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Author SHA1 Message Date
vladislav.khorev bf04c70f50 Set SMAA antialiasing 2018-01-06 00:51:05 +03:00
33 changed files with 1124 additions and 33750 deletions

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-1
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@@ -70,7 +70,6 @@ iOSInjectionProject/
/windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug /windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug
/windows/DoubleHitBalls-win/DoubleHitBalls-win/Release /windows/DoubleHitBalls-win/DoubleHitBalls-win/Release
/windows/DoubleHitBalls-win/.vs/ /windows/DoubleHitBalls-win/.vs/
/windows/DoubleHitBalls-win/**/*.user
/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt /windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt /windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources /windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
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{
"lines": [
{"start": [-500, -500], "end": [500, 500], "color": [0.25, 0, 0.4]},
{"start": [-500, 500], "end": [500, -500], "color": [0.1, 0.7, 0.4]},
{"start": [-400, -400], "end": [400, -400], "color": [0.3, 0.3, 0.0]},
{"start": [400, -400], "end": [400, 400], "color": [0.0, 0.3, 0.15]},
{"start": [400, 400], "end": [-400, 400], "color": [0.2, 0.6, 0.9]},
{"start": [-400, 400], "end": [-400, -400], "color": [0.5, 0.3, 0.1]}
]
}
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-69
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@@ -1,69 +0,0 @@
precision mediump float;
uniform sampler2D Texture;
uniform sampler2D NormalMap;
uniform sampler2D HeightMap;
uniform sampler2D TransparencyMask;
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 = 0.002;
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, texture2D(TransparencyMask, uv).a);
}
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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;
}
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+1 -1
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@@ -7,7 +7,7 @@ void main()
{ {
vec4 color = texture2D(Texture,texCoord).rgba; vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, color.a * Transparency); gl_FragColor = vec4(color.rgb, 1.0);
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#version 410 compatibility
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
#define SMAA_THRESHOLD 0.05
#define SMAA_MAX_SEARCH_STEPS 32
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
#define SMAA_CORNER_ROUNDING 25
#ifndef SMAA_DEPTH_THRESHOLD
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
#endif
#ifndef SMAA_REPROJECTION
#define SMAA_REPROJECTION 0
#endif
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
#ifndef SMAA_AREATEX_MAX_DISTANCE
#define SMAA_AREATEX_MAX_DISTANCE 16
#endif
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
#endif
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
/* --- Define section is over ---- */
//-----------------------------------------------------------------------------
// Diagonal Search Functions
/**
* These functions allows to perform diagonal pattern searches.
*/
float SMAASearchDiag1(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
texcoord += dir * SMAA_PIXEL_SIZE;
vec2 e = vec2(0.0, 0.0);
float i;
for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
e.rg = textureLod(edgesTex, texcoord, 0.0).rg;
//SMAA_FLATTEN
if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
texcoord += dir * SMAA_PIXEL_SIZE;
}
return i + float(e.g > 0.9) * c;
}
float SMAASearchDiag2(sampler2D edgesTex, vec2 texcoord, vec2 dir, float c) {
texcoord += dir * SMAA_PIXEL_SIZE;
vec2 e = vec2(0.0, 0.0);
float i;
for (i = 0.0; i < float(SMAA_MAX_SEARCH_STEPS_DIAG); i++) {
e.g = textureLod(edgesTex, texcoord, 0.0).g;
e.r = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
//SMAA_FLATTEN
if (dot(e, vec2(1.0, 1.0)) < 1.9) break;
texcoord += dir * SMAA_PIXEL_SIZE;
}
return i + float(e.g > 0.9) * c;
}
/**
* Similar to SMAAArea, this calculates the area corresponding to a certain
* diagonal distance and crossing edges 'e'.
*/
vec2 SMAAAreaDiag(sampler2D areaTex, vec2 dist, vec2 e, float offset) {
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE_DIAG) * e + dist;
// We do a scale and bias for mapping to texel space:
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
// Diagonal areas are on the second half of the texture:
texcoord.x += 0.5;
// Move to proper place, according to the subpixel offset:
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
return textureLod(areaTex, texcoord, 0.0).rg;
}
/**
* This searches for diagonal patterns and returns the corresponding weights.
*/
vec2 SMAACalculateDiagWeights(sampler2D edgesTex, sampler2D areaTex, vec2 texcoord, vec2 e, ivec4 subsampleIndices) {
vec2 weights = vec2(0.0, 0.0);
vec2 d;
d.x = e.r > 0.0? SMAASearchDiag1(edgesTex, texcoord, vec2(-1.0, 1.0), 1.0) : 0.0;
d.y = SMAASearchDiag1(edgesTex, texcoord, vec2(1.0, -1.0), 0.0);
//SMAA_BRANCH
if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
vec4 coords = fma(vec4(-d.r, d.r, d.g, -d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
vec4 c;
c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, 0)).r;
c.z = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).g;
c.w = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, -1)).r;
vec2 e = 2.0 * c.xz + c.yw;
float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
e *= step(d.rg, vec2(t, t));
weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.z));
}
d.x = SMAASearchDiag2(edgesTex, texcoord, vec2(-1.0, -1.0), 0.0);
float right = textureLodOffset(edgesTex, texcoord, 0.0, ivec2(1, 0)).r;
d.y = right > 0.0? SMAASearchDiag2(edgesTex, texcoord, vec2(1.0, 1.0), 1.0) : 0.0;
//SMAA_BRANCH
if (d.r + d.g > 2.0) { // d.r + d.g + 1 > 3
vec4 coords = fma(vec4(-d.r, -d.r, d.g, d.g), SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
vec4 c;
c.x = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-1, 0)).g;
c.y = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 0, -1)).r;
c.zw = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1, 0)).gr;
vec2 e = 2.0 * c.xz + c.yw;
float t = float(SMAA_MAX_SEARCH_STEPS_DIAG) - 1.0;
e *= step(d.rg, vec2(t, t));
weights += SMAAAreaDiag(areaTex, d, e, float(subsampleIndices.w)).gr;
}
return weights;
}
//-----------------------------------------------------------------------------
// Horizontal/Vertical Search Functions
/**
* This allows to determine how much length should we add in the last step
* of the searches. It takes the bilinearly interpolated edge (see
* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
* crossing edges are active.
