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6e1ef6d668 | ||
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efdd4fdee4 |
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@@ -70,6 +70,7 @@ iOSInjectionProject/
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Release
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Release
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/windows/DoubleHitBalls-win/.vs/
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/windows/DoubleHitBalls-win/.vs/
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/windows/DoubleHitBalls-win/**/*.user
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
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Before Width: | Height: | Size: 772 KiB |
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Before Width: | Height: | Size: 9.5 KiB |
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Before Width: | Height: | Size: 2.5 MiB |
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Before Width: | Height: | Size: 180 KiB |
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After Width: | Height: | Size: 263 KiB |
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After Width: | Height: | Size: 757 KiB |
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After Width: | Height: | Size: 98 KiB |
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After Width: | Height: | Size: 18 KiB |
@@ -0,0 +1,11 @@
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{
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"lines": [
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{"start": [-500, -500], "end": [500, 500], "color": [0.25, 0, 0.4]},
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{"start": [-500, 500], "end": [500, -500], "color": [0.1, 0.7, 0.4]},
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{"start": [-400, -400], "end": [400, -400], "color": [0.3, 0.3, 0.0]},
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{"start": [400, -400], "end": [400, 400], "color": [0.0, 0.3, 0.15]},
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{"start": [400, 400], "end": [-400, 400], "color": [0.2, 0.6, 0.9]},
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{"start": [-400, 400], "end": [-400, -400], "color": [0.5, 0.3, 0.1]}
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]
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}
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Before Width: | Height: | Size: 1.7 MiB |
@@ -2,6 +2,7 @@ precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D Texture;
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uniform sampler2D NormalMap;
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uniform sampler2D NormalMap;
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uniform sampler2D HeightMap;
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uniform sampler2D HeightMap;
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uniform sampler2D TransparencyMask;
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precision highp float;
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precision highp float;
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@@ -10,7 +11,7 @@ varying vec3 ts_light_pos;
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varying vec3 ts_view_pos;
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varying vec3 ts_view_pos;
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varying vec3 ts_frag_pos;
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varying vec3 ts_frag_pos;
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const float num_layers = 8.0;
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const float num_layers = 16.0;
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const float depth_scale = 0.002;
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const float depth_scale = 0.002;
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@@ -63,6 +64,6 @@ void main(void)
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// Normal mapping
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// Normal mapping
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vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
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vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
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float diffuse = max(dot(light_dir, norm), 0.0);
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float diffuse = max(dot(light_dir, norm), 0.0);
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gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
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gl_FragColor = vec4(diffuse * albedo + ambient, texture2D(TransparencyMask, uv).a);
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}
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}
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@@ -1,50 +0,0 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform float Transparency;
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varying vec3 position;
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varying vec3 normal;
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varying vec2 texCoord;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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uniform vec3 ambientLight;
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uniform vec3 diffuseLight;
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uniform vec3 specularLight;
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uniform float specularPower;
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void phongModel( vec3 norm, out vec3 ambAndDiff, out vec3 spec )
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{
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vec3 lightDirection = normalize(vec3(lightPos));
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vec3 cameraDirection = normalize(vec3(cameraPos) - position);
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vec3 lightReflection = reflect( -lightDirection, norm );
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float sDotN = max( dot(lightDirection,norm), 0.0 );
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vec3 diffuse = diffuseLight * sDotN;
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ambAndDiff = ambientLight + diffuse;
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spec = vec3(0.0);
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if(sDotN > 0.0)
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{
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spec = specularLight * pow(max( dot(lightReflection, cameraDirection), 0.0 ), specularPower);
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// spec is NAN, if dot == 0 && specularPower <= 0
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}
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}
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void main()
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{
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vec3 ambAndDiff, spec;
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vec3 norm = normalize(normal);
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phongModel(norm, ambAndDiff, spec);
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vec4 textureColor = texture2D(Texture, texCoord).rgba;
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textureColor.r = textureColor.r * ambAndDiff.r + spec.r;
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textureColor.g = textureColor.g * ambAndDiff.g + spec.g;
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textureColor.b = textureColor.b * ambAndDiff.b + spec.b;
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gl_FragColor = textureColor;
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}
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@@ -1,25 +0,0 @@
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attribute vec3 vPosition;
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attribute vec3 vNormal;
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attribute vec2 vTexCoord;
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varying vec3 position;
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varying vec3 normal;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix1;
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uniform mat4 ModelViewMatrix;
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void main()
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{
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mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
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vec4 tnorm = ModelViewMatrix * vec4(vNormal,0.0);
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normal = normalize(vec3(tnorm));
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position = vec3( ModelViewMatrix * vec4(vPosition,1.0) );
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gl_Position = mvp * vec4(vPosition,1.0);
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texCoord = vTexCoord;
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}
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After Width: | Height: | Size: 466 KiB |
@@ -1,422 +0,0 @@
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#version 410 compatibility
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#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
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#define SMAA_THRESHOLD 0.05
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#define SMAA_MAX_SEARCH_STEPS 32
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#define SMAA_MAX_SEARCH_STEPS_DIAG 16
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#define SMAA_CORNER_ROUNDING 25
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#ifndef SMAA_DEPTH_THRESHOLD
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#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
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#endif
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#ifndef SMAA_REPROJECTION
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#define SMAA_REPROJECTION 0
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#endif
