311 lines
8.0 KiB
C++
311 lines
8.0 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;
|
|
|
|
|
|
|
|
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<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");
|
|
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
|
|
Renderer->PushShader("DefaultShader");
|
|
|
|
ResourceManager->TexList.AddTexture("console_bkg.bmp");
|
|
ResourceManager->TexList.AddTexture("owl-green.jpg");
|
|
ResourceManager->TexList.AddTexture("owl-green-height.png");
|
|
ResourceManager->TexList.AddTexture("owl-green-normal.png");
|
|
ResourceManager->TexList.AddTexture("5f.jpg");
|
|
ResourceManager->TexList.AddTexture("6f.jpg");
|
|
ResourceManager->TexList.AddTexture("7f.jpg");
|
|
ResourceManager->TexList.AddTexture("fiber_texture.jpg");
|
|
|
|
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
|
|
|
|
auto addRectInData = [this] (const Vector3f &a, const Vector3f &b, const Vector3f &c, const Vector3f &d) {
|
|
|
|
fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(a);
|
|
fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(b);
|
|
fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(c);
|
|
|
|
fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(c);
|
|
fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(d);
|
|
fabricRenderPair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].emplace_back(a);
|
|
|
|
fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
|
|
fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(1, 0));
|
|
fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(1, 1));
|
|
|
|
fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(1, 1));
|
|
fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 1));
|
|
fabricRenderPair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].emplace_back(Vector2f(0, 0));
|
|
|
|
|
|
//it is true that it does nothing? :thinking:
|
|
fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
|
fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(0, 1, 1, 1));
|
|
fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 0, 1));
|
|
|
|
fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 0, 1));
|
|
fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(0, 0, 0, 1));
|
|
fabricRenderPair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].emplace_back(Vector4f(1, 1, 1, 1));
|
|
//end of :thinking:
|
|
};
|
|
|
|
auto genRect = [] (Vector3f &a, Vector3f &b, float thick) {
|
|
Vector3f AB = b - a;
|
|
Vector3f ortho(AB[2], 0, -AB[0]);
|
|
ortho.normalize();
|
|
thick /= 2;
|
|
Vector3f r1 = a - ortho * thick;
|
|
Vector3f r2 = a + ortho * thick;
|
|
Vector3f r3 = b + ortho * thick;
|
|
Vector3f r4 = b - ortho * thick;
|
|
return std::make_tuple(r1, r2, r3, r4);
|
|
};
|
|
|
|
int const n = 1000;
|
|
float const stripeLength = 100;
|
|
float const stepOnAsix = 7;
|
|
float const thick = 5;
|
|
|
|
|
|
Vector3f stripeDirection = {0, 0, -1};
|
|
Vector3f asix = {1, 0, 0};
|
|
Vector3f p1 = {-512, 0, 0};
|
|
|
|
Vector3f a, b, c, d;
|
|
|
|
for (int i = 0; i < n; ++i) {
|
|
|
|
Vector3f p2 = p1 + stripeDirection * stripeLength;
|
|
|
|
std::tie(a, b, c, d) = genRect(p1, p2, thick);
|
|
addRectInData(a, b, c, d);
|
|
|
|
Vector3f p3 = p1 + stepOnAsix * asix;
|
|
|
|
std::tie(a, b, c, d) = genRect(p2, p3, thick);
|
|
addRectInData(a, b, c, d);
|
|
|
|
p1 = p3;
|
|
}
|
|
|
|
|
|
fabricRenderPair.first.ShaderName = "ParallaxShader";
|
|
|
|
/*
|
|
* Line below should be in tes-engine/include/ShaderManager/ShaderManager.h
|
|
*/
|
|
std::string const CONST_STRING_HEIGHTMAP_UNIFORM = "HeightMap";
|
|
|
|
fabricRenderPair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "fiber_texture.jpg";
|
|
//fabricRenderPair.first.SamplerMap[CONST_STRING_HEIGHTMAP_UNIFORM] = "owl-green-height.png";
|
|
//fabricRenderPair.first.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM] = "owl-green-normal.png";
|
|
|
|
fabricRenderPair.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);
|
|
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(fabricRenderPair.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(fabricRenderPair.second);
|
|
}
|
|
|
|
Renderer->PopMatrix();
|
|
|
|
CheckGlError("");
|
|
|
|
|
|
}
|
|
|
|
|
|
void TMyApplication::InnerUpdate(size_t dt)
|
|
{
|
|
|
|
}
|
|
|
|
bool TMyApplication::IsLoaded()
|
|
{
|
|
return Loaded;
|
|
}
|
|
|
|
bool TMyApplication::IsInited()
|
|
{
|
|
return Inited;
|
|
}
|