*/
float SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
// Not required if searchTex accesses are set to point:
// vec2 SEARCH_TEX_PIXEL_SIZE = 1.0 / vec2(66.0, 33.0);
// e = vec2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
// e * vec2(scale, 1.0) * vec2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
e.r = bias + e.r * scale;
e.g = -e.g;
return 255.0 * textureLod(searchTex, e, 0.0).r;
}
/**
* Horizontal/vertical search functions for the 2nd pass.
*/
float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
/**
* @PSEUDO_GATHER4
* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
* sample between edge, thus fetching four edges in a row.
* Sampling with different offsets in each direction allows to disambiguate
* which edges are active from the four fetched ones.
*/
vec2 e = vec2(0.0, 1.0);
while (texcoord.x > end &&
e.g > 0.8281 && // Is there some edge not activated?
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
e = textureLod(edgesTex, texcoord, 0.0).rg;
texcoord -= vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
}
// We correct the previous (-0.25, -0.125) offset we applied:
texcoord.x += 0.25 * SMAA_PIXEL_SIZE.x;
// The searches are bias by 1, so adjust the coords accordingly:
texcoord.x += SMAA_PIXEL_SIZE.x;
// Disambiguate the length added by the last step:
texcoord.x += 2.0 * SMAA_PIXEL_SIZE.x; // Undo last step
texcoord.x -= SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
return texcoord.x;
}
float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
vec2 e = vec2(0.0, 1.0);
while (texcoord.x < end &&
e.g > 0.8281 && // Is there some edge not activated?
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
e = textureLod(edgesTex, texcoord, 0.0).rg;
texcoord += vec2(2.0, 0.0) * SMAA_PIXEL_SIZE;
}
texcoord.x -= 0.25 * SMAA_PIXEL_SIZE.x;
texcoord.x -= SMAA_PIXEL_SIZE.x;
texcoord.x -= 2.0 * SMAA_PIXEL_SIZE.x;
texcoord.x += SMAA_PIXEL_SIZE.x * SMAASearchLength(searchTex, e, 0.5, 0.5);
return texcoord.x;
}
float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
vec2 e = vec2(1.0, 0.0);
while (texcoord.y > end &&
e.r > 0.8281 && // Is there some edge not activated?
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
e = textureLod(edgesTex, texcoord, 0.0).rg;
texcoord -= vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
}
texcoord.y += 0.25 * SMAA_PIXEL_SIZE.y;
texcoord.y += SMAA_PIXEL_SIZE.y;
texcoord.y += 2.0 * SMAA_PIXEL_SIZE.y;
texcoord.y -= SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5);
return texcoord.y;
}
float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end) {
vec2 e = vec2(1.0, 0.0);
while (texcoord.y < end &&
e.r > 0.8281 && // Is there some edge not activated?
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
e = textureLod(edgesTex, texcoord, 0.0).rg;
texcoord += vec2(0.0, 2.0) * SMAA_PIXEL_SIZE;
}
texcoord.y -= 0.25 * SMAA_PIXEL_SIZE.y;
texcoord.y -= SMAA_PIXEL_SIZE.y;
texcoord.y -= 2.0 * SMAA_PIXEL_SIZE.y;
texcoord.y += SMAA_PIXEL_SIZE.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5);
return texcoord.y;
}
/**
* Ok, we have the distance and both crossing edges. So, what are the areas
* at each side of current edge?
*/
vec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {
// Rounding prevents precision errors of bilinear filtering:
vec2 texcoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;
// We do a scale and bias for mapping to texel space:
texcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
// Move to proper place, according to the subpixel offset:
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
return textureLod(areaTex, texcoord, 0.0).rg;
}
//-----------------------------------------------------------------------------
// Corner Detection Functions
void SMAADetectHorizontalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
vec4 coords = fma(vec4(d.x, 0.0, d.y, 0.0),
SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
vec2 e;
e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, 1.0)).r;
bool left = abs(d.x) < abs(d.y);
e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(0.0, -2.0)).r;
if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, 1.0)).r;
e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(1.0, -2.0)).r;
if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
#endif
}
void SMAADetectVerticalCornerPattern(sampler2D edgesTex, inout vec2 weights, vec2 texcoord, vec2 d) {
#if SMAA_CORNER_ROUNDING < 100 || SMAA_FORCE_CORNER_DETECTION == 1
vec4 coords = fma(vec4(0.0, d.x, 0.0, d.y),
SMAA_PIXEL_SIZE.xyxy, texcoord.xyxy);
vec2 e;
e.r = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2( 1.0, 0.0)).g;
bool left = abs(d.x) < abs(d.y);
e.g = textureLodOffset(edgesTex, coords.xy, 0.0, ivec2(-2.0, 0.0)).g;
if (left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
e.r = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2( 1.0, 1.0)).g;
e.g = textureLodOffset(edgesTex, coords.zw, 0.0, ivec2(-2.0, 1.0)).g;
if (!left) weights *= clamp(float(SMAA_CORNER_ROUNDING) / 100.0 + 1.0 - e, 0.0, 1.0);
#endif
}
//-----------------------------------------------------------------------------
// Blending Weight Calculation Pixel Shader (Second Pass)
vec4 SMAABlendingWeightCalculationPS(vec2 texcoord,
vec2 pixcoord,
vec4 offset[3],
sampler2D edgesTex,
sampler2D areaTex,
sampler2D searchTex,
ivec4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
vec2 e = texture(edgesTex, texcoord).rg;
//SMAA_BRANCH
if (e.g > 0.0) { // Edge at north
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
// Diagonals have both north and west edges, so searching for them in
// one of the boundaries is enough.
weights.rg = SMAACalculateDiagWeights(edgesTex, areaTex, texcoord, e, subsampleIndices);
// We give priority to diagonals, so if we find a diagonal we skip
// horizontal/vertical processing.
