Resurrection
This commit is contained in:
commit
d132060e19
400
.gitignore
vendored
Normal file
400
.gitignore
vendored
Normal file
@ -0,0 +1,400 @@
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.tlog
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
|
||||
*.vbp
|
||||
|
||||
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
|
||||
*.dsw
|
||||
*.dsp
|
||||
|
||||
# Visual Studio 6 technical files
|
||||
*.ncb
|
||||
*.aps
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# Visual Studio History (VSHistory) files
|
||||
.vshistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# VS Code files for those working on multiple tools
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
*.code-workspace
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Windows Installer files from build outputs
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# JetBrains Rider
|
||||
*.sln.iml
|
||||
|
||||
.svn/
|
28
Template.sln
Normal file
28
Template.sln
Normal file
@ -0,0 +1,28 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.10.34928.147
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Template", "Template\Template.vcxproj", "{0080A3E1-DFBF-4557-B198-E6D5D7724393}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
Debug|x64 = Debug|x64
|
||||
Release|Win32 = Release|Win32
|
||||
Release|x64 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Debug|x64.Build.0 = Debug|x64
|
||||
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Release|Win32.Build.0 = Release|Win32
|
||||
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Release|x64.ActiveCfg = Release|x64
|
||||
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
157
Template/Template.vcxproj
Normal file
157
Template/Template.vcxproj
Normal file
@ -0,0 +1,157 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{0080A3E1-DFBF-4557-B198-E6D5D7724393}</ProjectGuid>
|
||||
<RootNamespace>Template</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>NotSet</CharacterSet>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<IncludePath>$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;$(WindowsSdkDir)include;$(FrameworkSDKDir)\include;$(SalmonEnginePath)include</IncludePath>
|
||||
<LibraryPath>$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<IncludePath>$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;$(WindowsSdkDir)include;$(FrameworkSDKDir)\include;$(SalmonEnginePath)include</IncludePath>
|
||||
<LibraryPath>$(VCInstallDir)lib;$(VCInstallDir)atlmfc\lib;$(WindowsSdkDir)lib;$(FrameworkSDKDir)\lib;$(SalmonEnginePath)$(Configuration)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<IncludePath>$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;$(WindowsSdkDir)include;$(FrameworkSDKDir)\include;$(SalmonEnginePath)include</IncludePath>
|
||||
<LibraryPath>$(VCInstallDir)lib;$(VCInstallDir)atlmfc\lib;$(WindowsSdkDir)lib;$(FrameworkSDKDir)\lib;$(SalmonEnginePath)$(Configuration)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<IncludePath>$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;$(WindowsSdkDir)include;$(FrameworkSDKDir)\include;$(SalmonEnginePath)include</IncludePath>
|
||||
<LibraryPath>$(VCInstallDir)lib;$(VCInstallDir)atlmfc\lib;$(WindowsSdkDir)lib;$(FrameworkSDKDir)\lib;$(SalmonEnginePath)$(Configuration)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>C:\Work\OldProjects\engine;C:\Work\OldProjects\engine\include;C:\Boost\include\boost-1_84;..\..\lpng1510;..\..\jpeg-9;..\..\jpeg-9\vc10</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>TARGET_WIN32;NOSOUND;TARGET_WIN32;SALMON_WIN32;WIN32_LEAN_AND_MEAN;_WIN32_WINNT=0x0501</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>opengl32.lib;glu32.lib;shell32.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;$(CoreLibraryDependencies);Salmon Engine.lib;zlib.lib;libpng15.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>C:\Work\OldProjects\engine\Salmon Engine\Debug;C:\Boost\lib;C:\Work\OldProjects\lpng1510\projects\vstudio\Debug Library</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>C:\Work\OldProjects\engine;C:\Work\OldProjects\engine\include;C:\Boost\include\boost-1_84;..\..\lpng1510;..\..\jpeg-9;..\..\jpeg-9\vc10</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>NOSOUND;TARGET_WIN32;SALMON_WIN32;WIN32_LEAN_AND_MEAN;_WIN32_WINNT=0x0501</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>opengl32.lib;glu32.lib;shell32.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;$(CoreLibraryDependencies);Salmon Engine.lib;zlib.lib;libpng15.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>C:\Work\OldProjects\engine\Salmon Engine\Debug;C:\Boost\lib;C:\Work\OldProjects\lpng1510\projects\vstudio\Debug Library</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||
<AdditionalIncludeDirectories>$(SalmonEnginePath);$(LibsPath)\boost_1_47_0;$(LibsPath)\libogg-1.3.0\include;$(LibsPath)\libvorbis-1.3.2\include;$(LibsPath)\sqplus\sqplus;$(LibsPath)\sqplus\include;C:\Program Files (x86)\Microsoft DirectX SDK (February 2010)\Include;$(LibsPath)\lpng1510</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>TARGET_WIN32;SALMON_WIN32;WIN32_LEAN_AND_MEAN;_WIN32_WINNT=0x0501</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;opengl32.lib;glu32.lib;Salmon Engine.lib;libogg_static.lib;libvorbis_static.lib;libvorbisfile_static.lib;zlib.lib;libpng15.lib;sqplus.lib;squirrel.lib;sqdbglib.lib;sqstdlib.lib;dsound.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(LibsPath)\boost_1_47_0\boost_windows\libs_engine\$(Configuration);$(LibsPath)\libogg-1.3.0\win32\VS2010\Win32\$(Configuration);$(LibsPath)\libvorbis-1.3.2\win32\VS2010\Win32\$(Configuration);$(LibsPath)\sqplus\lib;C:\Program Files (x86)\Microsoft DirectX SDK (February 2010)\Lib\x86;$(LibsPath)\lpng1510\projects\vstudio\Release Library</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||
