Compare commits
3 Commits
master
...
antialiasi
Author | SHA1 | Date | |
---|---|---|---|
bf04c70f50 | |||
f2e238ed5e | |||
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ed4a0178da |
19
assets/SSAA_4X.frag
Executable file
@ -0,0 +1,19 @@
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||||
precision mediump float;
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uniform sampler2D Texture;
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uniform vec2 samplesOffset[4];
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varying vec2 texCoord;
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void main()
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||||
{
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vec3 color = vec3(0, 0, 0);
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for (int i = 0; i < 4; ++i)
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||||
{
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color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
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}
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color /= 4;
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//gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
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gl_FragColor = vec4(color, 1.0);
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}
|
11
assets/SSAA_4X.vertex
Executable file
@ -0,0 +1,11 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix;
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void main()
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||||
{
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
|
Before Width: | Height: | Size: 6.6 KiB |
BIN
assets/ball.png
Before Width: | Height: | Size: 962 B |
Before Width: | Height: | Size: 3.3 KiB |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 1.7 KiB |
Before Width: | Height: | Size: 1.7 KiB |
Before Width: | Height: | Size: 759 B |
Before Width: | Height: | Size: 1022 B |
Before Width: | Height: | Size: 564 B |
7
assets/color_fragment.txt
Executable file
@ -0,0 +1,7 @@
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precision mediump float;
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varying vec4 color;
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void main()
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{
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gl_FragColor = color;
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}
|
11
assets/color_vertex.txt
Executable file
@ -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;
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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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}
|
Before Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 3.4 KiB |
@ -1,33 +0,0 @@
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||||
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||||
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||||
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Colormap
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111111111111
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Brickmap
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|
||||
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||||
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Colormap
|
||||
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||||
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||||
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|
||||
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|
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001111111100
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Brickmap
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|
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||||
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||||
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||||
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||||
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||||
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||||
000000000000
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000000000000
|
@ -1,33 +0,0 @@
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||||
255, 255, 255, 255
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||||
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||||
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0, 144, 255, 255
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||||
0, 59, 255, 255
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||||
Colormap
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||||
333333333333
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||||
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||||
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||||
000000000000
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||||
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||||
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||||
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||||
111110011111
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||||
111110011111
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||||
111110011111
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||||
000000000000
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||||
000000000000
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||||
Brickmap
|
||||
111111111111
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||||
111111111111
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||||
222222222222
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||||
000000000000
|
||||
111110011111
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||||
111110011111
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||||
222220022222
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||||
000000000000
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||||
111110011111
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||||
111110011111
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||||
333330033333
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||||
000000000000
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||||
000000000000
|
@ -1,32 +0,0 @@
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||||
255, 128, 128, 255
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||||
0, 0, 0, 255
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||||
159, 240, 255, 255
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||||
0, 148, 255, 255
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||||
Colormap
|
||||
111111111111
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||||
222222222222
|
||||
111111111111
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||||
222222222222
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||||
111111111111
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||||
222222222222
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||||
111111111111
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||||
222222222222
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||||
111111111111
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||||
222222222222
|
||||
111111111111
|
||||
222222222222
|
||||
111111111111
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||||
Brickmap
|
||||
000311113000
|
||||
000311113000
|
||||
333311113333
|
||||
111111111111
|
||||
111111111111
|
||||
222221122222
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||||
333321123333
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||||
000321123000
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||||
000321123000
|
||||
000322223000
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||||
000333333000
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||||
000000000000
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||||
000000000000
|
@ -1,32 +0,0 @@
|
||||
255, 0, 0, 255
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||||
0, 0, 0, 255
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||||
0, 255, 255, 255
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||||
7, 255, 189, 255
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||||
Colormap
|
||||
111111111111
|
||||
222222222222
|
||||
111111111111
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||||
222222222222
|
||||
111111111111
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||||
222222222222
|
||||
111111111111
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||||
222222222222
|
||||
111111111111
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||||
222222222222
|
||||
111111111111
|
||||
222222222222
|
||||
000000000000
|
||||
Brickmap
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||||
111011110111
|
||||
111011110111
|
||||
222022220222
|
||||
000000000000
|
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111011110111
|
||||
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|
||||
000000000000
|
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111000000111
|
||||
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|
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000000000000
|
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222222222222
|
||||
000000000000
|
||||
000000000000
|
@ -1,33 +0,0 @@
|
||||
0, 255, 255, 255
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||||
0, 0, 0, 255
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||||
0, 151, 113, 255
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||||
7, 255, 189, 255
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||||
128, 143, 128, 255
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||||
Colormap
|
||||
000000000000
|
||||
033333333330
|
||||
031111111130
|
||||
031111111130
|
||||
033333333330
|
||||
000000000000
|
||||
033330033330
|
||||
032230032230
|
||||
032230032230
|
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033330033330
|
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000000000000
|
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000000000000
|
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000000000000
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Brickmap
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000000000000
|
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022222222220
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021111111120
|
||||
021111111120
|
||||
022222222220
|
||||
000000000000
|
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022220022220
|
||||
021120021120
|
||||
021120021120
|
||||
022220022220
|
||||
000000000000
|
||||
000000000000
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||||
000000000000
|
@ -1,33 +0,0 @@
|
||||
255, 0, 0, 255
|
||||
0, 0, 0, 255
|
||||
101, 97, 255, 255
|
||||
5, 186, 255, 255
|
||||
105, 201, 255, 255
|
||||
Colormap
|
||||
000000333333
|
||||
000003333333
|
||||
000033311111
|
||||
333333133333
|
||||
333331333333
|
||||
333313333333
|
||||
111133311111
|
||||
333333100000
|
||||
333331000000
|
||||
333310000000
|
||||
111100000000
|
||||
000000000000
|
||||
000000000000
|
||||
Brickmap
|
||||
000000111111
|
||||
000001111111
|
||||
000011133333
|
||||
111111311111
|
||||
111113111111
|
||||
111131111111
|
||||
333311133333
|
||||
111111300000
|
||||
111113000000
|
||||
111130000000
|
||||
333300000000
|
||||
000000000000
|
||||
000000000000
|
@ -1,32 +0,0 @@
|
||||
255, 0, 255, 255
|
||||
0, 0, 0, 255
|
||||
163, 255, 198, 255
|
||||
0, 255, 182, 255
|
||||
Colormap
|
||||
000022220000
|
||||
000222222000
|
||||
000022220000
|
||||
111000000111
|
||||
111100001111
|
||||
111110011111
|
||||
111111111111
|
||||
111111111111
|
||||
111111111111
|
||||
111111111111
|
||||
000000000000
|
||||
000000000000
|
||||
000000000000
|
||||
Brickmap
|
||||
000033330000
|
||||
000311113000
|
||||
000033330000
|
||||
111000000111
|
||||
111100001111
|
||||
111110011111
|
||||
111111111111
|
||||
111111111111
|
||||
111111111111
|
||||
222222222222
|
||||
000000000000
|
||||
000000000000
|
||||
000000000000
|
@ -1,33 +0,0 @@
|
||||
255, 255, 255, 255
|
||||
0, 0, 0, 255
|
||||
255, 200, 5, 255
|
||||
255, 153, 0, 255
|
||||
255, 97, 0, 255
|
||||
Colormap
|
||||
000000000000
|
||||
000333000333
|
||||
000333000333
|
||||
000333000333
|
||||
222000222000
|
||||
222000222000
|
||||
222000222000
|
||||
000111000111
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||||
000111000111
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000111000111
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000000000000
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000000000000
|
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000000000000
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Brickmap
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000000000000
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|
||||
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000222000222
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000222000222
|
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000000000000
|
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000000000000
|
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000000000000
|
@ -1,33 +0,0 @@
|
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255, 255, 0, 255
|
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0, 0, 0, 255
|
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230, 230, 230, 255
|
||||
195, 195, 195, 255
|
||||
150, 150, 150, 255
|
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Colormap
|
||||
333333333333
|
||||
030030030030
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||||
030030030030
|
||||
030030030030
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222222222222
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020020020020
|
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020020020020
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010010010010
|
||||
020020020020
|
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000000000000
|
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000000000000
|
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000000000000
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Brickmap
|
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111111111111
|
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010010010010
|
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010010010010
|
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010010010010
|
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222222222222
|
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010010010010
|
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|
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010010010010
|
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010010010010
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020020020020
|
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000000000000
|
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000000000000
|
||||
000000000000
|
@ -1,32 +0,0 @@
|
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0, 255, 255, 255
|
||||
0, 0, 0, 255
|
||||
217, 56, 62, 255
|
||||
132, 56, 62, 255
|
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Colormap
|
||||
111111111111
|
||||
111111111111
|
||||
222211112222
|
||||
000211112000
|
||||
000211112000
|
||||
022211112220
|
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021111111120
|
||||
021111111120
|
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021111111120
|
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022222222220
|
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000000000000
|
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000000000000
|
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000000000000
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Brickmap
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111111111111
|
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111111111111
|
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222211112222
|
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000211112000
|
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000211112000
|
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022211112220
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021111111120
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021111111120
|
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021111111120
|
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033333333330
|
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000000000000
|
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000000000000
|
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000000000000
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@ -1,32 +0,0 @@
|
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|
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222220022222
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222220022222
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111111111111
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111111111111
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000000000000
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Brickmap
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Before Width: | Height: | Size: 142 KiB |
Before Width: | Height: | Size: 125 KiB |
Before Width: | Height: | Size: 137 KiB |
Before Width: | Height: | Size: 125 KiB |
Before Width: | Height: | Size: 140 KiB |
Before Width: | Height: | Size: 148 KiB |
Before Width: | Height: | Size: 155 KiB |
Before Width: | Height: | Size: 147 KiB |
Before Width: | Height: | Size: 146 KiB |
Before Width: | Height: | Size: 152 KiB |
Before Width: | Height: | Size: 150 KiB |
Before Width: | Height: | Size: 134 KiB |
Before Width: | Height: | Size: 2.0 KiB |
Before Width: | Height: | Size: 2.5 KiB |
Before Width: | Height: | Size: 217 KiB |
Before Width: | Height: | Size: 177 KiB |
Before Width: | Height: | Size: 7.0 KiB |
Before Width: | Height: | Size: 2.3 KiB |
@ -7,7 +7,7 @@ void main()
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{
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vec4 color = texture2D(Texture,texCoord).rgba;
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|
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gl_FragColor = vec4(color.rgb, color.a * Transparency);
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gl_FragColor = vec4(color.rgb, 1.0);
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||||
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||||
|
Before Width: | Height: | Size: 480 KiB |
Before Width: | Height: | Size: 362 KiB |
Before Width: | Height: | Size: 433 KiB |
Before Width: | Height: | Size: 370 KiB |
Before Width: | Height: | Size: 464 KiB |
Before Width: | Height: | Size: 532 KiB |
Before Width: | Height: | Size: 611 KiB |
Before Width: | Height: | Size: 509 KiB |
Before Width: | Height: | Size: 503 KiB |
Before Width: | Height: | Size: 553 KiB |
Before Width: | Height: | Size: 597 KiB |
Before Width: | Height: | Size: 474 KiB |
Before Width: | Height: | Size: 9.4 KiB |
422
assets/smaa/blend_fragment.txt
Executable file
@ -0,0 +1,422 @@
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||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Diagonal Search Functions
|
||||
|
||||
/**
|
||||
* These functions allows to perform diagonal pattern searches.