//SMAA_BRANCH
if (dot(weights.rg, vec2(1.0, 1.0)) == 0.0) {
#endif
vec2 d;
// Find the distance to the left:
vec2 coords;
coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x);
coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_PIXEL_SIZE.y (@CROSSING_OFFSET)
d.x = coords.x;
// Now fetch the left crossing edges, two at a time using bilinear
// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
// discern what value each edge has:
float e1 = textureLod(edgesTex, coords, 0.0).r;
// Find the distance to the right:
coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);
d.y = coords.x;
// We want the distances to be in pixel units (doing this here allow to
// better interleave arithmetic and memory accesses):
d = d / SMAA_PIXEL_SIZE.x - pixcoord.x;
// SMAAArea below needs a sqrt, as the areas texture is compressed
// quadratically:
vec2 sqrt_d = sqrt(abs(d));
// Fetch the right crossing edges:
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(1, 0)).r;
// Ok, we know how this pattern looks like, now it is time for getting
// the actual area:
weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));
// Fix corners:
SMAADetectHorizontalCornerPattern(edgesTex, weights.rg, texcoord, d);
#if SMAA_MAX_SEARCH_STEPS_DIAG > 0 || SMAA_FORCE_DIAGONAL_DETECTION == 1
} else
e.r = 0.0; // Skip vertical processing.
#endif
}
//SMAA_BRANCH
if (e.r > 0.0) { // Edge at west
vec2 d;
// Find the distance to the top:
vec2 coords;
coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z);
coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_PIXEL_SIZE.x;
d.x = coords.y;
// Fetch the top crossing edges:
float e1 = textureLod(edgesTex, coords, 0.0).g;
// Find the distance to the bottom:
coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);
d.y = coords.y;
// We want the distances to be in pixel units:
d = d / SMAA_PIXEL_SIZE.y - pixcoord.y;
// SMAAArea below needs a sqrt, as the areas texture is compressed
// quadratically:
vec2 sqrt_d = sqrt(abs(d));
// Fetch the bottom crossing edges:
float e2 = textureLodOffset(edgesTex, coords, 0.0, ivec2(0, 1)).g;
// Get the area for this direction:
weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));
// Fix corners:
SMAADetectVerticalCornerPattern(edgesTex, weights.ba, texcoord, d);
//return vec4(weights.ba, 0.0, 1.0);
}
return weights;
}
/* ------------- Header is over -------------- */
uniform sampler2D edge_tex;
uniform sampler2D area_tex;
uniform sampler2D search_tex;
in vec2 texcoord;
in vec2 pixcoord;
in vec4 offset[3];
in vec4 dummy2;
void main()
{
gl_FragColor = SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edge_tex, area_tex, search_tex, ivec4(0));
}
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#version 410 compatibility
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
#define SMAA_THRESHOLD 0.05
#define SMAA_MAX_SEARCH_STEPS 32
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
#define SMAA_CORNER_ROUNDING 25
#ifndef SMAA_DEPTH_THRESHOLD
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
#endif
#ifndef SMAA_REPROJECTION
#define SMAA_REPROJECTION 0
#endif
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
#ifndef SMAA_AREATEX_MAX_DISTANCE
#define SMAA_AREATEX_MAX_DISTANCE 16
#endif
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
#endif
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
/* --- Define section is over ---- */
/**
* Blend Weight Calculation Vertex Shader
*/
void SMAABlendingWeightCalculationVS(vec4 position,
out vec4 svPosition,
inout vec2 texcoord,
out vec2 pixcoord,
out vec4 offset[3]) {
svPosition = position;
pixcoord = texcoord / SMAA_PIXEL_SIZE;
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.25, -0.125, 1.25, -0.125);
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-0.125, -0.25, -0.125, 1.25);
// And these for the searches, they indicate the ends of the loops:
offset[2] = vec4(offset[0].xz, offset[1].yw) +
vec4(-2.0, 2.0, -2.0, 2.0) *
SMAA_PIXEL_SIZE.xxyy * float(SMAA_MAX_SEARCH_STEPS);
}
/* ------------- Header is over -------------- */
out vec2 texcoord;
out vec2 pixcoord;
out vec4 offset[3];
out vec4 dummy2;
attribute vec3 vPosition;
attribute vec2 vTexCoord;
uniform mat4 ProjectionMatrix;
void main()
{
texcoord = vTexCoord;
vec4 dummy1 = vec4(0);
SMAABlendingWeightCalculationVS(dummy1, dummy2, texcoord, pixcoord, offset);
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
}
+105
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@@ -0,0 +1,105 @@
#version 410 compatibility
#define SMAA_THRESHOLD 0.05
#define SMAA_MAX_SEARCH_STEPS 32
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
#define SMAA_CORNER_ROUNDING 25
#ifndef SMAA_DEPTH_THRESHOLD
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
#endif
#ifndef SMAA_REPROJECTION
#define SMAA_REPROJECTION 0
#endif
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
#ifndef SMAA_AREATEX_MAX_DISTANCE
#define SMAA_AREATEX_MAX_DISTANCE 16
#endif
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
#endif
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
/* --- Define section is over ---- */
/**
* Color Edge Detection
*
* IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
* thus 'colorTex' should be a non-sRGB texture.