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#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
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#ifndef SMAA_AREATEX_MAX_DISTANCE
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#define SMAA_AREATEX_MAX_DISTANCE 16
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#endif
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#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
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#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
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#endif
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#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
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#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
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/* --- Define section is over ---- */
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//-----------------------------------------------------------------------------
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// Diagonal Search Functions
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/**
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* These functions allows to perform diagonal pattern searches.
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*/
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float SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
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texcoord += dir * SMAA_PIXEL_SIZE;
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vec2 e = vec2(0.0, 0.0);
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float i;
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for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
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e.rg = textureLod(edgesTex, texcoord, 0.0).rg;
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//SMAA_FLATTEN
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if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
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texcoord += dir * SMAA_PIXEL_SIZE;
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}
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return i + float(e.g > 0.9) * c;
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}
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float SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
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texcoord += dir * SMAA_PIXEL_SIZE;
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vec2 e = vec2(0.0, 0.0);
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float i;
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for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
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e.g = textureLod(edgesTex, texcoord, 0.0).g;
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e.r = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
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//SMAA_FLATTEN
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if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
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texcoord += dir * SMAA_PIXEL_SIZE;
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}
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return i + float(e.g > 0.9) * c;
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}
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/**
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* Similar to SMAAArea, this calculates the area corresponding to a certain
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* diagonal distance and crossing edges 'e'.
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*/
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vec2 SMAAAreaDiag(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
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vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;
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// We do a scale and bias for mapping to texel space:
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texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
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// Diagonal areas are on the second half of the texture:
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texcoord.x += 0.5;
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// Move to proper place, according to the subpixel offset:
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texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
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return textureLod(areaTex, texcoord, 0.0).rg;
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}
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/**
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* This searches for diagonal patterns and returns the corresponding weights.
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*/
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vec2 SMAACalculateDiagWeights(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, ivec4 subsampleIndices) {
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vec2 weights = vec2(0.0, 0.0);
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vec2 d;
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d.x = e.r > 0.0? SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), 1.0) : 0.0;
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d.y = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), 0.0);
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//SMAA_BRANCH
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if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
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vec4 coords = fma(vec4(-d.r, d.r, d.g, -d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
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vec4 c;
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c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
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c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, 0)).r;
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c.z = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).g;
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c.w = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, -1)).r;
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vec2 e = 2.0 * c.xz + c.yw;
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float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
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e *= step(d.rg, vec2(t, t));
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weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.z));
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}
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d.x = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), 0.0);
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float right = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
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d.y = right > 0.0? SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), 1.0) : 0.0;
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//SMAA_BRANCH
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if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
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vec4 coords = fma(vec4(-d.r, -d.r, d.g, d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
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vec4 c;
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c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
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c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, -1)).r;
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c.zw = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).gr;
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vec2 e = 2.0 * c.xz + c.yw;
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float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
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e *= step(d.rg, vec2(t, t));
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weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.w)).gr;
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}
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return weights;
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}
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//-----------------------------------------------------------------------------
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// Horizontal/Vertical Search Functions
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/**
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* This allows to determine how much length should we add in the last step
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* of the searches. It takes the bilinearly interpolated edge (see
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* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
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* crossing edges are active.
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*/
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float SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
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// Not required if searchTex accesses are set to point:
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// vec2 SEARCH_TEX_PIXEL_SIZE = 1.0 / vec2(66.0, 33.0);
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// e = vec2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
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// e * vec2(scale, 1.0) * vec2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
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e.r = bias + e.r * scale;
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e.g = -e.g;
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return 255.0 * textureLod(searchTex, e, 0.0).r;
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}
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/**
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* Horizontal/vertical search functions for the 2nd pass.