|
||||
*/
|
||||
float SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
|
||||
texcoord += dir * SMAA_PIXEL_SIZE;
|
||||
vec2 e = vec2(0.0, 0.0);
|
||||
float i;
|
||||
for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
|
||||
e.rg = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
|
||||
//SMAA_FLATTEN
|
||||
if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
|
||||
|
||||
texcoord += dir * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
return i + float(e.g > 0.9) * c;
|
||||
}
|
||||
|
||||
float SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
|
||||
texcoord += dir * SMAA_PIXEL_SIZE;
|
||||
vec2 e = vec2(0.0, 0.0);
|
||||
float i;
|
||||
for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
|
||||
e.g = textureLod(edgesTex, texcoord, 0.0).g;
|
||||
e.r = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
|
||||
|
||||
//SMAA_FLATTEN
|
||||
if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
|
||||
|
||||
texcoord += dir * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
return i + float(e.g > 0.9) * c;
|
||||
}
|
||||
|
||||
/**
|
||||
* Similar to SMAAArea, this calculates the area corresponding to a certain
|
||||
* diagonal distance and crossing edges 'e'.
|
||||
*/
|
||||
vec2 SMAAAreaDiag(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
|
||||
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;
|
||||
|
||||
// We do a scale and bias for mapping to texel space:
|
||||
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
|
||||
|
||||
// Diagonal areas are on the second half of the texture:
|
||||
texcoord.x += 0.5;
|
||||
|
||||
// Move to proper place, according to the subpixel offset:
|
||||
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
|
||||
|
||||
|
||||
return textureLod(areaTex, texcoord, 0.0).rg;
|
||||
}
|
||||
|
||||
/**
|
||||
* This searches for diagonal patterns and returns the corresponding weights.
|
||||
*/
|
||||
vec2 SMAACalculateDiagWeights(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, ivec4 subsampleIndices) {
|
||||
vec2 weights = vec2(0.0, 0.0);
|
||||
|
||||
vec2 d;
|
||||
d.x = e.r > 0.0? SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), 1.0) : 0.0;
|
||||
d.y = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), 0.0);
|
||||
|
||||
//SMAA_BRANCH
|
||||
if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
|
||||
vec4 coords = fma(vec4(-d.r, d.r, d.g, -d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||
|
||||
vec4 c;
|
||||
c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
|
||||
c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, 0)).r;
|
||||
c.z = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).g;
|
||||
c.w = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, -1)).r;
|
||||
vec2 e = 2.0 * c.xz + c.yw;
|
||||
float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
|
||||
e *= step(d.rg, vec2(t, t));
|
||||
|
||||
weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.z));
|
||||
}
|
||||
|
||||
d.x = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), 0.0);
|
||||
float right = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
|
||||
d.y = right > 0.0? SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), 1.0) : 0.0;
|
||||
|
||||
//SMAA_BRANCH
|
||||
if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
|
||||
vec4 coords = fma(vec4(-d.r, -d.r, d.g, d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||
|
||||
vec4 c;
|
||||
c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
|
||||
c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, -1)).r;
|
||||
c.zw = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).gr;
|
||||
vec2 e = 2.0 * c.xz + c.yw;
|
||||
float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
|
||||
e *= step(d.rg, vec2(t, t));
|
||||
|
||||
weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.w)).gr;
|
||||
}
|
||||
|
||||
return weights;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Horizontal/Vertical Search Functions
|
||||
|
||||
/**
|
||||
* This allows to determine how much length should we add in the last step
|
||||
* of the searches. It takes the bilinearly interpolated edge (see
|
||||
* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
|
||||
* crossing edges are active.
|
||||
*/
|
||||
float SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
|
||||
// Not required if searchTex accesses are set to point:
|
||||
// vec2 SEARCH_TEX_PIXEL_SIZE = 1.0 / vec2(66.0, 33.0);
|
||||
// e = vec2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
|
||||
// e * vec2(scale, 1.0) * vec2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
|
||||
e.r = bias + e.r * scale;
|
||||
e.g = -e.g;
|
||||
return 255.0 * textureLod(searchTex, e, 0.0).r;
|
||||
}
|
||||
|
||||
/**
|
||||
* Horizontal/vertical search functions for the 2nd pass.
|
||||
*/
|
||||
float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||
/**
|
||||
* @PSEUDO_GATHER4
|
||||
* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
|
||||
* sample between edge, thus fetching four edges in a row.
|
||||
* Sampling with different offsets in each direction allows to disambiguate
|
||||
* which edges are active from the four fetched ones.
|
||||
*/
|
||||
vec2 e = vec2(0.0, 1.0);
|
||||
while (texcoord.x > end &&
|
||||
e.g > 0.8281 && // Is there some edge not activated?
|
||||
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
texcoord -= vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
|
||||
// We correct the previous (-0.25, -0.125) offset we applied:
|
||||
texcoord.x += 0.25 * SMAA_PIXEL_SIZE.x;
|
||||
|
||||
// The searches are bias by 1, so adjust the coords accordingly:
|
||||
texcoord.x += SMAA_PIXEL_SIZE.x;
|
||||
|
||||
// Disambiguate the length added by the last step:
|
||||
texcoord.x += 2.0 * SMAA_PIXEL_SIZE.x; // Undo last step
|
||||
texcoord.x -= SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
|
||||
|
||||
return texcoord.x;
|
||||
}
|
||||
|
||||
float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||
vec2 e = vec2(0.0, 1.0);
|
||||
while (texcoord.x < end &&
|
||||
e.g > 0.8281 && // Is there some edge not activated?
|
||||
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
texcoord += vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
|
||||
texcoord.x -= 0.25 * SMAA_PIXEL_SIZE.x;
|
||||
texcoord.x -= SMAA_PIXEL_SIZE.x;
|
||||
texcoord.x -= 2.0 * SMAA_PIXEL_SIZE.x;
|
||||
texcoord.x += SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.5, 0.5);
|
||||
return texcoord.x;
|
||||
}
|
||||
|
||||
float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||
vec2 e = vec2(1.0, 0.0);
|
||||
while (texcoord.y > end &&
|
||||
e.r > 0.8281 && // Is there some edge not activated?
|
||||
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
texcoord -= vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
|
||||
texcoord.y += 0.25 * SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y += SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y += 2.0 * SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y -= SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5);
|
||||
return texcoord.y;
|
||||
}
|
||||
|
||||
float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
|
||||
vec2 e = vec2(1.0, 0.0);
|
||||
while (texcoord.y < end &&
|
||||
e.r > 0.8281 && // Is there some edge not activated?
|
||||
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||
e = textureLod(edgesTex, texcoord, 0.0).rg;
|
||||
texcoord += vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
|
||||
}
|
||||
|
||||
texcoord.y -= 0.25 * SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y -= SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y -= 2.0 * SMAA_PIXEL_SIZE.y;
|
||||
texcoord.y += SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5);
|
||||
return texcoord.y;
|
||||
}
|
||||
|
||||
/**
|
||||
* Ok, we have the distance and both crossing edges. So, what are the areas
|
||||
* at each side of current edge?