*/
vec4 SMAAColorEdgeDetectionPS(vec2 texcoord,
vec4 offset[3],
sampler2D colorTex
) {
vec2 threshold = vec2(SMAA_THRESHOLD, SMAA_THRESHOLD);
// Calculate color deltas:
vec4 delta;
vec3 C = texture(colorTex, texcoord).rgb;
vec3 Cleft = texture(colorTex, offset[0].xy).rgb;
vec3 t = abs(C - Cleft);
delta.x = max(max(t.r, t.g), t.b);
vec3 Ctop = texture(colorTex, offset[0].zw).rgb;
t = abs(C - Ctop);
delta.y = max(max(t.r, t.g), t.b);
// We do the usual threshold:
vec2 edges = step(threshold, delta.xy);
// Then discard if there is no edge:
if (dot(edges, vec2(1.0, 1.0)) == 0.0)
discard;
// Calculate right and bottom deltas:
vec3 Cright = texture(colorTex, offset[1].xy).rgb;
t = abs(C - Cright);
delta.z = max(max(t.r, t.g), t.b);
vec3 Cbottom = texture(colorTex, offset[1].zw).rgb;
t = abs(C - Cbottom);
delta.w = max(max(t.r, t.g), t.b);
// Calculate the maximum delta in the direct neighborhood:
float maxDelta = max(max(max(delta.x, delta.y), delta.z), delta.w);
// Calculate left-left and top-top deltas:
vec3 Cleftleft = texture(colorTex, offset[2].xy).rgb;
t = abs(C - Cleftleft);
delta.z = max(max(t.r, t.g), t.b);
vec3 Ctoptop = texture(colorTex, offset[2].zw).rgb;
t = abs(C - Ctoptop);
delta.w = max(max(t.r, t.g), t.b);
// Calculate the final maximum delta:
maxDelta = max(max(maxDelta, delta.z), delta.w);
// Local contrast adaptation in action:
edges.xy *= step(0.5 * maxDelta, delta.xy);
return vec4(edges, 0.0, 0.0);
}
/* ------------- Header is over -------------- */
uniform sampler2D albedo_tex;
in vec2 texcoord;
in vec4 offset[3];
in vec4 dummy2;
void main()
{
gl_FragColor = SMAAColorEdgeDetectionPS(texcoord, offset, albedo_tex);
}
+67
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@@ -0,0 +1,67 @@
#version 410 compatibility
#define SMAA_PIXEL_SIZE vec2(1.0/512.0, 1.0/512.0)
#define SMAA_THRESHOLD 0.05
#define SMAA_MAX_SEARCH_STEPS 32
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
#define SMAA_CORNER_ROUNDING 25
#ifndef SMAA_DEPTH_THRESHOLD
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
#endif
#ifndef SMAA_REPROJECTION
#define SMAA_REPROJECTION 0
#endif
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
#ifndef SMAA_AREATEX_MAX_DISTANCE
#define SMAA_AREATEX_MAX_DISTANCE 16
#endif
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
#endif
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
/* --- Define section is over ---- */
/**
* Edge Detection Vertex Shader
*/
void SMAAEdgeDetectionVS(vec4 position,
out vec4 svPosition,
inout vec2 texcoord,
out vec4 offset[3]) {
svPosition = position;
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
offset[2] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-2.0, 0.0, 0.0, -2.0);
}
/* ------------- Header is over -------------- */
out vec2 texcoord;
out vec4 offset[3];
out vec4 dummy2;
attribute vec3 vPosition;
attribute vec2 vTexCoord;
uniform mat4 ProjectionMatrix;
void main()
{
texcoord = vTexCoord;
vec4 dummy1 = vec4(0);
SMAAEdgeDetectionVS(dummy1, dummy2, texcoord, offset);
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
}
+102
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@@ -0,0 +1,102 @@
#version 410 compatibility
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
#define SMAA_THRESHOLD 0.05
#define SMAA_MAX_SEARCH_STEPS 32
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
#define SMAA_CORNER_ROUNDING 25
#ifndef SMAA_DEPTH_THRESHOLD
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
#endif
#ifndef SMAA_REPROJECTION
#define SMAA_REPROJECTION 0
#endif
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
#ifndef SMAA_AREATEX_MAX_DISTANCE
#define SMAA_AREATEX_MAX_DISTANCE 16
#endif
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
#endif
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
/* --- Define section is over ---- */
vec4 SMAANeighborhoodBlendingPS(vec2 texcoord,
vec4 offset[2],
sampler2D colorTex,
sampler2D blendTex) {
// Fetch the blending weights for current pixel:
vec4 a;
a.xz = texture(blendTex, texcoord).xz;
a.y = texture(blendTex, offset[1].zw).g;
a.w = texture(blendTex, offset[1].xy).a;
// Is there any blending weight with a value greater than 0.0?
//SMAA_BRANCH
if (dot(a, vec4(1.0, 1.0, 1.0, 1.0)) < 1e-5)
return textureLod(colorTex, texcoord, 0.0);
else {
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
// Up to 4 lines can be crossing a pixel (one through each edge). We
// favor blending by choosing the line with the maximum weight for each
// direction:
vec2 offset;
offset.x = a.a > a.b? a.a : -a.b; // left vs. right
offset.y = a.g > a.r? a.g : -a.r; // top vs. bottom
// Then we go in the direction that has the maximum weight:
if (abs(offset.x) > abs(offset.y)) // horizontal vs. vertical
offset.y = 0.0;
else
offset.x = 0.0;
#if SMAA_REPROJECTION == 1
// Fetch the opposite color and lerp by hand:
vec4 C = textureLod(colorTex, texcoord, 0.0);
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
// Unpack the velocity values:
C.a *= C.a;
Cop.a *= Cop.a;
// Lerp the colors:
vec4 Caa = mix(C, Cop, s);
// Unpack velocity and return the resulting value:
Caa.a = sqrt(Caa.a);
return Caa;
#else
// Fetch the opposite color and lerp by hand:
vec4 C = textureLod(colorTex, texcoord, 0.0);
texcoord += sign(offset) * SMAA_PIXEL_SIZE;
vec4 Cop = textureLod(colorTex, texcoord, 0.0);
float s = abs(offset.x) > abs(offset.y)? abs(offset.x) : abs(offset.y);
return mix(C, Cop, s);
#endif
}
}
/* ------------- Header is over -------------- */
uniform sampler2D albedo_tex;
uniform sampler2D blend_tex;
in vec2 texcoord;
in vec4 offset[2];
in vec4 dummy2;
void main()
{
gl_FragColor = SMAANeighborhoodBlendingPS(texcoord, offset, albedo_tex, blend_tex);
