Compare commits
15 Commits
master
...
fabric-ils
Author | SHA1 | Date | |
---|---|---|---|
248d5c2efe | |||
bfdbf06328 | |||
0ce48eaf8f | |||
24fd919de3 | |||
c5b64370cc | |||
bdef3aca47 | |||
c613d00511 | |||
46b7b28b2b | |||
3f2572eaa5 | |||
86f0ad59bb | |||
13f3e3ee9b | |||
95207620f6 | |||
915c031f52 | |||
f2e238ed5e | |||
|
ed4a0178da |
BIN
assets/5f.jpg
Executable file
After Width: | Height: | Size: 35 KiB |
BIN
assets/6f.jpg
Executable file
After Width: | Height: | Size: 76 KiB |
BIN
assets/7f.jpg
Executable file
After Width: | Height: | Size: 62 KiB |
BIN
assets/HeightMap.png
Executable file
After Width: | Height: | Size: 696 KiB |
BIN
assets/NormalMap.png
Executable file
After Width: | Height: | Size: 2.5 MiB |
BIN
assets/QPHiResRope.bmp1494e1a0-4267-48de-a564-e98d9d71b959Original.jpg
Executable file
After Width: | Height: | Size: 207 KiB |
BIN
assets/Rope-Normal.png534242ef-4e77-4266-9f25-8afff39f9b47Large.jpg
Executable file
After Width: | Height: | Size: 133 KiB |
BIN
assets/Rope.png31f749db-f7bf-4d96-b573-590ecb859551Large.jpg
Executable file
After Width: | Height: | Size: 99 KiB |
19
assets/SSAA_4X.frag
Executable file
@ -0,0 +1,19 @@
|
||||
precision mediump float;
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||||
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||||
uniform sampler2D Texture;
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||||
uniform vec2 samplesOffset[4];
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||||
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varying vec2 texCoord;
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||||
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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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||||
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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/background.jpg
Executable file
After Width: | Height: | Size: 180 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 |
BIN
assets/clean-fabric-texture-4-780x585.jpg
Executable file
After Width: | Height: | Size: 106 KiB |
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 |
BIN
assets/free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png
Executable file
After Width: | Height: | Size: 31 KiB |
BIN
assets/free-detailed-tiled-rope-texture-3d-model-low_x.png
Executable file
After Width: | Height: | Size: 38 KiB |
Before Width: | Height: | Size: 3.4 KiB |
@ -1,33 +0,0 @@
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Colormap
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Brickmap
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Colormap
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||||
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@ -1,33 +0,0 @@
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Colormap
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||||
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Brickmap
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|
@ -1,32 +0,0 @@
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||||
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||||
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||||
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||||
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||||
Colormap
|
||||
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||||
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Brickmap
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@ -1,32 +0,0 @@
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||||
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||||
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||||
Colormap
|
||||
111111111111
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||||
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111111111111
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||||
111111111111
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||||
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111111111111
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Brickmap
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|
@ -1,33 +0,0 @@
|
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|
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7, 255, 189, 255
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||||
128, 143, 128, 255
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||||
Colormap
|
||||
000000000000
|
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033333333330
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||||
031111111130
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031111111130
|
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|
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|
