||
uniform vec4 BrickColor;
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||||
varying vec2 texCoord;
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||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = BrickColor * texture2D(Texture,texCoord).rgba;
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||||
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gl_FragColor = vec4(color.rgb, color.a * Transparency);
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||||
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||||
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||||
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}
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||||
@@ -1,12 +0,0 @@
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||||
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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@@ -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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@@ -1,11 +0,0 @@
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||||
attribute vec3 vPosition;
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||||
attribute vec4 vColor;
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varying vec4 color;
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||||
uniform mat4 ProjectionMatrix;
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||||
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void main()
|
||||
{
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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color = vColor;
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}
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After Width: | Height: | Size: 167 KiB |
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After Width: | Height: | Size: 158 KiB |
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After Width: | Height: | Size: 134 KiB |
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After Width: | Height: | Size: 142 KiB |
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After Width: | Height: | Size: 127 KiB |
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After Width: | Height: | Size: 134 KiB |
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After Width: | Height: | Size: 130 KiB |
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After Width: | Height: | Size: 175 KiB |
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After Width: | Height: | Size: 152 KiB |
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After Width: | Height: | Size: 141 KiB |
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After Width: | Height: | Size: 136 KiB |
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After Width: | Height: | Size: 133 KiB |
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After Width: | Height: | Size: 170 KiB |
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After Width: | Height: | Size: 168 KiB |
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After Width: | Height: | Size: 131 KiB |
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After Width: | Height: | Size: 138 KiB |
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After Width: | Height: | Size: 155 KiB |
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After Width: | Height: | Size: 150 KiB |
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After Width: | Height: | Size: 129 KiB |
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After Width: | Height: | Size: 152 KiB |
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After Width: | Height: | Size: 133 KiB |
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After Width: | Height: | Size: 197 KiB |
@@ -0,0 +1,249 @@
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{
|
||||
"transform version": "V1",
|
||||
|
||||
"models": [
|
||||
{
|
||||
"type": "EmojiModel",
|
||||
"name": "Smile"
|
||||
}],
|
||||
|
||||
"renderParams": [
|
||||
{
|
||||
"vertexShader": "./assets/shaders/vertex/orthoVertexShader.txt",
|
||||
"fragmentShader": "./assets/shaders/fragment/orthoFragmentShader.txt",
|
||||
"alphaTest": "true",
|
||||
"blend": "true",
|
||||
"TAG": "smile & tongue 0"
|
||||
}
|
||||
],
|
||||
|
||||
"initialModules": [0, 1, 2, 3, 4],
|
||||
|
||||
"modules": [
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 3@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 3@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 24@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 24@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 13@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 13@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 23@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 23@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 19@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 19@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 20@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 20@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 17@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 17@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 18@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 18@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 15@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 15@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 16@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 16@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 21@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 21@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 4@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 4@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 22@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 22@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 14@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 14@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 11@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 11@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 25@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 25@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 26@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 26@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 27@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 27@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 28@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 28@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 5@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 5@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 6@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 6@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 7@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 7@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 8@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 8@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 9@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 9@20x.png"
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"iconPath": "./assets/fx/emoji/Asset 10@20x.png",
|
||||
"suits": [
|
||||
{
|
||||
"renderParamsID": 0,
|
||||
"emojiTexture": "./assets/fx/emoji/Asset 10@20x.png"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
|
Before Width: | Height: | Size: 1.7 MiB |
|
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 = 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);
|
||||
|
||||
}
|
||||
@@ -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;
|
||||
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -1,422 +0,0 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Diagonal Search Functions
|
||||
|
||||
/**
|
||||
* These functions allows to perform diagonal pattern searches.
|
||||
*/
|
||||
float SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
|
||||
texcoord += dir * SMAA_PIXEL_SIZE;
|
||||
vec2 e = vec2(0.0, 0.0);
|
||||
float i;
|
||||
for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
|
||||
e.rg = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
|
||||
//SMAA_FLATTEN
|
||||
if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
|
||||
|
||||
texcoord += dir * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
return i + float(e.g > 0.9) * c;
|
||||
}
|
||||
|
||||
float SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
|
||||
texcoord += dir * SMAA_PIXEL_SIZE;
|
||||
vec2 e = vec2(0.0, 0.0);
|
||||
float i;
|
||||
for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
|
||||
e.g = textureLod(edgesTex, texcoord, 0.0).g;
|
||||
e.r = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
|
||||
|
||||
//SMAA_FLATTEN
|
||||
if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
|
||||
|
||||
texcoord += dir * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
return i + float(e.g > 0.9) * c;
|
||||
}
|
||||
|
||||
/**
|
||||
* Similar to SMAAArea, this calculates the area corresponding to a certain
|
||||
* diagonal distance and crossing edges 'e'.
|
||||
*/
|
||||
vec2 SMAAAreaDiag(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
|
||||
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;
|
||||
|
||||
// We do a scale and bias for mapping to texel space:
|
||||
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
|
||||
|
||||
// Diagonal areas are on the second half of the texture:
|
||||
texcoord.x += 0.5;
|
||||
|
||||
// Move to proper place, according to the subpixel offset:
|
||||
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
|
||||
|
||||
|
||||
return textureLod(areaTex, texcoord, 0.0).rg;
|
||||
}
|
||||
|
||||
/**
|
||||
* This searches for diagonal patterns and returns the corresponding weights.
|
||||
*/
|
||||
vec2 SMAACalculateDiagWeights(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, ivec4 subsampleIndices) {
|
||||
vec2 weights = vec2(0.0, 0.0);
|
||||
|
||||
vec2 d;
|
||||
d.x = e.r > 0.0? SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), 1.0) : 0.0;
|
||||
d.y = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), 0.0);
|
||||
|
||||
//SMAA_BRANCH
|
||||
if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
|
||||
vec4 coords = fma(vec4(-d.r, d.r, d.g, -d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||
|
||||
vec4 c;
|
||||
c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
|
||||
c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, 0)).r;
|
||||
c.z = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).g;
|
||||
c.w = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, -1)).r;
|
||||
vec2 e = 2.0 * c.xz + c.yw;
|
||||
float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
|
||||
e *= step(d.rg, vec2(t, t));
|
||||
|
||||
weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.z));
|
||||
}
|
||||
|
||||
d.x = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), 0.0);
|
||||
float right = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
|
||||
d.y = right > 0.0? SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), 1.0) : 0.0;
|
||||
|
||||
//SMAA_BRANCH
|
||||
if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
|
||||
vec4 coords = fma(vec4(-d.r, -d.r, d.g, d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||
|
||||
vec4 c;
|
||||
c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
|
||||
c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, -1)).r;
|
||||
c.zw = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).gr;
|
||||
vec2 e = 2.0 * c.xz + c.yw;
|
||||
float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
|
||||
e *= step(d.rg, vec2(t, t));
|
||||
|
||||
weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.w)).gr;
|
||||
}
|
||||
|
||||
return weights;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Horizontal/Vertical Search Functions
|
||||
|
||||
/**
|
||||
* This allows to determine how much length should we add in the last step
|
||||
* of the searches. It takes the bilinearly interpolated edge (see
|
||||
* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
|
||||
* crossing edges are active.
|
||||
*/
|
||||
float SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
|
||||
// Not required if searchTex accesses are set to point:
|
||||
// vec2 SEARCH_TEX_PIXEL_SIZE = 1.0 / vec2(66.0, 33.0);
|
||||
// e = vec2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
|
||||
// e * vec2(scale, 1.0) * vec2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
|
||||
e.r = bias + e.r * scale;
|
||||
e.g = -e.g;
|
||||
return 255.0 * textureLod(searchTex, e, 0.0).r;
|
||||
}
|
||||
|
||||
/**
|
||||
* Horizontal/vertical search functions for the 2nd pass.
|
||||
*/
|
||||
float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||
/**
|
||||
* @PSEUDO_GATHER4
|
||||
* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
|
||||
* sample between edge, thus fetching four edges in a row.
|
||||
* Sampling with different offsets in each direction allows to disambiguate
|
||||
* which edges are active from the four fetched ones.
|
||||
*/
|
||||
vec2 e = vec2(0.0, 1.0);
|
||||
while (texcoord.x > end &&
|
||||
e.g > 0.8281 && // Is there some edge not activated?
|
||||
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
texcoord -= vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
|
||||
// We correct the previous (-0.25, -0.125) offset we applied:
|
||||
texcoord.x += 0.25 * SMAA_PIXEL_SIZE.x;
|
||||
|
||||
// The searches are bias by 1, so adjust the coords accordingly:
|
||||
texcoord.x += SMAA_PIXEL_SIZE.x;
|
||||
|
||||
// Disambiguate the length added by the last step:
|
||||
texcoord.x += 2.0 * SMAA_PIXEL_SIZE.x; // Undo last step
|
||||
texcoord.x -= SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
|
||||
|
||||
return texcoord.x;
|
||||
}
|
||||
|
||||
float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||
vec2 e = vec2(0.0, 1.0);
|
||||
while (texcoord.x < end &&
|
||||
e.g > 0.8281 && // Is there some edge not activated?