}
+65
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@@ -0,0 +1,65 @@
#version 410 compatibility
#define SMAA_PIXEL_SIZE vec2(1.0 / 512.0, 1.0 / 512.0)
#define SMAA_THRESHOLD 0.05
#define SMAA_MAX_SEARCH_STEPS 32
#define SMAA_MAX_SEARCH_STEPS_DIAG 16
#define SMAA_CORNER_ROUNDING 25
#ifndef SMAA_DEPTH_THRESHOLD
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
#endif
#ifndef SMAA_REPROJECTION
#define SMAA_REPROJECTION 0
#endif
#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
#ifndef SMAA_AREATEX_MAX_DISTANCE
#define SMAA_AREATEX_MAX_DISTANCE 16
#endif
#ifndef SMAA_AREATEX_MAX_DISTANCE_DIAG
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
#endif
#define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
/* --- Define section is over ---- */
/**
* Neighborhood Blending Vertex Shader
*/
void SMAANeighborhoodBlendingVS(vec4 position,
out vec4 svPosition,
inout vec2 texcoord,
out vec4 offset[2]) {
svPosition = position;
offset[0] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, -1.0);
offset[1] = texcoord.xyxy + SMAA_PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, 1.0);
}
/* ------------- Header is over -------------- */
out vec2 texcoord;
out vec4 offset[2];
out vec4 dummy2;
attribute vec3 vPosition;
attribute vec2 vTexCoord;
uniform mat4 ProjectionMatrix;
void main()
{
texcoord = vTexCoord;
vec4 dummy1 = vec4(0);
SMAANeighborhoodBlendingVS(dummy1, dummy2, texcoord, offset);
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
}
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-10
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@@ -1,10 +0,0 @@
precision mediump float;
uniform sampler2D Texture;
uniform sampler2D TransparencyMask;
varying vec2 texCoord;
void main() {
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, texture2D(TransparencyMask, texCoord).a);
}
-11
View File
@@ -1,11 +0,0 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}
-11
View File
@@ -1,11 +0,0 @@
precision mediump float;
uniform sampler2D Texture;
uniform sampler2D TransparencyMask;
varying vec2 texCoord;
varying vec3 fragColor;
void main() {
vec3 color = normalize(texture2D(Texture,texCoord).rgb + fragColor);
gl_FragColor = vec4(color, texture2D(TransparencyMask, texCoord).a);
}
-14
View File
@@ -1,14 +0,0 @@
attribute vec3 vPosition;
attribute vec3 vColor;
attribute vec2 vTexCoord;
varying vec2 texCoord;
varying vec3 fragColor;
uniform mat4 ProjectionMatrix;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
fragColor = vColor;
}
Executable → Regular
+251 -310
View File
@@ -11,46 +11,25 @@
TMyApplication* Application; TMyApplication* Application;
Matrix3f quatToMatrix(Vector4f q) {
Matrix3f result;
double sqw = q(3)*q(3); #define AREATEX_WIDTH 160
double sqx = q(0)*q(0); #define AREATEX_HEIGHT 560
double sqy = q(1)*q(1); #define SEARCHTEX_WIDTH 66
double sqz = q(2)*q(2); #define SEARCHTEX_HEIGHT 33
// invs (inverse square length) is only required if quaternion is not already normalised
double invs = 1 / (sqx + sqy + sqz + sqw);
result(0,0) = (sqx - sqy - sqz + sqw)*invs; // since sqw + sqx + sqy + sqz =1/invs*invs
result(1,1) = (-sqx + sqy - sqz + sqw)*invs;
result(2,2) = (-sqx - sqy + sqz + sqw)*invs;
double tmp1 = q(0)*q(1);
double tmp2 = q(2)*q(3);
result(1, 0) = 2.0 * (tmp1 + tmp2)*invs;
result(0, 1) = 2.0 * (tmp1 - tmp2)*invs;
tmp1 = q(0)*q(2);
tmp2 = q(1)*q(3);
result(2,0) = 2.0 * (tmp1 - tmp2)*invs;
result(0,2) = 2.0 * (tmp1 + tmp2)*invs;
tmp1 = q(1)*q(2);
tmp2 = q(0)*q(3);
result(2, 1) = 2.0 * (tmp1 + tmp2)*invs;
result(1, 2) = 2.0 * (tmp1 - tmp2)*invs;
return result;
}
void TMyApplication::InnerInit() { GLuint area_tex;
GLuint search_tex;
void TMyApplication::InnerInit()
{
Application = this; Application = this;
#ifdef TARGET_WIN32 #ifdef TARGET_WIN32
#ifdef NDEBUG #ifdef NDEBUG
ST::PathToResources = "../../../assets/"; ST::PathToResources = "resources/";
//ST::PathToResources = "resources/";
#else #else
ST::PathToResources = "../../../assets/"; ST::PathToResources = "../../../assets/";
#endif #endif
@@ -60,7 +39,8 @@ void TMyApplication::InnerInit() {
ST::PathToResources = "assets/"; ST::PathToResources = "assets/";
#endif #endif
if (Console != NULL) { if (Console != NULL)
{
*Console<<"APP INIT\n"; *Console<<"APP INIT\n";
} }
srand (static_cast<size_t>(time(NULL))); srand (static_cast<size_t>(time(NULL)));
@@ -68,249 +48,131 @@ void TMyApplication::InnerInit() {
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt"); ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt"); ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt"); ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
ResourceManager->ShaderManager.AddShader("Transparency", "Transparency.vertex", "Transparency.fragment"); ResourceManager->ShaderManager.AddShader("SmaaEdge", "smaa/edge_vertex.txt", "smaa/edge_fragment.txt");
ResourceManager->ShaderManager.AddShader("TransparencyPlusColor", "transparencyPlusColor.vertex", "transparencyPlusColor.fragment"); ResourceManager->ShaderManager.AddShader("SmaaBlend", "smaa/blend_vertex.txt", "smaa/blend_fragment.txt");
ResourceManager->ShaderManager.AddShader("SmaaNeighborhood", "smaa/neighborhood_vertex.txt", "smaa/neighborhood_fragment.txt");
Renderer->PushShader("DefaultShader"); 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("pimgpsh.jpg"); ResourceManager->FrameManager.AddFrameRenderBuffer("AlbedoBuffer", 512, 512);
ResourceManager->TexList.AddTexture("fabric-texture.jpg"); ResourceManager->FrameManager.AddFrameRenderBuffer("EdgeBuffer", 512, 512);
ResourceManager->TexList.AddTexture("fabric-normal-map.png"); ResourceManager->FrameManager.AddFrameRenderBuffer("BlendBuffer", 512, 512);