<AdditionalIncludeDirectories>$(SalmonEnginePath);$(LibsPath)\boost_1_47_0;$(LibsPath)\libogg-1.3.0\include;$(LibsPath)\libvorbis-1.3.2\include;$(LibsPath)\sqplus\sqplus;$(LibsPath)\sqplus\include;C:\Program Files (x86)\Microsoft DirectX SDK (February 2010)\Include;$(LibsPath)\lpng1510</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>TARGET_WIN32;SALMON_WIN32;WIN32_LEAN_AND_MEAN;_WIN32_WINNT=0x0501</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;opengl32.lib;glu32.lib;Salmon Engine.lib;libogg_static.lib;libvorbis_static.lib;libvorbisfile_static.lib;zlib.lib;libpng15.lib;sqplus.lib;squirrel.lib;sqdbglib.lib;sqstdlib.lib;dsound.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(LibsPath)\boost_1_47_0\boost_windows\libs_engine\$(Configuration);$(LibsPath)\libogg-1.3.0\win32\VS2010\Win32\$(Configuration);$(LibsPath)\libvorbis-1.3.2\win32\VS2010\Win32\$(Configuration);$(LibsPath)\sqplus\lib;C:\Program Files (x86)\Microsoft DirectX SDK (February 2010)\Lib\x86;$(LibsPath)\lpng1510\projects\vstudio\Release Library</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="gameMap.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="gameMap.h" />
|
||||
<ClInclude Include="main.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
33
Template/Template.vcxproj.filters
Normal file
33
Template/Template.vcxproj.filters
Normal file
@ -0,0 +1,33 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Файлы исходного кода">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Заголовочные файлы">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Файлы ресурсов">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="gameMap.cpp">
|
||||
<Filter>Файлы исходного кода</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="main.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="gameMap.h">
|
||||
<Filter>Заголовочные файлы</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
247
Template/gameMap.cpp
Normal file
247
Template/gameMap.cpp
Normal file
@ -0,0 +1,247 @@
|
||||
#include "gameMap.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
TMapCharacter::TMapCharacter() :
|
||||
Pos(ZeroVec3),
|
||||
RotationMatrix(IdentityMatrix),
|
||||
Direction(vec3(0.0f, 0.0f, 1.0f)),
|
||||
Destination(ZeroVec3),
|
||||
VectorToDestination(ZeroVec3),
|
||||
Velocity(0.0f)
|
||||
{
|
||||
}
|
||||
|
||||
void TMapCharacter::SetPos(vec3& pos)
|
||||
{
|
||||
Pos = pos;
|
||||
}
|
||||
|
||||
void TMapCharacter::GoToDestination(vec3& dest)
|
||||
{
|
||||
Destination = vec3(dest.v[0], 0.0f, dest.v[2]);
|
||||
Velocity = 0.002f;
|
||||
}
|
||||
|
||||
void TMapCharacter::Update(cardinal timer)
|
||||
{
|
||||
const float CONST_DISTANCE_SLOW_DOWN = 1.0f;
|
||||
const float CONST_DISTANCE_STOP = 0.1f;
|
||||
const float CONST_ROTATION_ANGLE_STEP = pi/200;
|
||||
|
||||
VectorToDestination = (Destination - Pos);
|
||||
VectorToDestination.v[1] = 0.0f;
|
||||
VectorToDestination = Normalize(VectorToDestination);
|
||||
|
||||
if (!IsFloatEqual(Velocity, 0.0f))
|
||||
{
|
||||
float cosa = DotProduct(VectorToDestination, Direction);
|
||||
|
||||
float alpha = acosf(cosa);
|
||||
|
||||
if (alpha <= CONST_ROTATION_ANGLE_STEP * timer)
|
||||
{
|
||||
Direction = VectorToDestination;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec3 n = Normalize(CrossProduct(Direction, VectorToDestination));
|
||||
|
||||
float sinb = sinf(CONST_ROTATION_ANGLE_STEP * timer / 2.0f);
|
||||
float cosb = cosf(CONST_ROTATION_ANGLE_STEP * timer / 2.0f);
|
||||
|
||||
vec4 q;
|
||||
q.v[0] = n.v[0] * sinb;
|
||||
q.v[1] = n.v[1] * sinb;
|
||||
q.v[2] = n.v[2] * sinb;
|
||||
q.v[3] = cosb;
|
||||
mat3 rmat = mat3(q);
|
||||
RotationMatrix *= rmat;
|
||||
Direction = rmat * Direction;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (!(Pos == Destination))
|
||||
{
|
||||
|
||||
float dist = sqrtf((Pos.v[0] - Destination.v[0])*(Pos.v[0] - Destination.v[0]) +
|
||||
(Pos.v[1] - Destination.v[1])*(Pos.v[1] - Destination.v[1]) +
|
||||
(Pos.v[2] - Destination.v[2])*(Pos.v[2] - Destination.v[2]));
|
||||
|
||||
if (dist > CONST_DISTANCE_SLOW_DOWN)
|
||||
{
|
||||
Pos = Pos + timer*Velocity*Direction;
|
||||
}
|
||||
else if (dist > CONST_DISTANCE_STOP && dist <= CONST_DISTANCE_SLOW_DOWN)
|
||||
{
|
||||
Pos = Pos + 0.5f*timer*Velocity*Direction;
|
||||
}
|
||||
else
|
||||
{
|
||||
Pos = Destination;
|
||||
Velocity = 0.0f;
|
||||
VectorToDestination = ZeroVec3;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
vec3 TMapCharacter::GetPos()
|
||||
{
|
||||
return Pos;
|
||||
}
|
||||
|
||||
mat3 TMapCharacter::GetRotationMatrix()
|
||||
{
|
||||
return RotationMatrix;
|
||||
}
|
||||
|
||||
void TGameMap::LoadMap()
|
||||
{
|
||||
Land = new TSimpleLandClass;
|
||||
Land->LoadFromFile(std::string("landscapes/out.ls1"));
|
||||
Land->SetTexture(std::string("landscapes/out.bmp"));
|
||||
Land->Scale(0.005f);
|
||||
|
||||
StaticModelArr.reserve(1);
|
||||
StaticModelArr.resize(1);
|
||||
StaticModelArr[0].LoadModel("bt_box_yellow.lm1");
|
||||
//StaticModelArr[0].SetShaderTranslateVector(vec3(-1.0f, 0.23f, 6.3f));
|
||||
|
||||
PlayerChar = new TLiteModel;
|
||||
PlayerChar->LoadModel("bt_cone.lm1");
|
||||
|
||||
AnimModel = new TAnimModel;
|
||||
AnimModel->LoadModel("bonemodel.lm1");
|
||||
|
||||
animSeq = 0;
|
||||
//AnimModel->ApplySequence("bonemodel.an1", animSeq);
|
||||
|
||||
GirlText = new TAnimModel;
|
||||
GirlText->LoadModel("girl.lm1");
|
||||
//GirlText->ScaleModel(0.1f);
|
||||
//GirlText->MoveModel(vec3(0,4,0));
|
||||
//GirlText->UpdateVBO();
|
||||
//GirlText->ApplySequence("girl.an1", 0);
|
||||
|
||||
MapChar.SetPos(vec3(0.0f, 0.0f, 10.0f));
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TGameMap::FreeMap()
|
||||
{
|
||||
if (Land)
|
||||
{
|
||||
delete Land;
|
||||
Land = NULL;
|
||||
}
|
||||
|
||||
|
||||
if (PlayerChar)
|
||||
{
|
||||
delete PlayerChar;
|
||||
PlayerChar = NULL;
|
||||
}
|
||||
|
||||
if (AnimModel)
|
||||
{
|
||||
delete AnimModel;
|
||||
AnimModel = NULL;
|
||||
}
|
||||
|
||||
if (GirlText)
|
||||
{
|
||||
delete GirlText;
|
||||
GirlText = NULL;
|
||||
}
|
||||
|
||||
StaticModelArr.clear();
|
||||
}
|
||||
|
||||
TSimpleLandClass* TGameMap::GetLand()
|
||||
{
|
||||
return Land;
|
||||
}
|
||||
|
||||
void TGameMap::DrawVBO()
|
||||
{
|
||||
|
||||
Renderer->PushShader("Simple3D");
|
||||
Land->DrawVBO();
|
||||
Renderer->PopShader();
|
||||
//Land->DrawImmediate();
|
||||
|
||||
for (TLiteModelArr::iterator i = StaticModelArr.begin(); i != StaticModelArr.end(); ++i)
|
||||
{
|
||||
//i->DrawImmediate();
|
||||
i->DrawVBO();
|
||||
}
|
||||
|
||||
//PlayerChar->DrawVBO();
|
||||
|
||||
//AnimModel->DrawVBO();
|
||||
|
||||
//GirlText->DrawVBO();
|
||||
|
||||
}
|
||||
|
||||
cardinal timeForSeq = 0;
|
||||
|
||||
void TGameMap::Update(cardinal timer)
|
||||
{
|
||||
|
||||
MapChar.Update(timer);
|
||||
|
||||
|
||||
vec3 vecFrom, vecTo;
|
||||
vec3 pos = Land->CalcVerticalCrossing(MapChar.GetPos());
|
||||
|
||||
PlayerChar->SetShaderTranslateVector(pos);
|
||||
PlayerChar->SetShaderRotateMatrix(MapChar.GetRotationMatrix());
|
||||
|
||||
timeForSeq += timer;
|
||||
|
||||
if (timeForSeq >= 2000)
|
||||
{
|
||||
timeForSeq = 0;
|
||||
|
||||
if (animSeq != 12)
|
||||
{
|
||||
animSeq = 12;
|
||||
//animSeq+= 1;
|
||||
|
||||
|
||||
if (animSeq >= 100)
|
||||
{
|
||||
animSeq = 0;
|
||||
}
|
||||
|
||||
//GirlText->ApplySequence("girl.an1", animSeq);
|
||||
//GirlText->UpdateVBO();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//AnimModel->ApplySequence("bonemodel.an1", animSeq);
|
||||
//AnimModel->UpdateVBO();
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TGameMap::PlayerClicked(int x, int y)
|
||||
{
|
||||
/*
|
||||
vec3 vecFrom, vecTo;
|
||||
SalmonRender->GetVectorOutOfCursor(x, y, vecFrom, vecTo);
|
||||
|
||||
vec3 r = Land->CalcCrossing(vecFrom, vecTo);
|
||||
|
||||
MapChar.GoToDestination(r);
|
||||
*/
|
||||
}
|
66
Template/gameMap.h
Normal file
66
Template/gameMap.h
Normal file
@ -0,0 +1,66 @@
|
||||
#pragma once
|
||||
|
||||
#include "SalmonEngineWindows.h"
|
||||
#include <vector>
|
||||
using namespace SE;
|
||||
|
||||
typedef std::vector<TLiteModel> TLiteModelArr;
|
||||
|
||||
class TMapCharacter
|
||||
{
|
||||
protected:
|
||||
|
||||
//Do not change them directly:
|
||||
vec3 Pos; // y=0 here
|
||||
|
||||
mat3 RotationMatrix;
|
||||
vec3 Direction; // y=0 here
|
||||
vec3 Destination; // y=0 here
|
||||
vec3 VectorToDestination;
|
||||
|
||||
float Velocity;
|
||||
|
||||
public:
|
||||
TMapCharacter();
|
||||
~TMapCharacter() { }
|
||||
|
||||
void SetPos(vec3& pos);
|
||||
void GoToDestination(vec3& dest);
|
||||
void Update(cardinal timer);
|
||||
|
||||
vec3 GetPos();
|
||||
mat3 GetRotationMatrix();
|
||||
|
||||
};
|
||||
|
||||
class TGameMap
|
||||
{
|
||||
protected:
|
||||
TSimpleLandClass* Land;
|
||||
|
||||
TLiteModelArr StaticModelArr;
|
||||
|
||||
TLiteModel* PlayerChar;
|
||||
TMapCharacter MapChar;
|
||||
|
||||
|
||||
|
||||
public:
|
||||
TGameMap() : Land(NULL), PlayerChar(NULL), AnimModel(NULL), GirlText(NULL) {};
|
||||
~TGameMap() { FreeMap(); };
|
||||
|
||||
void LoadMap();
|
||||
void FreeMap();
|
||||
|
||||
TSimpleLandClass* GetLand();
|
||||
|
||||
void DrawVBO();
|
||||
void Update(cardinal timer);
|
||||
|
||||
void PlayerClicked(int x, int y);
|
||||
|
||||
TAnimModel* AnimModel;
|
||||
TAnimModel* GirlText;
|
||||
int animSeq;
|
||||
|
||||
};
|
102
Template/log.txt
Normal file
102
Template/log.txt
Normal file
@ -0,0 +1,102 @@
|
||||
2024-Jun-06 15:57:24: Log started
|
||||
2024-Jun-06 15:57:25: OpenGL Window created
|
||||
2024-Jun-06 15:57:25: Script manager ready
|
||||
2024-Jun-06 15:57:25: Render::OpenGL glVersion = 4.6.0 - Build 31.0.101.4887
|
||||
2024-Jun-06 15:57:25: Render::OpenGL glVersion above 2.0 ok
|
||||
2024-Jun-06 15:57:25: Render::OpenGL GL_ARB_framebuffer_object supported ok
|
||||
2024-Jun-06 15:57:25: Render::OpenGL GL_ARB_uniform_buffer_object supported ok
|
||||
2024-Jun-06 15:57:25: Prepare to add shader GUI
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 3
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: GUI
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Parallax
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20
|
||||
WARNING: 0:27: 'assign' : implicit type conversion allowed from GLSL 1.20
|
||||
WARNING: 0:27: 'assign' : implicit type conversion allowed
|
||||
2024-Jun-06 15:57:25: Shader program is - 6
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Parallax
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Directlight
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 9
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Directlight
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Env
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 12
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Env
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Water
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
WARNING: 0:20: 'assign' : implicit type conversion allowed from GLSL 1.20
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 15
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Water
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Frame
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 18
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Frame
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Lightview
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:5: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 21
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Lightview
|
||||
2024-Jun-06 15:57:25: Prepare to add shader Simple3D
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader WARNING: 0:1: '' : #version directive missing
|
||||
|
||||
|
||||
2024-Jun-06 15:57:25: Shader program is - 24
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager::Shader
|
||||
2024-Jun-06 15:57:25: ResourceManager::ShaderManager shader loaded: Simple3D
|
||||
2024-Jun-06 15:57:25: ResourceManager::TexList Texture added: bt_box_yellow.bmp with id = 1
|
||||
2024-Jun-06 15:57:25: ResourceManager::TexList Texture added: bt_box_norm.bmp32 with id = 2
|
||||
2024-Jun-06 15:57:25: Lite model added successfully: models/bt_box_yellow.lm1
|
||||
2024-Jun-06 15:57:25: ResourceManager::TexList Texture added: bt_cone.bmp with id = 3
|
||||
2024-Jun-06 15:57:25: Lite model added successfully: models/bt_cone.lm1
|
||||
2024-Jun-06 15:57:25: Lite model added successfully: models/girl.lm1
|