|
||||
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
texcoord += vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
|
||||
texcoord.x -= 0.25 * SMAA_PIXEL_SIZE.x;
|
||||
texcoord.x -= SMAA_PIXEL_SIZE.x;
|
||||
texcoord.x -= 2.0 * SMAA_PIXEL_SIZE.x;
|
||||
texcoord.x += SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.5, 0.5);
|
||||
return texcoord.x;
|
||||
}
|
||||
|
||||
float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||
vec2 e = vec2(1.0, 0.0);
|
||||
while (texcoord.y > end &&
|
||||
e.r > 0.8281 && // Is there some edge not activated?
|
||||
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
texcoord -= vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
|
||||
texcoord.y += 0.25 * SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y += SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y += 2.0 * SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y -= SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5);
|
||||
return texcoord.y;
|
||||
}
|
||||
|
||||
float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||
vec2 e = vec2(1.0, 0.0);
|
||||
while (texcoord.y < end &&
|
||||
e.r > 0.8281 && // Is there some edge not activated?
|
||||
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
texcoord += vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
|
||||
texcoord.y -= 0.25 * SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y -= SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y -= 2.0 * SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y += SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5);
|
||||
return texcoord.y;
|
||||
}
|
||||
|
||||
/**
|
||||
* Ok, we have the distance and both crossing edges. So, what are the areas
|
||||
* at each side of current edge?
|
||||
*/
|
||||
vec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {
|
||||
// Rounding prevents precision errors of bilinear filtering:
|
||||
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;
|
||||
|
||||
// We do a scale and bias for mapping to texel space:
|
||||
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
|
||||
|
||||
// Move to proper place, according to the subpixel offset:
|
||||
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
|
||||
|
||||
|
||||
return textureLod(areaTex, texcoord, 0.0).rg;
|
||||
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Corner Detection Functions
|
||||
|
||||
void SMAADetectHorizontalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
|
||||
#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
|
||||
vec4 coords = fma(vec4(d.x, 0.0, d.y, 0.0),
|
||||
SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||
vec2 e;
|
||||
e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, 1.0)).r;
|
||||
bool left = abs(d.x) < abs(d.y);
|
||||
e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, -2.0)).r;
|
||||
if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||
|
||||
e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, 1.0)).r;
|
||||
e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, -2.0)).r;
|
||||
if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
void SMAADetectVerticalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
|
||||
#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
|
||||
vec4 coords = fma(vec4(0.0, d.x, 0.0, d.y),
|
||||
SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||
vec2 e;
|
||||
e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 1.0, 0.0)).g;
|
||||
bool left = abs(d.x) < abs(d.y);
|
||||
e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-2.0, 0.0)).g;
|
||||
if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||
|
||||
e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1.0, 1.0)).g;
|
||||
e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(-2.0, 1.0)).g;
|
||||
if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Blending Weight Calculation Pixel Shader (Second Pass)
|
||||
|
||||
vec4 SMAABlendingWeightCalculationPS(vec2 texcoord,
|
||||
vec2 pixcoord,
|
||||
vec4 offset[3],
|
||||
sampler2D edgesTex,
|
||||
sampler2D areaTex,
|
||||
sampler2D searchTex,
|
||||
ivec4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
|
||||
vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
vec2 e = texture(edgesTex, texcoord).rg;
|
||||
|
||||
//SMAA_BRANCH
|
||||
if (e.g > 0.0) { // Edge at north
|
||||
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
|
||||
// Diagonals have both north and west edges, so searching for them in
|
||||
// one of the boundaries is enough.
|
||||
weights.rg = SMAACalculateDiagWeights(edgesTex, areaTex, texcoord, e, subsampleIndices);
|
||||
|
||||
// We give priority to diagonals, so if we find a diagonal we skip
|
||||
// horizontal/vertical processing.
|
||||
//SMAA_BRANCH
|
||||
if (dot(weights.rg, vec2(1.0, 1.0)) == 0.0) {
|
||||
#endif
|
||||
|
||||
vec2 d;
|
||||
|
||||
// Find the distance to the left:
|
||||
vec2 coords;
|
||||
coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x);
|
||||
coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_PIXEL_SIZE.y (@CROSSING_OFFSET)
|
||||
d.x = coords.x;
|
||||
|
||||
// Now fetch the left crossing edges, two at a time using bilinear
|
||||
// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
|
||||
// discern what value each edge has:
|
||||
float e1 = textureLod(edgesTex, coords, 0.0).r;
|
||||
|
||||
// Find the distance to the right:
|
||||
coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);
|
||||
d.y = coords.x;
|
||||
|
||||
// We want the distances to be in pixel units (doing this here allow to
|
||||
// better interleave arithmetic and memory accesses):
|
||||
d = d / SMAA_PIXEL_SIZE.x - pixcoord.x;
|
||||
|
||||
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||
// quadratically:
|
||||
vec2 sqrt_d = sqrt(abs(d));
|
||||
|
||||
// Fetch the right crossing edges:
|
||||
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(1, 0)).r;
|
||||
|
||||
// Ok, we know how this pattern looks like, now it is time for getting
|
||||
// the actual area:
|
||||
weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));
|
||||
|
||||
// Fix corners:
|
||||
SMAADetectHorizontalCornerPattern(edgesTex, weights.rg, texcoord, d);
|
||||
|
||||
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
|
||||
} else
|
||||
e.r = 0.0; // Skip vertical processing.
|
||||
#endif
|
||||
}
|
||||
|
||||
//SMAA_BRANCH
|
||||
if (e.r > 0.0) { // Edge at west
|
||||
vec2 d;
|
||||
|
||||
// Find the distance to the top:
|
||||
vec2 coords;
|
||||
coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z);
|
||||
coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_PIXEL_SIZE.x;
|
||||
d.x = coords.y;
|
||||
|
||||
// Fetch the top crossing edges:
|
||||
float e1 = textureLod(edgesTex, coords, 0.0).g;
|
||||
|
||||
// Find the distance to the bottom:
|
||||
coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);
|
||||
d.y = coords.y;
|
||||
|
||||
// We want the distances to be in pixel units:
|
||||
d = d / SMAA_PIXEL_SIZE.y - pixcoord.y;
|
||||
|
||||
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||
// quadratically:
|
||||
vec2 sqrt_d = sqrt(abs(d));
|
||||
|
||||
// Fetch the bottom crossing edges:
|
||||
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(0, 1)).g;
|
||||
|
||||
// Get the area for this direction:
|
||||
weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));
|
||||
|
||||
// Fix corners:
|
||||
SMAADetectVerticalCornerPattern(edgesTex, weights.ba, texcoord, d);
|
||||
|
||||
//return vec4(weights.ba, 0.0, 1.0);
|
||||
}
|
||||
|
||||
return weights;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
|
||||
uniform sampler2D edge_tex;
|
||||
uniform sampler2D area_tex;
|
||||
uniform sampler2D search_tex;
|
||||
in vec2 texcoord;
|
||||
in vec2 pixcoord;
|
||||
in vec4 offset[3];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edge_tex, area_tex, search_tex, ivec4(0));
|
||||
|
||||
}
|
||||
@@ -1,74 +0,0 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Blend Weight Calculation Vertex Shader
|
||||
*/
|
||||
void SMAABlendingWeightCalculationVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec2 pixcoord,
|
||||
out vec4 offset[3]) {
|
||||
svPosition = position;
|
||||
|
||||
pixcoord = texcoord / SMAA_PIXEL_SIZE;
|
||||
|
||||
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.25, -0.125, 1.25, -0.125);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.125, -0.25, -0.125, 1.25);
|
||||
|
||||
// And these for the searches, they indicate the ends of the loops:
|
||||
offset[2] = vec4(offset[0].xz, offset[1].yw) +
|
||||
vec4(-2.0, 2.0, -2.0, 2.0) *
|
||||
SMAA_PIXEL_SIZE.xxyy * float(SMAA_MAX_SEARCH_STEPS);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec2 pixcoord;
|
||||
out vec4 offset[3];
|
||||
out vec4 dummy2;
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAABlendingWeightCalculationVS(dummy1, dummy2, texcoord, pixcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
||||
@@ -1,105 +0,0 @@
|
||||
#version 410 compatibility
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Color Edge Detection
|
||||
*
|
||||
* IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
|
||||
* thus 'colorTex' should be a non-sRGB texture.