ResourceManager->TexList.AddTexture("fabric-height-map.png");
ResourceManager->TexList.AddTexture("fabric-transparency-mask.png");
ResourceManager->TexList.AddTexture("5f.jpg"); pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
ResourceManager->TexList.AddTexture("6f.jpg"); pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
ResourceManager->TexList.AddTexture("7f.jpg"); pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
{
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096)); //Choose colored or black and white -- Vladislav Khorev vladislav.khorev@fishrungames.com
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, 4096)); #if 1
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096)); pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096)); pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096)); pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, -4096)); pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
#else
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
#endif
pair.first.ShaderName = "ColorShader";
pair.second.RefreshBuffer();
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0)); rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 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(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(0, 0));
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(1, 0));
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
rect.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
rect.second.RefreshBuffer(); rect.second.RefreshBuffer();
}
{ Renderer->SetOrthoProjection();
size_t const mapWidth = 2048;
size_t const mapHeight = 2048;
size_t const channelsCount = 4;
char *heightMap = new char[mapWidth * mapHeight * channelsCount];
char *material = new char[mapWidth * mapHeight * channelsCount];
char *normalMap = new char[mapWidth * mapHeight * channelsCount];
for(size_t z = 0; z < mapHeight; z++) { Renderer->SetFullScreenViewport();
for(size_t x = 0; x < mapWidth; x++) {
size_t index = channelsCount * (z * mapWidth + x);
heightMap[index + 0] = 0; glDisable(GL_BLEND); //Don't forget to disable blending or whole thing will not work!!! -- Vladislav Khorev vladislav.khorev@fishrungames.com
heightMap[index + 1] = 0;
heightMap[index + 2] = 0;
heightMap[index + 3] = 255;
material[index + 0] = 255;
material[index + 1] = 255;
material[index + 2] = 255;
material[index + 3] = 0;
normalMap[index + 0] = 128;
normalMap[index + 1] = 128;
normalMap[index + 2] = 255;
normalMap[index + 3] = 255;
}
}
double *heightMapF = new double[mapWidth * mapHeight];
const size_t threadsCount = 3;
const double threadWidth = 4.0;
const auto g = [this, mapWidth, mapHeight, channelsCount, threadWidth, threadsCount, heightMapF, material, normalMap](Vector2d start, Vector2d end, Vector3f &color) {
start = start + Vector2d(mapWidth / 2, mapHeight / 2);
end = end + Vector2d(mapWidth / 2, mapHeight / 2);
const auto length = (end - start).norm();
const Vector2d e0 = (end - start).normalized();
const Vector2d e1(-e0.y(), e0.x());
std::vector<Vector2d> corners;
corners.push_back(start + threadWidth * e1);
corners.push_back(start - threadWidth * e1);
corners.push_back(end + threadWidth * e1);
corners.push_back(end - threadWidth * e1);
auto minXf = corners[0].x();
auto maxXf = corners[0].x();
auto minYf = corners[0].y();
auto maxYf = corners[0].y();
for(auto corner: corners) {
if(corner.x() < minXf) {minXf = corner.x();}
if(corner.x() > maxXf) {maxXf = corner.x();}
if(corner.y() < minYf) {minYf = corner.y();}
if(corner.y() > maxYf) {maxYf = corner.y();}
}
const auto minX = floor(minXf);
const auto maxX = ceil(maxXf);
const auto minY = floor(minYf);
const auto maxY = floor(maxYf);
const double r = threadWidth / 2;
Matrix2d basisMatrix;
basisMatrix << e0.x(), e0.y(), e1.x(), e1.y();
for(auto x = minX; x <= maxX; x++) {
for(auto y = minY; y <= maxY; y++) {
if(x < 0 || x >= mapWidth || y < 0 || y >= mapHeight) {continue;}
Vector2d self = basisMatrix * Vector2d(x - start.x(), y - start.y());
if(self.x() >= 0 && self.x() <= length && self.y() >= -threadWidth && self.y() <= threadWidth) {
const double phase = 6 * pi * self.x() / length;
std::vector<Vector2d> centers;
auto maxH = -1.0f;
Vector3d normal;
for(size_t i = 0; i < threadsCount; i++) {
Vector2d center =
r * sin(phase + 2 * pi * i / threadsCount) * Vector2d(1, 0) +
r * cos(phase + 2 * pi * i / threadsCount) * Vector2d(0, 1);
auto temp = r * r - (self.y() - center.x()) * (self.y() - center.x());
if(temp < 0) {continue;}
float h = sqrt(temp) + center.y();
if(h > maxH) {
maxH = h;
Vector3d center3d =
self.x() * Vector3d(e0.x(), e0.y(), 0) +
center.x() * Vector3d(e1.x(), e1.y(), 0) +
center.y() * Vector3d(0, 0, 1);
Vector3d intersection3d =
self.x() * Vector3d(e0.x(), e0.y(), 0) +
self.y() * Vector3d(e1.x(), e1.y(), 0) +
maxH * Vector3d(0, 0, 1);
normal = (intersection3d - center3d).normalized();
}
}
size_t index = y * mapWidth + x;
if(heightMapF[index] > maxH / (2 * r)) {continue;}
heightMapF[index] = maxH / (2 * r);
material[4 * index] = 255 * color(0);
material[4 * index + 1] = 255 * color(1);
material[4 * index + 2] = 255 * color(2);
material[4 * index + 3] = 255;
normalMap[4 * index] = 255 * (normal.x() + 1) / 2;
normalMap[4 * index + 1] = 255 * (normal.y() + 1) / 2;
normalMap[4 * index + 2] = 255 * normal.z();
normalMap[4 * index + 3] = 255;
}
}
}
};
namespace pt = boost::property_tree;
pt::ptree root;
pt::read_json(ST::PathToResources + "lines.json", root);
size_t counter = 0;
for (auto line : root.get_child("lines")) {
std::vector<double> start;
std::vector<double> end;
std::vector<double> color;
for (auto value : line.second.get_child("start")) {
start.push_back(value.second.get_value<double>());
}
for (auto value : line.second.get_child("end")) {
end.push_back(value.second.get_value<double>());
}
for (auto value : line.second.get_child("color")) {
color.push_back(value.second.get_value<double>());
}
g(Vector2d(start[0] / 4, start[1] / 4), Vector2d(end[0] / 4, end[1] / 4), Vector3f(color[0], color[1], color[2]));
counter++;
//if(counter > 3000) {
// break;
//}
}
for(size_t i = 0; i < mapWidth; i++) {
for(size_t j = 0; j < mapHeight; j++) {
heightMap[4 * (i * mapWidth + j)] = 255 - 255 * heightMapF[i * mapWidth + j];
heightMap[4 * (i * mapWidth + j) + 1] = 255 - 255 * heightMapF[i * mapWidth + j];
heightMap[4 * (i * mapWidth + j) + 2] = 255 - 255 * heightMapF[i * mapWidth + j];
heightMap[4 * (i * mapWidth + j) + 3] = 255;
}
}
delete[] heightMapF;
SE::TTextureData heightMapTexture;
heightMapTexture.Width = mapWidth;
heightMapTexture.Height = mapHeight;
heightMapTexture.Format = "bmp32";
heightMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
heightMapTexture.Data = boost::shared_array<char>(heightMap);
ResourceManager->TexList.AddTexture("HeightMapTexture", heightMapTexture);
SE::TTextureData materialTexture;
materialTexture.Width = mapWidth;
materialTexture.Height = mapHeight;
materialTexture.Format = "bmp32";
materialTexture.DataSize = mapWidth * mapHeight * channelsCount;
materialTexture.Data = boost::shared_array<char>(material);
ResourceManager->TexList.AddTexture("MaterialTexture", materialTexture);
SE::TTextureData normalMapTexture;
normalMapTexture.Width = mapWidth;
normalMapTexture.Height = mapHeight;
normalMapTexture.Format = "bmp32";
normalMapTexture.DataSize = mapWidth * mapHeight * channelsCount;
normalMapTexture.Data = boost::shared_array<char>(normalMap);
ResourceManager->TexList.AddTexture("NormalMapTexture", normalMapTexture);
}
{
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, 2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, 2048));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(2048, 5, -2048));
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));
pair.second.RefreshBuffer();
pair.first.ShaderName = "ParallaxShader";
pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "MaterialTexture";
pair.first.SamplerMap["HeightMap"] = "HeightMapTexture";
pair.first.SamplerMap["NormalMap"] = "NormalMapTexture";
pair.first.SamplerMap["TransparencyMask"] = "MaterialTexture";
}
Inited = true; Inited = true;
//This is stuff from original https://github.com/scrawl/smaa-opengl
//We must have these textures to be used for pattern matching or something -- Vladislav Khorev vladislav.khorev@fishrungames.com
unsigned char* buffer = 0;
FILE* f = 0;
buffer = new unsigned char[1024 * 1024];
f = fopen((ST::PathToResources + "smaa/smaa_area.raw").c_str(), "rb"); //rb stands for "read binary file"
if (!f)
{
std::cerr << "Couldn't open smaa_area.raw.\n";
}
fread(buffer, AREATEX_WIDTH * AREATEX_HEIGHT * 2, 1, f);
fclose(f);
f = 0;
glGenTextures(1, &area_tex);
glBindTexture(GL_TEXTURE_2D, area_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, (GLsizei)AREATEX_WIDTH, (GLsizei)AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, buffer);
f = fopen((ST::PathToResources + "smaa/smaa_search.raw").c_str(), "rb");
if (!f)
{
std::cerr << "Couldn't open smaa_search.raw.\n";
}
fread(buffer, SEARCHTEX_WIDTH * SEARCHTEX_HEIGHT, 1, f);
fclose(f);
f = 0;
glGenTextures(1, &search_tex);
glBindTexture(GL_TEXTURE_2D, search_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, (GLsizei)SEARCHTEX_WIDTH, (GLsizei)SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
delete[] buffer;
} }
void TMyApplication::InnerDeinit() void TMyApplication::InnerDeinit()
@@ -321,91 +183,170 @@ void TMyApplication::InnerDeinit()
{ {
*Console<<"APP DEINIT\n"; *Console<<"APP DEINIT\n";
} }
glDeleteTextures(1, &search_tex);
glDeleteTextures(1, &area_tex);
} }
void TMyApplication::InnerOnTapDown(Vector2f p) {} void TMyApplication::InnerOnTapDown(Vector2f p)
{
void TMyApplication::InnerOnTapUp(Vector2f p) {} }
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p) {} void TMyApplication::InnerOnTapUp(Vector2f p)
{
}
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
{
}
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift) void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
{ {
phi += shift(1)*0.02f;
if (phi < pi/12)
{
phi = pi / 12;
}
if (phi > pi / 2)
{
phi = pi / 2;
}
alpha -= shift(0)*0.02f;
} }
void TMyApplication::OnFling(Vector2f v) void TMyApplication::OnFling(Vector2f v)
{ {
} }
void TMyApplication::OnMouseWheel(short int delta)
{
distance += delta;
}
void TMyApplication::InnerDraw() void TMyApplication::InnerDraw()
{ {
Renderer->SwitchToScreen();
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
Renderer->SetFullScreenViewport();
Renderer->PushMatrix(); //Render the frame
Renderer->SwitchToFrameBuffer("AlbedoBuffer");
Renderer->SetProjectionMatrix(512.f, 512.f);
Renderer->TranslateMatrix(Vector3f(0, 0, -distance)); glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2)); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
Renderer->RotateMatrix(quat1);
Renderer->RotateMatrix(quat2);
glDisable(GL_DEPTH_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
CheckGlError(""); CheckGlError("");
auto mat1 = quatToMatrix(quat1);
auto mat2 = quatToMatrix(quat2);
Vector3f lightPos = {0.f, 1.f, 1.f};
Vector3f eye = mat2 * (mat1 * Vector3f(0.0f, 0.f, -distance));
{
TRenderParamsSetter params(rect.first);
Renderer->DrawTriangleList(rect.second);
}
{ {
//Render here all objects that you want to have -- Vladislav Khorev vladislav.khorev@fishrungames.com