|
||||
*/
|
||||
vec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {
|
||||
// Rounding prevents precision errors of bilinear filtering:
|
||||
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;
|
||||
|
||||
// We do a scale and bias for mapping to texel space:
|
||||
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
|
||||
|
||||
// Move to proper place, according to the subpixel offset:
|
||||
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
|
||||
|
||||
|
||||
return textureLod(areaTex, texcoord, 0.0).rg;
|
||||
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Corner Detection Functions
|
||||
|
||||
void SMAADetectHorizontalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
|
||||
#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
|
||||
vec4 coords = fma(vec4(d.x, 0.0, d.y, 0.0),
|
||||
SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||
vec2 e;
|
||||
e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, 1.0)).r;
|
||||
bool left = abs(d.x) < abs(d.y);
|
||||
e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, -2.0)).r;
|
||||
if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||
|
||||
e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, 1.0)).r;
|
||||
e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, -2.0)).r;
|
||||
if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
void SMAADetectVerticalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
|
||||
#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
|
||||
vec4 coords = fma(vec4(0.0, d.x, 0.0, d.y),
|
||||
SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
|
||||
vec2 e;
|
||||
e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 1.0, 0.0)).g;
|
||||
bool left = abs(d.x) < abs(d.y);
|
||||
e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-2.0, 0.0)).g;
|
||||
if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||
|
||||
e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1.0, 1.0)).g;
|
||||
e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(-2.0, 1.0)).g;
|
||||
if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Blending Weight Calculation Pixel Shader (Second Pass)
|
||||
|
||||
vec4 SMAABlendingWeightCalculationPS(vec2 texcoord,
|
||||
vec2 pixcoord,
|
||||
vec4 offset[3],
|
||||
sampler2D edgesTex,
|
||||
sampler2D areaTex,
|
||||
sampler2D searchTex,
|
||||
ivec4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
|
||||
vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
vec2 e = texture(edgesTex, texcoord).rg;
|
||||
|
||||
//SMAA_BRANCH
|
||||
if (e.g > 0.0) { // Edge at north
|
||||
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
|
||||
// Diagonals have both north and west edges, so searching for them in
|
||||
// one of the boundaries is enough.
|
||||
weights.rg = SMAACalculateDiagWeights(edgesTex, areaTex, texcoord, e, subsampleIndices);
|
||||
|
||||
// We give priority to diagonals, so if we find a diagonal we skip
|
||||
// horizontal/vertical processing.
|
||||
//SMAA_BRANCH
|
||||
if (dot(weights.rg, vec2(1.0, 1.0)) == 0.0) {
|
||||
#endif
|
||||
|
||||
vec2 d;
|
||||
|
||||
// Find the distance to the left:
|
||||
vec2 coords;
|
||||
coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x);
|
||||
coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_PIXEL_SIZE.y (@CROSSING_OFFSET)
|
||||
d.x = coords.x;
|
||||
|
||||
// Now fetch the left crossing edges, two at a time using bilinear
|
||||
// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
|
||||
// discern what value each edge has:
|
||||
float e1 = textureLod(edgesTex, coords, 0.0).r;
|
||||
|
||||
// Find the distance to the right:
|
||||
coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);
|
||||
d.y = coords.x;
|
||||
|
||||
// We want the distances to be in pixel units (doing this here allow to
|
||||
// better interleave arithmetic and memory accesses):
|
||||
d = d / SMAA_PIXEL_SIZE.x - pixcoord.x;
|
||||
|
||||
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||
// quadratically:
|
||||
vec2 sqrt_d = sqrt(abs(d));
|
||||
|
||||
// Fetch the right crossing edges:
|
||||
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(1, 0)).r;
|
||||
|
||||
// Ok, we know how this pattern looks like, now it is time for getting
|
||||
// the actual area:
|
||||
weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));
|
||||
|
||||
// Fix corners:
|
||||
SMAADetectHorizontalCornerPattern(edgesTex, weights.rg, texcoord, d);
|
||||
|
||||
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
|
||||
} else
|
||||
e.r = 0.0; // Skip vertical processing.
|
||||
#endif
|
||||
}
|
||||
|
||||
//SMAA_BRANCH
|
||||
if (e.r > 0.0) { // Edge at west
|
||||
vec2 d;
|
||||
|
||||
// Find the distance to the top:
|
||||
vec2 coords;
|
||||
coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z);
|
||||
coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_PIXEL_SIZE.x;
|
||||
d.x = coords.y;
|
||||
|
||||
// Fetch the top crossing edges:
|
||||
float e1 = textureLod(edgesTex, coords, 0.0).g;
|
||||
|
||||
// Find the distance to the bottom:
|
||||
coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);
|
||||
d.y = coords.y;
|
||||
|
||||
// We want the distances to be in pixel units:
|
||||
d = d / SMAA_PIXEL_SIZE.y - pixcoord.y;
|
||||
|
||||
// SMAAArea below needs a sqrt, as the areas texture is compressed
|
||||
// quadratically:
|
||||
vec2 sqrt_d = sqrt(abs(d));
|
||||
|
||||
// Fetch the bottom crossing edges:
|
||||
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(0, 1)).g;
|
||||
|
||||
// Get the area for this direction:
|
||||
weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));
|
||||
|
||||
// Fix corners:
|
||||
SMAADetectVerticalCornerPattern(edgesTex, weights.ba, texcoord, d);
|
||||
|
||||
//return vec4(weights.ba, 0.0, 1.0);
|
||||
}
|
||||
|
||||
return weights;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
|
||||
uniform sampler2D edge_tex;
|
||||
uniform sampler2D area_tex;
|
||||
uniform sampler2D search_tex;
|
||||
in vec2 texcoord;
|
||||
in vec2 pixcoord;
|
||||
in vec4 offset[3];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edge_tex, area_tex, search_tex, ivec4(0));
|
||||
|
||||
}
|
74
assets/smaa/blend_vertex.txt
Executable file
@ -0,0 +1,74 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Blend Weight Calculation Vertex Shader
|
||||
*/
|
||||
void SMAABlendingWeightCalculationVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec2 pixcoord,
|
||||
out vec4 offset[3]) {
|
||||
svPosition = position;
|
||||
|
||||
pixcoord = texcoord / SMAA_PIXEL_SIZE;
|
||||
|
||||
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.25, -0.125, 1.25, -0.125);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.125, -0.25, -0.125, 1.25);
|
||||
|
||||
// And these for the searches, they indicate the ends of the loops:
|
||||
offset[2] = vec4(offset[0].xz, offset[1].yw) +
|
||||
vec4(-2.0, 2.0, -2.0, 2.0) *
|
||||
SMAA_PIXEL_SIZE.xxyy * float(SMAA_MAX_SEARCH_STEPS);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec2 pixcoord;
|
||||
out vec4 offset[3];
|
||||
out vec4 dummy2;
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAABlendingWeightCalculationVS(dummy1, dummy2, texcoord, pixcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
105
assets/smaa/edge_fragment.txt
Executable file
@ -0,0 +1,105 @@
|
||||
#version 410 compatibility
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Color Edge Detection
|
||||
*
|
||||
* IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
|
||||
* thus 'colorTex' should be a non-sRGB texture.
|
||||
*/
|
||||
vec4 SMAAColorEdgeDetectionPS(vec2 texcoord,
|
||||
vec4 offset[3],
|
||||
sampler2D colorTex
|
||||
) {
|
||||
vec2 threshold = vec2(SMAA_THRESHOLD, SMAA_THRESHOLD);
|
||||
|
||||
// Calculate color deltas:
|
||||
vec4 delta;
|
||||
vec3 C = texture(colorTex, texcoord).rgb;
|
||||
|
||||
vec3 Cleft = texture(colorTex, offset[0].xy).rgb;
|
||||
vec3 t = abs(C - Cleft);
|
||||
delta.x = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Ctop = texture(colorTex, offset[0].zw).rgb;
|
||||
t = abs(C - Ctop);
|
||||
delta.y = max(max(t.r, t.g), t.b);
|
||||
|
||||
// We do the usual threshold:
|
||||
vec2 edges = step(threshold, delta.xy);
|
||||
|
||||
// Then discard if there is no edge:
|
||||
if (dot(edges, vec2(1.0, 1.0)) == 0.0)
|
||||
discard;
|
||||
|
||||
// Calculate right and bottom deltas:
|
||||
vec3 Cright = texture(colorTex, offset[1].xy).rgb;
|
||||
t = abs(C - Cright);
|
||||
delta.z = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Cbottom = texture(colorTex, offset[1].zw).rgb;
|
||||
t = abs(C - Cbottom);
|
||||
delta.w = max(max(t.r, t.g), t.b);
|
||||
|
||||
// Calculate the maximum delta in the direct neighborhood:
|
||||
float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);
|
||||
|
||||
// Calculate left-left and top-top deltas:
|
||||
vec3 Cleftleft = texture(colorTex, offset[2].xy).rgb;
|
||||
t = abs(C - Cleftleft);
|
||||
delta.z = max(max(t.r, t.g), t.b);
|
||||
|
||||
vec3 Ctoptop = texture(colorTex, offset[2].zw).rgb;
|
||||
t = abs(C - Ctoptop);
|
||||
delta.w = max(max(t.r, t.g), t.b);
|
||||
|
||||
// Calculate the final maximum delta:
|
||||
maxDelta = max(max(maxDelta, delta.z), delta.w);
|
||||
|
||||
// Local contrast adaptation in action:
|
||||
edges.xy *= step(0.5 * maxDelta, delta.xy);
|
||||
|
||||
return vec4(edges, 0.0, 0.0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
uniform sampler2D albedo_tex;
|
||||
in vec2 texcoord;
|
||||
in vec4 offset[3];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAAColorEdgeDetectionPS(texcoord, offset, albedo_tex);
|
||||
}
|
67
assets/smaa/edge_vertex.txt
Executable file
@ -0,0 +1,67 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0/512.0, 1.0/512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Edge Detection Vertex Shader
|
||||
*/
|
||||
void SMAAEdgeDetectionVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec4 offset[3]) {
|
||||
svPosition = position;
|
||||
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
|
||||
offset[2] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-2.0, 0.0, 0.0, -2.0);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 offset[3];
|
||||
out vec4 dummy2;
|
||||
|
||||
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAAEdgeDetectionVS(dummy1, dummy2, texcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
102
assets/smaa/neighborhood_fragment.txt
Executable file
@ -0,0 +1,102 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
vec4 SMAANeighborhoodBlendingPS(vec2 texcoord,
|
||||
vec4 offset[2],
|
||||
sampler2D colorTex,
|
||||
sampler2D blendTex) {
|
||||
// Fetch the blending weights for current pixel:
|
||||
vec4 a;
|
||||
a.xz = texture(blendTex, texcoord).xz;
|
||||
a.y = texture(blendTex, offset[1].zw).g;
|
||||
a.w = texture(blendTex, offset[1].xy).a;
|
||||
|
||||
// Is there any blending weight with a value greater than 0.0?