|
||||
*/
|
||||
vec4 SMAAColorEdgeDetectionPS(vec2 texcoord,
|
||||
vec4 offset[3],
|
||||
sampler2D colorTex
|
||||
) {
|
||||
vec2 threshold = vec2(SMAA_THRESHOLD, SMAA_THRESHOLD);
|
||||
|
||||
// Calculate color deltas:
|
||||
vec4 delta;
|
||||
vec3 C = texture(colorTex, texcoord).rgb;
|
||||
|
||||
vec3 Cleft = texture(colorTex, offset[0].xy).rgb;
|
||||
vec3 t = abs(C - Cleft);
|
||||
delta.x = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Ctop = texture(colorTex, offset[0].zw).rgb;
|
||||
t = abs(C - Ctop);
|
||||
delta.y = max(max(t.r, t.g), t.b);
|
||||
|
||||
// We do the usual threshold:
|
||||
vec2 edges = step(threshold, delta.xy);
|
||||
|
||||
// Then discard if there is no edge:
|
||||
if (dot(edges, vec2(1.0, 1.0)) == 0.0)
|
||||
discard;
|
||||
|
||||
// Calculate right and bottom deltas:
|
||||
vec3 Cright = texture(colorTex, offset[1].xy).rgb;
|
||||
t = abs(C - Cright);
|
||||
delta.z = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Cbottom = texture(colorTex, offset[1].zw).rgb;
|
||||
t = abs(C - Cbottom);
|
||||
delta.w = max(max(t.r, t.g), t.b);
|
||||
|
||||
// Calculate the maximum delta in the direct neighborhood:
|
||||
float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);
|
||||
|
||||
// Calculate left-left and top-top deltas:
|
||||
vec3 Cleftleft = texture(colorTex, offset[2].xy).rgb;
|
||||
t = abs(C - Cleftleft);
|
||||
delta.z = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Ctoptop = texture(colorTex, offset[2].zw).rgb;
|
||||
t = abs(C - Ctoptop);
|
||||
delta.w = max(max(t.r, t.g), t.b);
|
||||
|
||||
// Calculate the final maximum delta:
|
||||
maxDelta = max(max(maxDelta, delta.z), delta.w);
|
||||
|
||||
// Local contrast adaptation in action:
|
||||
edges.xy *= step(0.5 * maxDelta, delta.xy);
|
||||
|
||||
return vec4(edges, 0.0, 0.0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
uniform sampler2D albedo_tex;
|
||||
in vec2 texcoord;
|
||||
in vec4 offset[3];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAAColorEdgeDetectionPS(texcoord, offset, albedo_tex);
|
||||
}
|
||||
@@ -1,67 +0,0 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0/512.0, 1.0/512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Edge Detection Vertex Shader
|
||||
*/
|
||||
void SMAAEdgeDetectionVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec4 offset[3]) {
|
||||
svPosition = position;
|
||||
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
|
||||
offset[2] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-2.0, 0.0, 0.0, -2.0);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 offset[3];
|
||||
out vec4 dummy2;
|
||||
|
||||
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAAEdgeDetectionVS(dummy1, dummy2, texcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
||||
@@ -1,102 +0,0 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
vec4 SMAANeighborhoodBlendingPS(vec2 texcoord,
|
||||
vec4 offset[2],
|
||||
sampler2D colorTex,
|
||||
sampler2D blendTex) {
|
||||
// Fetch the blending weights for current pixel:
|
||||
vec4 a;
|
||||
a.xz = texture(blendTex, texcoord).xz;
|
||||
a.y = texture(blendTex, offset[1].zw).g;
|
||||
a.w = texture(blendTex, offset[1].xy).a;
|
||||
|
||||
// Is there any blending weight with a value greater than 0.0?
|
||||
//SMAA_BRANCH
|
||||
if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5)
|
||||
return textureLod(colorTex, texcoord, 0.0);
|
||||
else {
|
||||
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
// Up to 4 lines can be crossing a pixel (one through each edge). We
|
||||
// favor blending by choosing the line with the maximum weight for each
|
||||
// direction:
|
||||
vec2 offset;
|
||||
offset.x = a.a > a.b? a.a : -a.b; // left vs. right
|
||||
offset.y = a.g > a.r? a.g : -a.r; // top vs. bottom
|
||||
|
||||
// Then we go in the direction that has the maximum weight:
|
||||
if (abs(offset.x) > abs(offset.y)) // horizontal vs. vertical
|
||||
offset.y = 0.0;
|
||||
else
|
||||
offset.x = 0.0;
|
||||
|
||||
#if SMAA_REPROJECTION == 1
|
||||
// Fetch the opposite color and lerp by hand:
|
||||
vec4 C = textureLod(colorTex, texcoord, 0.0);
|
||||
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
|
||||
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
|
||||
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
|
||||
|
||||
// Unpack the velocity values:
|
||||
C.a *= C.a;
|
||||
Cop.a *= Cop.a;
|
||||
|
||||
// Lerp the colors:
|
||||
vec4 Caa = mix(C, Cop, s);
|
||||
|
||||
// Unpack velocity and return the resulting value:
|
||||
Caa.a = sqrt(Caa.a);
|
||||
return Caa;
|
||||
#else
|
||||
// Fetch the opposite color and lerp by hand:
|
||||
vec4 C = textureLod(colorTex, texcoord, 0.0);
|
||||
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
|
||||
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
|
||||
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
|
||||
return mix(C, Cop, s);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
uniform sampler2D albedo_tex;
|
||||
uniform sampler2D blend_tex;
|
||||
in vec2 texcoord;
|
||||
in vec4 offset[2];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, albedo_tex, blend_tex);
|
||||
}
|
||||
@@ -1,65 +0,0 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Neighborhood Blending Vertex Shader
|
||||
*/
|
||||
void SMAANeighborhoodBlendingVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec4 offset[2]) {
|
||||
svPosition = position;
|
||||
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 offset[2];
|
||||
out vec4 dummy2;
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAANeighborhoodBlendingVS(dummy1, dummy2, texcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
||||
@@ -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
|
||||
@@ -0,0 +1,592 @@
|
||||
#include "main_code.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
#include <time.h>
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "main_code.h"
|
||||
|
||||
|
||||
|
||||
|
||||
FaceStruct::FaceStruct()
|
||||
{
|
||||
}
|
||||
|
||||
FaceStruct::FaceStruct(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds)
|
||||
{
|
||||
ApplyPreds(fromPreds);
|
||||
|
||||
}
|
||||
|
||||
void FaceStruct::CalcFromPreds()
|
||||
{
|
||||
float minX = preds[0](0);
|
||||
float maxX = preds[0](0);
|
||||
float minY = preds[0](1);
|
||||
float maxY = preds[0](1);
|
||||
float sumX = preds[0](0);
|
||||
float sumY = preds[0](1);
|
||||
|
||||
for (size_t i = 1; i < LANDMARK_POINT_COUNT; i++)
|
||||
{
|
||||
if (minX > preds[i](0))
|
||||
{
|
||||
minX = preds[i](0);
|
||||
}
|
||||
|
||||
if (minY > preds[i](1))
|
||||
{
|
||||
minY = preds[i](1);
|
||||
}
|
||||
|
||||
if (maxX < preds[i](0))
|
||||
{
|
||||
maxX = preds[i](0);
|
||||
}
|
||||
|
||||
if (maxY < preds[i](1))
|
||||
{
|
||||
maxY = preds[i](1);
|
||||
}
|
||||
|
||||
sumX += preds[i](0);
|
||||
sumY += preds[i](1);
|
||||
}
|
||||
|
||||
float avgX = sumX / static_cast<float>(LANDMARK_POINT_COUNT);
|
||||
float avgY = sumY / static_cast<float>(LANDMARK_POINT_COUNT);
|
||||
|
||||
|
||||
|
||||
center = { avgX, avgY };
|
||||
size = { maxX- minX,maxY - minY };
|
||||
|
||||
//center = { centerXSmoother.responsiveAnalogReadSimple(avgX), centerYSmoother.responsiveAnalogReadSimple(avgY) };
|
||||
//size = { sizeWidthSmoother.responsiveAnalogReadSimple(maxX- minX), sizeHeightSmoother.responsiveAnalogReadSimple(maxY - minY) };
|
||||
}
|
||||
|
||||
void FaceStruct::ApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds)
|
||||
{
|
||||
InnerApplyPreds(fromPreds);
|
||||
CalcFromPreds();
|
||||
|
||||
/*
|
||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
||||
{
|
||||
preds[i] = preds[i] - center;
|
||||
|
||||
}
|
||||
|
||||
|
||||
historicalPreds.push_back(preds);
|
||||
if (historicalPreds.size() > 4)
|
||||
{
|
||||
historicalPreds.erase(historicalPreds.begin());
|
||||
}
|
||||
|
||||
|
||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
||||
{
|
||||
preds[i] = { 0.f, 0.f };
|
||||
for (size_t x = 0; x < historicalPreds.size(); x++)
|
||||
{
|
||||
preds[i] += historicalPreds[x][i];
|
||||
}
