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13f3e3ee9b | ||
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No files matched your search
@@ -70,7 +70,6 @@ iOSInjectionProject/
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Debug
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Release
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/Release
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/windows/DoubleHitBalls-win/.vs/
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/windows/DoubleHitBalls-win/.vs/
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/windows/DoubleHitBalls-win/**/*.user
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/log.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/progress.txt
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
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/windows/DoubleHitBalls-win/DoubleHitBalls-win/resources
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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: 180 KiB |
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Before Width: | Height: | Size: 263 KiB |
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Before Width: | Height: | Size: 757 KiB |
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Before Width: | Height: | Size: 98 KiB |
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Before Width: | Height: | Size: 18 KiB |
@@ -1,11 +0,0 @@
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{
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"lines": [
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{"start": [-500, -500], "end": [500, 500], "color": [0.25, 0, 0.4]},
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{"start": [-500, 500], "end": [500, -500], "color": [0.1, 0.7, 0.4]},
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{"start": [-400, -400], "end": [400, -400], "color": [0.3, 0.3, 0.0]},
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{"start": [400, -400], "end": [400, 400], "color": [0.0, 0.3, 0.15]},
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{"start": [400, 400], "end": [-400, 400], "color": [0.2, 0.6, 0.9]},
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{"start": [-400, 400], "end": [-400, -400], "color": [0.5, 0.3, 0.1]}
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]
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}
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After Width: | Height: | Size: 1.7 MiB |
@@ -2,7 +2,6 @@ precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D Texture;
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uniform sampler2D NormalMap;
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uniform sampler2D NormalMap;
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uniform sampler2D HeightMap;
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uniform sampler2D HeightMap;
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uniform sampler2D TransparencyMask;
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precision highp float;
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precision highp float;
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@@ -13,7 +12,7 @@ varying vec3 ts_frag_pos;
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const float num_layers = 16.0;
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const float num_layers = 16.0;
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const float depth_scale = 0.002;
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const float depth_scale = 0.01;
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@@ -64,6 +63,6 @@ void main(void)
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// Normal mapping
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// Normal mapping
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vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
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vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
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float diffuse = max(dot(light_dir, norm), 0.0);
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float diffuse = max(dot(light_dir, norm), 0.0);
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gl_FragColor = vec4(diffuse * albedo + ambient, texture2D(TransparencyMask, uv).a);
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gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
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}
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}
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Before Width: | Height: | Size: 466 KiB |
@@ -1,10 +0,0 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D TransparencyMask;
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varying vec2 texCoord;
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void main() {
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vec4 color = texture2D(Texture,texCoord).rgba;
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gl_FragColor = vec4(color.rgb, texture2D(TransparencyMask, texCoord).a);
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}
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@@ -1,11 +0,0 @@
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix;
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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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}
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@@ -1,11 +0,0 @@
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D TransparencyMask;
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varying vec2 texCoord;
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varying vec3 fragColor;
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void main() {
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vec3 color = normalize(texture2D(Texture,texCoord).rgb + fragColor);
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gl_FragColor = vec4(color, texture2D(TransparencyMask, texCoord).a);
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}
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@@ -1,14 +0,0 @@
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attribute vec3 vPosition;
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attribute vec3 vColor;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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varying vec3 fragColor;
