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..
Author SHA1 Message Date
vladislav.khorev 248d5c2efe Some changes 2018-07-13 22:59:13 +05:00
emil.kabirov bfdbf06328 Fixing some stuff 2018-06-18 01:13:04 +05:00
alexander.biryukov 0ce48eaf8f Fix fragment shader 2018-05-31 20:10:02 +05:00
alexander.biryukov 24fd919de3 Coloring 2018-05-31 19:47:36 +05:00
alexander.biryukov c5b64370cc Minor improvements 2018-05-31 19:03:33 +05:00
alexander.biryukov bdef3aca47 Cleanup 2018-05-31 15:33:57 +05:00
alexander.biryukov c613d00511 Simple Shading 2018-05-30 20:36:00 +05:00
alexander.biryukov 46b7b28b2b Threads 2018-05-30 18:09:27 +05:00
vladislav.khorev 3f2572eaa5 Change height map and normal map 2018-01-22 01:00:58 +03:00
vladislav.khorev 86f0ad59bb Change height map and normal map 2018-01-22 00:37:11 +03:00
samat.agishev 13f3e3ee9b Added heightmap/normalmap for fibers 2018-01-19 19:23:11 +05:00
samat.agishev 95207620f6 Trying to imitate fabric seam 2018-01-18 20:29:21 +05:00
vladislav.khorev 915c031f52 Working with parallax test 2017-12-11 12:30:51 +03:00
vladislav.khorev f2e238ed5e Making antialiasing test 2017-12-04 14:14:14 +03:00
Vladislav Khorev Dev ed4a0178da SSAA 4X demo 2017-12-02 15:25:02 +05:00
130 changed files with 42241 additions and 4680 deletions

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+19
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precision mediump float;
uniform sampler2D Texture;
uniform vec2 samplesOffset[4];
varying vec2 texCoord;
void main()
{
vec3 color = vec3(0, 0, 0);
for (int i = 0; i < 4; ++i)
{
color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
}
color /= 4;
//gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
gl_FragColor = vec4(color, 1.0);
}
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attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}
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precision mediump float;
uniform sampler2D Texture;
uniform float Transparency;
uniform vec4 BrickColor;
varying vec2 texCoord;
void main()
{
vec4 color = BrickColor * texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, color.a * Transparency);
}
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attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}
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precision mediump float;
varying vec4 color;
void main()
{
gl_FragColor = color;
}
+11
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attribute vec3 vPosition;
attribute vec4 vColor;
varying vec4 color;
uniform mat4 ProjectionMatrix;
void main()
{
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
color = vColor;
}
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-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"
}
]
}
]
}
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{
"lines": [
{"start": [-500, -500], "end": [500, -500], "color": [0.3, 0.3, 0.0]},
{"start": [500, -500], "end": [500, 500], "color": [0.0, 0.3, 0.15]},
{"start": [500, 500], "end": [-500, -500], "color": [0.25, 0, 0.4]}
]
}
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+68
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precision mediump float;
uniform sampler2D Texture;
uniform sampler2D NormalMap;
uniform sampler2D HeightMap;
precision highp float;
varying vec2 frag_uv;
varying vec3 ts_light_pos;
varying vec3 ts_view_pos;
varying vec3 ts_frag_pos;
const float num_layers = 16.0;
const float depth_scale = 0.01;
vec2 parallax_uv(vec2 uv, vec3 view_dir)
{
float layer_depth = 1.0 / num_layers;
float cur_layer_depth = 0.0;
vec2 delta_uv = view_dir.xy * depth_scale / (view_dir.z * num_layers);
vec2 cur_uv = uv;
float depth_from_tex = texture2D(HeightMap, cur_uv).r;
for (int i = 0; i < 32; i++) {
cur_layer_depth += layer_depth;
cur_uv -= delta_uv;
depth_from_tex = texture2D(HeightMap, cur_uv).r;
if (depth_from_tex < cur_layer_depth) {
break;
}
}
// Parallax occlusion mapping
vec2 prev_uv = cur_uv + delta_uv;
float next = depth_from_tex - cur_layer_depth;
float prev = texture2D(HeightMap, prev_uv).r - cur_layer_depth
+ layer_depth;
float weight = next / (next - prev);
return mix(cur_uv, prev_uv, weight);
}
void main(void)
{
vec3 light_dir = normalize(ts_light_pos - ts_frag_pos);
vec3 view_dir = normalize(ts_view_pos - ts_frag_pos);
// Only perturb the texture coordinates if a parallax technique is selected
vec2 uv = parallax_uv(frag_uv, view_dir);
//vec2 uv = frag_uv;
vec3 albedo = texture2D(Texture, uv).rgb;
vec3 ambient = 0.3 * albedo;
// Normal mapping
vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
float diffuse = max(dot(light_dir, norm), 0.0);
gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
}
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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;
}
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+18
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precision mediump float;
uniform sampler2D Texture;
uniform float Transparency;
uniform vec4 LightDirection;
varying vec2 texCoord;
varying vec3 fragNormal;
varying vec3 fragColor;
void main() {
vec4 color = vec4((fragColor.rgb * texture2D(Texture, texCoord).rgb), 1.0);
float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
//gl_FragColor = vec4((fragNormal.rgb + vec3(1.0, 1.0, 1.0))*0.5, 1.0);
}
+17
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attribute vec3 vPosition;
attribute vec3 Normal;
attribute vec2 vTexCoord;
attribute vec3 vColor;
uniform mat4 ProjectionMatrix;
varying vec2 texCoord;
varying vec3 fragNormal;
varying vec3 fragColor;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
fragNormal = Normal;
fragColor = vColor;
}
+16
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precision mediump float;
uniform float Transparency;
uniform vec4 LightDirection;
varying vec3 fragNormal;
varying vec3 fragColor;
void main() {
vec4 color = vec4(fragColor.rgb, 1.0);
float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
}
+14
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attribute vec3 vPosition;
attribute vec3 Normal;
attribute vec3 vColor;
uniform mat4 ProjectionMatrix;
varying vec3 fragNormal;
varying vec3 fragColor;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
fragNormal = Normal;
fragColor = vColor;
}
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+83
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#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;
}
+34
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#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
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#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
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#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
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#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();
}
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#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
-592
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@@ -1,592 +0,0 @@
#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;
}
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+84 -107
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@@ -1,107 +1,84 @@
#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
#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 "boost/property_tree/ptree.hpp"
#include "boost/property_tree/json_parser.hpp"
#include "include/Engine.h"
#include "boost/signals2.hpp"//Signal must be included after asio
using namespace SE;
class TMyApplication : public TApplication
{
protected:
bool Inited;
public:
TRenderPair fabricRender;
TRenderPair background;
bool Loaded;
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
virtual void InnerInit();
virtual void InnerDeinit();
virtual void InnerDraw();
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
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#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;
}
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#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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