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After Width: | Height: | Size: 696 KiB |
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After Width: | Height: | Size: 2.5 MiB |
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After Width: | Height: | Size: 38 KiB |
@@ -0,0 +1,7 @@
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{
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"lines": [
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{"start": [-500, -500], "end": [500, -500], "color": [0.3, 0.3, 0.0]},
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{"start": [500, -500], "end": [500, 500], "color": [0.0, 0.3, 0.15]},
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{"start": [500, 500], "end": [-500, -500], "color": [0.25, 0, 0.4]}
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]
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}
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After Width: | Height: | Size: 1.7 MiB |
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After Width: | Height: | Size: 466 KiB |
@@ -0,0 +1,18 @@
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precision mediump float;
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||||
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||||
uniform sampler2D Texture;
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||||
uniform float Transparency;
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||||
uniform vec4 LightDirection;
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||||
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||||
varying vec2 texCoord;
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||||
varying vec3 fragNormal;
|
||||
varying vec3 fragColor;
|
||||
|
||||
void main() {
|
||||
vec4 color = vec4((fragColor.rgb * texture2D(Texture, texCoord).rgb), 1.0);
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||||
float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
|
||||
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||||
gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
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//gl_FragColor = vec4((fragNormal.rgb + vec3(1.0, 1.0, 1.0))*0.5, 1.0);
|
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}
|
||||
@@ -0,0 +1,17 @@
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||||
attribute vec3 vPosition;
|
||||
attribute vec3 Normal;
|
||||
attribute vec2 vTexCoord;
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||||
attribute vec3 vColor;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
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||||
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||||
varying vec2 texCoord;
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||||
varying vec3 fragNormal;
|
||||
varying vec3 fragColor;
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||||
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||||
void main() {
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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fragNormal = Normal;
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fragColor = vColor;
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}
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@@ -0,0 +1,16 @@
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precision mediump float;
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||||
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||||
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uniform float Transparency;
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uniform vec4 LightDirection;
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varying vec3 fragNormal;
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varying vec3 fragColor;
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void main() {
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vec4 color = vec4(fragColor.rgb, 1.0);
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float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
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gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
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}
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@@ -0,0 +1,14 @@
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attribute vec3 vPosition;
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attribute vec3 Normal;
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attribute vec3 vColor;
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uniform mat4 ProjectionMatrix;