|
||||
//SMAA_BRANCH
|
||||
if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5)
|
||||
return textureLod(colorTex, texcoord, 0.0);
|
||||
else {
|
||||
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
// Up to 4 lines can be crossing a pixel (one through each edge). We
|
||||
// favor blending by choosing the line with the maximum weight for each
|
||||
// direction:
|
||||
vec2 offset;
|
||||
offset.x = a.a > a.b? a.a : -a.b; // left vs. right
|
||||
offset.y = a.g > a.r? a.g : -a.r; // top vs. bottom
|
||||
|
||||
// Then we go in the direction that has the maximum weight:
|
||||
if (abs(offset.x) > abs(offset.y)) // horizontal vs. vertical
|
||||
offset.y = 0.0;
|
||||
else
|
||||
offset.x = 0.0;
|
||||
|
||||
#if SMAA_REPROJECTION == 1
|
||||
// Fetch the opposite color and lerp by hand:
|
||||
vec4 C = textureLod(colorTex, texcoord, 0.0);
|
||||
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
|
||||
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
|
||||
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
|
||||
|
||||
// Unpack the velocity values:
|
||||
C.a *= C.a;
|
||||
Cop.a *= Cop.a;
|
||||
|
||||
// Lerp the colors:
|
||||
vec4 Caa = mix(C, Cop, s);
|
||||
|
||||
// Unpack velocity and return the resulting value:
|
||||
Caa.a = sqrt(Caa.a);
|
||||
return Caa;
|
||||
#else
|
||||
// Fetch the opposite color and lerp by hand:
|
||||
vec4 C = textureLod(colorTex, texcoord, 0.0);
|
||||
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
|
||||
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
|
||||
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
|
||||
return mix(C, Cop, s);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
uniform sampler2D albedo_tex;
|
||||
uniform sampler2D blend_tex;
|
||||
in vec2 texcoord;
|
||||
in vec4 offset[2];
|
||||
in vec4 dummy2;
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, albedo_tex, blend_tex);
|
||||
}
|
65
assets/smaa/neighborhood_vertex.txt
Executable file
@ -0,0 +1,65 @@
|
||||
#version 410 compatibility
|
||||
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
|
||||
|
||||
#define SMAA_THRESHOLD 0.05
|
||||
#define SMAA_MAX_SEARCH_STEPS 32
|
||||
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
|
||||
#define SMAA_CORNER_ROUNDING 25
|
||||
|
||||
|
||||
#ifndef SMAA_DEPTH_THRESHOLD
|
||||
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef SMAA_REPROJECTION
|
||||
#define SMAA_REPROJECTION 0
|
||||
#endif
|
||||
|
||||
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
|
||||
|
||||
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE
|
||||
#define SMAA_AREATEX_MAX_DISTANCE 16
|
||||
#endif
|
||||
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
|
||||
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
|
||||
#endif
|
||||
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
|
||||
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
|
||||
|
||||
|
||||
/* --- Define section is over ---- */
|
||||
|
||||
/**
|
||||
* Neighborhood Blending Vertex Shader
|
||||
*/
|
||||
void SMAANeighborhoodBlendingVS(vec4 position,
|
||||
out vec4 svPosition,
|
||||
inout vec2 texcoord,
|
||||
out vec4 offset[2]) {
|
||||
svPosition = position;
|
||||
|
||||
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
|
||||
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
/* ------------- Header is over -------------- */
|
||||
|
||||
|
||||
out vec2 texcoord;
|
||||
out vec4 offset[2];
|
||||
out vec4 dummy2;
|
||||
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoord = vTexCoord;
|
||||
vec4 dummy1 = vec4(0);
|
||||
SMAANeighborhoodBlendingVS(dummy1, dummy2, texcoord, offset);
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
}
|
BIN
assets/smaa/smaa_area.raw
Executable file
BIN
assets/smaa/smaa_search.raw
Executable file
Before Width: | Height: | Size: 6.7 KiB |
Before Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 7.0 KiB |
Before Width: | Height: | Size: 7.0 KiB |
Before Width: | Height: | Size: 4.1 KiB |
@ -426,6 +426,8 @@ void TBall::Update(size_t dt)
|
||||
//===========================================
|
||||
//===========================================
|
||||
|
||||
TRenderPair pair;
|
||||
TRenderPair rect;
|
||||
|
||||
TGameLevel::TGameLevel()
|
||||
{
|
||||
@ -446,6 +448,44 @@ TGameLevel::TGameLevel()
|
||||
|
||||
BonusFloorPosY = 0.f;
|
||||
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 320, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 320, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 320, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 0, 0));
|
||||
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
|
||||
|
||||
pair.first.ShaderName = "ColorShader";
|
||||
|
||||
pair.second.RefreshBuffer();
|
||||
|
||||
|
||||
|
||||
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 320, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 320, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 320, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(480, 0, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
|
||||
rect.first.ShaderName = "ColorShader";
|
||||
|
||||
rect.second.RefreshBuffer();
|
||||
}
|
||||
|
||||
TGameLevel::~TGameLevel()
|
||||
@ -735,10 +775,9 @@ void TGameLevel::Draw()
|
||||
|
||||
bool mustShowButtons = ((LevelState == CONST_LEVELSTATE_PAUSE) || (LevelState == CONST_LEVELSTATE_GO_TO_PAUSE));
|
||||
|
||||
bool pause = (mustShowButtons || (LevelState == CONST_LEVELSTATE_FINISHED));
|
||||
|
||||
|
||||
bool renderBufferReady = RenderBufferReady;
|
||||
|
||||
bool pause = true || (mustShowButtons || (LevelState == CONST_LEVELSTATE_FINISHED));
|
||||
|
||||
if (pause && renderBufferReady)
|
||||
{
|
||||
@ -764,89 +803,96 @@ void TGameLevel::Draw()
|
||||
|
||||
Renderer->SwitchToFrameBuffer("LevelBuffer");
|
||||
Renderer->SetProjectionMatrix(480.f, 320.f);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
|
||||
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
CheckGlError();
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
|
||||
Renderer->DrawRect(Vector2f(0, 0), Vector2f(480.f, 320.f));
|
||||
|
||||
std::list<TBall>::iterator iBall;
|
||||
|
||||
Renderer->PushShader("BrickShader");
|
||||
|
||||
|
||||
for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
|
||||
{
|
||||
for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
|
||||
{
|
||||
BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks
|
||||
}
|
||||
}
|
||||
|
||||
RenderUniform1f("Transparency", 1.f);
|
||||
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[BkgTexture]);
|
||||
//Renderer->DrawRect(Vector2f(0, 0), Vector2f(480.f, 320.f));
|
||||
//
|
||||
//std::list<TBall>::iterator iBall;
|
||||
//
|
||||
//Renderer->PushShader("BrickShader");
|
||||
//
|
||||
//
|
||||
//for (int i=0; i<CONST_BRICKMATRIX_WIDTH; i++)
|
||||
// {
|
||||
// for (int j=0; j<CONST_BRICKMATRIX_HEIGHT; j++)
|
||||
// {
|
||||
// BlockMatrix[i][j].TryDrawAppear(i,j); //Draws only appearing/disappearing blocks
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// RenderUniform1f("Transparency", 1.f);
|
||||
|
||||
std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
|
||||
for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
|
||||
{
|
||||
RenderUniform4fv("BrickColor", colorBlockIterator->first.first.data());
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
|
||||
|
||||
Renderer->DrawTriangleList(colorBlockIterator->second);
|
||||
}
|
||||
|
||||
std::list<TBonusFalling>::iterator iBonus;
|
||||
|
||||
for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
|
||||
{
|
||||
iBonus->Draw();
|
||||
}
|
||||
|
||||
DrawBallInstancingList();
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
|
||||
Renderer->DrawRect(Vector2f(-128.f, -16.f)+ReflectorPos, Vector2f(128.f, 16.f)+ReflectorPos);
|
||||
|
||||
|
||||
const Vector2f wallUpPos1(240.f-256.f, 320.f-64.f);
|
||||
const Vector2f wallUpPos2(240.f+256.f, 320.f);
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
|
||||
Renderer->DrawRect(wallUpPos1, wallUpPos2);
|
||||
|
||||
const Vector2f wallLeftPos1(0.f, 320.f - 512.f);
|
||||
const Vector2f wallLeftPos2(32.f, 320.f);
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
|
||||
Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
|
||||
|
||||
const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f);
|
||||
const Vector2f wallRightPos2(480.f, 320.f);
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