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*/
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float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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/**
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* @PSEUDO_GATHER4
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* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
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* sample between edge, thus fetching four edges in a row.
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* Sampling with different offsets in each direction allows to disambiguate
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* which edges are active from the four fetched ones.
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*/
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vec2 e = vec2(0.0, 1.0);
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while (texcoord.x > end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord -= vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
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}
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// We correct the previous (-0.25, -0.125) offset we applied:
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texcoord.x += 0.25 * SMAA_PIXEL_SIZE.x;
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// The searches are bias by 1, so adjust the coords accordingly:
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texcoord.x += SMAA_PIXEL_SIZE.x;
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// Disambiguate the length added by the last step:
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texcoord.x += 2.0 * SMAA_PIXEL_SIZE.x; // Undo last step
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texcoord.x -= SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
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return texcoord.x;
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}
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float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
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vec2 e = vec2(0.0, 1.0);
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while (texcoord.x < end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = textureLod(edgesTex, texcoord, 0.0).rg;
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texcoord += vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
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}
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texcoord.x -= 0.25 * SMAA_PIXEL_SIZE.x;
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|
||||||
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);
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
precision mediump float;
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform sampler2D TransparencyMask;
|
||||||
|
|
||||||
|
varying vec2 texCoord;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec4 color = texture2D(Texture,texCoord).rgba;
|
||||||
|
gl_FragColor = vec4(color.rgb, texture2D(TransparencyMask, texCoord).a);
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
|
||||||
|
varying vec2 texCoord;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
texCoord = vTexCoord;
|
||||||
|
}
|
||||||
@@ -0,0 +1,11 @@
|
|||||||
|
precision mediump float;
|
||||||
|
uniform sampler2D Texture;
|
||||||
|
uniform sampler2D TransparencyMask;
|
||||||
|
|
||||||
|
varying vec2 texCoord;
|
||||||
|
varying vec3 fragColor;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
vec3 color = normalize(texture2D(Texture,texCoord).rgb + fragColor);
|
||||||
|
gl_FragColor = vec4(color, texture2D(TransparencyMask, texCoord).a);
|
||||||
|
}
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
attribute vec3 vPosition;
|
||||||
|
attribute vec3 vColor;
|
||||||
|
attribute vec2 vTexCoord;
|
||||||
|
|
||||||
|
varying vec2 texCoord;
|
||||||
|
varying vec3 fragColor;
|
||||||
|
|
||||||
|
uniform mat4 ProjectionMatrix;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||||
|
texCoord = vTexCoord;
|
||||||
|
fragColor = vColor;
|
||||||
|
}
|
||||||
@@ -11,10 +11,7 @@
|
|||||||
|
|
||||||
TMyApplication* Application;