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032230032230
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Brickmap
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|
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|
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000000000000
|
@ -1,33 +0,0 @@
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|
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|
||||
101, 97, 255, 255
|
||||
5, 186, 255, 255
|
||||
105, 201, 255, 255
|
||||
Colormap
|
||||
000000333333
|
||||
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|
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|
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|
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|
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|
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Brickmap
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|
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|
||||
111130000000
|
||||
333300000000
|
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000000000000
|
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000000000000
|
@ -1,32 +0,0 @@
|
||||
255, 0, 255, 255
|
||||
0, 0, 0, 255
|
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163, 255, 198, 255
|
||||
0, 255, 182, 255
|
||||
Colormap
|
||||
000022220000
|
||||
000222222000
|
||||
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||||
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||||
111100001111
|
||||
111110011111
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111111111111
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111111111111
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111111111111
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||||
111111111111
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000000000000
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Brickmap
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111111111111
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111111111111
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222222222222
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000000000000
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000000000000
|
@ -1,33 +0,0 @@
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||||
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|
||||
0, 0, 0, 255
|
||||
255, 200, 5, 255
|
||||
255, 153, 0, 255
|
||||
255, 97, 0, 255
|
||||
Colormap
|
||||
000000000000
|
||||
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|
||||
000333000333
|
||||
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Brickmap
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000222000222
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000000000000
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000000000000
|
@ -1,33 +0,0 @@
|
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255, 255, 0, 255
|
||||
0, 0, 0, 255
|
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230, 230, 230, 255
|
||||
195, 195, 195, 255
|
||||
150, 150, 150, 255
|
||||
Colormap
|
||||
333333333333
|
||||
030030030030
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030030030030
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030030030030
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Brickmap
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@ -1,32 +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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Colormap
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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 |
7
assets/lines.json
Executable file
@ -0,0 +1,7 @@
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||||
{
|
||||
"lines": [
|
||||
{"start": [-500, -500], "end": [500, -500], "color": [0.3, 0.3, 0.0]},
|
||||
{"start": [500, -500], "end": [500, 500], "color": [0.0, 0.3, 0.15]},
|
||||
{"start": [500, 500], "end": [-500, -500], "color": [0.25, 0, 0.4]}
|
||||
]
|
||||
}
|
12270
assets/lines100500 div 2.json
Executable file
26587
assets/lines100500.json
Executable file
BIN
assets/linesAll.png
Executable file
After Width: | Height: | Size: 1.7 MiB |
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 |
BIN
assets/owl-green-height.png
Executable file
After Width: | Height: | Size: 1.7 MiB |
BIN
assets/owl-green-normal.png
Executable file
After Width: | Height: | Size: 4.4 MiB |
BIN
assets/owl-green.jpg
Executable file
After Width: | Height: | Size: 819 KiB |
68
assets/parallax_fragment.txt
Executable file
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|
||||
precision mediump float;
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform sampler2D HeightMap;
|
||||
|
||||
precision highp float;
|
||||
|
||||
varying vec2 frag_uv;
|
||||
varying vec3 ts_light_pos;
