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Author SHA1 Message Date
Vladislav Khorev Dev ed4a0178da SSAA 4X demo 2017-12-02 15:25:02 +05:00
114 changed files with 3390 additions and 2629 deletions

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+18
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@@ -0,0 +1,18 @@
precision mediump float;
uniform sampler2D Texture;
uniform vec2 samplesOffset[4];
varying vec2 texCoord;
void main()
{
vec3 color = vec3(0, 0, 0);
for (int i = 0; i < 4; ++i)
{
color += texture2D(Texture, texCoord + samplesOffset[i]).rgb;
}
color /= 4;
gl_FragColor = vec4(texture2D(Texture, texCoord ), 1.0);
}
@@ -1,6 +1,5 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
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+15
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@@ -0,0 +1,15 @@
precision mediump float;
uniform sampler2D Texture;
uniform float Transparency;
uniform vec4 BrickColor;
varying vec2 texCoord;
void main()
{
vec4 color = BrickColor * texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, color.a * Transparency);
}
@@ -1,15 +1,12 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec4 vColor;
out vec2 texCoord;
flat out vec4 color;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
color = vColor;
}
+7
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@@ -0,0 +1,7 @@
precision mediump float;
varying vec4 color;
void main()
{
gl_FragColor = color;
}
@@ -1,8 +1,11 @@
attribute vec3 vPosition;
attribute vec4 vColor;
varying vec4 color;
uniform mat4 ProjectionMatrix;
void main()
{
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
color = vColor;
}
-3
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@@ -1,3 +0,0 @@
{
"effect": "effects/confetti.json"
}
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-102
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@@ -1,102 +0,0 @@
{
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"emitters":
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{
"name": "Spark",
"maxParticles": 300,
"preloading": 100,
"texturePath": "textures/spark.png",
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}
-94
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@@ -1,94 +0,0 @@
{
"name": "Sparkler - бенгальский огонь",
"emitters":
[
{
"name": "Spark",
"maxParticles": 300,
"preloading": 100,
"texturePath": "textures/spark.png",
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}
}
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}
-116
View File
@@ -1,116 +0,0 @@
{
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-861
View File
@@ -1,861 +0,0 @@
{
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},
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}
-274
View File
@@ -1,274 +0,0 @@
{
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}
-110
View File
@@ -1,110 +0,0 @@
{
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}
-110
View File
@@ -1,110 +0,0 @@
{
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-93
View File
@@ -1,93 +0,0 @@
{
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-85
View File
@@ -1,85 +0,0 @@
{
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-646
View File
@@ -1,646 +0,0 @@
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"value": [ 1, 0, 1, 1 ]
}
}
]
}
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precision mediump float;
uniform sampler2D Texture;
uniform float Brightness;
varying vec2 texCoord;
void main()
{
vec3 color = texture2D(Texture,texCoord).rgb;
gl_FragColor = vec4(color * Brightness, 1.0);
}
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attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}
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-42
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<EMITTER_DESCRIPTION>
bool enabled;
< Emitter Description >
uint maxParticles;
uint preloading;
std::string texturePath;
Vector2f textureSize;
bool hasInertion;
Vector3f gravity;
RelatedCoordinateSystem spawnRange_system; = { PARTICLE_EFFECT , PARTICLE_EMITTER }
RandomValueAtTimeline<FloatWrapper, RandomFloat> spawnTotal;
RandomValueAtTimeline<Vector4fWrapper, RandomVector4f> spawnRange; // yaw + pitch + delta yaw + delta pitch
< / Emitter Description >
< Particle Description >
RandomFloat lifeTime;
RelatedCoordinateSystem coords_system; = { PARTICLE_EFFECT , PARTICLE_EMITTER , PARTICLE_BIRTH , PARTICLE_ITSELF }
RelatedCoordinateSystem offset_axis_system;
RelatedCoordinateSystem coords_axis_system;
RelatedCoordinateSystem rotation_system;
RandomValueAtTimeline<Vector3fWrapper, RandomVector3f> coords;
RandomValueAtTimeline<Vector3fWrapper, RandomVector3f> offset;
RandomValueAtTimeline<Vector3fWrapper, RandomVector3f> rotation; // yaw + pitch + roll
RandomValueAtTimeline<FloatWrapper, RandomFloat> scale;
RandomValueAtTimeline<Vector4fWrapper, RandomVector4f> color;
std::vector<std::shared_ptr<EmitterDescription>> emittersTypes;
</ Particle Description >
std::vector<EmitterDescription> emittersTypes;
</EMITTER_DESCRIPTION>
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precision mediump float;
uniform sampler2D Texture;
uniform float Transparency;
varying vec2 texCoord;
void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb, color.a * Transparency);
}
+12
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attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}
-8
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precision mediump float;
uniform vec4 Color;
void main()
{
gl_FragColor = Color;
}
-11
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precision mediump float;
in vec2 texCoord;
flat in vec4 color;
uniform sampler2D Texture;
void main()
{
gl_FragColor = texture2D(Texture,texCoord) * color;
}
-10
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precision mediump float;
varying vec2 texCoord;
uniform sampler2D Texture;
void main()
{
gl_FragColor = texture2D(Texture,texCoord);
}
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#include "creditscode.h"
#include "include/Engine.h"
#include "main_code.h"
const int TGameCredits::CONST_STATE_APPEARING = 0;
const int TGameCredits::CONST_STATE_APPEARED = 1;
const int TGameCredits::CONST_STATE_DISAPPEARING = 2;
const int TGameCredits::CONST_STATE_DISAPPEARED = 3;
const float TGameCredits::CONST_APPEAR_TIME = 150.f;
TGameCredits::TGameCredits()
: TGameAreaAncestor()
, StateTimer(0)
, State(CONST_STATE_DISAPPEARED)
{
}
void TGameCredits::Draw()
{
//*SE::Console << "TGameCredits::Draw";
float transparency = StateTimer/CONST_APPEAR_TIME;
RenderUniform1f("Transparency", transparency);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList["main_menu_bkg_left"]);
Renderer->DrawRect(Vector2f(0, 0.f), Vector2f(480.f, 320.f));
const Vector2f creditsPos(140.f, 130.f);
const Vector2f creditsHalfSize(128.f, 128.f);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_CREDITS_TEXTURE]);
Renderer->DrawRect(creditsPos-creditsHalfSize, creditsPos+creditsHalfSize);
glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
Renderer->DrawRect(Vector2f(240.f-128.f+15.f, 320.f-64.f), Vector2f(240.f+128.f+15.f, 320.f));
CheckGlError("Draw TGameCredits");
}
void TGameCredits::Update(size_t dt)
{
if (State == CONST_STATE_APPEARING)
{
*SE::Console << "TGameCredits::Update - CONST_STATE_APPEARING";
StateTimer += dt;
if (StateTimer >= CONST_APPEAR_TIME)
{
StateTimer = CONST_APPEAR_TIME;
State = CONST_STATE_APPEARED;
}
}
else if (State == CONST_STATE_DISAPPEARING)
{
StateTimer -= dt;
if (StateTimer <= 0.f)
{
StateTimer = 0.f;
State = CONST_STATE_DISAPPEARED;
}
}
}
void TGameCredits::OnTapDown(Vector2f p)
{
*SE::Console << "TGameCredits::OnTapDown";
Application->GoFromCreditsToMenu();
}
void TGameCredits::StartAppear()
{
*SE::Console << "TGameCredits::StartAppear";
State = CONST_STATE_APPEARING;
}
void TGameCredits::StartDisappear()
{
*SE::Console << "TGameCredits::StartDisappear";
State = CONST_STATE_DISAPPEARING;
}
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