|
TMyApplication* Application;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Matrix3f quatToMatrix(Vector4f q) {
|
Matrix3f quatToMatrix(Vector4f q) {
|
||||||
|
|
||||||
Matrix3f result;
|
Matrix3f result;
|
||||||
|
|
||||||
double sqw = q(3)*q(3);
|
double sqw = q(3)*q(3);
|
||||||
@@ -47,15 +44,13 @@ Matrix3f quatToMatrix(Vector4f q) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void TMyApplication::InnerInit() {
|
||||||
void TMyApplication::InnerInit()
|
|
||||||
{
|
|
||||||
|
|
||||||
Application = this;
|
Application = this;
|
||||||
|
|
||||||
#ifdef TARGET_WIN32
|
#ifdef TARGET_WIN32
|
||||||
#ifdef NDEBUG
|
#ifdef NDEBUG
|
||||||
ST::PathToResources = "resources/";
|
ST::PathToResources = "../../../assets/";
|
||||||
|
//ST::PathToResources = "resources/";
|
||||||
#else
|
#else
|
||||||
ST::PathToResources = "../../../assets/";
|
ST::PathToResources = "../../../assets/";
|
||||||
#endif
|
#endif
|
||||||
@@ -65,8 +60,7 @@ void TMyApplication::InnerInit()
|
|||||||
ST::PathToResources = "assets/";
|
ST::PathToResources = "assets/";
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
if (Console != NULL)
|
if (Console != NULL) {
|
||||||
{
|
|
||||||
*Console<<"APP INIT\n";
|
*Console<<"APP INIT\n";
|
||||||
}
|
}
|
||||||
srand (static_cast<size_t>(time(NULL)));
|
srand (static_cast<size_t>(time(NULL)));
|
||||||
@@ -76,193 +70,245 @@ void TMyApplication::InnerInit()
|
|||||||
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_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("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
|
||||||
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
|
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
|
||||||
ResourceManager->ShaderManager.AddShader("PhongShader", "phong_vertex.txt", "phong_fragment.txt");
|
ResourceManager->ShaderManager.AddShader("Transparency", "Transparency.vertex", "Transparency.fragment");
|
||||||
|
ResourceManager->ShaderManager.AddShader("TransparencyPlusColor", "transparencyPlusColor.vertex", "transparencyPlusColor.fragment");
|
||||||
|
|
||||||
|
|
||||||
Renderer->PushShader("DefaultShader");
|
Renderer->PushShader("DefaultShader");
|
||||||
|
|
||||||
|
|
||||||
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
||||||
|
ResourceManager->TexList.AddTexture("owl-green.jpg");
|
||||||
|
ResourceManager->TexList.AddTexture("owl-green-height.png");
|
||||||
|
ResourceManager->TexList.AddTexture("owl-green-normal.png");
|
||||||
|
|
||||||
ResourceManager->TexList.AddTexture("background.jpg");
|
ResourceManager->TexList.AddTexture("pimgpsh.jpg");
|
||||||
ResourceManager->TexList.AddTexture("HeightMap.png");
|
ResourceManager->TexList.AddTexture("fabric-texture.jpg");
|
||||||
ResourceManager->TexList.AddTexture("NormalMap.png");
|
ResourceManager->TexList.AddTexture("fabric-normal-map.png");
|
||||||
ResourceManager->TexList.AddTexture("linesAll.png");
|
ResourceManager->TexList.AddTexture("fabric-height-map.png");
|
||||||
|
ResourceManager->TexList.AddTexture("fabric-transparency-mask.png");
|
||||||
|
|
||||||
|
ResourceManager->TexList.AddTexture("5f.jpg");
|
||||||
Vector2f const bottomLeft(-500, -500);
|
ResourceManager->TexList.AddTexture("6f.jpg");
|
||||||
float const W = 1000;
|
ResourceManager->TexList.AddTexture("7f.jpg");
|
||||||
float const H = 1000;
|
|
||||||
|
|
||||||
Vector2f const backgroundBottomLeft(-1000, -1000);
|
|
||||||
float const backgroundW = 2000;
|
|
||||||
float const backgroundH = 2000;
|
|
||||||
|
|
||||||
{
|
{
|
||||||
//resolution of background image
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
|
||||||
float const imageW = 512;
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, 4096));
|
||||||
float const imageH = 512;
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
|
||||||
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
|
||||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
|
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, -4096));
|
||||||
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, 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(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(0, 0));
|
||||||
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(1, 0));