|
||||
|
||||
preds[i] = preds[i] / static_cast<float>(historicalPreds.size());
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
||||
{
|
||||
preds[i] = preds[i] + center;
|
||||
}*/
|
||||
}
|
||||
|
||||
void FaceStruct::InnerApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds)
|
||||
{
|
||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
||||
{
|
||||
preds[i] = { fromPreds[i].x, 720 - fromPreds[i].y};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
cv::VideoCapture cap;
|
||||
|
||||
FaceLandmarkDetector faceLandmarkDetector;
|
||||
|
||||
GLuint lastFrameTexture;
|
||||
|
||||
|
||||
std::array<FaceLandmarkStruct, MAX_FACE_COUNT> faceLandmarkArr;
|
||||
|
||||
cv::Mat frame;
|
||||
|
||||
std::vector<cv::Mat> frameArr;
|
||||
|
||||
int currentIndex = -1;
|
||||
int lastProcessedIndex = 0;
|
||||
int lineShift = 0;
|
||||
|
||||
int prevPassedIndex = 0;
|
||||
|
||||
int indexStep = 0;
|
||||
|
||||
std::array<FaceStruct, MAX_FACE_COUNT> faceStruct;
|
||||
|
||||
|
||||
const std::string CONST_LOADING_BACKGROUND_BLACK = "loading_background_black";
|
||||
|
||||
|
||||
TMyApplication* Application;
|
||||
|
||||
|
||||
void TMyApplication::InnerInit()
|
||||
{
|
||||
|
||||
Application = this;
|
||||
|
||||
#ifdef TARGET_WIN32
|
||||
#ifdef NDEBUG
|
||||
//ST::PathToResources = "resources/";
|
||||
ST::PathToResources = "../../../assets/";
|
||||
#else
|
||||
ST::PathToResources = "../../../assets/";
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef TARGET_IOS
|
||||
ST::PathToResources = "assets/";
|
||||
#endif
|
||||
|
||||
if (Console != NULL)
|
||||
{
|
||||
*Console<<"APP INIT\n";
|
||||
}
|
||||
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");
|
||||
Renderer->PushShader("DefaultShader");
|
||||
|
||||
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
|
||||
|
||||
|
||||
auto texid = ResourceManager->TexList.AddTexture("emoji/Asset 3@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 4@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 5@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 6@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 7@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 8@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 9@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 10@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 11@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 13@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 14@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 15@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 16@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 17@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 18@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 19@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 20@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 21@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 22@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 23@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 24@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 25@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 26@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 27@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 28@20x.png");
|
||||
|
||||
|
||||
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
|
||||
ResourceManager->FontManager.PushFont("droid_sans14");
|
||||
|
||||
|
||||
lastFrameTexture = ResourceManager->TexList.AddEmptyTexture("lastFrameTexture", 1280, 720);
|
||||
|
||||
Renderer->SetOrthoProjection();
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
|
||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
||||
{
|
||||
faceRenderPair[i].first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "Asset "+boost::lexical_cast<std::string>(i+3)+"@20x.png";
|
||||
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
|
||||
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
faceRenderPair[i].second.RefreshBuffer();
|
||||
}
|
||||
|
||||
|
||||
cap = cv::VideoCapture(0);
|
||||
//cap = cv::VideoCapture("video.mp4");
|
||||
//cap = cv::VideoCapture("bp.mp4");
|
||||
|
||||
|
||||
// Check if camera opened successfully
|
||||
if (!cap.isOpened()) {
|
||||
std::cout << "Error opening video stream or file" << std::endl;
|
||||
}
|
||||
|
||||
cap.set(CV_CAP_PROP_FRAME_WIDTH, 1280);
|
||||
cap.set(CV_CAP_PROP_FRAME_HEIGHT, 720);
|
||||
|
||||
|
||||
|
||||
faceLandmarkDetector.StartTrackProcess();
|
||||
|
||||
Inited = true;
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
{
|
||||
|
||||
faceLandmarkDetector.StopTrackProcess();
|
||||
cap.release();
|
||||
|
||||
Inited = false;
|
||||
|
||||
if (Console != NULL)
|
||||
{
|
||||
*Console<<"APP DEINIT\n";
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUp(Vector2f p)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::OnFling(Vector2f v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
|
||||
|
||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[CONST_LOADING_BACKGROUND_BLACK]);
|
||||
glBindTexture(GL_TEXTURE_2D, lastFrameTexture);
|
||||
Renderer->DrawRect(Vector2f(0.f, 0.f), Vector2f(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight()));
|
||||
|
||||
|
||||
/*
|
||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
||||
{
|
||||
TRenderParamsSetter params(faceRenderPair[i].first);
|
||||
Renderer->DrawTriangleList(faceRenderPair[i].second);
|
||||
}*/
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::InnerUpdate(size_t dt)
|
||||
{
|
||||
|
||||
|
||||
/*cap >> lastFrame;
|
||||
|
||||
if (lastFrame.empty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
faceLandmarkTracker.HandleOneFrame(lastFrame, localInputStructArr, localFaceShift, localOutputStructArr);
|
||||
|
||||
|
||||
|
||||
high_resolution_clock::time_point t2 = high_resolution_clock::now();
|
||||
|
||||
auto duration = duration_cast<microseconds>(t2 - FaceLandmarkTracker::lastTimePoint).count();
|
||||
|
||||
FaceLandmarkTracker::lastTimePoint = t2;
|
||||
|
||||
std::stringstream ofs;
|
||||
|
||||
ofs << round(1000000.0 / duration);
|
||||
|
||||
|
||||
for (size_t index = 0; index < CONST_FACE_COUNT; index++)
|
||||
{
|
||||
if (localOutputStructArr[index].valid && localInputStructArr[index].valid)
|
||||
{
|
||||
cv::Rect oldFaceRect = localOutputStructArr[index].face;
|
||||
cv::Rect newFaceRect = localInputStructArr[index].face;
|
||||
cv::Point2f oldCenter(oldFaceRect.x + oldFaceRect.width*0.5f, oldFaceRect.y + oldFaceRect.height*0.5f);
|
||||
cv::Point2f newCenter(newFaceRect.x + newFaceRect.width*0.5f, newFaceRect.y + newFaceRect.height*0.5f);
|
||||
|
||||
localFaceShift[index] = newCenter - oldCenter;
|
||||
}
|
||||
else
|
||||
{
|
||||
localFaceShift[index] = cv::Point2f(0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t index = 0; index < CONST_FACE_COUNT; index++)
|
||||
{
|
||||
if (localOutputStructArr[index].valid)
|
||||
{
|
||||
|
||||
|
||||
faceStruct[index].ApplyPreds(localOutputStructArr[index].preds);
|
||||
|
||||
|
||||
for (size_t i = 0; i < CONST_PREDS_COUNT; i++)
|
||||
{
|
||||
//cv::ellipse(lastFrame, cv::Point2f(faceStruct[index].preds[i](0), 720 - faceStruct[index].preds[i](1)) + localFaceShift[index], cv::Size(2, 2), 0, 0, 360, cv::Scalar(255, 128, 128), 4, 8, 0);
|
||||
}
|
||||
|
||||
|
||||
Vector2f posFrom = faceStruct[index].center - faceStruct[index].size*0.5f* 1.25f;
|
||||
Vector2f posTo = faceStruct[index].center + faceStruct[index].size*0.5f* 1.25f;
|
||||
|
||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], posFrom, posTo, 0);
|
||||
|
||||
faceRenderPair[index].second.RefreshBuffer();
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], {0,0}, { 0,0 }, 0);
|
||||
|
||||
faceRenderPair[index].second.RefreshBuffer();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (size_t index = 0; index < CONST_FACE_COUNT; index++)
|
||||
{
|
||||
if (localInputStructArr[index].valid)
|
||||
{
|
||||
//cv::rectangle(lastFrame, localInputStructArr[index].face, cv::Scalar(255, 0, 255), 4, 8, 0);
|
||||
}
|
||||
}
|
||||
|
||||
*/