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uniform mat4 ProjectionMatrix;
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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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fragColor = vColor;
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}
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@@ -11,7 +11,10 @@
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TMyApplication* Application;
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TMyApplication* Application;
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Matrix3f quatToMatrix(Vector4f q) {
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Matrix3f quatToMatrix(Vector4f q) {
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Matrix3f result;
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Matrix3f result;
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double sqw = q(3)*q(3);
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double sqw = q(3)*q(3);
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@@ -44,13 +47,14 @@ Matrix3f quatToMatrix(Vector4f q) {
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}
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}
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void TMyApplication::InnerInit() {
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void TMyApplication::InnerInit()
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{
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Application = this;
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Application = this;
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#ifdef TARGET_WIN32
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#ifdef TARGET_WIN32
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#ifdef NDEBUG
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#ifdef NDEBUG
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ST::PathToResources = "../../../assets/";
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ST::PathToResources = "resources/";
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//ST::PathToResources = "resources/";
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#else
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#else
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ST::PathToResources = "../../../assets/";
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ST::PathToResources = "../../../assets/";
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#endif
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#endif
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@@ -60,7 +64,8 @@ void TMyApplication::InnerInit() {
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ST::PathToResources = "assets/";
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ST::PathToResources = "assets/";
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#endif
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#endif
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if (Console != NULL) {
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if (Console != NULL)
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{
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*Console<<"APP INIT\n";
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*Console<<"APP INIT\n";
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}
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}
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srand (static_cast<size_t>(time(NULL)));
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srand (static_cast<size_t>(time(NULL)));
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@@ -70,245 +75,129 @@ void TMyApplication::InnerInit() {
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ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
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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");
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ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
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ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
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ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
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ResourceManager->ShaderManager.AddShader("Transparency", "Transparency.vertex", "Transparency.fragment");
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ResourceManager->ShaderManager.AddShader("TransparencyPlusColor", "transparencyPlusColor.vertex", "transparencyPlusColor.fragment");
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Renderer->PushShader("DefaultShader");
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Renderer->PushShader("DefaultShader");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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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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ResourceManager->TexList.AddTexture("pimgpsh.jpg");
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ResourceManager->TexList.AddTexture("background.jpg");
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ResourceManager->TexList.AddTexture("fabric-texture.jpg");
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ResourceManager->TexList.AddTexture("HeightMap.png");
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ResourceManager->TexList.AddTexture("fabric-normal-map.png");
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ResourceManager->TexList.AddTexture("NormalMap.png");
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ResourceManager->TexList.AddTexture("fabric-height-map.png");
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ResourceManager->TexList.AddTexture("linesAll.png");
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ResourceManager->TexList.AddTexture("fabric-transparency-mask.png");
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ResourceManager->TexList.AddTexture("5f.jpg");
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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ResourceManager->TexList.AddTexture("6f.jpg");
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ResourceManager->TexList.AddTexture("7f.jpg");
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Vector2f const bottomLeft(-500, -500);
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float const W = 1000;