|
||||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
|
||||||
|
|
||||||
|
|
||||||
|
rect.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
|
||||||
rect.second.RefreshBuffer();
|
rect.second.RefreshBuffer();
|
||||||
|
}
|
||||||
|
|
||||||
Renderer->SetOrthoProjection();
|
{
|
||||||
|
size_t const mapWidth = 2048;
|
||||||
|
size_t const mapHeight = 2048;
|
||||||
|
size_t const channelsCount = 4;
|
||||||
|
char *heightMap = new char[mapWidth * mapHeight * channelsCount];
|
||||||
|
char *material = new char[mapWidth * mapHeight * channelsCount];
|
||||||
|
char *normalMap = new char[mapWidth * mapHeight * channelsCount];
|
||||||
|
|
||||||
Renderer->SetFullScreenViewport();
|
for(size_t z = 0; z < mapHeight; z++) {
|
||||||
|
for(size_t x = 0; x < mapWidth; x++) {
|
||||||
|
size_t index = channelsCount * (z * mapWidth + x);
|
||||||
|
|
||||||
|
heightMap[index + 0] = 0;
|
||||||
|
heightMap[index + 1] = 0;
|
||||||
|
heightMap[index + 2] = 0;
|
||||||
|
heightMap[index + 3] = 255;
|
||||||
|
|
||||||
|
material[index + 0] = 255;
|
||||||
|
material[index + 1] = 255;
|
||||||
|
material[index + 2] = 255;
|
||||||
|
material[index + 3] = 0;
|
||||||
|
|
||||||
|
normalMap[index + 0] = 128;
|
||||||
|
normalMap[index + 1] = 128;
|
||||||
|
normalMap[index + 2] = 255;
|
||||||
|
normalMap[index + 3] = 255;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
double *heightMapF = new double[mapWidth * mapHeight];
|
||||||
|
const size_t threadsCount = 3;
|
||||||
|
const double threadWidth = 4.0;
|
||||||
|
const auto g = [this, mapWidth, mapHeight, channelsCount, threadWidth, threadsCount, heightMapF, material, normalMap](Vector2d start, Vector2d end, Vector3f &color) {
|
||||||
|
start = start + Vector2d(mapWidth / 2, mapHeight / 2);
|
||||||
|
end = end + Vector2d(mapWidth / 2, mapHeight / 2);
|
||||||
|
|
||||||
|
const auto length = (end - start).norm();
|
||||||
|
const Vector2d e0 = (end - start).normalized();
|
||||||
|
const Vector2d e1(-e0.y(), e0.x());
|
||||||
|
|
||||||
|
std::vector<Vector2d> corners;
|
||||||
|
corners.push_back(start + threadWidth * e1);
|
||||||
|
corners.push_back(start - threadWidth * e1);
|
||||||
|
corners.push_back(end + threadWidth * e1);
|
||||||
|
corners.push_back(end - threadWidth * e1);
|
||||||
|
|
||||||
|
auto minXf = corners[0].x();
|
||||||
|
auto maxXf = corners[0].x();
|
||||||
|
auto minYf = corners[0].y();
|
||||||
|
auto maxYf = corners[0].y();
|
||||||
|
|
||||||
|
for(auto corner: corners) {
|
||||||
|
if(corner.x() < minXf) {minXf = corner.x();}
|
||||||
|
if(corner.x() > maxXf) {maxXf = corner.x();}
|
||||||
|
if(corner.y() < minYf) {minYf = corner.y();}
|
||||||
|
if(corner.y() > maxYf) {maxYf = corner.y();}
|
||||||
|
}
|
||||||
|
|
||||||
|
const auto minX = floor(minXf);
|
||||||
|
const auto maxX = ceil(maxXf);
|
||||||
|
const auto minY = floor(minYf);
|
||||||
|
const auto maxY = floor(maxYf);
|
||||||
|
|
||||||
|
const double r = threadWidth / 2;
|
||||||
|
Matrix2d basisMatrix;
|
||||||
|
basisMatrix << e0.x(), e0.y(), e1.x(), e1.y();
|
||||||
|
for(auto x = minX; x <= maxX; x++) {
|
||||||
|
for(auto y = minY; y <= maxY; y++) {
|
||||||
|
if(x < 0 || x >= mapWidth || y < 0 || y >= mapHeight) {continue;}
|
||||||
|
Vector2d self = basisMatrix * Vector2d(x - start.x(), y - start.y());
|
||||||
|
|
||||||
|
if(self.x() >= 0 && self.x() <= length && self.y() >= -threadWidth && self.y() <= threadWidth) {
|
||||||
|
const double phase = 6 * pi * self.x() / length;
|
||||||
|
std::vector<Vector2d> centers;
|
||||||
|
|
||||||
|
auto maxH = -1.0f;
|
||||||
|
Vector3d normal;
|
||||||
|
for(size_t i = 0; i < threadsCount; i++) {
|
||||||
|
Vector2d center =
|
||||||
|
r * sin(phase + 2 * pi * i / threadsCount) * Vector2d(1, 0) +
|
||||||
|
r * cos(phase + 2 * pi * i / threadsCount) * Vector2d(0, 1);
|
||||||
|
|
||||||
|
auto temp = r * r - (self.y() - center.x()) * (self.y() - center.x());
|
||||||
|
if(temp < 0) {continue;}
|
||||||
|
|
||||||
|
float h = sqrt(temp) + center.y();
|
||||||
|
if(h > maxH) {
|
||||||
|
maxH = h;
|
||||||
|
Vector3d center3d =
|
||||||
|
self.x() * Vector3d(e0.x(), e0.y(), 0) +
|
||||||
|
center.x() * Vector3d(e1.x(), e1.y(), 0) +
|
||||||
|