|
||||
|
||||
|
||||
|
||||
cap >> frame; // get a new frame from camera/video or read image
|
||||
|
||||
if (frame.empty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
cv::Mat image = frame.clone();
|
||||
|
||||
frameArr.push_back(image);
|
||||
|
||||
while (frameArr.size() > 40)
|
||||
{
|
||||
lineShift++;
|
||||
frameArr.erase(frameArr.begin());
|
||||
}
|
||||
|
||||
currentIndex++;
|
||||
|
||||
faceLandmarkArr = faceLandmarkDetector.GetFaceLandmarks(frame, currentIndex);
|
||||
|
||||
|
||||
bool newProcessedIndexFound = false;
|
||||
int newProcessedIndex;
|
||||
|
||||
for (size_t i = 0; i < faceLandmarkArr.size(); i++)
|
||||
{
|
||||
if (faceLandmarkArr[i].valid)
|
||||
{
|
||||
if (!newProcessedIndexFound)
|
||||
{
|
||||
newProcessedIndexFound = true;
|
||||
newProcessedIndex = faceLandmarkArr[i].frameIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (newProcessedIndex < faceLandmarkArr[i].frameIndex)
|
||||
{
|
||||
newProcessedIndex = faceLandmarkArr[i].frameIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (newProcessedIndexFound && newProcessedIndex > lastProcessedIndex)
|
||||
{
|
||||
indexStep = 0;
|
||||
|
||||
lastProcessedIndex = newProcessedIndex;
|
||||
prevPassedIndex = currentIndex;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (prevPassedIndex > lastProcessedIndex + indexStep)
|
||||
{
|
||||
indexStep++;
|
||||
}
|
||||
}
|
||||
|
||||
//std::cout << currentIndex << " " << lastProcessedIndex << " stepped:" << lastProcessedIndex + indexStep << " indexStep: " << indexStep << std::endl;
|
||||
|
||||
|
||||
cv::Mat renderImage;
|
||||
|
||||
if (lastProcessedIndex + indexStep - lineShift < 0)
|
||||
{
|
||||
renderImage = frameArr[0];
|
||||
}
|
||||
else if (lastProcessedIndex + indexStep - lineShift >= frameArr.size())
|
||||
{
|
||||
renderImage = frameArr[frameArr.size() - 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
renderImage = frameArr[lastProcessedIndex + indexStep - lineShift];
|
||||
}
|
||||
|
||||
renderImage = renderImage.clone();
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cv::Rect frameRect(cv::Point(), renderImage.size());
|
||||
|
||||
for (size_t i = 0; i < faceLandmarkArr.size(); i++)
|
||||
{
|
||||
if (faceLandmarkArr[i].valid)
|
||||
{
|
||||
cv::rectangle(renderImage, faceLandmarkArr[i].faceRect, cv::Scalar(0, 0, 255), 1, 4, 0);
|
||||
|
||||
for (size_t j = 0; j < faceLandmarkArr[i].landmarkArr.size(); j++)
|
||||
{
|
||||
|
||||
//cv::circle(renderImage, faceLandmarkArr[i].landmarkArr[j], 0.1, cv::Scalar(0, 255, 255), 4, 8, 0);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t index = 0; index < faceLandmarkArr.size(); index++)
|
||||
{
|
||||
if (faceLandmarkArr[index].valid)
|
||||
{
|
||||
|
||||
|
||||
faceStruct[index].ApplyPreds(faceLandmarkArr[index].landmarkArr);
|
||||
|
||||
|
||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
||||
{
|
||||
cv::ellipse(renderImage, cv::Point2f(faceStruct[index].preds[i](0), 720 - faceStruct[index].preds[i](1)), cv::Size(2, 2), 0, 0, 360, cv::Scalar(255, 128, 128), 4, 8, 0);
|
||||
}
|
||||
|
||||
|
||||
Vector2f posFrom = faceStruct[index].center - faceStruct[index].size*0.5f* 1.35f;
|
||||
Vector2f posTo = faceStruct[index].center + faceStruct[index].size*0.5f* 1.35f;
|
||||
|
||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], posFrom, posTo, 0);
|
||||
|
||||
faceRenderPair[index].second.RefreshBuffer();
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], { 0,0 }, { 0,0 }, 0);
|
||||
|
||||
faceRenderPair[index].second.RefreshBuffer();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, lastFrameTexture);
|
||||
|
||||
static std::array<char, 1280 * 720 * 3> buffer;
|
||||
|
||||
int step = renderImage.step;
|
||||
int height = renderImage.rows;
|
||||
int width = renderImage.cols;
|
||||
int channels = 3;
|
||||
char * data = (char *)renderImage.data;
|
||||
for (int i = 0; i < height; i++)
|
||||
{
|
||||
int ci = height - i - 1;
|
||||
memcpy(&buffer[i*width*channels], &(data[ci*step]), width*channels);
|
||||
}
|
||||
|
||||
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
GL_RGB,
|
||||
1280,
|
||||
720,
|
||||
0,
|
||||
GL_BGR_EXT,
|
||||
GL_UNSIGNED_BYTE,
|
||||
&buffer[0]);
|
||||
}
|
||||
|
||||
|
||||
bool TMyApplication::IsInited()
|
||||
{
|
||||
return Inited;
|
||||
}
|
||||
@@ -1,429 +1,561 @@
|
||||
#include "main_code.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
#include <time.h>
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "main_code.h"
|
||||
|
||||
TMyApplication* Application;
|
||||
|
||||
|
||||
|
||||
Matrix3f quatToMatrix(Vector4f q) {
|
||||
#include "main_code.h"
|
||||
|
||||
Matrix3f result;
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
#include <time.h>
|
||||
|
||||
double sqw = q(3)*q(3);
|
||||
double sqx = q(0)*q(0);
|
||||
double sqy = q(1)*q(1);
|
||||
double sqz = q(2)*q(2);
|
||||
#include "include/Engine.h"
|
||||
|
||||
// invs (inverse square length) is only required if quaternion is not already normalised
|
||||
double invs = 1 / (sqx + sqy + sqz + sqw);
|
||||
#include "main_code.h"
|
||||
|
||||
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;
|
||||
//#define USE_PREDICTION
|
||||
|
||||
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;
|
||||
cv::Point flipVertical(cv::Point point) {
|
||||
return cv::Point(point.x, 720 - point.y);
|
||||
}
|
||||
|
||||
FaceStruct::FaceStruct()
|
||||
{
|
||||
modelPoints.push_back(cv::Point3d(6.825897, 6.760612, 4.402142)); // left brow left corner
|
||||
modelPoints.push_back(cv::Point3d(1.330353, 7.122144, 6.903745)); // left brow right corner
|
||||
modelPoints.push_back(cv::Point3d(-1.330353, 7.122144, 6.903745)); // right brow left corner
|
||||
modelPoints.push_back(cv::Point3d(-6.825897, 6.760612, 4.402142)); // right brow right corner
|
||||
modelPoints.push_back(cv::Point3d(5.311432, 5.485328, 3.987654)); // left eye left corner
|
||||
modelPoints.push_back(cv::Point3d(1.789930, 5.393625, 4.413414)); // left eye right corner
|
||||
modelPoints.push_back(cv::Point3d(-1.789930, 5.393625, 4.413414)); // right eye left corner
|
||||
modelPoints.push_back(cv::Point3d(-5.311432, 5.485328, 3.987654)); // right eye right corner
|
||||
modelPoints.push_back(cv::Point3d(2.005628, 1.409845, 6.165652)); // nose left corner
|
||||
modelPoints.push_back(cv::Point3d(-2.005628, 1.409845, 6.165652)); // nose right corner
|
||||
modelPoints.push_back(cv::Point3d(2.774015, -2.080775, 5.048531)); // mouth left corner
|
||||
modelPoints.push_back(cv::Point3d(-2.774015, -2.080775, 5.048531)); // mouth right corner
|
||||
modelPoints.push_back(cv::Point3d(0.000000, -3.116408, 6.097667)); // mouth central bottom corner
|
||||
modelPoints.push_back(cv::Point3d(0.000000, -7.415691, 4.070434)); // chin corner
|
||||
|
||||
poseMatrix = cv::Mat(3, 4, CV_64FC1);
|
||||
eulerAngles = cv::Mat(3, 1, CV_64FC1);
|
||||
|
||||
boxModelSrc.push_back(cv::Point3d(10.0, 10.0, 10.0));
|
||||
boxModelSrc.push_back(cv::Point3d(10.0, 10.0, -10.0));
|
||||
boxModelSrc.push_back(cv::Point3d(10.0, -10.0, -10.0));
|
||||
boxModelSrc.push_back(cv::Point3d(10.0, -10.0, 10.0));
|
||||
boxModelSrc.push_back(cv::Point3d(-10.0, 10.0, 10.0));
|
||||
boxModelSrc.push_back(cv::Point3d(-10.0, 10.0, -10.0));
|
||||
boxModelSrc.push_back(cv::Point3d(-10.0, -10.0, -10.0));
|
||||
boxModelSrc.push_back(cv::Point3d(-10.0, -10.0, 10.0));
|
||||
}
|
||||
|
||||
FaceStruct::FaceStruct(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficients)
|
||||
{
|
||||
FaceStruct();
|
||||
ApplyPreds(fromPreds, 0.0, cameraMatrix, distortionCoefficients);
|
||||
}
|
||||
|
||||
void FaceStruct::CalcFromPreds(bool noticeablyChanged, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficients)
|
||||
{
|
||||
for(size_t i = 0; i < LANDMARK_POINT_COUNT; i++) {
|
||||
if(noticeablyChanged) {
|
||||
landmarkSmoothers[i * 2].reset();
|
||||
landmarkSmoothers[i * 2 + 1].reset();
|
||||
} else {
|
||||
preds[i] = Vector2f(
|
||||
landmarkSmoothers[i * 2].responsiveAnalogReadSimple(preds[i](0)),
|
||||
landmarkSmoothers[i * 2 + 1].responsiveAnalogReadSimple(preds[i](1))