|
||||
Renderer->DrawRect(wallRightPos1, wallRightPos2);
|
||||
|
||||
// std::list<std::pair<PairColorTexture, TTriangleList>>::iterator colorBlockIterator;
|
||||
// for (colorBlockIterator = BlockInstansingList.ColorBlockList.begin(); colorBlockIterator != BlockInstansingList.ColorBlockList.end(); ++colorBlockIterator)
|
||||
// {
|
||||
// RenderUniform4fv("BrickColor", colorBlockIterator->first.first.data());
|
||||
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[colorBlockIterator->first.second]);
|
||||
//
|
||||
// Renderer->DrawTriangleList(colorBlockIterator->second);
|
||||
// }
|
||||
//
|
||||
// std::list<TBonusFalling>::iterator iBonus;
|
||||
//
|
||||
// for (iBonus = BonusFallingList.begin(); iBonus != BonusFallingList.end(); ++iBonus)
|
||||
// {
|
||||
// iBonus->Draw();
|
||||
// }
|
||||
//
|
||||
// DrawBallInstancingList();
|
||||
//
|
||||
// Renderer->PopShader();
|
||||
//
|
||||
//
|
||||
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]);
|
||||
//Renderer->DrawRect(Vector2f(-128.f, -16.f)+ReflectorPos, Vector2f(128.f, 16.f)+ReflectorPos);
|
||||
//
|
||||
//
|
||||
// const Vector2f wallUpPos1(240.f-256.f, 320.f-64.f);
|
||||
// const Vector2f wallUpPos2(240.f+256.f, 320.f);
|
||||
//glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_UP_TEXTURE]);
|
||||
//Renderer->DrawRect(wallUpPos1, wallUpPos2);
|
||||
//
|
||||
//const Vector2f wallLeftPos1(0.f, 320.f - 512.f);
|
||||
//const Vector2f wallLeftPos2(32.f, 320.f);
|
||||
//glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_LEFT_TEXTURE]);
|
||||
//Renderer->DrawRect(wallLeftPos1, wallLeftPos2);
|
||||
//
|
||||
//const Vector2f wallRightPos1(480.f-32.f, 320.f - 512.f);
|
||||
//const Vector2f wallRightPos2(480.f, 320.f);
|
||||
//glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_RIGHT_TEXTURE]);
|
||||
//Renderer->DrawRect(wallRightPos1, wallRightPos2);
|
||||
//
|
||||
|
||||
//if (BonusFloorTimer>0.f)
|
||||
//{
|
||||
//
|
||||
// const Vector2f wallDownPos(240.f, BonusFloorPosY);
|
||||
//
|
||||
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]);
|
||||
//
|
||||
// Renderer->DrawRect(Vector2f(-256.f, -16.f)+wallDownPos, Vector2f(256.f, 16.f)+wallDownPos);
|
||||
// }
|
||||
//
|
||||
//
|
||||
// if (!pause)
|
||||
// {
|
||||
// RenderUniform1f("Transparency", 1.f);
|
||||
// glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
|
||||
// const Vector2f BackBtnPos(240.f, 320.f - 32.f - 20.f);
|
||||
// Renderer->DrawRect(Vector2f(-128.f, -32.f)+BackBtnPos, Vector2f(128.f, 32.f)+BackBtnPos);
|
||||
// }
|
||||
|
||||
if (BonusFloorTimer>0.f)
|
||||
{
|
||||
|
||||
const Vector2f wallDownPos(240.f, BonusFloorPosY);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_WALL_BONUS_TEXTURE]);
|
||||
|
||||
Renderer->DrawRect(Vector2f(-256.f, -16.f)+wallDownPos, Vector2f(256.f, 16.f)+wallDownPos);
|
||||
}
|
||||
|
||||
|
||||
if (!pause)
|
||||
{
|
||||
RenderUniform1f("Transparency", 1.f);
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]);
|
||||
const Vector2f BackBtnPos(240.f, 320.f - 32.f - 20.f);
|
||||
Renderer->DrawRect(Vector2f(-128.f, -32.f)+BackBtnPos, Vector2f(128.f, 32.f)+BackBtnPos);
|
||||
}
|
||||
|
||||
TRenderParamsSetter params(pair.first);
|
||||
Renderer->DrawTriangleList(pair.second);
|
||||
}
|
||||
|
||||
CheckGlError();
|
||||
|
||||
if (pause && !renderBufferReady)
|
||||
{
|
||||
|
||||
@ -905,29 +951,37 @@ void TGameLevel::DrawBallInstancingList()
|
||||
void TGameLevel::DrawBuffer()
|
||||
{
|
||||
*SE::Console << "TGameLevel::DrawBuffer";
|
||||
Renderer->PushShader("FrameShader");
|
||||
float brightness;
|
||||
if (CONST_LEVELSTATE_GO_TO_PAUSE)
|
||||
{
|
||||
brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME;
|
||||
}
|
||||
else
|
||||
{
|
||||
brightness = 0.3f;
|
||||
}
|
||||
|
||||
RenderUniform1f("Brightness", brightness);
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
|
||||
|
||||
//Matrix switched to identity
|
||||
//Vector2f RectPos = Vector2f(-1, -1);
|
||||
//Vector2f RectSize = Vector2f(2, 2);
|
||||
Vector2f RectPos = Vector2f(240.f, 160.f);
|
||||
Vector2f RectSize = Vector2f(240.f, 160.f);
|
||||
// Renderer->PushShader("FrameShader");
|
||||
// float brightness;
|
||||
// if (CONST_LEVELSTATE_GO_TO_PAUSE)
|
||||
// {
|
||||
// brightness = 0.3f + 0.7f * StateTimer / CONST_PAUSE_APPEAR_TIME;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// brightness = 0.3f;
|
||||
// }
|
||||
//
|
||||
// RenderUniform1f("Brightness", brightness);
|
||||
// glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
|
||||
//
|
||||
////Matrix switched to identity
|
||||
// //Vector2f RectPos = Vector2f(-1, -1);
|
||||
// //Vector2f RectSize = Vector2f(2, 2);
|
||||
//Vector2f RectPos = Vector2f(240.f, 160.f);
|
||||
//Vector2f RectSize = Vector2f(240.f, 160.f);
|
||||
|
||||
Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
|
||||
// Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
|
||||
|
||||
Renderer->PopShader();
|
||||
// Renderer->PopShader();
|
||||
|
||||
|
||||
|
||||
{
|
||||
TRenderParamsSetter params(rect.first);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
}
|
||||
|
||||
CheckGlError();
|
||||
}
|
||||
|
@ -7,50 +7,21 @@
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "menucode.h"
|
||||
|
||||
#include "main_code.h"
|
||||
|
||||
boost::signals2::signal<void (Vector2f)> OnTapUpSignal;
|
||||
boost::signals2::signal<void (Vector2f)> OnTapUpAfterMoveSignal;
|
||||
boost::signals2::signal<void (Vector2f)> OnTapDownSignal;
|
||||
boost::signals2::signal<void (Vector2f)> OnFlingSignal;
|
||||
boost::signals2::signal<void (Vector2f)> OnScrollSignal;
|
||||
|
||||
boost::signals2::signal<void ()> OnDrawSignal;
|
||||
|
||||
|
||||
const std::string CONST_BLOCK_TEXTURE1 = "block1";
|
||||
const std::string CONST_BLOCK_TEXTURE2 = "block2";
|
||||
const std::string CONST_BLOCK_TEXTURE3 = "block3";
|
||||
|
||||
const std::string CONST_BONUS_GOTHROUGH_TEXTURE = "bonus_gothrough";
|
||||
const std::string CONST_BONUS_MULTIPLIER_TEXTURE = "bonus_multiplier";
|
||||
const std::string CONST_BONUS_FLOOR_TEXTURE = "bonus_floor";
|
||||
|
||||
const std::string CONST_BALL_TEXTURE = "ball";
|
||||
const std::string CONST_BALLGLOW_TEXTURE = "ball_glow";
|
||||
|
||||
const std::string CONST_REFLECTOR_TEXTURE = "reflector";
|
||||
|
||||
const std::string CONST_WALL_LEFT_TEXTURE = "wall_left";
|
||||
const std::string CONST_WALL_RIGHT_TEXTURE = "wall_right";
|
||||
const std::string CONST_WALL_UP_TEXTURE = "wall_up";
|
||||
const std::string CONST_WALL_BONUS_TEXTURE = "wall_bonus";
|
||||
|
||||
const std::string CONST_BACK_BTN_TEXTURE = "back_btn";
|
||||
const std::string CONST_SLIDE_UP_BTN_TEXTURE = "slide_up_btn";
|
||||
const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE = "tap_to_continue_btn";
|
||||
const std::string CONST_LOADING_TEXTURE = "loading";
|
||||
const std::string CONST_LOGO_SMALL_TEXTURE = "logo_small";
|
||||
const std::string CONST_LOADING_BACKGROUND_BLACK = "loading_background_black";
|
||||
const std::string CONST_CREDITS_TEXTURE = "credits";
|
||||
|
||||
const float CONST_CREDITS_SHOW_TIME = 150.f;
|
||||
|
||||
TMyApplication* Application;
|
||||
|
||||
|
||||
#define AREATEX_WIDTH 160
|
||||
#define AREATEX_HEIGHT 560
|
||||
#define SEARCHTEX_WIDTH 66
|
||||
#define SEARCHTEX_HEIGHT 33
|
||||
|
||||
|
||||
GLuint area_tex;
|
||||
GLuint search_tex;
|
||||
|
||||
|
||||
void TMyApplication::InnerInit()
|
||||
{
|
||||
|
||||
@ -73,30 +44,135 @@ void TMyApplication::InnerInit()
|
||||
*Console<<"APP INIT\n";
|
||||
}
|
||||
srand (static_cast<size_t>(time(NULL)));
|
||||
GameState = CONST_GAMESTATE_PRELOADING;
|
||||
StateTimer = 0.f;
|
||||
|
||||
|
||||
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("BrickShader", "brickshader_vertex.txt", "brickshader_fragment.txt");
|
||||
Renderer->PushShader("DefaultShader");
|
||||
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
|
||||
|
||||
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
|
||||
ResourceManager->TexList.AddTexture(CONST_LOADING_TEXTURE + ".png", CONST_LOADING_TEXTURE);
|
||||
ResourceManager->TexList.AddTexture(CONST_LOGO_SMALL_TEXTURE + ".png", CONST_LOGO_SMALL_TEXTURE);
|
||||
|
||||
ResourceManager->ShaderManager.AddShader("SmaaEdge", "smaa/edge_vertex.txt", "smaa/edge_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("SmaaBlend", "smaa/blend_vertex.txt", "smaa/blend_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("SmaaNeighborhood", "smaa/neighborhood_vertex.txt", "smaa/neighborhood_fragment.txt");