TRenderParamsSetter params(pair.first); TRenderParamsSetter params(pair.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(pair.second); Renderer->DrawTriangleList(pair.second);
} }
Renderer->PopMatrix();
CheckGlError(""); CheckGlError("");
//-------------------------
//First pass - edge detection
Renderer->PushShader("SmaaEdge");
Renderer->SwitchToFrameBuffer("EdgeBuffer");
Renderer->SetProjectionMatrix(512.f, 512.f);
RenderUniform1i("albedo_tex", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
//-------------------------
//Second pass - blend plus pattern matching
Renderer->PushShader("SmaaBlend");
Renderer->SwitchToFrameBuffer("BlendBuffer");
Renderer->SetProjectionMatrix(512.f, 512.f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
RenderUniform1i("edge_tex", 0);
RenderUniform1i("area_tex", 1);
RenderUniform1i("search_tex", 2);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, area_tex);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, search_tex);
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
#if 1
//-------------------------
//Last pass - neightborhood
Renderer->PushShader("SmaaNeighborhood");
Renderer->SwitchToScreen();
Renderer->SetFullScreenViewport();
Renderer->SetProjectionMatrix(512.f, 512.f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
RenderUniform1i("albedo_tex", 0);
RenderUniform1i("blend_tex", 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
#else
//... or just render intermediate buffers to see what is going on
Renderer->PushShader("DefaultShader");
Renderer->SwitchToScreen();
Renderer->SetFullScreenViewport();
Renderer->SetProjectionMatrix(512.f, 512.f);
glActiveTexture(GL_TEXTURE0);
//Choose any to render for debug:
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
Renderer->DrawTriangleList(rect.second);
Renderer->PopShader();
CheckGlError("");
#endif
} }
void TMyApplication::InnerUpdate(size_t dt) {}
bool TMyApplication::IsLoaded() { void TMyApplication::InnerUpdate(size_t dt)
{
}
bool TMyApplication::IsLoaded()
{
return Loaded; return Loaded;
} }
bool TMyApplication::IsInited() { bool TMyApplication::IsInited()
{
return Inited; return Inited;
} }
Executable → Regular
-13
View File
@@ -23,7 +23,6 @@
#include "include/Engine.h" #include "include/Engine.h"
#include "boost/signals2.hpp"//Signal must be included after asio #include "boost/signals2.hpp"//Signal must be included after asio
#include "boost/property_tree/json_parser.hpp"
using namespace SE; using namespace SE;
@@ -37,10 +36,6 @@ public:
TRenderPair pair; TRenderPair pair;
TRenderPair rect; TRenderPair rect;
TRenderPair heightMapPair;
TRenderPair normalMapPair;
TRenderPair texturePair;
bool Loaded; bool Loaded;
TMyApplication() : TApplication(), Loaded(false), Inited(false) { } TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
@@ -68,14 +63,6 @@ public:
virtual void OnFling(Vector2f v); virtual void OnFling(Vector2f v);
virtual void OnMouseWheel(short int delta);
float distance = 2000;
float alpha = 0;
float phi = pi / 6;
}; };
@@ -22,7 +22,6 @@
<ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid> <ProjectGuid>{1CC98EEE-BBCB-4D79-B6D7-8511789172C5}</ProjectGuid>
<Keyword>Win32Proj</Keyword> <Keyword>Win32Proj</Keyword>
<RootNamespace>DoubleHitBallswin</RootNamespace> <RootNamespace>DoubleHitBallswin</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@@ -49,7 +48,7 @@
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>NotSet</CharacterSet> <CharacterSet>NotSet</CharacterSet>
<PlatformToolset>v141</PlatformToolset> <PlatformToolset>v140</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings"> <ImportGroup Label="ExtensionSettings">
@@ -147,11 +146,11 @@
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<PrecompiledHeader> <PrecompiledHeader>
</PrecompiledHeader> </PrecompiledHeader>
<Optimization>Disabled</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;TARGET_WIN32;_WIN32_WINNT=0x0501;WIN32_LEAN_AND_MEAN;EIGEN_DONT_ALIGN_STATICALLY;%(PreprocessorDefinitions)</PreprocessorDefinitions> <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_67_0/;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510</AdditionalIncludeDirectories> <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>
<DisableSpecificWarnings>4503</DisableSpecificWarnings> <DisableSpecificWarnings>4503</DisableSpecificWarnings>
</ClCompile> </ClCompile>
<Link> <Link>
@@ -159,7 +158,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<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> <AdditionalLibraryDirectories>../../../game;../../../../tes-engine;../../../../eigen;../../../../boost_1_63_0/stage/x64/lib;../../../../boost_1_63_0/bin.v2/libs/system/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/date_time/build/msvc-14.0/release/address-model-64/link-static/threading-multi/;../../../../boost_1_63_0/bin.v2/libs/regex/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/thread/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/chrono/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../boost_1_63_0/bin.v2/libs/signals/build/msvc-14.0/release/address-model-64/link-static/threading-multi;../../../../libs/boost-gil-extension;../../../../libs/jpeg-9;../../../../libs/jpeg-9/vc10;../../../../libs/lpng1510;../x64/Release</AdditionalLibraryDirectories>
<AdditionalDependencies>libjpeg.lib;libpng.lib;Engine.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies> <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> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
@@ -0,0 +1,33 @@
<?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>
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