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
float minX = preds[0](0);
|
||||
float maxX = preds[0](0);
|
||||
float minY = preds[0](1);
|
||||
float maxY = preds[0](1);
|
||||
float sumX = preds[0](0);
|
||||
float sumY = preds[0](1);
|
||||
|
||||
for (size_t i = 1; i < LANDMARK_POINT_COUNT; i++)
|
||||
{
|
||||
if (minX > preds[i](0))
|
||||
{
|
||||
minX = preds[i](0);
|
||||
}
|
||||
|
||||
if (minY > preds[i](1))
|
||||
{
|
||||
minY = preds[i](1);
|
||||
}
|
||||
|
||||
if (maxX < preds[i](0))
|
||||
{
|
||||
maxX = preds[i](0);
|
||||
}
|
||||
|
||||
if (maxY < preds[i](1))
|
||||
{
|
||||
maxY = preds[i](1);
|
||||
}
|
||||
|
||||
sumX += preds[i](0);
|
||||
sumY += preds[i](1);
|
||||
}
|
||||
|
||||
float avgX = sumX / static_cast<float>(LANDMARK_POINT_COUNT);
|
||||
float avgY = sumY / static_cast<float>(LANDMARK_POINT_COUNT);
|
||||
|
||||
std::vector<cv::Point2f> imagePoints;
|
||||
imagePoints.push_back(cv::Point2f(preds[17](0), preds[17](1))); // #17 left brow left corner
|
||||
imagePoints.push_back(cv::Point2f(preds[21](0), preds[21](1))); // #21 left brow right corner
|
||||
imagePoints.push_back(cv::Point2f(preds[22](0), preds[22](1))); // #22 right brow left corner
|
||||
imagePoints.push_back(cv::Point2f(preds[26](0), preds[26](1))); // #26 right brow right corner
|
||||
imagePoints.push_back(cv::Point2f(preds[36](0), preds[36](1))); // #36 left eye left corner
|
||||
imagePoints.push_back(cv::Point2f(preds[39](0), preds[39](1))); // #39 left eye right corner
|
||||
imagePoints.push_back(cv::Point2f(preds[42](0), preds[42](1))); // #42 right eye left corner
|
||||
imagePoints.push_back(cv::Point2f(preds[45](0), preds[45](1))); // #45 right eye right corner
|
||||
imagePoints.push_back(cv::Point2f(preds[31](0), preds[31](1))); // #31 nose left corner
|
||||
imagePoints.push_back(cv::Point2f(preds[35](0), preds[35](1))); // #35 nose right corner
|
||||
imagePoints.push_back(cv::Point2f(preds[48](0), preds[48](1))); // #48 mouth left corner
|
||||
imagePoints.push_back(cv::Point2f(preds[54](0), preds[54](1))); // #54 mouth right corner
|
||||
imagePoints.push_back(cv::Point2f(preds[57](0), preds[57](1))); // #57 mouth central bottom corner
|
||||
imagePoints.push_back(cv::Point2f(preds[8](0), preds[8](1))); // #8 chin corner
|
||||
|
||||
cv::solvePnP(modelPoints, imagePoints, cameraMatrix, distortionCoefficients, rotationVector, translationVector);
|
||||
|
||||
//if(similarity > 0.01) {
|
||||
// for (size_t i = 0; i < 3; i++) {
|
||||
// rotationVectorSmoothers[i].reset();
|
||||
// translationVectorSmoothers[i].reset();
|
||||
// }
|
||||
//}
|
||||
|
||||
/*for(size_t i = 0; i < 3; i++) {
|
||||
rotationVector.at<double>(i) = rotationVectorSmoothers[i].responsiveAnalogReadSimple(rotationVector.at<double>(i));
|
||||
translationVector.at<double>(i) = translationVectorSmoothers[i].responsiveAnalogReadSimple(translationVector.at<double>(i));
|
||||
}*/
|
||||
|
||||
cv::projectPoints(boxModelSrc, rotationVector, translationVector, cameraMatrix, distortionCoefficients, boxModelDst);
|
||||
|
||||
// calc Euler angles
|
||||
cv::Rodrigues(rotationVector, rotationMatrix);
|
||||
cv::hconcat(rotationMatrix, translationVector, poseMatrix);
|
||||
|
||||
cv::Mat outIntrinsics = cv::Mat(3, 3, CV_64FC1);
|
||||
cv::Mat outRotation = cv::Mat(3, 3, CV_64FC1);
|
||||
cv::Mat outTranslation = cv::Mat(3, 1, CV_64FC1);
|
||||
cv::decomposeProjectionMatrix(poseMatrix, outIntrinsics, outRotation, outTranslation, cv::noArray(), cv::noArray(), cv::noArray(), eulerAngles);
|
||||
|
||||
center = {avgX, avgY};
|
||||
size = {maxX- minX, maxY - minY};
|
||||
}
|
||||
|
||||
void FaceStruct::ApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds, bool noticeablyChanged, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficients)
|
||||
{
|
||||
InnerApplyPreds(fromPreds);
|
||||
CalcFromPreds(noticeablyChanged, cameraMatrix, distortionCoefficients);
|
||||
}
|
||||
|
||||
void FaceStruct::InnerApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds)
|
||||
{
|
||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
||||
{
|
||||
preds[i] = { fromPreds[i].x, 720 - fromPreds[i].y};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
cv::VideoCapture cap;
|
||||
|
||||
FaceLandmarkDetector faceLandmarkDetector;
|
||||
|
||||
GLuint lastFrameTexture;
|
||||
|
||||
std::array<FaceLandmarkStruct, MAX_FACE_COUNT> faceLandmarkArr;
|
||||
|
||||
cv::Mat frame;
|
||||
|
||||
std::vector<cv::Mat> frameArr;
|
||||
|
||||
int currentIndex = -1;
|
||||
int lastProcessedIndex = 0;
|
||||
int lineShift = 0;
|
||||
|
||||
int prevPassedIndex = 0;
|
||||
|
||||
int indexStep = 0;
|
||||
|
||||
std::array<FaceStruct, MAX_FACE_COUNT> faceStruct;
|
||||
|
||||
|
||||
const std::string CONST_LOADING_BACKGROUND_BLACK = "loading_background_black";
|
||||
|
||||
|
||||
TMyApplication* Application;
|
||||
|
||||
|
||||
void TMyApplication::InnerInit()
|
||||
{
|
||||
|
||||
Application = this;
|
||||
|
||||
#ifdef TARGET_WIN32
|
||||
#ifdef NDEBUG
|
||||
//ST::PathToResources = "resources/";
|
||||
ST::PathToResources = "../../../assets/";
|
||||
#else
|
||||
ST::PathToResources = "../../../assets/";
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef TARGET_IOS
|
||||
ST::PathToResources = "assets/";
|
||||
#endif
|
||||
|
||||
if (Console != NULL)
|
||||
{
|
||||
*Console<<"APP INIT\n";
|
||||
}
|
||||
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");
|
||||
Renderer->PushShader("DefaultShader");
|
||||
|
||||
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
|
||||
|
||||
|
||||
auto texid = ResourceManager->TexList.AddTexture("emoji/Asset 3@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 4@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 5@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 6@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 7@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 8@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 9@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 10@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 11@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 13@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 14@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 15@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 16@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 17@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 18@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 19@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 20@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 21@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 22@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 23@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 24@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 25@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 26@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 27@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 28@20x.png");
|
||||
|
||||
|
||||
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
|
||||
ResourceManager->FontManager.PushFont("droid_sans14");
|
||||
|
||||
|
||||
lastFrameTexture = ResourceManager->TexList.AddEmptyTexture("lastFrameTexture", 1280, 720);
|
||||
|
||||
Renderer->SetOrthoProjection();
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
|
||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
||||
{
|
||||
faceRenderPair[i].first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "Asset "+boost::lexical_cast<std::string>(i+3)+"@20x.png";
|
||||
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
|
||||
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
faceRenderPair[i].second.RefreshBuffer();
|
||||
}
|
||||
|
||||
|
||||
cap = cv::VideoCapture(0);
|
||||
//cap = cv::VideoCapture("video.mp4");
|
||||
//cap = cv::VideoCapture("bp.mp4");
|
||||
|
||||
|
||||
// Check if camera opened successfully
|
||||
if (!cap.isOpened()) {
|
||||
std::cout << "Error opening video stream or file" << std::endl;
|
||||
}
|
||||
|