||||
2024-Jun-06 15:57:25: Lite model added successfully: models/bonemodel.lm1
|
||||
2024-Jun-06 15:57:26: ResourceManager::TexList Texture added: out.bmp with id = 4
|
||||
2024-Jun-06 15:57:26: FrameManager:: frame buffer added: Skybox
|
||||
2024-Jun-06 15:57:26: ResourceManager::TexList Texture added: normalmap.bmp with id = 6
|
||||
2024-Jun-06 15:57:26: FrameManager:: frame buffer added: ScreenBlur
|
||||
2024-Jun-06 15:57:26: FrameManager:: frame buffer added: ShadowBufferGlobal
|
||||
2024-Jun-06 15:57:26: FrameManager:: frame buffer added: ShadowBufferLocal
|
302
Template/main.cpp
Normal file
302
Template/main.cpp
Normal file
@ -0,0 +1,302 @@
|
||||
#include "main.h"
|
||||
|
||||
|
||||
float CONST_CAM_ALPHA_MOUSE_SENSITIVETY = 0.005f;
|
||||
float CONST_CAM_PHI_MOUSE_SENSITIVETY = 0.005f;
|
||||
|
||||
float CONST_CAM_ZOOM_SENSITIVITY = 1.0f/120.0f;
|
||||
|
||||
cardinal CONST_CUBEMAP_UPDATE_INTERVAL = 5000;
|
||||
|
||||
void TMyApplication::DrawToCubemap()
|
||||
{
|
||||
Renderer->PushShader("Directlight");
|
||||
|
||||
Renderer->SwitchToCubemapBuffer("Skybox",0);
|
||||
Renderer->SetGlPosXView();
|
||||
DrawSceneWithoutWater();
|
||||
|
||||
Renderer->SwitchToCubemapBuffer("Skybox",1);
|
||||
Renderer->SetGlNegXView();
|
||||
DrawSceneWithoutWater();
|
||||
|
||||
Renderer->SwitchToCubemapBuffer("Skybox",2);
|
||||
Renderer->SetGlPosYView();
|
||||
DrawSceneWithoutWater();
|
||||
|
||||
Renderer->SwitchToCubemapBuffer("Skybox",3);
|
||||
Renderer->SetGlNegYView();
|
||||
DrawSceneWithoutWater();
|
||||
|
||||
Renderer->SwitchToCubemapBuffer("Skybox",4);
|
||||
Renderer->SetGlPosZView();
|
||||
DrawSceneWithoutWater();
|
||||
|
||||
Renderer->SwitchToCubemapBuffer("Skybox",5);
|
||||
Renderer->SetGlNegZView();
|
||||
DrawSceneWithoutWater();
|
||||
|
||||
Renderer->SwitchToScreen();
|
||||
|
||||
Renderer->PopShader();
|
||||
}
|
||||
|
||||
void TMyApplication::DrawToShadowMap()
|
||||
{
|
||||
|
||||
Renderer->PushShader("Lightview");
|
||||
|
||||
Renderer->BeginDrawToDepthBufferGlobal(std::string("ShadowBufferGlobal"));
|
||||
DrawSceneWithoutWater();
|
||||
Renderer->BeginDrawToDepthBufferLocal(std::string("ShadowBufferLocal"));
|
||||
DrawSceneWithoutWater();
|
||||
Renderer->EndDrawToDepthBuffer();
|
||||
|
||||
Renderer->PopShader();
|
||||
}
|
||||
|
||||
void TMyApplication::DrawSceneWithoutWater()
|
||||
{
|
||||
GameMap.DrawVBO();
|
||||
}
|
||||
|
||||
void TMyApplication::DrawWaterSurface()
|
||||
{
|
||||
|
||||
Renderer->PushShader("Water");
|
||||
|
||||
RenderUniform1f("WaterTimer", WaterTimer);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["normalmap.bmp"]);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, ResourceManager->FrameManager.GetFrameTexture("Skybox"));
|
||||
|
||||
glBegin(GL_POLYGON);
|
||||
glTexCoord2f(2, 2);
|
||||
glVertex3f(20, 0, 20);
|
||||
glTexCoord2f(2, 0);
|
||||
glVertex3f(20, 0, -20);
|
||||
glTexCoord2f(0, 0);
|
||||
glVertex3f(-20, 0, -20);
|
||||
glTexCoord2f(0, 2);
|
||||
glVertex3f(-20, 0, 20);
|
||||
glEnd();
|
||||
|
||||
Renderer->PopShader();
|
||||
}
|
||||
|
||||
//What to do on init
|
||||
void TMyApplication::InnerInit()
|
||||
{
|
||||
ResourceManager->PathToResources = "C:\\Work\\OldProjects\\ho3\\resources\\";
|
||||
|
||||
|
||||
ResourceManager->ShaderManager.AddShader("GUI", "shaders/gui_transparent.vertex", "shaders/gui_transparent.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Parallax", "shaders/directlight_parallax_shadow.vertex", "shaders/directlight_parallax_shadow.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Directlight", "shaders/directlight.vertex", "shaders/directlight.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Env", "shaders/env.vertex", "shaders/env.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Water", "shaders/water.vertex", "shaders/water.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Frame", "shaders/frame.vertex", "shaders/frame.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Lightview", "shaders/lightview.vertex", "shaders/lightview.fragment");
|
||||
ResourceManager->ShaderManager.AddShader("Simple3D", "shaders/simple3d.vertex", "shaders/simple3d.fragment");
|
||||
|
||||
Renderer->SetBackgroundShader("Env");
|
||||
|
||||
Renderer->PushShader("Parallax");
|
||||
//Renderer->PushShader("GUI");
|
||||
|
||||
|
||||
ResourceManager->ModelManager.AddLiteModel("models/bt_box_yellow.lm1");
|
||||
ResourceManager->ModelManager.AddLiteModel("models/bt_cone.lm1");
|
||||
|
||||
ResourceManager->ModelManager.AddLiteModel("models/girl.lm1");
|
||||
ResourceManager->ModelAnimManager.AddAnimationToModel("girl.lm1","models/girl.bn2");
|
||||
ResourceManager->ModelAnimManager["girl.lm1"]->LoadAnimSequenceFromFileAn1("models/girl.an1");
|
||||
|
||||
ResourceManager->ModelManager.AddLiteModel("models/bonemodel.lm1");
|
||||
ResourceManager->ModelAnimManager.AddAnimationToModel("bonemodel.lm1","models/bonemodel.bn2");
|
||||
ResourceManager->ModelAnimManager["bonemodel.lm1"]->LoadAnimSequenceFromFileAn1("models/bonemodel.an1");
|
||||
|
||||
GameMap.LoadMap();
|
||||
|
||||
Renderer->SetLandToCalcCollision(GameMap.GetLand());
|
||||
|
||||
Renderer->MoveDist(15.0f);
|
||||
Renderer->MovePhi(pi/6);
|
||||
|
||||
|
||||
float len = 50.0f;
|
||||
|
||||
//ResourceManager->LightManager.SetLightPos(0, vec4(-len * cos(pi/4), len * sin(pi/4), 0.0f, 0.0f));
|
||||
|
||||
ResourceManager->FrameManager.AddCubemapBuffer("Skybox",256,256);
|
||||
|
||||
Renderer->SetBackgroundCubemap(ResourceManager->FrameManager.GetFrameTexture("Skybox"));
|
||||
|
||||
ResourceManager->TexList.AddTexture("../resources/normalmap.bmp");
|
||||
|
||||
ResourceManager->FrameManager.AddFrameRenderBuffer("ScreenBlur", 512, 512);
|
||||
ResourceManager->FrameManager.AddDepthBuffer("ShadowBufferGlobal", 512, 512);
|
||||
|
||||
ResourceManager->FrameManager.AddDepthBuffer("ShadowBufferLocal", 1024, 1024);
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("ShadowBufferGlobal"));
|
||||
glActiveTexture(GL_TEXTURE3);