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varying vec3 fragNormal;
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varying vec3 fragColor;
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||||
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void main() {
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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fragNormal = Normal;
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fragColor = vColor;
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}
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@@ -12,6 +12,24 @@
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TMyApplication* Application;
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||||
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std::vector<SE::Vector3f> posArr;
|
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std::vector<SE::Vector3f> normArr;
|
||||
std::vector<SE::Vector3f> colorArr;
|
||||
std::vector<SE::Vector2f> texCoordArr;
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||||
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||||
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||||
GLuint posBuffer;
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||||
GLuint normBuffer;
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GLuint colorBuffer;
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||||
GLuint texCoordBuffer;
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size_t posArrIndex = 0;
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size_t normArrIndex = 0;
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||||
size_t colorArrIndex = 0;
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||||
size_t texCoordArrIndex = 0;
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||||
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||||
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||||
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||||
Matrix3f quatToMatrix(Vector4f q) {
|
||||
|
||||
@@ -55,6 +73,7 @@ void TMyApplication::InnerInit()
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#ifdef TARGET_WIN32
|
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#ifdef NDEBUG
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ST::PathToResources = "resources/";
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||||
//ST::PathToResources = "../../../assets/";
|
||||
#else
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ST::PathToResources = "../../../assets/";
|
||||
#endif
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||||
@@ -75,87 +94,430 @@ void TMyApplication::InnerInit()
|
||||
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
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||||
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
|
||||
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
|
||||
//ResourceManager->ShaderManager.AddShader("SimpleShadingNoTex", "simple_shading_no_tex.vertex", "simple_shading_no_tex.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("SimpleShading", "simple_shading.vertex", "simple_shading.fragment");
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Renderer->PushShader("DefaultShader");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->TexList.AddTexture("owl-green.jpg");
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ResourceManager->TexList.AddTexture("owl-green-height.png");
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ResourceManager->TexList.AddTexture("owl-green-normal.png");
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||||
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ResourceManager->TexList.AddTexture("5f.jpg");
|
||||
ResourceManager->TexList.AddTexture("6f.jpg");
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||||
ResourceManager->TexList.AddTexture("7f.jpg");
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ResourceManager->TexList.AddTexture("background.jpg");
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ResourceManager->TexList.AddTexture("pimgpsh.jpg");
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ResourceManager->TexList.AddTexture("HeightMap.png");
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ResourceManager->TexList.AddTexture("NormalMap.png");
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ResourceManager->TexList.AddTexture("linesAll.png");
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ResourceManager->TexList.AddTexture("clean-fabric-texture-4-780x585.jpg");
