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No files matched your search
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After Width: | Height: | Size: 696 KiB |
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@@ -0,0 +1,19 @@
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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);
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||||
for (int i = 0; i < 4; ++i)
|
||||
{
|
||||
color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
|
||||
}
|
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color /= 4;
|
||||
|
||||
//gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
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gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
@@ -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);
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||||
texCoord = vTexCoord;
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||||
}
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||||
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After Width: | Height: | Size: 180 KiB |
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||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform float Transparency;
|
||||
uniform vec4 BrickColor;
|
||||
varying vec2 texCoord;
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||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = BrickColor * texture2D(Texture,texCoord).rgba;
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||||
|
||||
gl_FragColor = vec4(color.rgb, color.a * Transparency);
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||||
|
||||
|
||||
|
||||
}
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||||
@@ -0,0 +1,12 @@
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||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
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||||
varying vec2 texCoord;
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||||
|
||||
uniform mat4 ProjectionMatrix;
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||||
|
||||
void main()
|
||||
{
|
||||
//480x320
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||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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precision mediump float;
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||||
varying vec4 color;
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||||
|
||||
void main()
|
||||
{
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gl_FragColor = color;
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}
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@@ -0,0 +1,11 @@
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||||
attribute vec3 vPosition;
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||||
attribute vec4 vColor;
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||||
varying vec4 color;
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||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
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||||
{
|
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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color = vColor;
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}
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||||
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Before Width: | Height: | Size: 152 KiB |
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Before Width: | Height: | Size: 141 KiB |
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Before Width: | Height: | Size: 136 KiB |
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Before Width: | Height: | Size: 131 KiB |
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Before Width: | Height: | Size: 138 KiB |
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Before Width: | Height: | Size: 150 KiB |
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@@ -1,249 +0,0 @@
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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"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
|
After Width: | Height: | Size: 31 KiB |
|
After Width: | Height: | Size: 38 KiB |
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"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]}
|
||||
]
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.7 MiB |
|
After Width: | Height: | Size: 1.7 MiB |
|
After Width: | Height: | Size: 4.4 MiB |
|
After Width: | Height: | Size: 819 KiB |
@@ -0,0 +1,68 @@
|
||||
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);
|
||||
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
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;
|
||||
|
||||
}
|
||||
|
After Width: | Height: | Size: 466 KiB |
@@ -0,0 +1,18 @@
|
||||
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);
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
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;
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
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);
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
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;
|
||||
}
|
||||
@@ -0,0 +1,83 @@
|
||||
#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;
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#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
|
||||
@@ -0,0 +1,25 @@
|
||||
#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
|
||||
@@ -0,0 +1,205 @@
|
||||
#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
|
||||
@@ -0,0 +1,20 @@
|
||||
#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();
|
||||
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
#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
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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
|
||||
@@ -0,0 +1,220 @@
|
||||
#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;
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
#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
|
||||
|
Before Width: | Height: | Size: 3.4 KiB After Width: | Height: | Size: 3.4 KiB |
|
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.4 KiB |
|
Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
|
Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 33 KiB |
|
Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 33 KiB |
|
Before Width: | Height: | Size: 50 KiB After Width: | Height: | Size: 50 KiB |
|
Before Width: | Height: | Size: 59 KiB After Width: | Height: | Size: 59 KiB |
|
Before Width: | Height: | Size: 67 KiB After Width: | Height: | Size: 67 KiB |
|
Before Width: | Height: | Size: 4.9 KiB After Width: | Height: | Size: 4.9 KiB |
|
Before Width: | Height: | Size: 9.3 KiB After Width: | Height: | Size: 9.3 KiB |
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
|
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |