#include "main_code.h" #include #include #include #include #include "include/Engine.h" #include "main_code.h" TMyApplication* Application; Matrix3f quatToMatrix(Vector4f q) { Matrix3f result; double sqw = q(3)*q(3); double sqx = q(0)*q(0); double sqy = q(1)*q(1); double sqz = q(2)*q(2); // 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() { Application = this; #ifdef TARGET_WIN32 #ifdef NDEBUG ST::PathToResources = "resources/"; #else ST::PathToResources = "../../../assets/"; #endif #endif #ifdef TARGET_IOS ST::PathToResources = "assets/"; #endif if (Console != NULL) { *Console<<"APP INIT\n"; } srand (static_cast(time(NULL))); ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt"); ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_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"); Renderer->PushShader("DefaultShader"); ResourceManager->TexList.AddTexture("console_bkg.bmp"); ResourceManager->TexList.AddTexture("background.jpg"); ResourceManager->TexList.AddTexture("HeightMap.png"); ResourceManager->TexList.AddTexture("NormalMap.png"); ResourceManager->TexList.AddTexture("linesAll.png"); ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512); Vector2f const bottomLeft(-500, -500); float const W = 1000; float const H = 1000; Vector2f const backgroundBottomLeft(-1000, -1000); float const backgroundW = 2000; float const backgroundH = 2000; { //resolution of background image float const imageW = 512; float const imageH = 512; background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1])); background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1] + backgroundH)); background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[1] + backgroundH)); background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0] + backgroundH)); background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[0])); background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[0])); float const tw = backgroundW / imageW; float const th = backgroundH / imageH; background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th)); background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0)); background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0)); background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, 0)); background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(tw, th)); background.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, th)); background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1)); background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1)); background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1)); background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1)); background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1)); background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1)); } { //resolution of linesAll.png float const texW = 900; float const texH = 900; float const step = 12; float const thick = 10; auto f = [this, texW, texH, thick, W, H] (const Vector3f &p1, const Vector3f &p2) { auto pv = p2 - p1; Vector3f ortho(pv[2], 0, pv[0]); ortho.normalize(); auto p3 = p2 + ortho * thick; auto p4 = p1 + ortho * thick; fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1); fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p2); fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3); fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p3); fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p4); fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(p1); auto texThick = thick / texW; auto m = (p1[0] + p2[0]) / 2 / texW; auto y = H / texH; fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0)); fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, y)); fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y)); fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, y)); fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m + texThick, 0)); fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(m, 0)); }; Vector3f const stepDirection(1, 0, 0); Vector3f p1(bottomLeft[0], 0, -bottomLeft[1]); while (p1[0] < bottomLeft[0] + W) { auto p2 = p1 - Vector3f(0, 0, W); f(p1, p2); auto p3 = p1 + step * stepDirection; f(p3, p2); p1 = p3; } } background.first.ShaderName ="DefaultShader"; fabricRender.first.ShaderName = "ParallaxShader"; /* * Line below should be in tes-engine/include/ShaderManager/ShaderManager.h */ std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap"; background.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "background.jpg"; fabricRender.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "NormalMap.png"; fabricRender.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "HeightMap.png"; fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "linesAll.png"; background.second.RefreshBuffer(); fabricRender.second.RefreshBuffer(); Inited = true; } void TMyApplication::InnerDeinit() { Inited = false; Loaded = false; if (Console != NULL) { *Console<<"APP DEINIT\n"; } } void TMyApplication::InnerOnTapDown(Vector2f p) { } void TMyApplication::InnerOnTapUp(Vector2f p) { } void TMyApplication::InnerOnTapUpAfterMove(Vector2f p) { } 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::OnMouseWheel(short int delta) { distance += delta; if (distance > 2500) { distance = 2500; } if (distance < 100) { distance = 100; } } void TMyApplication::InnerDraw() { Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f); Renderer->SetFullScreenViewport(); Renderer->PushMatrix(); Renderer->TranslateMatrix(Vector3f(0, 0, -distance)); Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2)); Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2)); Renderer->RotateMatrix(quat1); Renderer->RotateMatrix(quat2); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glDisable(GL_DEPTH_TEST); 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(background.first); RenderUniform3fv("eye", eye.data()); RenderUniform3fv("lightPos", lightPos.data()); Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3, 3>(0, 0); RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data()); RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data()); RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3, 3>(0, 0).data()); Renderer->DrawTriangleList(background.second); } { TRenderParamsSetter params(fabricRender.first); RenderUniform3fv("eye", eye.data()); RenderUniform3fv("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(); CheckGlError(""); } void TMyApplication::InnerUpdate(size_t dt) { } bool TMyApplication::IsLoaded() { return Loaded; } bool TMyApplication::IsInited() { return Inited; }