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float const H = 1000;
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Vector2f const backgroundBottomLeft(-1000, -1000);
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float const backgroundW = 2000;
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float const backgroundH = 2000;
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{
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{
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
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//resolution of background image
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, 4096));
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float const imageW = 512;
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
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float const imageH = 512;
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-4096, 0, -4096));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, 4096));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(4096, 0, -4096));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
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||||||
rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
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||||||
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rect.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "pimgpsh.jpg";
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
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rect.second.RefreshBuffer();
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1] + backgroundH));
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||||||
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[1] + backgroundH));
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||||||
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0] + backgroundH));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0]));
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[0]));
|
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||||||
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float const tw = backgroundW / imageW;
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float const th = backgroundH / imageH;
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||||||
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
|
||||||
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
|
||||||
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
|
||||||
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||||||
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0));
|
||||||
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, th));
|
||||||
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background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th));
|
||||||
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|
||||||
|
background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
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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));
|
||||||
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|
||||||
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
||||||
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|
||||||
}
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}
|
||||||
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|
||||||
{
|
{
|
||||||
size_t const mapWidth = 2048;
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//resolution of linesAll.png
|
||||||
size_t const mapHeight = 2048;
|
float const texW = 900;
|
||||||
size_t const channelsCount = 4;
|
float const texH = 900;
|
||||||
char *heightMap = new char[mapWidth * mapHeight * channelsCount];
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|
||||||
char *material = new char[mapWidth * mapHeight * channelsCount];
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|
||||||
char *normalMap = new char[mapWidth * mapHeight * channelsCount];
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|
||||||
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|
||||||
for(size_t z = 0; z < mapHeight; z++) {
|
float const step = 12;
|
||||||
for(size_t x = 0; x < mapWidth; x++) {
|
float const thick = 10;
|
||||||
size_t index = channelsCount * (z * mapWidth + x);
|
|
||||||
|
|
||||||
heightMap[index + 0] = 0;
|
auto f = [this, texW, texH, thick, W, H] (const Vector3f &p1, const Vector3f &p2) {
|
||||||
heightMap[index + 1] = 0;
|
auto pv = p2 - p1;
|
||||||
heightMap[index + 2] = 0;
|
Vector3f ortho(pv[2], 0, pv[0]);
|
||||||
heightMap[index + 3] = 255;
|
ortho.normalize();
|
||||||
|
auto p3 = p2 + ortho * thick;
|
||||||
|
auto p4 = p1 + ortho * thick;
|
||||||
|
|
||||||
material[index + 0] = 255;
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
||||||
material[index + 1] = 255;
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p2);
|
||||||
material[index + 2] = 255;
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
||||||
material[index + 3] = 0;
|
|
||||||
|
|
||||||
normalMap[index + 0] = 128;
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3);
|
||||||
normalMap[index + 1] = 128;
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p4);
|
||||||
normalMap[index + 2] = 255;
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1);
|
||||||
normalMap[index + 3] = 255;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
double *heightMapF = new double[mapWidth * mapHeight];
|
auto texThick = thick / texW;
|
||||||
const size_t threadsCount = 3;
|
auto m = (p1[0] + p2[0]) / 2 / texW;
|
||||||
const double threadWidth = 4.0;
|
auto y = H / texH;
|
||||||
const auto g = [this, mapWidth, mapHeight, channelsCount, threadWidth, threadsCount, heightMapF, material, normalMap](Vector2d start, Vector2d end, Vector3f &color) {
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|
||||||
start = start + Vector2d(mapWidth / 2, mapHeight / 2);
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|
||||||
end = end + Vector2d(mapWidth / 2, mapHeight / 2);
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|
||||||
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|
||||||
const auto length = (end - start).norm();
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
|
||||||
const Vector2d e0 = (end - start).normalized();
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, y));
|
||||||
const Vector2d e1(-e0.y(), e0.x());