center.y() * Vector3d(0, 0, 1);
|
||||||
|
Vector3d intersection3d =
|
||||||
|
self.x() * Vector3d(e0.x(), e0.y(), 0) +
|
||||||
|
self.y() * Vector3d(e1.x(), e1.y(), 0) +
|
||||||
|
maxH * Vector3d(0, 0, 1);
|
||||||
|
normal = (intersection3d - center3d).normalized();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
size_t index = y * mapWidth + x;
|
||||||
|
if(heightMapF[index] > maxH / (2 * r)) {continue;}
|
||||||
|
|
||||||
|
heightMapF[index] = maxH / (2 * r);
|
||||||
|
material[4 * index] = 255 * color(0);
|
||||||
|
material[4 * index + 1] = 255 * color(1);
|
||||||
|
material[4 * index + 2] = 255 * color(2);
|
||||||
|
material[4 * index + 3] = 255;
|
||||||
|
|
||||||
|
normalMap[4 * index] = 255 * (normal.x() + 1) / 2;
|
||||||
|
normalMap[4 * index + 1] = 255 * (normal.y() + 1) / 2;
|
||||||
|
normalMap[4 * index + 2] = 255 * normal.z();
|
||||||
|
normalMap[4 * index + 3] = 255;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
namespace pt = boost::property_tree;
|
||||||
|
pt::ptree root;
|
||||||
|
pt::read_json(ST::PathToResources + "lines.json", root);
|
||||||
|
size_t counter = 0;
|
||||||
|
for (auto line : root.get_child("lines")) {
|
||||||
|
std::vector<double> start;
|
||||||
|
std::vector<double> end;
|
||||||
|
std::vector<double> color;
|
||||||
|
for (auto value : line.second.get_child("start")) {
|
||||||
|
start.push_back(value.second.get_value<double>());
|
||||||
|
}
|
||||||
|
for (auto value : line.second.get_child("end")) {
|
||||||
|
end.push_back(value.second.get_value<double>());
|
||||||
|
}
|
||||||
|
for (auto value : line.second.get_child("color")) {
|
||||||
|
color.push_back(value.second.get_value<double>());
|
||||||
|
}
|
||||||
|
g(Vector2d(start[0] / 4, start[1] / 4), Vector2d(end[0] / 4, end[1] / 4), Vector3f(color[0], color[1], color[2]));
|
||||||
|
counter++;
|
||||||
|
//if(counter > 3000) {
|
||||||
|
// break;
|
||||||
|
//}
|
||||||
|
}
|
||||||
|
|
||||||
|
for(size_t i = 0; i < mapWidth; i++) {
|
||||||
|
for(size_t j = 0; j < mapHeight; j++) {
|
||||||
|
heightMap[4 * (i * mapWidth + j)] = 255 - 255 * heightMapF[i * mapWidth + j];
|
||||||
|
heightMap[4 * (i * mapWidth + j) + 1] = 255 - 255 * heightMapF[i * mapWidth + j];
|
||||||
|
heightMap[4 * (i * mapWidth + j) + 2] = 255 - 255 * heightMapF[i * mapWidth + j];
|
||||||
|
heightMap[4 * (i * mapWidth + j) + 3] = 255;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
delete[] heightMapF;
|
||||||
|
|
||||||
|
SE::TTextureData heightMapTexture;
|
||||||
|
heightMapTexture.Width = mapWidth;
|
||||||
|
heightMapTexture.Height = mapHeight;
|
||||||
|
heightMapTexture.Format = "bmp32";
|
||||||
|
heightMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
|
||||||
|
heightMapTexture.Data = boost::shared_array<char>(heightMap);
|
||||||
|
ResourceManager->TexList.AddTexture("HeightMapTexture", heightMapTexture);
|
||||||
|
|
||||||
|
|
||||||
|
SE::TTextureData materialTexture;
|
||||||
|
materialTexture.Width = mapWidth;
|
||||||
|
materialTexture.Height = mapHeight;
|
||||||
|
materialTexture.Format = "bmp32";
|
||||||
|
materialTexture.DataSize = mapWidth * mapHeight * channelsCount;
|
||||||
|
materialTexture.Data = boost::shared_array<char>(material);
|
||||||
|
ResourceManager->TexList.AddTexture("MaterialTexture", materialTexture);
|
||||||
|
|
||||||
|
SE::TTextureData normalMapTexture;
|
||||||
|
normalMapTexture.Width = mapWidth;
|
||||||
|
normalMapTexture.Height = mapHeight;
|
||||||
|
normalMapTexture.Format = "bmp32";
|
||||||
|
normalMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
|
||||||
|
normalMapTexture.Data = boost::shared_array<char>(normalMap);
|
||||||
|
ResourceManager->TexList.AddTexture("NormalMapTexture", normalMapTexture);
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, 2048));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
|
||||||
|
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, -2048));
|
||||||
|
|
||||||
|
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||||
|
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||||
|
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||||
|
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||||
|
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||||