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ResourceManager->TexList.AddTexture("free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png");
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//
|
||||
/*
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].reserve(90000000);
|
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].reserve(90000000);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].reserve(90000000);
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].reserve(90000000);
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||||
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||||
*/
|
||||
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||||
posArr.resize(20000000);
|
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normArr.resize(20000000);
|
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texCoordArr.resize(20000000);
|
||||
colorArr.resize(20000000);
|
||||
|
||||
|
||||
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
|
||||
|
||||
/*
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-511, -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(512, 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(512, 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(-511, 0, -512));
|
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-512, 0, 512));
|
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 512));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-512, 0, -512));
|
||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 512));
|
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, -512));
|
||||
Vector2f const bottomLeft(-500, -500);
|
||||
float const W = 1000;
|
||||
float const H = 1000;
|
||||
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||||
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1,1));
|
||||
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1,1));
|
||||
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||
Vector2f const backgroundBottomLeft(-3000, -3000);
|
||||
float const backgroundW = 6000;
|
||||
float const backgroundH = 6000;
|
||||
|
||||
{
|
||||
//resolution of background image
|
||||
//float const imageW = 512;
|
||||
//float const imageH = 512;
|
||||
|
||||
float const imageW = 2048;
|
||||
float const imageH = 2048;
|
||||
|
||||
|
||||
|
||||
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));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1] + backgroundH));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[1] + backgroundH));
|
||||
|
||||
pair.first.ShaderName = "ParallaxShader";
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0] + backgroundH));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0]));
|
||||
background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[0]));
|
||||
|
||||
pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "owl-green.jpg";
|
||||
pair.first.SamplerMap["HeightMap"] = "owl-green-height.png";
|
||||
pair.first.SamplerMap["NormalMap"] = "owl-green-normal.png";
|
||||
//pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "6f.jpg";
|
||||
//pair.first.SamplerMap["HeightMap"] = "5f.jpg";
|
||||
//pair.first.SamplerMap["NormalMap"] = "7f.jpg";
|
||||
float const tw = backgroundW / imageW;
|
||||
float const th = backgroundH / imageH;
|
||||
|
||||
pair.second.RefreshBuffer();
|
||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
|
||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
|
||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
|
||||
|
||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
|
||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, th));
|
||||
background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
|
||||
|
||||
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||
|
||||
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||
|
||||
}
|
||||
|
||||
auto findPlaneBasis = [] (const Vector3f &normal) {
|
||||
std::vector<Vector3f> result;
|
||||
|
||||
Vector3f e0, e1;
|
||||
if(normal.z() != 0)
|
||||
{
|
||||
e0 = Vector3f(1, 0, -normal.x() / normal.z()).normalized();
|
||||
e1 = Vector3f(0, 1, -normal.y() / normal.z());
|
||||
}
|
||||
else if(normal.y() != 0)
|
||||
{
|
||||
e0 = Vector3f(1, -normal.x() / normal.y(), 0).normalized();
|
||||
e1 = Vector3f(0, -normal.z() / normal.y(), 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
e0 = Vector3f(-normal.y() / normal.x(), 1, 0).normalized();
|
||||
e1 = Vector3f(-normal.z() / normal.x(), 0, 1);
|
||||
}
|
||||
|
||||
e1 = (e1 - (e1.dot(e0) / e0.dot(e0)) * e0).normalized();
|
||||
|
||||
result.push_back(e0);
|
||||
result.push_back(e1);
|
||||
|
||||
return result;
|
||||
};
|
||||
|