|
||||
|
||||
Renderer->PushShader("DefaultShader");
|
||||
|
||||
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
||||
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("AlbedoBuffer", 512, 512);
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("EdgeBuffer", 512, 512);
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("BlendBuffer", 512, 512);
|
||||
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||
|
||||
|
||||
OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
|
||||
Inited = true;
|
||||
//Choose colored or black and white -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||
#if 1
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
|
||||
#else
|
||||
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
|
||||
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
|
||||
|
||||
#endif
|
||||
pair.first.ShaderName = "ColorShader";
|
||||
|
||||
pair.second.RefreshBuffer();
|
||||
|
||||
|
||||
|
||||
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
|
||||
|
||||
rect.second.RefreshBuffer();
|
||||
|
||||
Renderer->SetOrthoProjection();
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
glDisable(GL_BLEND); //Don't forget to disable blending or whole thing will not work!!! -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||
|
||||
Inited = true;
|
||||
|
||||
|
||||
|
||||
|
||||
//This is stuff from original https://github.com/scrawl/smaa-opengl
|
||||
//We must have these textures to be used for pattern matching or something -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||
|
||||
unsigned char* buffer = 0;
|
||||
FILE* f = 0;
|
||||
|
||||
buffer = new unsigned char[1024 * 1024];
|
||||
f = fopen((ST::PathToResources + "smaa/smaa_area.raw").c_str(), "rb"); //rb stands for "read binary file"
|
||||
|
||||
if (!f)
|
||||
{
|
||||
std::cerr << "Couldn't open smaa_area.raw.\n";
|
||||
}
|
||||
|
||||
fread(buffer, AREATEX_WIDTH * AREATEX_HEIGHT * 2, 1, f);
|
||||
fclose(f);
|
||||
|
||||
f = 0;
|
||||
|
||||
glGenTextures(1, &area_tex);
|
||||
glBindTexture(GL_TEXTURE_2D, area_tex);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, (GLsizei)AREATEX_WIDTH, (GLsizei)AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, buffer);
|
||||
|
||||
f = fopen((ST::PathToResources + "smaa/smaa_search.raw").c_str(), "rb");
|
||||
|
||||
if (!f)
|
||||
{
|
||||
std::cerr << "Couldn't open smaa_search.raw.\n";
|
||||
}
|
||||
|
||||
fread(buffer, SEARCHTEX_WIDTH * SEARCHTEX_HEIGHT, 1, f);
|
||||
fclose(f);
|
||||
|
||||
f = 0;
|
||||
|
||||
glGenTextures(1, &search_tex);
|
||||
glBindTexture(GL_TEXTURE_2D, search_tex);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, (GLsizei)SEARCHTEX_WIDTH, (GLsizei)SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
|
||||
|
||||
delete[] buffer;
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
@ -108,378 +184,161 @@ void TMyApplication::InnerDeinit()
|
||||
*Console<<"APP DEINIT\n";
|
||||
}
|
||||
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
|
||||
|
||||
OnTapUpAfterMoveSignal.disconnect(boost::bind(&TGameMenu::OnTapUpAfterMove, boost::ref(Menu), _1));
|
||||
|
||||
|
||||
OnFlingSignal.disconnect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
|
||||
OnFlingSignal.disconnect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
|
||||
|
||||
OnScrollSignal.disconnect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
|
||||
OnScrollSignal.disconnect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
|
||||
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
|
||||
|
||||
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
|
||||
glDeleteTextures(1, &search_tex);
|
||||
glDeleteTextures(1, &area_tex);
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
||||
{
|
||||
//-OnTapDownSignal(Vector2f(p.v[0], p.v[1]));
|
||||
OnTapDownSignal(Vector2f(p(0), p(1)));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUp(Vector2f p)
|
||||
{
|
||||
OnTapUpSignal(Vector2f(p(0), p(1)));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
|
||||
{
|
||||
OnTapUpAfterMoveSignal(Vector2f(p(0), p(1)));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
||||
{
|
||||
OnScrollSignal(Vector2f(shift(0), shift(1)));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::OnFling(Vector2f v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::ApplySignalsToMenu()
|
||||
{
|
||||
|
||||
OnTapUpSignal.connect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
|
||||
OnTapUpAfterMoveSignal.connect(boost::bind(&TGameMenu::OnTapUpAfterMove, boost::ref(Menu), _1));
|
||||
OnFlingSignal.connect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
|
||||
OnScrollSignal.connect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
|
||||
OnTapDownSignal.connect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
|
||||
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::DisapplySignalsToMenu()
|
||||
{
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameMenu::OnTapUp, boost::ref(Menu), _1));
|
||||
OnTapUpAfterMoveSignal.disconnect(boost::bind(&TGameMenu::OnTapUpAfterMove, boost::ref(Menu), _1));
|
||||
OnFlingSignal.disconnect(boost::bind(&TGameMenu::OnFling, boost::ref(Menu), _1));
|
||||
OnScrollSignal.disconnect(boost::bind(&TGameMenu::OnScroll, boost::ref(Menu), _1));
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameMenu::OnTapDown, boost::ref(Menu), _1));
|
||||
}
|
||||
|
||||
void TMyApplication::ApplySignalsToGame()
|
||||
{
|
||||
OnTapUpSignal.connect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
|
||||
OnFlingSignal.connect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
|
||||
OnScrollSignal.connect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
|
||||
OnTapDownSignal.connect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::DisapplySignalsToGame()
|
||||
{
|
||||
OnTapUpSignal.disconnect(boost::bind(&TGameLevel::OnTapUp, boost::ref(GameLevel), _1));
|
||||
OnFlingSignal.disconnect(boost::bind(&TGameLevel::OnFling, boost::ref(GameLevel), _1));
|
||||
OnScrollSignal.disconnect(boost::bind(&TGameLevel::OnScroll, boost::ref(GameLevel), _1));
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameLevel::OnTapDown, boost::ref(GameLevel), _1));
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::ApplySignalsToCredits()
|
||||
{
|
||||
OnTapDownSignal.connect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::DisapplySignalsToCredits()
|
||||
{
|
||||
OnTapDownSignal.disconnect(boost::bind(&TGameCredits::OnTapDown, boost::ref(GameCredits), _1));
|
||||
}
|
||||
|
||||
void TMyApplication::LoadResources()
|
||||
{
|
||||
|
||||
TextureNamesToLoad.clear();
|
||||
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("main_menu_bkg_left.png", "main_menu_bkg_left"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("main_menu_bkg_right.png", "main_menu_bkg_right"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("select_level.png", "select_level"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock1.png", "shutterstock1"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock2.png", "shutterstock2"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock3.png", "shutterstock3"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock4.png", "shutterstock4"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock5.png", "shutterstock5"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock6.png", "shutterstock6"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock7.png", "shutterstock7"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock8.png", "shutterstock8"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock9.png", "shutterstock9"));
|
||||
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock10.png", "shutterstock10"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock11.png", "shutterstock11"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("shutterstock12.png", "shutterstock12"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot1.png", "levelshot1"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot2.png", "levelshot2"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot3.png", "levelshot3"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot4.png", "levelshot4"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot5.png", "levelshot5"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot6.png", "levelshot6"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot7.png", "levelshot7"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot8.png", "levelshot8"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot9.png", "levelshot9"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot10.png", "levelshot10"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot11.png", "levelshot11"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("levelshot12.png", "levelshot12"));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>("game_end.png", "game_end"));