||||
cap.set(CV_CAP_PROP_FRAME_WIDTH, 1280);
|
||||
cap.set(CV_CAP_PROP_FRAME_HEIGHT, 720);
|
||||
|
||||
|
||||
|
||||
faceLandmarkDetector.StartTrackProcess();
|
||||
|
||||
Inited = true;
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
{
|
||||
|
||||
faceLandmarkDetector.StopTrackProcess();
|
||||
cap.release();
|
||||
|
||||
Inited = false;
|
||||
|
||||
if (Console != NULL)
|
||||
{
|
||||
*Console<<"APP DEINIT\n";
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUp(Vector2f p)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::OnFling(Vector2f v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
|
||||
|
||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[CONST_LOADING_BACKGROUND_BLACK]);
|
||||
glBindTexture(GL_TEXTURE_2D, lastFrameTexture);
|
||||
Renderer->DrawRect(Vector2f(0.f, 0.f), Vector2f(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight()));
|
||||
|
||||
|
||||
/*
|
||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
||||
{
|
||||
TRenderParamsSetter params(faceRenderPair[i].first);
|
||||
Renderer->DrawTriangleList(faceRenderPair[i].second);
|
||||
}*/
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::InnerUpdate(size_t dt)
|
||||
{
|
||||
cap >> frame; // get a new frame from camera/video or read image
|
||||
|
||||
if (frame.empty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
cv::Mat image = frame.clone();
|
||||
|
||||
currentIndex++;
|
||||
|
||||
faceLandmarkArr = faceLandmarkDetector.GetFaceLandmarks(frame, currentIndex);
|
||||
|
||||
#ifdef USE_PREDICTION
|
||||
|
||||
frameArr.push_back(image);
|
||||
|
||||
while (frameArr.size() > 40)
|
||||
{
|
||||
lineShift++;
|
||||
frameArr.erase(frameArr.begin());
|
||||
}
|
||||
|
||||
currentIndex++;
|
||||
|
||||
faceLandmarkArr = faceLandmarkDetector.GetFaceLandmarks(frame, currentIndex);
|
||||
|
||||
|
||||
bool newProcessedIndexFound = false;
|
||||
int newProcessedIndex;
|
||||
|
||||
for (size_t i = 0; i < faceLandmarkArr.size(); i++)
|
||||
{
|
||||
if (faceLandmarkArr[i].valid)
|
||||
{
|
||||
if (!newProcessedIndexFound)
|
||||
{
|
||||
newProcessedIndexFound = true;
|
||||
newProcessedIndex = faceLandmarkArr[i].frameIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (newProcessedIndex < faceLandmarkArr[i].frameIndex)
|
||||
{
|
||||
newProcessedIndex = faceLandmarkArr[i].frameIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (newProcessedIndexFound && newProcessedIndex > lastProcessedIndex)
|
||||
{
|
||||
indexStep = 0;
|
||||
|
||||
lastProcessedIndex = newProcessedIndex;
|
||||
prevPassedIndex = currentIndex;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (prevPassedIndex > lastProcessedIndex + indexStep)
|
||||
{
|
||||
indexStep++;
|
||||
}
|
||||
}
|
||||
|
||||
//std::cout << currentIndex << " " << lastProcessedIndex << " stepped:" << lastProcessedIndex + indexStep << " indexStep: " << indexStep << std::endl;
|
||||
|
||||
|
||||
cv::Mat renderImage;
|
||||
|
||||
if (lastProcessedIndex + indexStep - lineShift < 0)
|
||||
{
|
||||
renderImage = frameArr[0];
|
||||
}
|
||||
else if (lastProcessedIndex + indexStep - lineShift >= frameArr.size())
|
||||
{
|
||||
renderImage = frameArr[frameArr.size() - 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
renderImage = frameArr[lastProcessedIndex + indexStep - lineShift];
|
||||
}
|
||||
|
||||
renderImage = renderImage.clone();
|
||||
|
||||
#else
|
||||
cv::Mat renderImage = image;
|
||||
#endif
|
||||
|
||||
cv::Mat cameraMatrix = (cv::Mat_<float>(3, 3) << 9.5434798118121421e+02, 0.0, 640.0, 0.0, 9.5434798118121421e+02, 360.0, 0.0, 0.0, 1.0);
|
||||
cv::Mat distortionCoefficients = (cv::Mat_<float>(5, 1) << 3.5475494652047600e-02, - 5.9818881494543774e-01, 0.0, 0.0, 1.4642154802454528e+00);
|
||||
|
||||
for (size_t i = 0; i < faceLandmarkArr.size(); i++)
|
||||
{
|
||||
if (faceLandmarkArr[i].valid)
|
||||
{
|
||||
cv::rectangle(renderImage, faceLandmarkArr[i].faceRect, cv::Scalar(0, 0, 255), 1, 4, 0);
|
||||
|
||||
for (size_t j = 0; j < faceLandmarkArr[i].landmarkArr.size(); j++)
|
||||
{
|
||||
|
||||
//cv::circle(renderImage, faceLandmarkArr[i].landmarkArr[j], 0.1, cv::Scalar(0, 255, 255), 4, 8, 0);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t index = 0; index < faceLandmarkArr.size(); index++)
|
||||
{
|
||||
if (faceLandmarkArr[index].valid)
|
||||
{
|
||||
faceStruct[index].ApplyPreds(faceLandmarkArr[index].landmarkArr, faceLandmarkArr[index].noticeablyChanged, cameraMatrix, distortionCoefficients);
|
||||
|
||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
||||
{
|
||||
cv::ellipse(renderImage, cv::Point2f(faceStruct[index].preds[i](0), 720 - faceStruct[index].preds[i](1)), cv::Size(2, 2), 0, 0, 360, cv::Scalar(255, 128, 128), 4, 8, 0);
|
||||
}
|
||||
|
||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[0]), flipVertical(faceStruct[index].boxModelDst[1]), cv::Scalar(0, 0, 255));
|
||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[1]), flipVertical(faceStruct[index].boxModelDst[2]), cv::Scalar(0, 0, 255));
|
||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[2]), flipVertical(faceStruct[index].boxModelDst[3]), cv::Scalar(0, 0, 255));
|
||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[3]), flipVertical(faceStruct[index].boxModelDst[0]), cv::Scalar(0, 255, 0));
|
||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[4]), flipVertical(faceStruct[index].boxModelDst[5]), cv::Scalar(0, 0, 255));
|
||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[5]), flipVertical(faceStruct[index].boxModelDst[6]), cv::Scalar(0, 0, 255));
|
||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[6]), flipVertical(faceStruct[index].boxModelDst[7]), cv::Scalar(0, 0, 255));
|
||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[7]), flipVertical(faceStruct[index].boxModelDst[4]), cv::Scalar(0, 255, 0));
|
||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[0]), flipVertical(faceStruct[index].boxModelDst[4]), cv::Scalar(0, 255, 0));
|
||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[1]), flipVertical(faceStruct[index].boxModelDst[5]), cv::Scalar(0, 0, 255));
|
||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[2]), flipVertical(faceStruct[index].boxModelDst[6]), cv::Scalar(0, 0, 255));
|
||||
cv::line(renderImage, flipVertical(faceStruct[index].boxModelDst[3]), flipVertical(faceStruct[index].boxModelDst[7]), cv::Scalar(0, 255, 0));
|
||||
|
||||
Vector2f posFrom = faceStruct[index].center - faceStruct[index].size*0.5f* 1.35f;
|
||||
Vector2f posTo = faceStruct[index].center + faceStruct[index].size*0.5f* 1.35f;
|
||||
|
||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], posFrom, posTo, 0);
|
||||
|
||||
faceRenderPair[index].second.RefreshBuffer();
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], { 0,0 }, { 0,0 }, 0);
|
||||
|
||||
faceRenderPair[index].second.RefreshBuffer();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, lastFrameTexture);
|
||||
|
||||
static std::array<char, 1280 * 720 * 3> buffer;
|
||||
|
||||
int step = renderImage.step;
|
||||
int height = renderImage.rows;
|
||||
int width = renderImage.cols;
|
||||
int channels = 3;
|
||||
char * data = (char *)renderImage.data;
|
||||
for (int i = 0; i < height; i++)
|
||||
{
|
||||
int ci = height - i - 1;
|
||||
memcpy(&buffer[i*width*channels], &(data[ci*step]), width*channels);
|
||||
}
|
||||
|
||||
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
GL_RGB,
|
||||
1280,
|
||||
720,
|
||||
0,
|
||||
GL_BGR_EXT,
|
||||
GL_UNSIGNED_BYTE,
|
||||
&buffer[0]);
|
||||
}
|
||||
|
||||
|
||||
bool TMyApplication::IsInited()
|
||||
{
|
||||
return Inited;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TMyApplication::InnerInit()
|
||||
{
|
||||
|
||||
Application = this;
|
||||
|
||||
#ifdef TARGET_WIN32
|
||||
#ifdef NDEBUG
|
||||
ST::PathToResources = "resources/";
|
||||
#else
|
||||
ST::PathToResources = "../../../assets/";
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef TARGET_IOS
|
||||
ST::PathToResources = "assets/";
|
||||
#endif
|
||||
|
||||
if (Console != NULL)
|
||||
{
|
||||
*Console<<"APP INIT\n";
|
||||
}