||||
{
|
||||
//float const R = 3;
|
||||
float const R = 0;
|
||||
//float const r = 4;
|
||||
//float const r = 16;
|
||||
float const r = 19;
|
||||
//size_t const threadsCount = 3;
|
||||
size_t const threadsCount = 1;
|
||||
size_t const edgesCount = 6;
|
||||
//float const angle = pi / 6;
|
||||
float const angle = 0;
|
||||
Vector3f up(0, 1, 0); up.normalize();
|
||||
|
||||
//size_t const step = 5;
|
||||
float const step = 20;
|
||||
|
||||
const Vector3f vshift = Vector3f(0.f, 0.002f, 0.f);
|
||||
int vShiftVal = 0;
|
||||
|
||||
auto g = [&] (Vector3f start, Vector3f end, const Vector3f &color, int x) {
|
||||
Vector3f direction = (end - start).normalized();
|
||||
end = end - (r + R) * direction;
|
||||
float iterationsCount = (end - start).norm() / step;
|
||||
auto e = findPlaneBasis(up);
|
||||
|
||||
std::vector<Vector3f> threadCenters;
|
||||
std::vector<std::vector<Vector4f>> threads;
|
||||
for(auto i = 0; i < threadsCount; i++) {
|
||||
std::vector<Vector4f> edges;
|
||||
Vector3f threadCenter = R * (e[0] * cosf(i * 2 * pi / threadsCount) + e[1] * sinf(i * 2 * pi / threadsCount));
|
||||
threadCenters.push_back(threadCenter);
|
||||
|
||||
for(auto j = 0; j < edgesCount; j++) {
|
||||
auto verticeCenter = threadCenter + r * (e[0] * cosf(j * 2 * pi / edgesCount) + e[1] * sinf(j * 2 * pi / edgesCount));
|
||||
edges.push_back(Vector4f(verticeCenter.x(), verticeCenter.y(), verticeCenter.z(), 1));
|
||||
}
|
||||
|
||||
threads.push_back(edges);
|
||||
}
|
||||
|
||||
auto rotateMatrix1 = (
|
||||
Translation3f((r + R) * direction) *
|
||||
AngleAxis<float>(
|
||||
-pi / 8,
|
||||
direction.cross(up).normalized()
|
||||
) *
|
||||
Translation3f(-(r + R) * direction)
|
||||
).matrix();
|
||||
auto matrix = (
|
||||
Translation3f((r + R) * up) *
|
||||
AngleAxis<float>(
|
||||
angle,
|
||||
direction
|
||||
) *
|
||||
Translation3f(-(r + R) * up) *
|
||||
Translation3f(static_cast<int>(step) * direction)
|
||||
).matrix();
|
||||
auto rotateMatrix2 = (
|
||||
Translation3f(static_cast<int>(step) * direction * iterationsCount) *
|
||||
Translation3f((r + R) * direction) *
|
||||
AngleAxis<float>(
|
||||
-pi / 8,
|
||||
direction.cross(up).normalized()
|
||||
) *
|
||||
Translation3f(-(r + R) * direction) *
|
||||
Translation3f(-static_cast<int>(step) * direction * iterationsCount)
|
||||
).matrix();
|
||||
|
||||
for(int i = -2; i < static_cast<int>(iterationsCount) + 2; i++) {
|
||||
std::vector<std::vector<Vector4f>> newThreads;
|
||||
|
||||
for(auto j = 0; j < threadsCount; j++) {
|
||||
auto edges = threads[j];
|
||||
std::vector<Vector4f> newEdges;
|
||||
|
||||
for(auto k = 0; k < edgesCount; k++) {
|
||||
if(i < 0) {
|
||||
newEdges.push_back(rotateMatrix1 * edges[k]);
|
||||
} else if(i < iterationsCount) {
|
||||
newEdges.push_back(matrix * edges[k]);
|
||||
} else {
|
||||
newEdges.push_back(rotateMatrix2 * edges[k]);
|
||||
}
|
||||
}
|
||||
|
||||
newThreads.push_back(newEdges);
|
||||
|
||||
auto threadCenter_ = Vector4f(threadCenters[j].x(), threadCenters[j].y(), threadCenters[j].z(), 1);
|
||||
auto threadCenter = threadCenter_.head(3);
|
||||
|
||||
Vector3f newThreadCenter;
|
||||
if (i < 0) {
|
||||
newThreadCenter = (rotateMatrix1 * threadCenter_).head(3);
|
||||
} else if (i < iterationsCount) {
|
||||
newThreadCenter = (matrix * threadCenter_).head(3);
|
||||
} else {
|
||||
newThreadCenter = (rotateMatrix2 * threadCenter_).head(3);
|
||||
}
|
||||
|
||||
threadCenters[j] = newThreadCenter;
|
||||
|
||||
for(auto k = 0; k < edgesCount; k++) {
|
||||
auto vk = edges[k].head(3);
|
||||
auto vk1 = edges[(k + 1) % edgesCount].head(3);
|
||||
auto nvk = newEdges[k].head(3);
|
||||
auto nvk1 = newEdges[(k + 1) % edgesCount].head(3);
|
||||
|
||||
posArr[posArrIndex] = start + vk + vshift*x;
|
||||
posArrIndex++;
|
||||
|
||||
posArr[posArrIndex] = start + vk1 + vshift * x;
|
||||
posArrIndex++;
|
||||
|
||||
//posArr[posArrIndex] = start + nvk;
|
||||
//posArrIndex++;
|
||||
|
||||
//posArr[posArrIndex] = start + vk1;
|
||||
//posArrIndex++;
|
||||
|
||||
posArr[posArrIndex] = start + nvk1 + vshift * x;
|
||||
posArrIndex++;
|
||||
|
||||
posArr[posArrIndex] = start + nvk + vshift*x;
|
||||
posArrIndex++;
|
||||
|
||||
|
||||
normArr[normArrIndex] = vk - threadCenter;
|
||||
normArrIndex++;
|
||||
|
||||
normArr[normArrIndex] = vk1 - threadCenter;
|
||||
normArrIndex++;
|
||||
|
||||
//normArr[normArrIndex] = nvk - newThreadCenter;
|
||||
//normArrIndex++;
|
||||
|
||||
//normArr[normArrIndex] = vk1 - threadCenter;
|
||||
//normArrIndex++;
|
||||
|
||||
normArr[normArrIndex] = nvk1 - newThreadCenter;
