353 lines
10 KiB
C++
353 lines
10 KiB
C++
#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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#define AREATEX_WIDTH 160
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#define AREATEX_HEIGHT 560
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#define SEARCHTEX_WIDTH 66
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#define SEARCHTEX_HEIGHT 33
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GLuint area_tex;
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GLuint search_tex;
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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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#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("SmaaEdge", "smaa/edge_vertex.txt", "smaa/edge_fragment.txt");
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ResourceManager->ShaderManager.AddShader("SmaaBlend", "smaa/blend_vertex.txt", "smaa/blend_fragment.txt");
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ResourceManager->ShaderManager.AddShader("SmaaNeighborhood", "smaa/neighborhood_vertex.txt", "smaa/neighborhood_fragment.txt");
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Renderer->PushShader("DefaultShader");
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ResourceManager->TexList.AddTexture("console_bkg.bmp");
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ResourceManager->FrameManager.AddFrameRenderBuffer("AlbedoBuffer", 512, 512);
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ResourceManager->FrameManager.AddFrameRenderBuffer("EdgeBuffer", 512, 512);
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ResourceManager->FrameManager.AddFrameRenderBuffer("BlendBuffer", 512, 512);
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
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pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
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//Choose colored or black and white -- Vladislav Khorev vladislav.khorev@fishrungames.com
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#if 1
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
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#else
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 1, 1, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
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pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 0, 1));
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#endif
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pair.first.ShaderName = "ColorShader";
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pair.second.RefreshBuffer();
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
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rect.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
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rect.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
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rect.second.RefreshBuffer();
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Renderer->SetOrthoProjection();
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Renderer->SetFullScreenViewport();
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glDisable(GL_BLEND); //Don't forget to disable blending or whole thing will not work!!! -- Vladislav Khorev vladislav.khorev@fishrungames.com
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Inited = true;
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//This is stuff from original https://github.com/scrawl/smaa-opengl
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//We must have these textures to be used for pattern matching or something -- Vladislav Khorev vladislav.khorev@fishrungames.com
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unsigned char* buffer = 0;
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FILE* f = 0;
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buffer = new unsigned char[1024 * 1024];
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f = fopen((ST::PathToResources + "smaa/smaa_area.raw").c_str(), "rb"); //rb stands for "read binary file"
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if (!f)
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{
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std::cerr << "Couldn't open smaa_area.raw.\n";
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}
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fread(buffer, AREATEX_WIDTH * AREATEX_HEIGHT * 2, 1, f);
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fclose(f);
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f = 0;
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glGenTextures(1, &area_tex);
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glBindTexture(GL_TEXTURE_2D, area_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, (GLsizei)AREATEX_WIDTH, (GLsizei)AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, buffer);
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f = fopen((ST::PathToResources + "smaa/smaa_search.raw").c_str(), "rb");
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if (!f)
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{
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std::cerr << "Couldn't open smaa_search.raw.\n";
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}
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fread(buffer, SEARCHTEX_WIDTH * SEARCHTEX_HEIGHT, 1, f);
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fclose(f);
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f = 0;
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glGenTextures(1, &search_tex);
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glBindTexture(GL_TEXTURE_2D, search_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, (GLsizei)SEARCHTEX_WIDTH, (GLsizei)SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, buffer);
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delete[] buffer;
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}
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void TMyApplication::InnerDeinit()
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{
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Inited = false;
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Loaded = false;
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if (Console != NULL)
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{
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*Console<<"APP DEINIT\n";
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}
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glDeleteTextures(1, &search_tex);
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glDeleteTextures(1, &area_tex);
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}
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void TMyApplication::InnerOnTapDown(Vector2f p)
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{
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}
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void TMyApplication::InnerOnTapUp(Vector2f p)
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{
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}
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void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
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{
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}
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void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
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{
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}
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void TMyApplication::OnFling(Vector2f v)
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{
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}
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void TMyApplication::InnerDraw()
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{
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//Render the frame
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Renderer->SwitchToFrameBuffer("AlbedoBuffer");
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Renderer->SetProjectionMatrix(512.f, 512.f);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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CheckGlError("");
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{
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//Render here all objects that you want to have -- Vladislav Khorev vladislav.khorev@fishrungames.com
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TRenderParamsSetter params(pair.first);
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Renderer->DrawTriangleList(pair.second);
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}
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CheckGlError("");
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//-------------------------
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//First pass - edge detection
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Renderer->PushShader("SmaaEdge");
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Renderer->SwitchToFrameBuffer("EdgeBuffer");
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Renderer->SetProjectionMatrix(512.f, 512.f);
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RenderUniform1i("albedo_tex", 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
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Renderer->DrawTriangleList(rect.second);
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Renderer->PopShader();
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CheckGlError("");
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//-------------------------
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//Second pass - blend plus pattern matching
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Renderer->PushShader("SmaaBlend");
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Renderer->SwitchToFrameBuffer("BlendBuffer");
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Renderer->SetProjectionMatrix(512.f, 512.f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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RenderUniform1i("edge_tex", 0);
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RenderUniform1i("area_tex", 1);
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RenderUniform1i("search_tex", 2);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, area_tex);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, search_tex);
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Renderer->DrawTriangleList(rect.second);
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Renderer->PopShader();
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CheckGlError("");
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#if 1
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//-------------------------
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//Last pass - neightborhood
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Renderer->PushShader("SmaaNeighborhood");
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Renderer->SwitchToScreen();
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Renderer->SetFullScreenViewport();
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Renderer->SetProjectionMatrix(512.f, 512.f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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RenderUniform1i("albedo_tex", 0);
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RenderUniform1i("blend_tex", 1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
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Renderer->DrawTriangleList(rect.second);
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Renderer->PopShader();
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CheckGlError("");
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#else
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//... or just render intermediate buffers to see what is going on
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Renderer->PushShader("DefaultShader");
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Renderer->SwitchToScreen();
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Renderer->SetFullScreenViewport();
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Renderer->SetProjectionMatrix(512.f, 512.f);
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glActiveTexture(GL_TEXTURE0);
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//Choose any to render for debug:
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//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("AlbedoBuffer"));
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//glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("EdgeBuffer"));
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glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("BlendBuffer"));
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Renderer->DrawTriangleList(rect.second);
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Renderer->PopShader();
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CheckGlError("");
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#endif
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}
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void TMyApplication::InnerUpdate(size_t dt)
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{
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}
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bool TMyApplication::IsLoaded()
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{
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return Loaded;
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}
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bool TMyApplication::IsInited()
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{
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return Inited;
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}
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