|
||||
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE1 + ".png", CONST_BLOCK_TEXTURE1));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE2 + ".png", CONST_BLOCK_TEXTURE2));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BLOCK_TEXTURE3 + ".png", CONST_BLOCK_TEXTURE3));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_GOTHROUGH_TEXTURE + ".png", CONST_BONUS_GOTHROUGH_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_MULTIPLIER_TEXTURE + ".png", CONST_BONUS_MULTIPLIER_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BONUS_FLOOR_TEXTURE + ".png", CONST_BONUS_FLOOR_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BALL_TEXTURE + ".png", CONST_BALL_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BALLGLOW_TEXTURE + ".png", CONST_BALLGLOW_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_LEFT_TEXTURE + ".png", CONST_WALL_LEFT_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_RIGHT_TEXTURE + ".png", CONST_WALL_RIGHT_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_UP_TEXTURE + ".png", CONST_WALL_UP_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_WALL_BONUS_TEXTURE + ".png", CONST_WALL_BONUS_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_REFLECTOR_TEXTURE + ".png", CONST_REFLECTOR_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_BACK_BTN_TEXTURE + ".png", CONST_BACK_BTN_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_SLIDE_UP_BTN_TEXTURE + ".png", CONST_SLIDE_UP_BTN_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_TAP_TO_CONTINUE_BTN_TEXTURE + ".png", CONST_TAP_TO_CONTINUE_BTN_TEXTURE));
|
||||
TextureNamesToLoad.push_back(std::pair<std::string, std::string>(CONST_CREDITS_TEXTURE + ".png", CONST_CREDITS_TEXTURE));
|
||||
|
||||
#ifdef TARGET_IOS
|
||||
ResourceManager->SoundManager.LoadMusicLooped("level1ogg.ogg");
|
||||
#else
|
||||
//ResourceManager->SoundManager.LoadMusic("level1ogg.ogg");
|
||||
#endif
|
||||
|
||||
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
|
||||
ResourceManager->FontManager.PushFont("droid_sans14");
|
||||
|
||||
TryLoadSavedGame();
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::TryLoadSavedGame()
|
||||
{
|
||||
|
||||
std::string fileName = GetFilePathUserData("progress.txt");
|
||||
|
||||
FILE* file = fopen(fileName.c_str(), "r");
|
||||
if (file != NULL)
|
||||
{
|
||||
char line[100];
|
||||
char* r;
|
||||
r = fgets(line, 100, file);
|
||||
if (r != NULL)
|
||||
{
|
||||
Menu.SetMenuItemCount(toint(r));
|
||||
}
|
||||
fclose(file);
|
||||
}
|
||||
}
|
||||
|
||||
void TMyApplication::TrySaveGame()
|
||||
{
|
||||
|
||||
std::string fileName = GetFilePathUserData("progress.txt");
|
||||
|
||||
std::string s = tostr(Menu.GetMenuItemCount());
|
||||
FILE* file = fopen(fileName.c_str(), "w");
|
||||
if (file != NULL)
|
||||
{
|
||||
fputs(s.c_str(), file);
|
||||
fflush(file);
|
||||
fclose(file);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
//Render the frame
|
||||
Renderer->SwitchToFrameBuffer("AlbedoBuffer");
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
CheckGlError("");
|
||||
|
||||
|
||||
OnDrawSignal();
|
||||
{
|
||||
//Render here all objects that you want to have -- Vladislav Khorev vladislav.khorev@fishrungames.com
|
||||
TRenderParamsSetter params(pair.first);
|
||||
Renderer->DrawTriangleList(pair.second);
|
||||
}
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
|
||||
//-------------------------
|
||||
//First pass - edge detection
|
||||
|
||||
Renderer->PushShader("SmaaEdge");
|
||||
|
||||
|
||||
Renderer->SwitchToFrameBuffer("EdgeBuffer");
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
|
||||
RenderUniform1i("albedo_tex", 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||
|
||||
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
|
||||
//-------------------------
|
||||
//Second pass - blend plus pattern matching
|
||||
|
||||
Renderer->PushShader("SmaaBlend");
|
||||
|
||||
Renderer->SwitchToFrameBuffer("BlendBuffer");
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
RenderUniform1i("edge_tex", 0);
|
||||
RenderUniform1i("area_tex", 1);
|
||||
RenderUniform1i("search_tex", 2);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, area_tex);
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, search_tex);
|
||||
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
#if 1
|
||||
//-------------------------
|
||||
//Last pass - neightborhood
|
||||
|
||||
Renderer->PushShader("SmaaNeighborhood");
|
||||
|
||||
Renderer->SwitchToScreen();
|
||||
Renderer->SetFullScreenViewport();
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
RenderUniform1i("albedo_tex", 0);
|
||||
RenderUniform1i("blend_tex", 1);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
#else
|
||||
|
||||
|
||||
//... or just render intermediate buffers to see what is going on
|
||||
Renderer->PushShader("DefaultShader");
|
||||
Renderer->SwitchToScreen();
|
||||
Renderer->SetFullScreenViewport();
|
||||
Renderer->SetProjectionMatrix(512.f, 512.f);
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
//Choose any to render for debug:
|
||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
|
||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
|
||||
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
CheckGlError("");
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::InnerUpdate(size_t dt)
|
||||
{
|
||||
|
||||
if (GameState == CONST_GAMESTATE_PRELOADING)
|
||||
{
|
||||
*SE::Console << "1CONST_GAMESTATE_PRELOADING";
|
||||
StateTimer += dt/1000.f;
|
||||
if (StateTimer >= 1.f)
|
||||
{
|
||||
LoadResources();
|
||||
GameState = CONST_GAMESTATE_LOADING;
|
||||
StateTimer = 0.f;
|
||||
}
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_LOADING)
|
||||
{
|
||||
*SE::Console << "2CONST_GAMESTATE_LOADING";
|
||||
StateTimer += dt/1000.f;
|
||||
if (StateTimer >= 1.f)
|
||||
{
|
||||
StateTimer -= 1.f;
|
||||
}
|
||||
|
||||
if (TextureNamesToLoad.size() != 0)
|
||||
{
|
||||
ResourceManager->TexList.AddTexture(TextureNamesToLoad.begin()->first, TextureNamesToLoad.begin()->second);
|
||||
TextureNamesToLoad.erase(TextureNamesToLoad.begin());
|
||||
}
|
||||
else
|
||||
{
|
||||
GameState = CONST_GAMESTATE_MENU;
|
||||
ApplySignalsToMenu();
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
|
||||
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
StateTimer = 0.f;
|
||||
Loaded = true;
|
||||
}
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_LEVEL)
|
||||
{
|
||||
*SE::Console << "3CONST_GAMESTATE_LEVEL";
|
||||
GameLevel.Update(dt);
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_MENU)
|
||||
{
|
||||
//*SE::Console << "4CONST_GAMESTATE_MENU";
|
||||
Menu.Update(dt);
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_LEVEL)
|
||||
{
|
||||
*SE::Console << "5CONST_GAMESTATE_FROM_MENU_TO_LEVEL";
|
||||
GameLevel.Update(dt);
|
||||
if (GameLevel.IsLoaded())
|
||||
{
|
||||
//*SE::Console << "5CONST_GAMESTATE_FROM_MENU_TO_LEVEL";
|
||||
GameState = CONST_GAMESTATE_LEVEL;
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
//CONNECT SLOT
|
||||
DisapplySignalsToMenu();
|
||||
ApplySignalsToGame();
|
||||
}
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_FROM_MENU_TO_CREDITS)
|
||||
{
|
||||
*SE::Console << "6CONST_GAMESTATE_FROM_MENU_TO_CREDITS";
|
||||
Menu.Update(dt);
|
||||
GameCredits.Update(dt);
|
||||
StateTimer -= dt;
|
||||
if (StateTimer <= 0.f)
|
||||
{
|
||||
GameState = CONST_GAMESTATE_CREDITS;
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
ApplySignalsToCredits();
|
||||
StateTimer = 0.f;
|
||||
}
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_CREDITS)
|
||||
{
|
||||
//*SE::Console << "7CONST_GAMESTATE_CREDITS";
|
||||
GameCredits.Update(dt);
|
||||
}
|
||||
else if (GameState == CONST_GAMESTATE_FROM_CREDITS_TO_MENU)
|
||||
{
|
||||
Menu.Update(dt);
|
||||
GameCredits.Update(dt);
|
||||
StateTimer -= dt;
|
||||
if (StateTimer <= 0.f)
|
||||
{
|
||||
GameState = CONST_GAMESTATE_MENU;
|
||||
StateTimer = 0.f;
|
||||
ApplySignalsToMenu();
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::GoFromMenuToGame(int level)
|
||||
{
|
||||
//#ifndef TARGET_IOS
|
||||
// ResourceManager->SoundManager.PlayMusicLooped("level1ogg.ogg");
|
||||
//#endif
|
||||
|
||||
GameLevel.FillWithFile(ST::PathToResources + "level"+tostr(level+1)+".txt");
|
||||
GameLevel.SetLoading("shutterstock" + tostr(level+1), "levelshot"+tostr(level+1));
|
||||
GameState = CONST_GAMESTATE_FROM_MENU_TO_LEVEL;
|
||||
OnDrawSignal.connect(1, boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
|
||||
|
||||
DisapplySignalsToMenu();
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::GoFromGameToMenu()
|
||||
{
|
||||
//#ifndef TARGET_IOS
|
||||
// ResourceManager->SoundManager.StopMusic("level1ogg.ogg");
|
||||
//#endif
|
||||
TrySaveGame();
|
||||
DisapplySignalsToGame();
|
||||
ApplySignalsToMenu();
|
||||
GameState = CONST_GAMESTATE_MENU;
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameLevel::Draw, boost::ref(GameLevel)));
|
||||
}
|
||||
|
||||
void TMyApplication::GoFromMenuToCredits()
|
||||
{
|
||||
GameState = CONST_GAMESTATE_FROM_MENU_TO_CREDITS;
|
||||
StateTimer = CONST_CREDITS_SHOW_TIME;
|
||||
GameCredits.StartAppear();
|
||||
OnDrawSignal.connect(1, boost::bind(&TGameCredits::Draw, boost::ref(GameCredits)));
|
||||
DisapplySignalsToMenu();
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::GoFromCreditsToMenu()
|
||||
{
|
||||
|
||||
GameState = CONST_GAMESTATE_FROM_CREDITS_TO_MENU;
|
||||
StateTimer = CONST_CREDITS_SHOW_TIME;
|
||||
GameCredits.StartDisappear();
|
||||
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
|
||||
DisapplySignalsToCredits();
|
||||
}
|
||||
|
||||
void TMyApplication::MarkSetGameLevelPause()
|
||||
{
|
||||
OnDrawSignal.connect(0, boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
}
|
||||
|
||||
void TMyApplication::MarkReleaseGameLevelPause()
|
||||
{
|
||||
OnDrawSignal.disconnect(boost::bind(&TGameMenu::Draw, boost::ref(Menu)));
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::OpenNextLevel()
|
||||
{
|
||||
Menu.OpenNextLevel();
|
||||
}
|
||||
|
||||
bool TMyApplication::IsLoaded()
|
||||
|
@ -24,93 +24,18 @@
|
||||
|
||||
#include "boost/signals2.hpp"//Signal must be included after asio
|
||||
|
||||
#include "gamecode.h"
|
||||
#include "menucode.h"
|
||||
#include "creditscode.h"
|
||||
#include "loadingcode.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
extern boost::signals2::signal<void(Vector2f)> OnTapUpSignal;
|
||||
extern boost::signals2::signal<void(Vector2f)> OnTapUpAfterMoveSignal;
|
||||
|
||||
extern boost::signals2::signal<void(Vector2f)> OnTapDownSignal;
|
||||
extern boost::signals2::signal<void(Vector2f)> OnFlingSignal;
|
||||
extern boost::signals2::signal<void(Vector2f)> OnScrollSignal;
|
||||
|
||||
extern boost::signals2::signal<void()> OnDrawSignal;
|
||||
|
||||
extern const std::string CONST_BLOCK_TEXTURE1;
|
||||
extern const std::string CONST_BLOCK_TEXTURE2;
|
||||
extern const std::string CONST_BLOCK_TEXTURE3;
|
||||
|
||||
extern const std::string CONST_BONUS_GOTHROUGH_TEXTURE;
|
||||
extern const std::string CONST_BONUS_MULTIPLIER_TEXTURE;
|
||||
extern const std::string CONST_BONUS_FLOOR_TEXTURE;
|
||||
|
||||
extern const std::string CONST_BALL_TEXTURE;
|
||||
extern const std::string CONST_BALLGLOW_TEXTURE;
|
||||
|
||||
extern const std::string CONST_WALL_LEFT_TEXTURE;
|
||||
extern const std::string CONST_WALL_RIGHT_TEXTURE;
|
||||
extern const std::string CONST_WALL_UP_TEXTURE;
|
||||
extern const std::string CONST_WALL_BONUS_TEXTURE;
|
||||
|
||||
|
||||
extern const std::string CONST_REFLECTOR_TEXTURE;
|
||||
|
||||
extern const std::string CONST_BACK_BTN_TEXTURE;
|
||||
|
||||
extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
|
||||
extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
|
||||
|
||||
extern const std::string CONST_BACK_BTN_TEXTURE;
|
||||
extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
|
||||
extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
|
||||
extern const std::string CONST_LOADING_TEXTURE;
|
||||
extern const std::string CONST_LOGO_SMALL_TEXTURE;
|
||||
extern const std::string CONST_LOADING_BACKGROUND_BLACK;
|
||||
extern const std::string CONST_CREDITS_TEXTURE;
|
||||
|
||||
|
||||
|
||||
const int CONST_GAMESTATE_LEVEL = 1;
|
||||
const int CONST_GAMESTATE_MENU = 0;
|
||||
const int CONST_GAMESTATE_FROM_MENU_TO_LEVEL = 2;
|
||||
const int CONST_GAMESTATE_FROM_MENU_TO_CREDITS = 3;
|
||||
const int CONST_GAMESTATE_CREDITS = 4;
|
||||
const int CONST_GAMESTATE_FROM_CREDITS_TO_MENU = 5;
|
||||
const int CONST_GAMESTATE_LOADING = 6;
|
||||
const int CONST_GAMESTATE_PRELOADING = 7;
|
||||
|
||||
|
||||
class TMyApplication : public TApplication
|
||||
{
|
||||
protected:
|
||||
TGameMenu Menu;
|
||||
TGameLevel GameLevel;
|
||||
TGameCredits GameCredits;
|
||||
TGameLoading GameLoading;
|
||||
|
||||
int GameState;
|
||||
float StateTimer;
|
||||
|
||||
void TryLoadSavedGame();
|
||||
void TrySaveGame();
|
||||
|
||||
bool Inited;
|
||||
|
||||
std::vector<std::pair<std::string, std::string> > TextureNamesToLoad;
|
||||
|
||||
void ApplySignalsToMenu();
|
||||
void DisapplySignalsToMenu();
|
||||
void ApplySignalsToGame();
|
||||
void DisapplySignalsToGame();
|
||||
void ApplySignalsToCredits();
|
||||
void DisapplySignalsToCredits();
|
||||
|
||||
public:
|
||||
TRenderPair pair;
|
||||
TRenderPair rect;
|
||||
|
||||
bool Loaded;
|
||||
|
||||
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
|
||||
@ -123,20 +48,10 @@ public:
|
||||
|
||||
virtual void InnerUpdate(size_t dt);
|
||||
|
||||
void GoFromMenuToGame(int level);
|
||||
void GoFromGameToMenu();
|
||||
void GoFromMenuToCredits();
|
||||
void GoFromCreditsToMenu();
|
||||
void MarkSetGameLevelPause();
|
||||
void MarkReleaseGameLevelPause();
|
||||
|
||||
void OpenNextLevel();
|
||||
|
||||
bool IsLoaded();
|
||||
|
||||
bool IsInited();
|
||||
|
||||
void LoadResources();
|
||||
|
||||
virtual void InnerOnTapDown(Vector2f p);
|
||||
|
||||
|
@ -116,7 +116,7 @@
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/debug/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/debug/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/debug/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Debug</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
@ -158,25 +158,16 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\game\creditscode.cpp" />
|
||||
<ClCompile Include="..\..\..\game\gamecode.cpp" />
|
||||
<ClCompile Include="..\..\..\game\loadingcode.cpp" />
|
||||
<ClCompile Include="..\..\..\game\main_code.cpp" />
|
||||
<ClCompile Include="..\..\..\game\menucode.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\..\game\creditscode.h" />
|
||||
<ClInclude Include="..\..\..\game\gamecode.h" />
|
||||
<ClInclude Include="..\..\..\game\game_area_interface.h" />
|
||||
<ClInclude Include="..\..\..\game\loadingcode.h" />
|
||||
<ClInclude Include="..\..\..\game\main_code.h" />
|
||||
<ClInclude Include="..\..\..\game\menucode.h" />
|
||||
<ClInclude Include="main.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
|
@ -21,18 +21,6 @@
|
||||
<ClCompile Include="..\..\..\game\main_code.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\game\menucode.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\game\creditscode.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\game\gamecode.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\game\loadingcode.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="main.h">
|
||||
@ -41,20 +29,5 @@
|
||||
<ClInclude Include="..\..\..\game\main_code.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\game\menucode.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\game\creditscode.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\game\game_area_interface.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\game\gamecode.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\..\game\loadingcode.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -8,8 +8,8 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
|
||||
LPSTR lpszCmdLine, int nCmdShow)
|
||||
{
|
||||
|
||||
int width = 480;
|
||||
int height = 320;
|
||||
int width = 512;
|
||||
int height = 512;
|
||||
|
||||
|
||||
if (CreateEngine(width, height))
|
||||
|