|
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||||
|
|
||||||
|
pair.second.RefreshBuffer();
|
||||||
|
pair.first.ShaderName = "ParallaxShader";
|
||||||
|
|
||||||
|
pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "MaterialTexture";
|
||||||
|
pair.first.SamplerMap["HeightMap"] = "HeightMapTexture";
|
||||||
|
pair.first.SamplerMap["NormalMap"] = "NormalMapTexture";
|
||||||
|
pair.first.SamplerMap["TransparencyMask"] = "MaterialTexture";
|
||||||
|
}
|
||||||
|
|
||||||
Inited = true;
|
Inited = true;
|
||||||
}
|
}
|
||||||
@@ -275,23 +321,13 @@ void TMyApplication::InnerDeinit()
|
|||||||
{
|
{
|
||||||
*Console<<"APP DEINIT\n";
|
*Console<<"APP DEINIT\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
void TMyApplication::InnerOnTapDown(Vector2f p) {}
|
||||||
{
|
|
||||||
|
|
||||||
}
|
void TMyApplication::InnerOnTapUp(Vector2f p) {}
|
||||||
|
|
||||||
void TMyApplication::InnerOnTapUp(Vector2f p)
|
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p) {}
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
||||||
{
|
{
|
||||||
@@ -317,113 +353,59 @@ void TMyApplication::OnFling(Vector2f v)
|
|||||||
void TMyApplication::OnMouseWheel(short int delta)
|
void TMyApplication::OnMouseWheel(short int delta)
|
||||||
{
|
{
|
||||||
distance += delta;
|
distance += delta;
|
||||||
|
|
||||||
if (distance > 2500)
|
|
||||||
{
|
|
||||||
distance = 2500;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (distance < 100)
|
|
||||||
{
|
|
||||||
distance = 100;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerDraw()
|
void TMyApplication::InnerDraw()
|
||||||
{
|
{
|
||||||
|
Renderer->SwitchToScreen();
|
||||||
DrawScene();
|
|
||||||
}
|
|
||||||
|
|
||||||
void TMyApplication::DrawScene()
|
|
||||||
{
|
|
||||||
|
|
||||||
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
|
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
|
||||||
|
|
||||||
Renderer->SetFullScreenViewport();
|
Renderer->SetFullScreenViewport();
|
||||||
|
|
||||||
Renderer->PushMatrix();
|
Renderer->PushMatrix();
|
||||||
|
|
||||||
Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
|
Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
|
||||||
|
|
||||||
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
|
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
|
||||||
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
|
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
|
||||||
|
|
||||||
|
|
||||||
Renderer->RotateMatrix(quat1);
|
Renderer->RotateMatrix(quat1);
|
||||||
|
|
||||||
Renderer->RotateMatrix(quat2);
|
Renderer->RotateMatrix(quat2);
|
||||||
|
|
||||||
|
|
||||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
||||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
CheckGlError("");
|
CheckGlError("");
|
||||||
|
|
||||||
auto mat1 = quatToMatrix(quat1);
|
auto mat1 = quatToMatrix(quat1);
|
||||||
|
|
||||||
auto mat2 = quatToMatrix(quat2);
|
auto mat2 = quatToMatrix(quat2);
|
||||||
|
Vector3f lightPos = {0.f, 1.f, 1.f};
|
||||||
Vector3f lightPos = { 0.f, -1.f, -1.f };
|
Vector3f eye = mat2 * (mat1 * Vector3f(0.0f, 0.f, -distance));
|
||||||
|
|
||||||
Vector3f eye = mat2 * mat1 * Vector3f(0.0f, 0.f, -distance);
|
|
||||||
|
|
||||||
{
|
{
|
||||||
TRenderParamsSetter params(background.first);
|
TRenderParamsSetter params(rect.first);
|
||||||
|
Renderer->DrawTriangleList(rect.second);
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
TRenderParamsSetter params(pair.first);
|
||||||
RenderUniform3fv("eye", eye.data());
|
RenderUniform3fv("eye", eye.data());
|
||||||
RenderUniform3fv("lightPos", lightPos.data());
|
RenderUniform3fv("lightPos", lightPos.data());
|
||||||
|
|
||||||
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
|
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
|
||||||
|
|
||||||
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
||||||
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
||||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
|
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
|
||||||
|
Renderer->DrawTriangleList(pair.second);
|
||||||
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();
|
Renderer->PopMatrix();
|
||||||
|
|
||||||
CheckGlError("");