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->FrameManager.GetFrameTexture("ShadowBufferLocal"));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glClearColor(0.2f, 0.5f, 1.0f, 1.0f);
|
||||
|
||||
//Renderer->SetShadowClampValue(0.3f);
|
||||
Renderer->SetShadowClampValue(0.0f);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
//What to do on deinit
|
||||
void TMyApplication::InnerDeinit()
|
||||
{
|
||||
GameMap.FreeMap();
|
||||
ResourceManager->FrameManager.DeleteFrameRenderBuffer("Skybox");
|
||||
}
|
||||
|
||||
//What to do on draw
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
Renderer->SwitchToScreen();
|
||||
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
|
||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
Renderer->PushShader("GUI");
|
||||
DrawSceneWithoutWater();
|
||||
Renderer->PopShader();
|
||||
|
||||
/*
|
||||
DrawToCubemap();
|
||||
|
||||
DrawToShadowMap();
|
||||
|
||||
Renderer->SwitchToFrameBuffer(std::string("ScreenBlur"));
|
||||
|
||||
DrawSceneWithoutWater();
|
||||
DrawWaterSurface();
|
||||
|
||||
|
||||
Renderer->SwitchToScreen();
|
||||
|
||||
Renderer->PushShader("Frame");
|
||||
Renderer->DrawFrameFullScreen(std::string("ScreenBlur"));
|
||||
Renderer->PopShader();*/
|
||||
|
||||
|
||||
|
||||
/*
|
||||
Renderer->SwitchToFrameBuffer(std::string("ScreenBlur"));
|
||||
|
||||
Renderer->PushShader("GUI");
|
||||
DrawSceneWithoutWater();
|
||||
Renderer->PopShader();
|
||||
|
||||
Renderer->SwitchToScreen();
|
||||
|
||||
Renderer->PushShader("Frame");
|
||||
Renderer->DrawFrameFullScreen(std::string("ScreenBlur"));
|
||||
Renderer->PopShader();*/
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
//What to do on update. timer means how many ms passed since last update
|
||||
void TMyApplication::InnerUpdate(cardinal timer)
|
||||
{
|
||||
WaterTimer += 0.001f * timer;
|
||||
|
||||
GameMap.Update(timer);
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::UpdateQuick()
|
||||
{
|
||||
if (GetKeyState(VK_UP) >> 15)
|
||||
{
|
||||
Renderer->MoveForward();
|
||||
}
|
||||
|
||||
if (GetKeyState(VK_DOWN) >> 15)
|
||||
{
|
||||
Renderer->MoveBackward();
|
||||
}
|
||||
|
||||
if (GetKeyState(VK_LEFT) >> 15)
|
||||
{
|
||||
Renderer->MoveLeft();
|
||||
}
|
||||
|
||||
if (GetKeyState(VK_RIGHT) >> 15)
|
||||
{
|
||||
Renderer->MoveRight();
|
||||
}
|
||||
}
|
||||
|
||||
void TMyApplication::OnMouseMove(TMouseState& mouseState)
|
||||
{
|
||||
if (MouseRightButtonPressed)
|
||||
{
|
||||
int dx = mouseState.X - MouseX0;
|
||||
int dy = mouseState.Y - MouseY0;
|
||||
|
||||
MouseX0 = mouseState.X;
|
||||
MouseY0 = mouseState.Y;
|
||||
|
||||
Renderer->MoveAlpha(dx * CONST_CAM_ALPHA_MOUSE_SENSITIVETY);
|
||||
Renderer->MovePhi(dy * CONST_CAM_PHI_MOUSE_SENSITIVETY);
|
||||
}
|
||||
}
|
||||
|
||||
void TMyApplication::OnMouseDown(TMouseState& mouseState)
|
||||
{
|
||||
if (mouseState.RightButtonPressed)
|
||||
{
|
||||
MouseRightButtonPressed = true;
|
||||
MouseX0 = mouseState.X;
|
||||
MouseY0 = mouseState.Y;
|
||||
}
|
||||
|
||||
if (mouseState.LeftButtonPressed)
|
||||
{
|
||||
MouseLeftButtonPressed = true;
|
||||
}
|
||||
}
|
||||
|
||||
void TMyApplication::OnMouseUp(TMouseState& mouseState)
|
||||
{
|
||||
|
||||
|
||||
MouseRightButtonPressed = false;
|
||||
if (MouseLeftButtonPressed)
|
||||
{
|
||||
MouseLeftButtonPressed = false;
|
||||
GameMap.PlayerClicked(mouseState.X, mouseState.Y);
|
||||
}
|
||||
}
|
||||
|
||||
void TMyApplication::OnMouseWheel(short int delta)
|
||||
{
|
||||
Renderer->MoveDist(-CONST_CAM_ZOOM_SENSITIVITY * delta);
|
||||
}
|
||||
|
||||
|
||||
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
|
||||
LPSTR lpszCmdLine, int nCmdShow)
|
||||
{
|
||||
//Create application
|
||||
TMyApplication Application;
|
||||
|
||||
//Start application
|
||||
return MainLoop(Application);
|
||||
}
|
70
Template/main.h
Normal file
70
Template/main.h
Normal file
@ -0,0 +1,70 @@
|
||||
#pragma once
|
||||
|
||||
/* Path to the engine */
|
||||
#include "SalmonEngineWindows.h"
|
||||
#include "gameMap.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
//Application class
|
||||
class TMyApplication : public SE::TApplication
|
||||
{
|
||||
/*
|
||||
TLiteModel* lm;
|
||||
TSimpleLandClass* TestLand;
|
||||
glmat3 LiteModelRotateMatrix;
|
||||
glmat3 LiteModelDeltaRotateMatrix;
|
||||
cardinal LiteModelUpdateTimer;
|
||||
*/
|
||||
TGameMap GameMap;
|
||||
|
||||
bool MouseRightButtonPressed;
|
||||
//Rotate camera on mouse right button pressed
|
||||
|
||||
bool MouseLeftButtonPressed;
|
||||
|
||||
int MouseX0, MouseY0;
|
||||
//Mouse pos caught on right button click
|
||||
|
||||
float WaterTimer;
|
||||
|
||||
void DrawSceneWithoutWater();
|
||||
|
||||
void DrawToCubemap();
|
||||
|
||||
void DrawToShadowMap();
|
||||
|
||||
void DrawWaterSurface();
|
||||
|
||||
public:
|
||||
|
||||
//Constructor
|
||||
TMyApplication() : MouseRightButtonPressed(false), MouseLeftButtonPressed(false), WaterTimer(0) { }
|
||||
|
||||
virtual void InnerInit();
|
||||
//What to do on init
|
||||
|
||||
virtual void InnerDeinit();
|
||||
//What to do on deinit
|
||||
|
||||
virtual void InnerDraw();
|
||||
//What to do on draw
|
||||
|
||||
virtual void InnerUpdate(cardinal timer);
|
||||
//What to do on update. timer means how many ms passed since last update
|
||||
|
||||
virtual void UpdateQuick();
|
||||
//To process input - this method is called more frequently than Update()
|
||||
|
||||
virtual void OnMouseMove(TMouseState& mouseState);
|
||||
//To do on mouse move (with or without pressed buttons)
|
||||
|
||||
virtual void OnMouseDown(TMouseState& mouseState);
|
||||
//To do on mouse move (with or without pressed buttons)
|
||||
|
||||
virtual void OnMouseUp(TMouseState& mouseState);
|
||||
//To do on mouse move (with or without pressed buttons)
|
||||
|
||||
virtual void OnMouseWheel(short int delta);
|
||||
//To do on mouse wheel move
|
||||
};
|
BIN
resources/landscapes/out.bmp
Normal file
BIN
resources/landscapes/out.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.0 MiB |
BIN
resources/landscapes/out.ls1
Normal file
BIN
resources/landscapes/out.ls1
Normal file
Binary file not shown.
BIN
resources/models/bonemodel.an1
Normal file
BIN
resources/models/bonemodel.an1
Normal file
Binary file not shown.
BIN
resources/models/bonemodel.bn1
Normal file
BIN
resources/models/bonemodel.bn1
Normal file
Binary file not shown.
BIN
resources/models/bonemodel.bn2
Normal file
BIN
resources/models/bonemodel.bn2
Normal file
Binary file not shown.
BIN
resources/models/bonemodel.lm1
Normal file
BIN
resources/models/bonemodel.lm1
Normal file
Binary file not shown.
BIN
resources/models/bonemodel_.an1
Normal file
BIN
resources/models/bonemodel_.an1
Normal file
Binary file not shown.
BIN
resources/models/bt_box_norm.bmp32
Normal file
BIN
resources/models/bt_box_norm.bmp32
Normal file
Binary file not shown.
After Width: | Height: | Size: 256 KiB |
BIN
resources/models/bt_box_yellow.bmp
Normal file
BIN
resources/models/bt_box_yellow.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 192 KiB |
BIN
resources/models/bt_box_yellow.lm1
Normal file
BIN
resources/models/bt_box_yellow.lm1
Normal file
Binary file not shown.
BIN
resources/models/bt_cone.bmp
Normal file
BIN
resources/models/bt_cone.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 192 KiB |
BIN
resources/models/bt_cone.lm1
Normal file
BIN
resources/models/bt_cone.lm1
Normal file
Binary file not shown.
BIN
resources/models/girl.an1
Normal file
BIN
resources/models/girl.an1
Normal file
Binary file not shown.
BIN
resources/models/girl.bn2
Normal file
BIN
resources/models/girl.bn2
Normal file
Binary file not shown.
BIN
resources/models/girl.lm1
Normal file
BIN
resources/models/girl.lm1
Normal file
Binary file not shown.
BIN
resources/normalmap.bmp
Normal file
BIN
resources/normalmap.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 192 KiB |
23
resources/shaders/Frame.fragment
Normal file
23
resources/shaders/Frame.fragment
Normal file
@ -0,0 +1,23 @@
|
||||
uniform sampler2D Texture;
|
||||
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
float xstep = 0.5f/800.0f;
|
||||
float ystep = 0.5f/600.0f;
|
||||
|
||||
vec4 texColor =
|
||||
vec4(texture2D(Texture,texCoord).rgb,1.0) * 0.2
|
||||
+ vec4(texture2D(Texture, vec2(texCoord.x+xstep, texCoord.y+ystep)).rgb,1.0) * 0.1
|
||||
+ vec4(texture2D(Texture, vec2(texCoord.x-xstep, texCoord.y+ystep)).rgb,1.0) * 0.1
|
||||
+ vec4(texture2D(Texture, vec2(texCoord.x-xstep, texCoord.y-ystep)).rgb,1.0) * 0.1
|
||||
+ vec4(texture2D(Texture, vec2(texCoord.x+xstep, texCoord.y-ystep)).rgb,1.0) * 0.1
|
||||
+ vec4(texture2D(Texture, vec2(texCoord.x, texCoord.y+2.0*ystep)).rgb,1.0) * 0.1
|
||||
+ vec4(texture2D(Texture, vec2(texCoord.x, texCoord.y-2.0*ystep)).rgb,1.0) * 0.1
|
||||
+ vec4(texture2D(Texture, vec2(texCoord.x-2.0*xstep, texCoord.y)).rgb,1.0) * 0.1
|
||||
+ vec4(texture2D(Texture, vec2(texCoord.x+2.0*xstep, texCoord.y)).rgb,1.0) * 0.1;
|
||||
|
||||
gl_FragColor = texColor;
|
||||
}
|
7
resources/shaders/Frame.vertex
Normal file
7
resources/shaders/Frame.vertex
Normal file
@ -0,0 +1,7 @@
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ftransform();
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
}
|
38
resources/shaders/NIU/directlight_bump.fragment
Normal file
38
resources/shaders/NIU/directlight_bump.fragment
Normal file
@ -0,0 +1,38 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform int NormalMapExists;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm;
|
||||
|
||||
vec4 ambient;
|
||||
vec4 diffuse;
|
||||
vec4 specular;
|
||||
|
||||
vec3 TexRGB = texture2D(Texture, texCoord.st).rgb;
|
||||
|
||||
vec3 cVec = normalize(camVec);
|
||||
|
||||
if (NormalMapExists == 0)
|
||||
{
|
||||
norm = vec3(0.0,0.0,1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
norm = (texture2D(NormalMap, texCoord.st).rgb - 0.5) * 2.0;
|
||||
}
|
||||
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
|
||||
ambient = gl_LightSource[0].ambient;
|
||||
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * max( dot(lightVec,norm),0.0);
|
||||
specular = gl_LightSource[0].specular * shineFactor;
|
||||
|
||||
gl_FragColor = vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular);
|
||||
|
||||
}
|
35
resources/shaders/NIU/directlight_bump.vertex
Normal file
35
resources/shaders/NIU/directlight_bump.vertex
Normal file
@ -0,0 +1,35 @@
|
||||
/*
|
||||
Bump mapping shader without parallax mapping for single directional light source
|
||||
The fastest shader for bump mapping
|
||||
|
||||
*/
|
||||
|
||||
uniform vec3 CamPos;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
|
||||
vec3 lVec = normalize(gl_LightSource[0].position.xyz);
|
||||
vec3 cVec = (CamPos - gl_Vertex.xyz);
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = Tangent;
|
||||
rot[1] = Binormal;
|
||||
rot[2] = gl_Normal.xyz;
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
lightVec = lVec * rot;
|
||||
camVec = cVec * rot;
|
||||
}
|
@ -0,0 +1,72 @@
|
||||
/*
|
||||
Bump mapping shader without parallax mapping but with shadows for single directional light source
|
||||
*/
|
||||
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform int NormalMapExists;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
//For shadows
|
||||
uniform sampler2D ShadowMap;
|
||||
uniform float ShadowDepth;
|
||||
|
||||
varying vec4 vPos;
|
||||
varying vec4 gPos;
|
||||
|
||||
float shadowCoef()
|
||||
{
|
||||
|
||||
vec4 shadow_coord = gl_TextureMatrix[2]*vPos;
|
||||
|
||||
shadow_coord.w = shadow_coord.z;
|
||||
|
||||
// get the stored depth
|
||||
float shadow_d = texture2D(ShadowMap, shadow_coord.xy).x;
|
||||
|
||||
// get the difference of the stored depth and the distance of this fragment to the light
|
||||
float diff = min(shadow_d - shadow_coord.z,0.0);
|
||||
|
||||
float shadow_coef = clamp( 20*ShadowDepth*diff + 1.0, 0.0, 1.0); //[0..1]
|
||||
|
||||
return shadow_coef;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
vec3 norm;
|
||||
|
||||
vec4 ambient;
|
||||
vec4 diffuse;
|
||||
vec4 specular;
|
||||
|
||||
vec3 TexRGB = texture2D(Texture, texCoord.st).rgb;
|
||||
|
||||
vec3 cVec = normalize(camVec);
|
||||
|
||||
if (NormalMapExists == 0)
|
||||
{
|
||||
norm = vec3(0.0,0.0,1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
norm = (texture2D(NormalMap, texCoord.st).rgb - 0.5) * 2.0;
|
||||
}
|
||||
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
|
||||
float shadow_coef = shadowCoef();
|
||||
|
||||
ambient = gl_LightSource[0].ambient;
|
||||
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * min( max(dot(lightVec,norm),0.0),shadow_coef);
|
||||
specular = gl_LightSource[0].specular * min(shineFactor,shadow_coef);
|
||||
|
||||
|
||||
gl_FragColor = vec4(TexRGB,1.0)*max(ambient,diffuse)+specular;
|
||||
|
||||
|
||||
}
|
44
resources/shaders/NIU/directlight_bump_simple_shadow.vertex
Normal file
44
resources/shaders/NIU/directlight_bump_simple_shadow.vertex
Normal file
@ -0,0 +1,44 @@
|
||||
/*
|
||||
Bump mapping shader without parallax mapping but with shadows for single directional light source
|
||||
*/
|
||||
|
||||
uniform vec3 CamPos;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
//for fragment shader
|
||||
varying vec4 vPos;
|
||||
varying vec4 gPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 realVertexPos = vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
gl_Position = gl_ModelViewProjectionMatrix * realVertexPos;
|
||||
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
|
||||
vec3 lVec = normalize(gl_LightSource[0].position.xyz);
|
||||
vec3 cVec = (CamPos - gl_Vertex.xyz);
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = Tangent;
|
||||
rot[1] = Binormal;
|
||||
rot[2] = gl_Normal.xyz;
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
lightVec = lVec * rot;
|
||||
camVec = cVec * rot;
|
||||
|
||||
//For shadows
|
||||
vPos = realVertexPos;
|
||||
gPos = gl_ProjectionMatrix * gl_Position;
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
}
|
@ -0,0 +1,78 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform int NormalMapExists;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
//For shadows
|
||||
uniform sampler2D ShadowMap;
|
||||
uniform float ShadowDepth;
|
||||
|
||||
varying vec4 vPos;
|
||||
varying vec4 gPos;
|
||||
|
||||
float shadowCoef()
|
||||
{
|
||||
|
||||
vec4 shadow_coord = gl_TextureMatrix[2]*vPos;
|
||||
|
||||
shadow_coord.w = shadow_coord.z;
|
||||
|
||||
// get the stored depth
|
||||
float shadow_d = texture2D(ShadowMap, shadow_coord.xy).x;
|
||||
|
||||
// get the difference of the stored depth and the distance of this fragment to the light
|
||||
float diff = min(shadow_d - shadow_coord.z,0.0);
|
||||
|
||||
float shadow_coef = clamp( 20*ShadowDepth*diff + 1.0, 0.0, 1.0); //[0..1]
|
||||
|
||||
return shadow_coef;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lVec = lightVec;
|
||||
vec3 cVec = normalize(camVec);
|
||||
|
||||
vec4 ambient;
|
||||
vec4 diffuse;
|
||||
vec4 specular;
|
||||
|
||||
float parallax = 0.035;
|
||||
|
||||
//double refinement
|
||||
float height = texture2D(NormalMap, texCoord.xy).a;
|
||||
float offset = parallax * (2.0 * height - 1.0);
|
||||
vec2 parallaxTexCoord = texCoord.xy + offset * cVec.xy;
|
||||
height += texture2D(NormalMap, parallaxTexCoord).a;
|
||||
|
||||
offset = parallax * (height - 1.0);
|
||||
|
||||
parallaxTexCoord = texCoord.xy + offset * cVec.xy;
|
||||
|
||||
//go-go-go
|
||||
vec3 TexRGB = texture2D(Texture, parallaxTexCoord).xyz;
|
||||
vec3 norm;
|
||||
if (NormalMapExists == 0)
|
||||
{
|
||||
norm = vec3(0.0,0.0,1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
norm = texture2D(NormalMap, parallaxTexCoord).xyz * 2.0 - 1.0;
|
||||
}
|
||||
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
|
||||
float shadow_coef = shadowCoef();
|
||||
|
||||
ambient = gl_LightSource[0].ambient;
|
||||
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * min( max(dot(lightVec,norm),0.0),shadow_coef);
|
||||
specular = gl_LightSource[0].specular * min(shineFactor,shadow_coef);
|
||||
|
||||
|
||||
gl_FragColor = vec4(TexRGB,1.0)*max(ambient,diffuse)+specular;
|
||||
|
||||
}
|
@ -0,0 +1,46 @@
|
||||
/*
|
||||
Bump/parallax mapping shader for single directional light source
|
||||
The fastest shader for bump/bump mapping
|
||||
|
||||
*/
|
||||
|
||||
uniform vec3 CamPos;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
//for fragment shader
|
||||
varying vec4 vPos;
|
||||
varying vec4 gPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 realVertexPos = vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
gl_Position = gl_ModelViewProjectionMatrix * realVertexPos;
|
||||
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
|
||||
vec3 lVec = normalize(gl_LightSource[0].position.xyz);
|
||||
vec3 cVec = (CamPos - gl_Vertex.xyz);
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = Tangent;
|
||||
rot[1] = Binormal;
|
||||
rot[2] = gl_Normal.xyz;
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
lightVec = lVec * rot;
|
||||
camVec = cVec * rot;
|
||||
|
||||
//For shadows
|
||||
vPos = realVertexPos;
|
||||
gPos = gl_ProjectionMatrix * gl_Position;
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
}
|
4
resources/shaders/NIU/lightview.fragment
Normal file
4
resources/shaders/NIU/lightview.fragment
Normal file
@ -0,0 +1,4 @@
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = vec4(1.0,1.0,1.0,1.0);
|
||||
}
|
12
resources/shaders/NIU/lightview.vertex
Normal file
12
resources/shaders/NIU/lightview.vertex
Normal file
@ -0,0 +1,12 @@
|
||||
/* Shader to draw nothing. This shader is used when render scene to depth buffer only
|
||||
For example, to make depth texture from light source position
|
||||
*/
|
||||
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 realVertexPos = vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
gl_Position = gl_ModelViewProjectionMatrix * realVertexPos;
|
||||
}
|
43
resources/shaders/NIU/multilight_bump.fragment
Normal file
43
resources/shaders/NIU/multilight_bump.fragment
Normal file
@ -0,0 +1,43 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform int NormalMapExists;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying int activeLightCount;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec[8];
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm;
|
||||
|
||||
vec4 ambient;
|
||||
vec4 diffuse;
|
||||
vec4 specular;
|
||||
|
||||
vec3 cVec = normalize(camVec);
|
||||
vec3 lVec;
|
||||
|
||||
vec3 TexRGB = texture2D(Texture, texCoord.st).rgb;
|
||||
if (NormalMapExists == 0)
|
||||
{
|
||||
norm = vec3(0.0,0.0,1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
norm = (texture2D(NormalMap, texCoord.st).rgb - 0.5) * 2.0;
|
||||
}
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
|
||||
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
|
||||
|
||||
for (int i=0; i<activeLightCount; i++)
|
||||
{
|
||||
lVec = normalize(lightVec[i]);
|
||||
ambient = gl_LightSource[i].ambient;
|
||||
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[i].diffuse * max( dot(lVec,norm),0.0);
|
||||
specular = gl_LightSource[i].specular * shineFactor;
|
||||
|
||||
gl_FragColor += vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular);
|
||||
}
|
||||
}
|
51
resources/shaders/NIU/multilight_bump.vertex
Normal file
51
resources/shaders/NIU/multilight_bump.vertex
Normal file
@ -0,0 +1,51 @@
|
||||
/*
|
||||
