698 lines
21 KiB
C++
Executable File
698 lines
21 KiB
C++
Executable File
#include "main_code.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <time.h>
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#include "include/Engine.h"
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#include "main_code.h"
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TMyApplication* Application;
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std::vector<SE::Vector3f> posArr;
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std::vector<SE::Vector3f> normArr;
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std::vector<SE::Vector3f> colorArr;
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std::vector<SE::Vector2f> texCoordArr;
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GLuint posBuffer;
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GLuint normBuffer;
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GLuint colorBuffer;
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GLuint texCoordBuffer;
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size_t posArrIndex = 0;
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size_t normArrIndex = 0;
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size_t colorArrIndex = 0;
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size_t texCoordArrIndex = 0;
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Matrix3f quatToMatrix(Vector4f q) {
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Matrix3f result;
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double sqw = q(3)*q(3);
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double sqx = q(0)*q(0);
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double sqy = q(1)*q(1);
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double sqz = q(2)*q(2);
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// invs (inverse square length) is only required if quaternion is not already normalised
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double invs = 1 / (sqx + sqy + sqz + sqw);
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result(0,0) = (sqx - sqy - sqz + sqw)*invs; // since sqw + sqx + sqy + sqz =1/invs*invs
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result(1,1) = (-sqx + sqy - sqz + sqw)*invs;
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result(2,2) = (-sqx - sqy + sqz + sqw)*invs;
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double tmp1 = q(0)*q(1);
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double tmp2 = q(2)*q(3);
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result(1, 0) = 2.0 * (tmp1 + tmp2)*invs;
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result(0, 1) = 2.0 * (tmp1 - tmp2)*invs;
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tmp1 = q(0)*q(2);
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tmp2 = q(1)*q(3);
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result(2,0) = 2.0 * (tmp1 - tmp2)*invs;
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result(0,2) = 2.0 * (tmp1 + tmp2)*invs;
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tmp1 = q(1)*q(2);
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tmp2 = q(0)*q(3);
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result(2, 1) = 2.0 * (tmp1 + tmp2)*invs;
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result(1, 2) = 2.0 * (tmp1 - tmp2)*invs;
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return result;
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}
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void TMyApplication::InnerInit()
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{
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Application = this;
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#ifdef TARGET_WIN32
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#ifdef NDEBUG
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ST::PathToResources = "resources/";
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//ST::PathToResources = "../../../assets/";
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#else
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ST::PathToResources = "../../../assets/";
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#endif
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#endif
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#ifdef TARGET_IOS
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ST::PathToResources = "assets/";
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#endif
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if (Console != NULL)
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{
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*Console<<"APP INIT\n";
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}
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srand (static_cast<size_t>(time(NULL)));
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ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
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ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_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("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
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//ResourceManager->ShaderManager.AddShader("SimpleShadingNoTex", "simple_shading_no_tex.vertex", "simple_shading_no_tex.fragment");
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ResourceManager->ShaderManager.AddShader("SimpleShading", "simple_shading.vertex", "simple_shading.fragment");
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Renderer->PushShader("DefaultShader");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->TexList.AddTexture("background.jpg");
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ResourceManager->TexList.AddTexture("pimgpsh.jpg");
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ResourceManager->TexList.AddTexture("HeightMap.png");
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ResourceManager->TexList.AddTexture("NormalMap.png");
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ResourceManager->TexList.AddTexture("linesAll.png");
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ResourceManager->TexList.AddTexture("clean-fabric-texture-4-780x585.jpg");
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ResourceManager->TexList.AddTexture("free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png");
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//
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/*
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].reserve(90000000);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].reserve(90000000);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].reserve(90000000);
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].reserve(90000000);
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*/
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posArr.resize(20000000);
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normArr.resize(20000000);
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texCoordArr.resize(20000000);
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colorArr.resize(20000000);
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ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
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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(-3000, -3000);
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float const backgroundW = 6000;
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float const backgroundH = 6000;
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{
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//resolution of background image
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//float const imageW = 512;
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//float const imageH = 512;
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float const imageW = 2048;
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float const imageH = 2048;
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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0], 0, backgroundBottomLeft[1]));
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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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background.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(Vector3f(backgroundBottomLeft[0] + backgroundW, 0, backgroundBottomLeft[1] + backgroundH));
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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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float const tw = backgroundW / imageW;
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float const th = backgroundH / imageH;
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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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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));
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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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background.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
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}
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auto findPlaneBasis = [] (const Vector3f &normal) {
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std::vector<Vector3f> result;
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Vector3f e0, e1;
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if(normal.z() != 0)
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{
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e0 = Vector3f(1, 0, -normal.x() / normal.z()).normalized();
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e1 = Vector3f(0, 1, -normal.y() / normal.z());
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}
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else if(normal.y() != 0)
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{
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e0 = Vector3f(1, -normal.x() / normal.y(), 0).normalized();
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e1 = Vector3f(0, -normal.z() / normal.y(), 1);
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}
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else
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{
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e0 = Vector3f(-normal.y() / normal.x(), 1, 0).normalized();
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e1 = Vector3f(-normal.z() / normal.x(), 0, 1);
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}
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e1 = (e1 - (e1.dot(e0) / e0.dot(e0)) * e0).normalized();
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result.push_back(e0);
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result.push_back(e1);
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return result;
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};
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{
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//float const R = 3;
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float const R = 0;
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//float const r = 4;
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//float const r = 16;
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float const r = 19;
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//size_t const threadsCount = 3;
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size_t const threadsCount = 1;
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size_t const edgesCount = 6;
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//float const angle = pi / 6;
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float const angle = 0;
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Vector3f up(0, 1, 0); up.normalize();
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//size_t const step = 5;
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float const step = 20;
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const Vector3f vshift = Vector3f(0.f, 0.002f, 0.f);
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int vShiftVal = 0;
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auto g = [&] (Vector3f start, Vector3f end, const Vector3f &color, int x) {
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Vector3f direction = (end - start).normalized();
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end = end - (r + R) * direction;
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float iterationsCount = (end - start).norm() / step;
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auto e = findPlaneBasis(up);
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std::vector<Vector3f> threadCenters;
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std::vector<std::vector<Vector4f>> threads;
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for(auto i = 0; i < threadsCount; i++) {
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std::vector<Vector4f> edges;
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Vector3f threadCenter = R * (e[0] * cosf(i * 2 * pi / threadsCount) + e[1] * sinf(i * 2 * pi / threadsCount));
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threadCenters.push_back(threadCenter);
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for(auto j = 0; j < edgesCount; j++) {
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auto verticeCenter = threadCenter + r * (e[0] * cosf(j * 2 * pi / edgesCount) + e[1] * sinf(j * 2 * pi / edgesCount));
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edges.push_back(Vector4f(verticeCenter.x(), verticeCenter.y(), verticeCenter.z(), 1));
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}
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threads.push_back(edges);
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}
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auto rotateMatrix1 = (
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Translation3f((r + R) * direction) *
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AngleAxis<float>(
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-pi / 8,
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direction.cross(up).normalized()
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) *
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Translation3f(-(r + R) * direction)
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).matrix();
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auto matrix = (
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Translation3f((r + R) * up) *
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AngleAxis<float>(
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angle,
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direction
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) *
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Translation3f(-(r + R) * up) *
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Translation3f(static_cast<int>(step) * direction)
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).matrix();
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auto rotateMatrix2 = (
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Translation3f(static_cast<int>(step) * direction * iterationsCount) *
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Translation3f((r + R) * direction) *
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AngleAxis<float>(
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-pi / 8,
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direction.cross(up).normalized()
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) *
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Translation3f(-(r + R) * direction) *
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Translation3f(-static_cast<int>(step) * direction * iterationsCount)
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).matrix();
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for(int i = -2; i < static_cast<int>(iterationsCount) + 2; i++) {
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std::vector<std::vector<Vector4f>> newThreads;
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for(auto j = 0; j < threadsCount; j++) {
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auto edges = threads[j];
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std::vector<Vector4f> newEdges;
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for(auto k = 0; k < edgesCount; k++) {
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if(i < 0) {
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newEdges.push_back(rotateMatrix1 * edges[k]);
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} else if(i < iterationsCount) {
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newEdges.push_back(matrix * edges[k]);
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} else {
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newEdges.push_back(rotateMatrix2 * edges[k]);
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}
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}
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newThreads.push_back(newEdges);
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auto threadCenter_ = Vector4f(threadCenters[j].x(), threadCenters[j].y(), threadCenters[j].z(), 1);
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auto threadCenter = threadCenter_.head(3);
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Vector3f newThreadCenter;
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if (i < 0) {
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newThreadCenter = (rotateMatrix1 * threadCenter_).head(3);
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} else if (i < iterationsCount) {
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newThreadCenter = (matrix * threadCenter_).head(3);
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} else {
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newThreadCenter = (rotateMatrix2 * threadCenter_).head(3);
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}
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threadCenters[j] = newThreadCenter;
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for(auto k = 0; k < edgesCount; k++) {
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auto vk = edges[k].head(3);
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auto vk1 = edges[(k + 1) % edgesCount].head(3);
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auto nvk = newEdges[k].head(3);
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auto nvk1 = newEdges[(k + 1) % edgesCount].head(3);
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posArr[posArrIndex] = start + vk + vshift*x;
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posArrIndex++;
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posArr[posArrIndex] = start + vk1 + vshift * x;
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posArrIndex++;
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//posArr[posArrIndex] = start + nvk;
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//posArrIndex++;
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//posArr[posArrIndex] = start + vk1;
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//posArrIndex++;
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posArr[posArrIndex] = start + nvk1 + vshift * x;
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posArrIndex++;
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posArr[posArrIndex] = start + nvk + vshift*x;
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posArrIndex++;
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normArr[normArrIndex] = vk - threadCenter;
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normArrIndex++;
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normArr[normArrIndex] = vk1 - threadCenter;
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normArrIndex++;
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//normArr[normArrIndex] = nvk - newThreadCenter;
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//normArrIndex++;
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//normArr[normArrIndex] = vk1 - threadCenter;
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//normArrIndex++;
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normArr[normArrIndex] = nvk1 - newThreadCenter;
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normArrIndex++;
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normArr[normArrIndex] = nvk - newThreadCenter;
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normArrIndex++;
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texCoordArr[texCoordArrIndex] = Vector2f((float)(k) / (edgesCount), (i + 2) / 4.f);
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texCoordArrIndex++;
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texCoordArr[texCoordArrIndex] = Vector2f((float)(k+10) / (edgesCount), (i + 2) / 4.f);
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texCoordArrIndex++;
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//texCoordArr[texCoordArrIndex] = Vector2f(0.1, 0.2);
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//texCoordArrIndex++;
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//texCoordArr[texCoordArrIndex] = Vector2f(0.2, 0.1);
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//texCoordArrIndex++;
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texCoordArr[texCoordArrIndex] = Vector2f((float)(k + 10) / (edgesCount), (i + 3) / 4.f);
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texCoordArrIndex++;
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texCoordArr[texCoordArrIndex] = Vector2f((float)k / (edgesCount), (i + 3) / 4.f);
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texCoordArrIndex++;
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colorArr[colorArrIndex] = color;
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colorArrIndex++;
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colorArr[colorArrIndex] = color;
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colorArrIndex++;
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colorArr[colorArrIndex] = color;
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colorArrIndex++;
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//colorArr[colorArrIndex] = color;
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//colorArrIndex++;
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colorArr[colorArrIndex] = color;
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colorArrIndex++;
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//colorArr[colorArrIndex] = color;
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//colorArrIndex++;
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/*
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + vk1);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk1);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(start + nvk);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk - threadCenter));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((vk1 - threadCenter));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk1 - newThreadCenter));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].push_back((nvk - newThreadCenter));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.1));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.1));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.2, 0.2));
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fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0.1, 0.2));
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(color);
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*/
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}
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}
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threads = newThreads;
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}
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};
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{
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namespace pt = boost::property_tree;
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pt::ptree root;
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//pt::read_json(ST::PathToResources + "lines.json", root);
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//pt::read_json(ST::PathToResources + "lines100500.json", root);
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pt::read_json(ST::PathToResources + "lines100500.json", root);
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int x = 0;
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for(auto line: root.get_child("lines")) {
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std::vector<int> start;
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std::vector<int> end;
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std::vector<float> color;
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for(auto value: line.second.get_child("start")) {
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start.push_back(value.second.get_value<int>());
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}
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|
|
for (auto value : line.second.get_child("end")) {
|
|
end.push_back(value.second.get_value<int>());
|
|
}
|
|
|
|
for (auto value : line.second.get_child("color")) {
|
|
color.push_back(value.second.get_value<float>());
|
|
}
|
|
|
|
g(Vector3f(start[0], 0, start[1]), Vector3f(end[0], 0, end[1]), Vector3f(color[0], color[1], color[2]), x);
|
|
x++;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
background.first.ShaderName ="DefaultShader";
|
|
fabricRender.first.ShaderName = "SimpleShading";
|
|
//fabricRender.first.ShaderName = "SimpleShadingNoTex";
|
|
|
|
/*
|
|
* 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] = "pimgpsh.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] = "clean-fabric-texture-4-780x585.jpg";
|
|
fabricRender.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png";
|
|
fabricRender.first.Vec4Map[CONST_STRING_LIGHT_DIRECTION_UNIFORM] = Vector4f(0, -1, 0, 0);
|
|
|
|
background.second.RefreshBuffer();
|
|
//fabricRender.second.RefreshBuffer();
|
|
|
|
|
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].clear();
|
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].clear();
|
|
fabricRender.second.Data.Vec3CoordArr[CONST_STRING_COLOR_ATTRIB].clear();
|
|
fabricRender.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].clear();
|
|
|
|
glGenBuffers(1, &posBuffer);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, posArr.size() * 12, &posArr[0], GL_STATIC_DRAW);
|
|
|
|
|
|
|
|
glGenBuffers(1, &normBuffer);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, normBuffer);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, normArr.size() * 12, &normArr[0], GL_STATIC_DRAW);
|
|
|
|
|
|
|
|
glGenBuffers(1, &colorBuffer);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, colorArr.size() * 12, &colorArr[0], GL_STATIC_DRAW);
|
|
|
|
|
|
|
|
glGenBuffers(1, &texCoordBuffer);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, texCoordBuffer);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, texCoordArr.size() * 8, &texCoordArr[0], GL_STATIC_DRAW);
|
|
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
Inited = true;
|
|
}
|
|
|
|
void TMyApplication::InnerDeinit()
|
|
{
|
|
Inited = false;
|
|
Loaded = false;
|
|
if (Console != NULL)
|
|
{
|
|
*Console<<"APP DEINIT\n";
|
|
}
|
|
|
|
}
|
|
|
|
void TMyApplication::InnerOnTapDown(Vector2f p)
|
|
{
|
|
posArr.clear();
|
|
normArr.clear();
|
|
colorArr.clear();
|
|
|
|
//fabricRender.second.Data.Vec2CoordArr.clear();
|
|
//fabricRender.second.Data.Vec3CoordArr.clear();
|
|
}
|
|
|
|
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, 100.f, 40000.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);
|
|
|
|
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);
|
|
}
|
|
|
|
|
|
|
|
|
|
//glEnable(GL_CULL_FACE);
|
|
|
|
|
|
{
|
|
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());
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, posBuffer);
|
|
VertexAttribPointer3fv(CONST_STRING_POSITION_ATTRIB, 0, NULL);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, normBuffer);
|
|
VertexAttribPointer3fv(CONST_STRING_NORMAL_ATTRIB, 0, NULL);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
|
|
VertexAttribPointer3fv(CONST_STRING_COLOR_ATTRIB, 0, NULL);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, texCoordBuffer);
|
|
VertexAttribPointer2fv(CONST_STRING_TEXCOORD_ATTRIB, 0, NULL);
|
|
|
|
|
|
glDrawArrays(GL_QUADS, 0, posArrIndex);
|
|
|
|
|
|
//Renderer->DrawTriangleList(fabricRender.second);
|
|
}
|
|
|
|
|
|
Renderer->PopMatrix();
|
|
|
|
CheckGlError("");
|
|
|
|
|
|
}
|
|
|
|
|
|
void TMyApplication::InnerUpdate(size_t dt)
|
|
{
|
|
|
|
}
|
|
|
|
bool TMyApplication::IsLoaded()
|
|
{
|
|
return Loaded;
|
|
}
|
|
|
|
bool TMyApplication::IsInited()
|
|
{
|
|
return Inited;
|
|
}
|