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6 changed files with 133 additions and 74 deletions

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@@ -78,84 +78,128 @@ void TMyApplication::InnerInit()
Renderer->PushShader("DefaultShader"); Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture("console_bkg.bmp"); ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->TexList.AddTexture("owl-green.jpg");
ResourceManager->TexList.AddTexture("owl-green-height.png");
ResourceManager->TexList.AddTexture("owl-green-normal.png");
ResourceManager->TexList.AddTexture("5f.jpg"); ResourceManager->TexList.AddTexture("background.jpg");
ResourceManager->TexList.AddTexture("6f.jpg"); ResourceManager->TexList.AddTexture("HeightMap.png");
ResourceManager->TexList.AddTexture("7f.jpg"); ResourceManager->TexList.AddTexture("NormalMap.png");
ResourceManager->TexList.AddTexture("linesAll.png");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512); ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
Vector2f const bottomLeft(-500, -500);
float const W = 1000;
float const H = 1000;
Vector2f const backgroundBottomLeft(-1000, -1000);
float const backgroundW = 2000;
float const backgroundH = 2000;
{
//resolution of background image
float const imageW = 512;
float const imageH = 512;
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));
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]));
float const tw = backgroundW / imageW;
float const th = backgroundH / imageH;
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));
}
{
//resolution of linesAll.png
float const texW = 900;
float const texH = 900;
float const step = 12;
float const thick = 10;
auto f = [this, texW, texH, thick, W, H] (const Vector3f &p1, const Vector3f &p2) {
auto pv = p2 - p1;
Vector3f ortho(pv[2], 0, pv[0]);
ortho.normalize();
auto p3 = p2 + ortho * thick;
auto p4 = p1 + ortho * thick;
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p2);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p4);
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
auto texThick = thick / texW;
auto m = (p1[0] + p2[0]) / 2 / texW;
auto y = H / texH;
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, y));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, 0));
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
};
Vector3f const stepDirection(1, 0, 0);
Vector3f p1(bottomLeft[0], 0, -bottomLeft[1]);
while (p1[0] < bottomLeft[0] + W) {
auto p2 = p1 - Vector3f(0, 0, W);
f(p1, p2);
auto p3 = p1 + step * stepDirection;
f(p3, p2);
p1 = p3;
}
}
background.first.ShaderName ="DefaultShader";
fabricRender.first.ShaderName = "ParallaxShader";
/* /*
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-511, -512, 0)); * Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
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)); std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
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));
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));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, -512));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0)); background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "background.jpg";
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));
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 = "ParallaxShader";
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";
pair.second.RefreshBuffer();
/*
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
rect.second.RefreshBuffer();*/
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] = "linesAll.png";
background.second.RefreshBuffer();
fabricRender.second.RefreshBuffer();
Inited = true; Inited = true;
} }
void TMyApplication::InnerDeinit() void TMyApplication::InnerDeinit()
@@ -240,9 +284,10 @@ void TMyApplication::InnerDraw()
Renderer->RotateMatrix(quat2); Renderer->RotateMatrix(quat2);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
CheckGlError(""); CheckGlError("");
auto mat1 = quatToMatrix(quat1); auto mat1 = quatToMatrix(quat1);
@@ -251,11 +296,24 @@ void TMyApplication::InnerDraw()
Vector3f lightPos = {0.f, 1.f, 1.f}; 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(pair.first); 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);
}
{
TRenderParamsSetter params(fabricRender.first);
RenderUniform3fv("eye", eye.data()); RenderUniform3fv("eye", eye.data());
RenderUniform3fv("lightPos", lightPos.data()); RenderUniform3fv("lightPos", lightPos.data());
@@ -266,9 +324,10 @@ void TMyApplication::InnerDraw()
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data()); RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data()); RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
Renderer->DrawTriangleList(pair.second); Renderer->DrawTriangleList(fabricRender.second);
} }
Renderer->PopMatrix(); Renderer->PopMatrix();
CheckGlError(""); CheckGlError("");
+2 -2
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@@ -33,8 +33,8 @@ protected:
bool Inited; bool Inited;
public: public:
TRenderPair pair; TRenderPair fabricRender;
TRenderPair rect; TRenderPair background;
bool Loaded; bool Loaded;