|
||||
normArrIndex++;
|
||||
|
||||
normArr[normArrIndex] = nvk - newThreadCenter;
|
||||
normArrIndex++;
|
||||
|
||||
|
||||
|
||||
|
||||
texCoordArr[texCoordArrIndex] = Vector2f((float)(k) / (edgesCount), (i + 2) / 4.f);
|
||||
texCoordArrIndex++;
|
||||
|
||||
texCoordArr[texCoordArrIndex] = Vector2f((float)(k+10) / (edgesCount), (i + 2) / 4.f);
|
||||
texCoordArrIndex++;
|
||||
|
||||
//texCoordArr[texCoordArrIndex] = Vector2f(0.1, 0.2);
|
||||
//texCoordArrIndex++;
|
||||
|
||||
//texCoordArr[texCoordArrIndex] = Vector2f(0.2, 0.1);
|
||||
//texCoordArrIndex++;
|
||||
|
||||
texCoordArr[texCoordArrIndex] = Vector2f((float)(k + 10) / (edgesCount), (i + 3) / 4.f);
|
||||
texCoordArrIndex++;
|
||||
|
||||
texCoordArr[texCoordArrIndex] = Vector2f((float)k / (edgesCount), (i + 3) / 4.f);
|
||||
texCoordArrIndex++;
|
||||
|
||||
|
||||
colorArr[colorArrIndex] = color;
|
||||
colorArrIndex++;
|
||||
|
||||
colorArr[colorArrIndex] = color;
|
||||
colorArrIndex++;
|
||||
|
||||
colorArr[colorArrIndex] = color;
|
||||
colorArrIndex++;
|
||||
|
||||
//colorArr[colorArrIndex] = color;
|
||||
//colorArrIndex++;
|
||||
|
||||
colorArr[colorArrIndex] = color;
|
||||
colorArrIndex++;
|
||||
|
||||
//colorArr[colorArrIndex] = color;
|
||||
//colorArrIndex++;
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk1);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
|
||||
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk - threadCenter));
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk1 - newThreadCenter));
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
|
||||
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.1));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.2));
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
|
||||
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
threads = newThreads;
|
||||
}
|
||||
};
|
||||
|
||||
{
|
||||
namespace pt = boost::property_tree;
|
||||
pt::ptree root;
|
||||
//pt::read_json(ST::PathToResources + "lines.json", root);
|
||||
//pt::read_json(ST::PathToResources + "lines100500.json", root);
|
||||
pt::read_json(ST::PathToResources + "lines100500.json", root);
|
||||
|
||||
int x = 0;
|
||||
|
||||
for(auto line: root.get_child("lines")) {
|
||||
std::vector<int> start;
|
||||
std::vector<int> end;
|
||||
std::vector<float> color;
|
||||
|
||||
for(auto value: line.second.get_child("start")) {
|
||||
start.push_back(value.second.get_value<int>());
|
||||
}
|
||||
|
||||
for (auto value : line.second.get_child("end")) {
|
||||
end.push_back(value.second.get_value<int>());
|
||||
}
|
||||
|
||||
for (auto value : line.second.get_child("color")) {
|
||||
color.push_back(value.second.get_value<float>());
|
||||
}
|
||||
|
||||
g(Vector3f(start[0], 0, start[1]), Vector3f(end[0], 0, end[1]), Vector3f(color[0], color[1], color[2]), x);
|
||||
x++;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
background.first.ShaderName ="DefaultShader";
|
||||
fabricRender.first.ShaderName = "SimpleShading";
|
||||
//fabricRender.first.ShaderName = "SimpleShadingNoTex";
|
||||
|
||||
/*
|
||||
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));
|
||||
* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
|
||||
*/
|
||||
std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
|
||||
|
||||
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));
|
||||
background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
|
||||
|
||||
fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png";
|
||||
fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png";
|
||||
//fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "clean-fabric-texture-4-780x585.jpg";
|
||||
fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png";
|
||||
fabricRender.first.Vec4Map[CONST_STRING_LIGHT_DIRECTION_UNIFORM] = Vector4f(0, -1, 0, 0);
|
||||
|
||||
background.second.RefreshBuffer();
|
||||
//fabricRender.second.RefreshBuffer();
|
||||
|
||||
|
||||
rect.second.RefreshBuffer();*/
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].clear();
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].clear();
|
||||
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].clear();
|
||||
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].clear();
|
||||
|
||||
glGenBuffers(1, &posBuffer);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, posArr.size() * 12, &posArr[0], GL_STATIC_DRAW);
|
||||
|
||||
|
||||
|
||||
glGenBuffers(1, &normBuffer);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, normBuffer);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, normArr.size() * 12, &normArr[0], GL_STATIC_DRAW);
|
||||
|
||||
|
||||
|
||||
glGenBuffers(1, &colorBuffer);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, colorArr.size() * 12, &colorArr[0], GL_STATIC_DRAW);
|
||||
|
||||
|
||||
|
||||
glGenBuffers(1, &texCoordBuffer);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, texCoordBuffer);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, texCoordArr.size() * 8, &texCoordArr[0], GL_STATIC_DRAW);
|
||||
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
Inited = true;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
@@ -171,7 +533,12 @@ void TMyApplication::InnerDeinit()
|
||||
|
||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
||||
{
|
||||
posArr.clear();
|
||||
normArr.clear();
|
||||
colorArr.clear();
|
||||
|
||||
//fabricRender.second.Data.Vec2CoordArr.clear();
|
||||
//fabricRender.second.Data.Vec3CoordArr.clear();
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUp(Vector2f p)
|
||||
@@ -209,10 +576,10 @@ void TMyApplication::OnMouseWheel(short int delta)
|
||||
{
|
||||
distance += delta;
|
||||
|
||||
if (distance > 2500)
|
||||
/*if (distance > 2500)
|
||||
{
|
||||
distance = 2500;
|
||||
}
|
||||
}*/
|
||||
|
||||
if (distance < 100)
|
||||
{
|
||||
@@ -223,7 +590,7 @@ void TMyApplication::OnMouseWheel(short int delta)
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
|
||||
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
|
||||
Renderer->SetPerspectiveProjection(pi / 6, 100.f, 40000.f);
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
@@ -239,10 +606,9 @@ void TMyApplication::InnerDraw()
|
||||
|
||||
Renderer->RotateMatrix(quat2);
|
||||
|
||||
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
auto mat1 = quatToMatrix(quat1);
|
||||
@@ -251,11 +617,31 @@ void TMyApplication::InnerDraw()
|
||||
|
||||
Vector3f lightPos = {0.f, 1.f, 1.f};
|
||||
|
||||
Vector3f eye = mat2 * (mat1 * Vector3f(0.0f, 0.f, -distance));
|
||||
Vector3f eye = mat2 * mat1 * Vector3f(0.0f, 0.f, -distance);
|
||||
|
||||
{
|
||||
TRenderParamsSetter params(background.first);
|
||||
|
||||
RenderUniform3fv("eye", eye.data());
|
||||
RenderUniform3fv("lightPos", lightPos.data());
|
||||
|
||||
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
|
||||
|
||||
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
||||
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data());
|
||||
|
||||
Renderer->DrawTriangleList(background.second);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//glEnable(GL_CULL_FACE);
|
||||
|
||||
|
||||
{
|
||||
TRenderParamsSetter params(pair.first);
|
||||
TRenderParamsSetter params(fabricRender.first);
|
||||
|
||||
RenderUniform3fv("eye", eye.data());
|
||||
RenderUniform3fv("lightPos", lightPos.data());
|
||||
@@ -266,9 +652,27 @@ void TMyApplication::InnerDraw()
|
||||
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
|
||||
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
|
||||
|
||||
Renderer->DrawTriangleList(pair.second);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
|
||||
VertexAttribPointer3fv(CONST_STRING_POSITION_ATTRIB, 0, NULL);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, normBuffer);
|
||||
VertexAttribPointer3fv(CONST_STRING_NORMAL_ATTRIB, 0, NULL);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
|
||||
VertexAttribPointer3fv(CONST_STRING_COLOR_ATTRIB, 0, NULL);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, texCoordBuffer);
|
||||
VertexAttribPointer2fv(CONST_STRING_TEXCOORD_ATTRIB, 0, NULL);
|
||||
|
||||
|
||||
glDrawArrays(GL_QUADS, 0, posArrIndex);
|
||||
|
||||
|
||||
//Renderer->DrawTriangleList(fabricRender.second);
|
||||
}
|
||||
|
||||
|
||||
Renderer->PopMatrix();
|
||||
|
||||
CheckGlError("");
|
||||
|
||||
@@ -20,6 +20,9 @@
|
||||
#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
|
||||
@@ -33,8 +36,8 @@ protected:
|
||||
bool Inited;
|
||||
|
||||
public:
|
||||
TRenderPair pair;
|
||||
TRenderPair rect;
|
||||
TRenderPair fabricRender;
|
||||
TRenderPair background;
|
||||
|
||||
bool Loaded;
|
||||
|
||||
|
||||
@@ -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">
|
||||
@@ -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>
|
||||
@@ -158,7 +159,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<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>
|
||||
<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>
|
||||
|
||||
@@ -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 = 512;
|
||||
int height = 512;
|
||||
int width = 1024;
|
||||
int height = 1024;
|
||||
|
||||
|
||||
if (CreateEngine(width, height))
|
||||
|
||||