|
||||
varying vec3 ts_view_pos;
|
||||
varying vec3 ts_frag_pos;
|
||||
|
||||
const float num_layers = 16.0;
|
||||
|
||||
const float depth_scale = 0.01;
|
||||
|
||||
|
||||
|
||||
vec2 parallax_uv(vec2 uv, vec3 view_dir)
|
||||
{
|
||||
|
||||
float layer_depth = 1.0 / num_layers;
|
||||
float cur_layer_depth = 0.0;
|
||||
vec2 delta_uv = view_dir.xy * depth_scale / (view_dir.z * num_layers);
|
||||
vec2 cur_uv = uv;
|
||||
|
||||
float depth_from_tex = texture2D(HeightMap, cur_uv).r;
|
||||
|
||||
for (int i = 0; i < 32; i++) {
|
||||
cur_layer_depth += layer_depth;
|
||||
cur_uv -= delta_uv;
|
||||
depth_from_tex = texture2D(HeightMap, cur_uv).r;
|
||||
if (depth_from_tex < cur_layer_depth) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Parallax occlusion mapping
|
||||
vec2 prev_uv = cur_uv + delta_uv;
|
||||
float next = depth_from_tex - cur_layer_depth;
|
||||
float prev = texture2D(HeightMap, prev_uv).r - cur_layer_depth
|
||||
+ layer_depth;
|
||||
float weight = next / (next - prev);
|
||||
return mix(cur_uv, prev_uv, weight);
|
||||
|
||||
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec3 light_dir = normalize(ts_light_pos - ts_frag_pos);
|
||||
vec3 view_dir = normalize(ts_view_pos - ts_frag_pos);
|
||||
|
||||
// Only perturb the texture coordinates if a parallax technique is selected
|
||||
vec2 uv = parallax_uv(frag_uv, view_dir);
|
||||
//vec2 uv = frag_uv;
|
||||
|
||||
vec3 albedo = texture2D(Texture, uv).rgb;
|
||||
|
||||
vec3 ambient = 0.3 * albedo;
|
||||
|
||||
// Normal mapping
|
||||
vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
|
||||
float diffuse = max(dot(light_dir, norm), 0.0);
|
||||
gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
|
||||
|
||||
}
|
60
assets/parallax_vertex.txt
Executable file
@ -0,0 +1,60 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
|
||||
uniform vec3 eye;
|
||||
|
||||
uniform mat4 ModelViewMatrix;
|
||||
uniform mat3 NormalMatrix;
|
||||
uniform mat4 ProjectionMatrix1;
|
||||
uniform mat3 ModelViewMatrix3x3;
|
||||
|
||||
varying vec2 frag_uv;
|
||||
varying vec3 ts_light_pos; // Tangent space values
|
||||
varying vec3 ts_view_pos; //
|
||||
varying vec3 ts_frag_pos; //
|
||||
|
||||
|
||||
mat3 transpose(in mat3 inMatrix)
|
||||
{
|
||||
vec3 i0 = inMatrix[0];
|
||||
vec3 i1 = inMatrix[1];
|
||||
vec3 i2 = inMatrix[2];
|
||||
|
||||
mat3 outMatrix = mat3(
|
||||
vec3(i0.x, i1.x, i2.x),
|
||||
vec3(i0.y, i1.y, i2.y),
|
||||
vec3(i0.z, i1.z, i2.z)
|
||||
);
|
||||
|
||||
return outMatrix;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 vert_norm = vec3(0, 1, 0);
|
||||
vec3 vert_tang = vec3(1, 0, 0);
|
||||
vec3 vert_bitang = vec3(0, 0, 1);
|
||||
|
||||
mat4 mvp = ProjectionMatrix1 * ModelViewMatrix;
|
||||
|
||||
gl_Position = mvp * vec4(vPosition.xyz, 1.0);
|
||||
|
||||
ts_frag_pos = vec3(ModelViewMatrix * vec4(vPosition.xyz, 1.0));
|
||||
|
||||
vec3 t = normalize((NormalMatrix) * vert_tang);
|
||||
vec3 b = normalize((NormalMatrix) * vert_bitang);
|
||||
vec3 n = normalize((NormalMatrix) * vert_norm);
|
||||
mat3 tbn = transpose(mat3(t, b, n));
|
||||
|
||||
|
||||
ts_light_pos = tbn * vec3(1,2,0);
|
||||
|
||||
//ts_view_pos = tbn * eye;
|
||||
ts_view_pos = tbn * vec3(0,0,0);
|
||||
ts_frag_pos = tbn * ts_frag_pos;
|
||||
|
||||
|
||||
frag_uv = vTexCoord;
|
||||
|
||||
}
|
BIN
assets/pimgpsh.jpg
Executable file
After Width: | Height: | Size: 466 KiB |
Before Width: | Height: | Size: 7.0 KiB |
Before Width: | Height: | Size: 2.3 KiB |
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 |
18
assets/simple_shading.fragment
Executable file
@ -0,0 +1,18 @@
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
uniform float Transparency;
|
||||
uniform vec4 LightDirection;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 fragNormal;
|
||||
varying vec3 fragColor;
|
||||
|
||||
void main() {
|
||||
vec4 color = vec4((fragColor.rgb * texture2D(Texture, texCoord).rgb), 1.0);
|
||||
|
||||
float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
|
||||
|
||||
gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
|
||||
//gl_FragColor = vec4((fragNormal.rgb + vec3(1.0, 1.0, 1.0))*0.5, 1.0);
|
||||
}
|
17
assets/simple_shading.vertex
Executable file
@ -0,0 +1,17 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec3 Normal;
|
||||
attribute vec2 vTexCoord;
|
||||
attribute vec3 vColor;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 fragNormal;
|
||||
varying vec3 fragColor;
|
||||
|
||||
void main() {
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
fragNormal = Normal;
|
||||
fragColor = vColor;
|
||||
}
|
16
assets/simple_shading_no_tex.fragment
Executable file
@ -0,0 +1,16 @@
|
||||
precision mediump float;
|
||||
|
||||
|
||||
uniform float Transparency;
|
||||
uniform vec4 LightDirection;
|
||||
|
||||