|
||||
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("PhongShader", "phong_vertex.txt", "phong_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");
|
||||
|
||||
|
||||
Vector2f const bottomLeft(-500, -500);
|
||||
float const W = 1000;
|
||||
float const H = 1000;
|
||||
|
||||
Vector2f const backgroundBottomLeft(-1000, -1000);
|
||||
float const backgroundW = 2000;
|
||||
float const backgroundH = 2000;
|
||||
|
||||
{
|
||||
//resolution of background image
|
||||
float const imageW = 512;
|
||||
float const imageH = 512;
|
||||
|
||||
|
||||
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();
|
||||
|
||||
|
||||
|
||||
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
|
||||
|
||||
rect.second.RefreshBuffer();
|
||||
|
||||
Renderer->SetOrthoProjection();
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
|
||||
|
||||
Inited = true;
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
{
|
||||
Inited = false;
|
||||
Loaded = false;
|
||||
if (Console != NULL)
|
||||
{
|
||||
*Console<<"APP DEINIT\n";
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
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();
|
||||
}
|
||||
|
||||
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);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
auto mat1 = quatToMatrix(quat1);
|
||||
|
||||
auto mat2 = quatToMatrix(quat2);
|
||||
|
||||
Vector3f lightPos = { 0.f, -1.f, -1.f };
|
||||
|
||||
Vector3f 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->PopMatrix();
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::InnerUpdate(size_t dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool TMyApplication::IsLoaded()
|
||||
{
|
||||
return Loaded;
|
||||
}
|
||||
|
||||
bool TMyApplication::IsInited()
|
||||
{
|
||||
return Inited;
|
||||
}
|
||||
@@ -1,85 +1,107 @@
|
||||
#ifndef MAIN_CODE_H_INCLUDED
|
||||
#define MAIN_CODE_H_INCLUDED
|
||||
|
||||
#ifdef TARGET_ANDROID
|
||||
#include "android_api.h"
|
||||
#endif
|
||||
|
||||
#ifdef TARGET_WIN32
|
||||
#define NOMINMAX 1
|
||||
#include <Windows.h>
|
||||
#undef NOMINMAX
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "boost/shared_ptr.hpp"
|
||||
#include "boost/thread/thread.hpp"
|
||||
#include "boost/assign.hpp"
|
||||
#include "boost/bind.hpp"
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "boost/signals2.hpp"//Signal must be included after asio
|
||||
|
||||
using namespace SE;
|
||||
|
||||
class TMyApplication : public TApplication
|
||||
{
|
||||
protected:
|
||||
|
||||
bool Inited;
|
||||
|
||||
public:
|
||||
TRenderPair fabricRender;
|
||||
TRenderPair background;
|
||||
TRenderPair rect;
|
||||
|
||||
bool Loaded;
|
||||
|
||||
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
|
||||
|
||||
virtual void InnerInit();
|
||||
|
||||
virtual void InnerDeinit();
|
||||
|
||||
virtual void InnerDraw();
|
||||
|
||||
|
||||
void DrawScene();
|
||||
|
||||
virtual void InnerUpdate(size_t dt);
|
||||
|
||||
bool IsLoaded();
|
||||
|
||||
bool IsInited();
|
||||
|
||||
|
||||
virtual void InnerOnTapDown(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUp(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUpAfterMove(Vector2f p);
|
||||
|
||||
virtual void InnerOnMove(Vector2f p, Vector2f shift);
|
||||
|
||||
virtual void OnFling(Vector2f v);
|
||||
|
||||
virtual void OnMouseWheel(short int delta);
|
||||
|
||||
|
||||
float distance = 2000;
|
||||
|
||||
float alpha = 0;
|
||||
|
||||
float phi = pi / 6;
|
||||
};
|
||||
|
||||
|
||||
extern TMyApplication* Application;
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
#ifndef MAIN_CODE_H_INCLUDED
|
||||
#define MAIN_CODE_H_INCLUDED
|
||||
|
||||
#ifdef TARGET_ANDROID
|
||||
#include "android_api.h"
|
||||
#endif
|
||||
|
||||
#ifdef TARGET_WIN32
|
||||
#define NOMINMAX 1
|
||||
#include <Windows.h>
|
||||
#undef NOMINMAX
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "boost/shared_ptr.hpp"
|
||||
#include "boost/thread/thread.hpp"
|
||||
#include "boost/assign.hpp"
|
||||
#include "boost/bind.hpp"
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "boost/signals2.hpp"//Signal must be included after asio
|
||||
|
||||
#include "../windows/DoubleHitBalls-win/DoubleHitBalls-win/FaceLandmarkDetector.h"
|
||||
#include "../windows/DoubleHitBalls-win/DoubleHitBalls-win/ValueSmoother.h"
|
||||
|
||||
|
||||
struct FaceStruct
|
||||
{
|
||||
SE::Vector2f center;
|
||||
SE::Vector2f size;
|
||||
|
||||
std::array<SE::Vector2f, LANDMARK_POINT_COUNT> preds;
|
||||
|
||||
std::vector<cv::Point3f> modelPoints;
|
||||
cv::Mat rotationVector;
|
||||
cv::Mat translationVector;
|
||||
cv::Mat rotationMatrix;
|
||||
cv::Mat poseMatrix;
|
||||
cv::Mat eulerAngles;
|
||||
|
||||
std::vector<cv::Point3d> boxModelSrc;
|
||||
std::vector<cv::Point2d> boxModelDst;
|
||||
|
||||
ValueSmoother landmarkSmoothers[2 * LANDMARK_POINT_COUNT];
|
||||
ValueSmoother rotationVectorSmoothers[3];
|
||||
ValueSmoother translationVectorSmoothers[3];
|
||||
|
||||
FaceStruct();
|
||||
FaceStruct(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficients);
|
||||
|
||||
void CalcFromPreds(bool noticeablyChanged, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficients);
|
||||
void ApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPred, bool noticeablyChanged, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficientss);
|
||||
void InnerApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds);
|
||||
};
|
||||
|
||||
|
||||
|
||||
using namespace SE;
|
||||
|
||||
extern const std::string CONST_LOADING_BACKGROUND_BLACK;
|
||||
|
||||
class TMyApplication : public TApplication
|
||||
{
|
||||
protected:
|
||||
|
||||
bool Inited;
|
||||
|
||||
std::array<TRenderPair, MAX_FACE_COUNT> faceRenderPair;
|
||||
|
||||
public:
|
||||
|
||||
TMyApplication() : TApplication(), Inited(false) { }
|
||||
|
||||
virtual void InnerInit();
|
||||
|
||||
virtual void InnerDeinit();
|
||||
|
||||
virtual void InnerDraw();
|
||||
|
||||
virtual void InnerUpdate(size_t dt);
|
||||
|
||||
bool IsInited();
|
||||
|
||||
virtual void InnerOnTapDown(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUp(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUpAfterMove(Vector2f p);
|
||||
|
||||
virtual void InnerOnMove(Vector2f p, Vector2f shift);
|
||||
|
||||
virtual void OnFling(Vector2f v);
|
||||
|
||||
};
|
||||
|
||||
|
||||
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
|
||||
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Before Width: | Height: | Size: 3.4 KiB After Width: | Height: | Size: 3.4 KiB |
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Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.4 KiB |
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Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
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Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 33 KiB |
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Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 33 KiB |
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Before Width: | Height: | Size: 50 KiB After Width: | Height: | Size: 50 KiB |
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Before Width: | Height: | Size: 59 KiB After Width: | Height: | Size: 59 KiB |
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Before Width: | Height: | Size: 67 KiB After Width: | Height: | Size: 67 KiB |
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Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 4.9 KiB |
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Before Width: | Height: | Size: 9.3 KiB After Width: | Height: | Size: 9.3 KiB |
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Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
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Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
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Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
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Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |