Compare commits
1 Commits
master
...
post-proce
Author | SHA1 | Date | |
---|---|---|---|
|
ed4a0178da |
18
assets/SSAA_4X.frag
Executable file
18
assets/SSAA_4X.frag
Executable file
@ -0,0 +1,18 @@
|
||||
precision mediump float;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
uniform vec2 samplesOffset[4];
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 color = vec3(0, 0, 0);
|
||||
for (int i = 0; i < 4; ++i)
|
||||
{
|
||||
color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
|
||||
}
|
||||
color /= 4;
|
||||
|
||||
gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
|
||||
}
|
11
assets/SSAA_4X.vertex
Executable file
11
assets/SSAA_4X.vertex
Executable file
@ -0,0 +1,11 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord;
|
||||
}
|
7
assets/color_fragment.txt
Executable file
7
assets/color_fragment.txt
Executable file
@ -0,0 +1,7 @@
|
||||
precision mediump float;
|
||||
varying vec4 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = color;
|
||||
}
|
11
assets/color_vertex.txt
Executable file
11
assets/color_vertex.txt
Executable file
@ -0,0 +1,11 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec4 vColor;
|
||||
varying vec4 color;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
color = vColor;
|
||||
}
|
@ -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
|
||||
}
|
||||
TRenderParamsSetter params(pair.first);
|
||||
Renderer->DrawTriangleList(pair.second);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
|
||||
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);
|
||||
// Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize);
|
||||
|
||||
// Renderer->PopShader();
|
||||
|
||||
|
||||
|
||||
{
|
||||
TRenderParamsSetter params(rect.first);
|
||||
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->PopShader();
|
||||
Renderer->DrawTriangleList(rect.second);
|
||||
}
|
||||
|
||||
CheckGlError();
|
||||
}
|
||||
|
@ -80,6 +80,8 @@ void TMyApplication::InnerInit()
|
||||
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");
|
||||
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
|
||||
Renderer->PushShader("DefaultShader");
|
||||
|
||||
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
|
||||
@ -88,7 +90,7 @@ void TMyApplication::InnerInit()
|
||||
|
||||
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
||||
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 480 * 2, 320 * 2);
|
||||
|
||||
OnDrawSignal.connect(boost::bind(&TGameLoading::Draw, boost::ref(GameLoading)));
|
||||
Inited = true;
|
||||
@ -97,6 +99,24 @@ void TMyApplication::InnerInit()
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
Renderer->PushShader("SSAA_4X");
|
||||
|
||||
const float cos30 = sqrt(3) / 2;
|
||||
const float sin30 = 0.5f;
|
||||
const float sampleRadiusX = 0.75 / 480;
|
||||
const float sampleRadiusY = 0.75 / 320;
|
||||
|
||||
Vector2f offset;
|
||||
offset = Vector2f(cos30 * sampleRadiusX, sin30 * sampleRadiusY);
|
||||
RenderUniform2fv("samplesOffset[0]", &offset[0]);
|
||||
offset = Vector2f(-sin30 * sampleRadiusX, cos30 * sampleRadiusY);
|
||||
RenderUniform2fv("samplesOffset[1]", &offset[0]);
|
||||
offset = Vector2f(-cos30 * sampleRadiusX, -sin30 * sampleRadiusY);
|
||||
RenderUniform2fv("samplesOffset[2]", &offset[0]);
|
||||
offset = Vector2f(sin30 * sampleRadiusX, -cos30 * sampleRadiusY);
|
||||
RenderUniform2fv("samplesOffset[3]", &offset[0]);
|
||||
|
||||
Renderer->PopShader();
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
|
Loading…
Reference in New Issue
Block a user