209 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			209 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "main_code.h"
 | |
| 
 | |
| #include <stdio.h>
 | |
| #include <stdlib.h>
 | |
| #include <math.h>
 | |
| #include <time.h>
 | |
| 
 | |
| #include "include/Engine.h"
 | |
| 
 | |
| #include "main_code.h"
 | |
| 
 | |
| TMyApplication* Application;
 | |
| 
 | |
| 
 | |
| 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<size_t>(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");
 | |
| 	Renderer->PushShader("DefaultShader");
 | |
| 
 | |
| 	ResourceManager->TexList.AddTexture("console_bkg.bmp");
 | |
| 
 | |
| 	ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
 | |
| 
 | |
| 	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(0, 512, 0));
 | |
| 	pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
 | |
| 	pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(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));
 | |
| 	
 | |
| 
 | |
| 	pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
 | |
| 	pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
 | |
| 	pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
 | |
| 	pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
 | |
| 	pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
 | |
| 	pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
 | |
| 
 | |
| 	pair.first.ShaderName = "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, 1));
 | |
| 	rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
 | |
| 	rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
 | |
| 	rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
 | |
| 	rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
 | |
| 
 | |
| 
 | |
| 	rect.second.RefreshBuffer();
 | |
| 
 | |
| 	Renderer->SetOrthoProjection();
 | |
| 
 | |
| 	Renderer->SetFullScreenViewport();
 | |
| 
 | |
| 	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)
 | |
| {
 | |
| 
 | |
| }
 | |
| 	
 | |
| void TMyApplication::OnFling(Vector2f v) 
 | |
| {
 | |
| }
 | |
| 
 | |
| 	
 | |
| void TMyApplication::InnerDraw()
 | |
| {
 | |
| 
 | |
| 	Renderer->SwitchToFrameBuffer("LevelBuffer");
 | |
| 	Renderer->SetProjectionMatrix(512.f, 512.f);
 | |
| 	glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
 | |
| 	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 | |
| 	CheckGlError("");
 | |
| 
 | |
| 
 | |
| 	{
 | |
| 		TRenderParamsSetter params(pair.first);
 | |
| 		Renderer->DrawTriangleList(pair.second);
 | |
| 	}
 | |
| 
 | |
| 	CheckGlError("");
 | |
| 
 | |
| 
 | |
| 	Renderer->SwitchToScreen();
 | |
| 	Renderer->SetFullScreenViewport();
 | |
| 
 | |
| 
 | |
| 	const float cos30 = sqrt(3) / 2;
 | |
| 	const float sin30 = 0.5f;
 | |
| 	const float sampleRadiusX = 0.75 / 512;
 | |
| 	const float sampleRadiusY = 0.75 / 512;
 | |
| 
 | |
| 	Matrix2f rotate30Matrix;
 | |
| 	rotate30Matrix(0, 0) = cos30;
 | |
| 	rotate30Matrix(0, 1) = sin30;
 | |
| 	rotate30Matrix(1, 0) = -sin30;
 | |
| 	rotate30Matrix(1, 1) = cos30;
 | |
| 
 | |
| 
 | |
| 	Renderer->PushShader("SSAA_4X");
 | |
| 
 | |
| 
 | |
| 	std::array<Vector2f, 4> sampleVector = {
 | |
| 		Vector2f(sampleRadiusX, sampleRadiusY),
 | |
| 		Vector2f(-sampleRadiusX, sampleRadiusY),
 | |
| 		Vector2f(-sampleRadiusX, -sampleRadiusY),
 | |
| 		Vector2f(sampleRadiusX, -sampleRadiusY)
 | |
| 	};
 | |
| 
 | |
| 	for (size_t i = 0; i < 4; i++)
 | |
| 	{
 | |
| 		sampleVector[i] = rotate30Matrix * sampleVector[i];
 | |
| 
 | |
| 		RenderUniform2fv("samplesOffset[" + boost::lexical_cast<std::string>(i) + "]", &sampleVector[i][0]);
 | |
| 	}
 | |
| 	
 | |
| 	
 | |
| 	glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("LevelBuffer"));
 | |
| 	Renderer->DrawTriangleList(rect.second);
 | |
| 
 | |
| 	Renderer->PopShader();
 | |
| 
 | |
| 	CheckGlError("");
 | |
| 
 | |
| }
 | |
| 
 | |
| 
 | |
| void TMyApplication::InnerUpdate(size_t dt)
 | |
| {
 | |
| 
 | |
| }
 | |
| 
 | |
| bool TMyApplication::IsLoaded()
 | |
| {
 | |
|     return Loaded;
 | |
| }
 | |
| 
 | |
| bool TMyApplication::IsInited()
 | |
| {
 | |
|     return Inited;
 | |
| }
 |