|
CheckGlError("");
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void TMyApplication::InnerUpdate(size_t dt) {}
|
||||||
|
|
||||||
void TMyApplication::InnerUpdate(size_t dt)
|
bool TMyApplication::IsLoaded() {
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
bool TMyApplication::IsLoaded()
|
|
||||||
{
|
|
||||||
return Loaded;
|
return Loaded;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool TMyApplication::IsInited()
|
bool TMyApplication::IsInited() {
|
||||||
{
|
|
||||||
return Inited;
|
return Inited;
|
||||||
}
|
}
|
||||||
@@ -23,6 +23,7 @@
|
|||||||
#include "include/Engine.h"
|
#include "include/Engine.h"
|
||||||
|
|
||||||
#include "boost/signals2.hpp"//Signal must be included after asio
|
#include "boost/signals2.hpp"//Signal must be included after asio
|
||||||
|
#include "boost/property_tree/json_parser.hpp"
|
||||||
|
|
||||||
using namespace SE;
|
using namespace SE;
|
||||||
|
|
||||||
@@ -33,10 +34,13 @@ protected:
|
|||||||
bool Inited;
|
bool Inited;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
TRenderPair fabricRender;
|
TRenderPair pair;
|
||||||
TRenderPair background;
|
|
||||||
TRenderPair rect;
|
TRenderPair rect;
|
||||||
|
|
||||||
|
TRenderPair heightMapPair;
|
||||||
|
TRenderPair normalMapPair;
|
||||||
|
TRenderPair texturePair;
|
||||||
|
|
||||||
bool Loaded;
|
bool Loaded;
|
||||||
|
|
||||||
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
|
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
|
||||||
@@ -47,9 +51,6 @@ public:
|
|||||||
|
|
||||||
virtual void InnerDraw();
|
virtual void InnerDraw();
|
||||||
|
|
||||||
|
|
||||||
void DrawScene();
|
|
||||||
|
|
||||||
virtual void InnerUpdate(size_t dt);
|
virtual void InnerUpdate(size_t dt);
|
||||||
|
|
||||||
bool IsLoaded();
|
bool IsLoaded();
|
||||||
|
|||||||
@@ -22,6 +22,7 @@
|
|||||||
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
|
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
|
||||||
<Keyword>Win32Proj</Keyword>
|
<Keyword>Win32Proj</Keyword>
|
||||||
<RootNamespace>DoubleHitBallswin</RootNamespace>
|
<RootNamespace>DoubleHitBallswin</RootNamespace>
|
||||||
|
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
@@ -48,7 +49,7 @@
|
|||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>NotSet</CharacterSet>
|
<CharacterSet>NotSet</CharacterSet>
|
||||||
<PlatformToolset>v140</PlatformToolset>
|
<PlatformToolset>v141</PlatformToolset>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
<ImportGroup Label="ExtensionSettings">
|
<ImportGroup Label="ExtensionSettings">
|
||||||
@@ -146,11 +147,11 @@
|
|||||||
<WarningLevel>Level3</WarningLevel>
|
<WarningLevel>Level3</WarningLevel>
|
||||||
<PrecompiledHeader>
|
<PrecompiledHeader>
|
||||||
</PrecompiledHeader>
|
</PrecompiledHeader>
|
||||||
<Optimization>MaxSpeed</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||||
<AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
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||||||
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
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<DisableSpecificWarnings>4503</DisableSpecificWarnings>
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||||||
</ClCompile>
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</ClCompile>
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<Link>
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<Link>
|
||||||
@@ -158,7 +159,7 @@
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
<OptimizeReferences>true</OptimizeReferences>
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<OptimizeReferences>true</OptimizeReferences>
|
||||||
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
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<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/stage/lib;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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||||||
</Link>
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</Link>
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||||||
</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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||||||
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|||||||