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
|
||||||
|
|
||||||
std::vector<Vector2d> corners;
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y));
|
||||||
corners.push_back(start + threadWidth * e1);
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, 0));
|
||||||
corners.push_back(start - threadWidth * e1);
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0));
|
||||||
corners.push_back(end + threadWidth * e1);
|
|
||||||
corners.push_back(end - threadWidth * e1);
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|
||||||
|
|
||||||
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;
|
Vector3f const stepDirection(1, 0, 0);
|
||||||
pt::ptree root;
|
Vector3f p1(bottomLeft[0], 0, -bottomLeft[1]);
|
||||||
pt::read_json(ST::PathToResources + "lines.json", root);
|
|
||||||
size_t counter = 0;
|
while (p1[0] < bottomLeft[0] + W) {
|
||||||
for (auto line : root.get_child("lines")) {
|
|
||||||
std::vector<double> start;
|
auto p2 = p1 - Vector3f(0, 0, W);
|
||||||
std::vector<double> end;
|
f(p1, p2);
|
||||||
std::vector<double> color;
|
|
||||||
for (auto value : line.second.get_child("start")) {
|
auto p3 = p1 + step * stepDirection;
|
||||||
start.push_back(value.second.get_value<double>());
|
f(p3, p2);
|
||||||
}
|
|
||||||
for (auto value : line.second.get_child("end")) {
|
p1 = p3;
|
||||||
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);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
{
|
background.first.ShaderName ="DefaultShader";
|
||||||
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-2048, 5, -2048));
|
fabricRender.first.ShaderName = "ParallaxShader";
|
||||||
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));
|
* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
|
||||||
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));
|
std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
|
||||||
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();
|
background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "background.jpg";
|
||||||
pair.first.ShaderName = "ParallaxShader";
|
|
||||||
|
|
||||||
pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "MaterialTexture";
|
fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png";
|
||||||
pair.first.SamplerMap["HeightMap"] = "HeightMapTexture";
|
fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png";
|
||||||
pair.first.SamplerMap["NormalMap"] = "NormalMapTexture";
|
fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "linesAll.png";
|
||||||
pair.first.SamplerMap["TransparencyMask"] = "MaterialTexture";
|
|
||||||
}
|
background.second.RefreshBuffer();
|
||||||
|
fabricRender.second.RefreshBuffer();
|
||||||
|
|
||||||
Inited = true;
|
Inited = true;
|
||||||
}
|
}
|
||||||
@@ -321,13 +210,23 @@ void TMyApplication::InnerDeinit()
|
|||||||
{
|
{
|
||||||
*Console<<"APP DEINIT\n";
|
*Console<<"APP DEINIT\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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)
|
||||||
{
|
{
|
||||||
@@ -353,59 +252,101 @@ void TMyApplication::OnFling(Vector2f v)
|
|||||||
void TMyApplication::OnMouseWheel(short int delta)
|
void TMyApplication::OnMouseWheel(short int delta)
|
||||||
{
|
{
|
||||||
distance += delta;
|
distance += delta;
|
||||||
|
|
||||||
|
if (distance > 2500)
|
||||||
|
{
|
||||||
|
distance = 2500;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (distance < 100)
|
||||||
|
{
|
||||||
|
distance = 100;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void TMyApplication::InnerDraw()
|
void TMyApplication::InnerDraw()
|
||||||
{
|
{
|
||||||
Renderer->SwitchToScreen();
|
|
||||||
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
|
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
|
||||||
|
|
||||||
Renderer->SetFullScreenViewport();
|
Renderer->SetFullScreenViewport();
|
||||||
|
|
||||||
Renderer->PushMatrix();
|
Renderer->PushMatrix();
|
||||||
|
|
||||||
Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
|
Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
|
||||||
|
|
||||||
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
|
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
|
||||||
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
|
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
|
||||||
|
|
||||||
|
|
||||||
Renderer->RotateMatrix(quat1);
|
Renderer->RotateMatrix(quat1);
|
||||||
|
|
||||||
Renderer->RotateMatrix(quat2);
|
Renderer->RotateMatrix(quat2);
|
||||||
|
|
||||||
glDisable(GL_DEPTH_TEST);
|
|
||||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
glClear(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);
|
||||||
|
|
||||||
auto mat2 = quatToMatrix(quat2);
|
auto mat2 = quatToMatrix(quat2);
|
||||||
|
|
||||||
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(rect.first);
|
TRenderParamsSetter params(background.first);
|
||||||
Renderer->DrawTriangleList(rect.second);
|
|
||||||
}
|
|
||||||
|
|
||||||
{
|
|
||||||
TRenderParamsSetter params(pair.first);
|
|
||||||
RenderUniform3fv("eye", eye.data());
|
RenderUniform3fv("eye", eye.data());
|
||||||
RenderUniform3fv("lightPos", lightPos.data());
|
RenderUniform3fv("lightPos", lightPos.data());
|
||||||
|
|
||||||
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
|
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0);
|
||||||
|
|
||||||
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
|
||||||
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(background.second);
|
||||||
}
|
}
|
||||||
|
{
|
||||||
|
TRenderParamsSetter params(fabricRender.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(fabricRender.second);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
Renderer->PopMatrix();
|
Renderer->PopMatrix();
|
||||||
|
|
||||||
CheckGlError("");
|
CheckGlError("");
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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;
|
||||||
}
|
}
|
||||||
@@ -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;
|
||||||
|
|
||||||
@@ -34,12 +33,8 @@ protected:
|
|||||||
bool Inited;
|
bool Inited;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
TRenderPair pair;
|
TRenderPair fabricRender;
|
||||||
TRenderPair rect;
|
TRenderPair background;
|
||||||
|
|
||||||
TRenderPair heightMapPair;
|
|
||||||
TRenderPair normalMapPair;
|
|
||||||
TRenderPair texturePair;
|
|
||||||
|
|
||||||
bool Loaded;
|
bool Loaded;
|
||||||
|
|
||||||
|
|||||||
@@ -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>
|
||||||
|
|||||||