varying vec3 fragNormal;
|
||||
varying vec3 fragColor;
|
||||
|
||||
void main() {
|
||||
vec4 color = vec4(fragColor.rgb, 1.0);
|
||||
|
||||
float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
|
||||
|
||||
gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
|
||||
}
|
14
assets/simple_shading_no_tex.vertex
Executable file
@ -0,0 +1,14 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec3 Normal;
|
||||
attribute vec3 vColor;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
varying vec3 fragNormal;
|
||||
varying vec3 fragColor;
|
||||
|
||||
void main() {
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
fragNormal = Normal;
|
||||
fragColor = vColor;
|
||||
}
|
Before Width: | Height: | Size: 9.4 KiB |
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()
|
||||
@ -735,11 +775,10 @@ 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)
|
||||
{
|
||||
|
||||
@ -764,88 +803,95 @@ 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));
|
||||
// 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<TBall>::iterator iBall;
|
||||
// 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);
|
||||
//
|
||||
|
||||
Renderer->PushShader("BrickShader");
|
||||
//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);
|
||||
// }
|
||||
|
||||
|
||||
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);
|
||||
|
||||
|
||||
if (BonusFloorTimer>0.f)
|
||||
{
|
||||
TRenderParamsSetter params(pair.first);
|
||||
Renderer->DrawTriangleList(pair.second);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
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;
|
||||
}
|
||||
// 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);
|
||||
|
||||
RenderUniform1f("Brightness", brightness);
|
||||
glBindTexture(GL_TEXTURE_2D,ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
|
||||
// Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
|
||||
|
||||
//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->PopShader();
|
||||
|
||||
Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
|
||||
|
||||
Renderer->PopShader();
|
||||
|
||||
{
|
||||
TRenderParamsSetter params(rect.first);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
}
|
||||
|
||||
CheckGlError();
|
||||
}
|
||||
|
976
game/main_code.cpp
Normal file → Executable file
102
game/main_code.h
Normal file → Executable file
@ -20,97 +20,25 @@
|
||||
#include "boost/assign.hpp"
|
||||
#include "boost/bind.hpp"
|
||||
|
||||
#include "boost/property_tree/ptree.hpp"
|
||||
#include "boost/property_tree/json_parser.hpp"
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "boost/signals2.hpp"//Signal must be included after asio
|
||||
|
||||
#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 fabricRender;
|
||||
TRenderPair background;
|
||||
|
||||
bool Loaded;
|
||||
|
||||
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
|
||||
@ -123,20 +51,10 @@ 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);
|
||||
|
||||
@ -148,6 +66,14 @@ public:
|
||||
|
||||
virtual void OnFling(Vector2f v);
|
||||
|
||||
virtual void OnMouseWheel(short int delta);
|
||||
|
||||
|
||||
float distance = 2000;
|
||||
|
||||
float alpha = 0;
|
||||
|
||||
float phi = pi / 6;
|
||||
};
|
||||
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
@ -22,33 +22,34 @@
|
||||
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>DoubleHitBallswin</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<PlatformToolset>v141</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -116,7 +117,7 @@
|
||||
<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>
|
||||
@ -150,7 +151,7 @@
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_67_0/;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories>
|
||||
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -158,25 +159,16 @@
|
||||
<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_67_0/stage/lib;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</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" />
|
||||
|
@ -1,60 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Файлы исходного кода">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Заголовочные файлы">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Файлы ресурсов">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<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">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<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>
|
@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup />
|
||||
</Project>
|
@ -8,8 +8,8 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
|
||||
LPSTR lpszCmdLine, int nCmdShow)
|
||||
{
|
||||
|
||||
int width = 480;
|
||||
int height = 320;
|
||||
int width = 1024;
|
||||
int height = 1024;
|
||||
|
||||
|
||||
if (CreateEngine(width, height))
|
||||
|