Bump mapping shader without parallax mapping for not more than 8 light sources
|
||||
The slowest bump mapping shader
|
||||
|
||||
*/
|
||||
uniform vec3 CamPos;
|
||||
uniform int ActiveLightCount;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying int activeLightCount;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec[8];
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
|
||||
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
|
||||
|
||||
activeLightCount = ActiveLightCount;
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = Tangent;
|
||||
rot[1] = Binormal;
|
||||
rot[2] = gl_Normal.xyz;
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
vec3 lVec;
|
||||
vec3 cVec = CamPos - gl_Vertex.xyz;
|
||||
camVec = cVec * rot;
|
||||
|
||||
for (int i=0; i<ActiveLightCount; i++)
|
||||
{
|
||||
|
||||
if (gl_LightSource[i].position.w == 0.0)
|
||||
lVec = gl_LightSource[i].position.xyz;
|
||||
else
|
||||
lVec = gl_LightSource[i].position.xyz - gl_Vertex.xyz;
|
||||
|
||||
lightVec[i] = lVec * rot;
|
||||
}
|
||||
|
||||
}
|
54
resources/shaders/NIU/multilight_parallax.fragment
Normal file
54
resources/shaders/NIU/multilight_parallax.fragment
Normal file
@ -0,0 +1,54 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform int NormalMapExists;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying int activeLightCount;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec[8];
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lVec;
|
||||
vec3 cVec = normalize(camVec);
|
||||
|
||||
float parallax = 0.035;
|
||||
|
||||
//double refinement
|
||||
float height = texture2D(NormalMap, texCoord.xy).a;
|
||||
float offset = parallax * (2.0 * height - 1.0);
|
||||
vec2 parallaxTexCoord = texCoord.xy + offset * cVec.xy;
|
||||
height += texture2D(NormalMap, parallaxTexCoord).a;
|
||||
|
||||
offset = parallax * (height - 1.0);
|
||||
|
||||
parallaxTexCoord = texCoord.xy + offset * cVec.xy;
|
||||
|
||||
//go-go-go
|
||||
vec3 TexRGB = texture2D(Texture, parallaxTexCoord).xyz;
|
||||
vec3 norm;
|
||||
|
||||
if (NormalMapExists == 0)
|
||||
{
|
||||
norm = vec3(0.0,0.0,1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
norm = texture2D(NormalMap, parallaxTexCoord).xyz * 2.0 - 1.0;
|
||||
}
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
|
||||
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
|
||||
|
||||
for (int i=0;i<activeLightCount;i++)
|
||||
{
|
||||
vec3 lVec = normalize(lightVec[i]);
|
||||
|
||||
vec4 ambient = gl_LightSource[i].ambient;
|
||||
vec4 diffuse = gl_FrontMaterial.diffuse * gl_LightSource[i].diffuse * max( dot(lVec,norm),0.0);
|
||||
vec4 specular = gl_LightSource[i].specular * shineFactor;
|
||||
|
||||
gl_FragColor += vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular);
|
||||
}
|
||||
|
||||
}
|
49
resources/shaders/NIU/multilight_parallax.vertex
Normal file
49
resources/shaders/NIU/multilight_parallax.vertex
Normal file
@ -0,0 +1,49 @@
|
||||
/*
|
||||
Bump/parallax mapping shader for not more than 8 light sources
|
||||
The slowest bump/parallax mapping shader
|
||||
|
||||
*/
|
||||
uniform vec3 CamPos;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
uniform int ActiveLightCount;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying int activeLightCount;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec[8];
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
|
||||
activeLightCount = ActiveLightCount;
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = Tangent;
|
||||
rot[1] = Binormal;
|
||||
rot[2] = gl_Normal.xyz;
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
vec3 lVec;
|
||||
vec3 cVec = (CamPos - gl_Vertex.xyz);
|
||||
|
||||
camVec = cVec * rot;
|
||||
|
||||
for (int i=0;i<ActiveLightCount;i++)
|
||||
{
|
||||
if (gl_LightSource[i].position.w == 0.0)
|
||||
lVec = gl_LightSource[i].position.xyz;
|
||||
else
|
||||
lVec = gl_LightSource[i].position.xyz - gl_Vertex.xyz;
|
||||
|
||||
lightVec[i] = lVec * rot;
|
||||
}
|
||||
|
||||
}
|
39
resources/shaders/NIU/singlelight_bump.fragment
Normal file
39
resources/shaders/NIU/singlelight_bump.fragment
Normal file
@ -0,0 +1,39 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
|
||||
uniform int NormalMapExists;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 norm;
|
||||
|
||||
vec4 diffuse;
|
||||
vec4 specular;
|
||||
|
||||
vec3 cVec = normalize(camVec);
|
||||
vec3 lVec = normalize(lightVec);
|
||||
|
||||
vec3 TexRGB = texture2D(Texture, texCoord.st).rgb;
|
||||
|
||||
if (NormalMapExists == 0)
|
||||
{
|
||||
norm = vec3(0.0,0.0,1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
norm = (texture2D(NormalMap, texCoord.st).rgb - 0.5)* 2.0;
|
||||
}
|
||||
|
||||
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
|
||||
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * max( dot(lVec,norm),0.0);
|
||||
specular = gl_LightSource[0].specular * shineFactor;
|
||||
|
||||
gl_FragColor = vec4(TexRGB,1.0)*gl_LightSource[0].ambient+(vec4(TexRGB,1.0)*diffuse+specular);
|
||||
|
||||
}
|
38
resources/shaders/NIU/singlelight_bump.vertex
Normal file
38
resources/shaders/NIU/singlelight_bump.vertex
Normal file
@ -0,0 +1,38 @@
|
||||
// Bump mapping shader without parallax mapping for single light source
|
||||
// Slower than directlight_bump but faster than multilight_bump
|
||||
|
||||
uniform vec3 CamPos;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
|
||||
vec3 lVec;
|
||||
|
||||
if (gl_LightSource[0].position.w == 0.0)
|
||||
lVec = gl_LightSource[0].position.xyz;
|
||||
else
|
||||
lVec = gl_LightSource[0].position.xyz - gl_Vertex.xyz;
|
||||
|
||||
vec3 cVec = CamPos - gl_Vertex.xyz;
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = Tangent;
|
||||
rot[1] = Binormal;
|
||||
rot[2] = gl_Normal.xyz;
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
lightVec = lVec * rot;
|
||||
camVec = cVec * rot;
|
||||
}
|
47
resources/shaders/NIU/singlelight_parallax.fragment
Normal file
47
resources/shaders/NIU/singlelight_parallax.fragment
Normal file
@ -0,0 +1,47 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform int NormalMapExists;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lVec = normalize(lightVec);
|
||||
vec3 cVec = normalize(camVec);
|
||||
|
||||
float parallax = 0.035;
|
||||
|
||||
//double refinement
|
||||
float height = texture2D(NormalMap, texCoord.xy).a;
|
||||
float offset = parallax * (2.0 * height - 1.0);
|
||||
vec2 parallaxTexCoord = texCoord.xy + offset * cVec.xy;
|
||||
height += texture2D(NormalMap, parallaxTexCoord).a;
|
||||
|
||||
offset = parallax * (height - 1.0);
|
||||
|
||||
parallaxTexCoord = texCoord.xy + offset * cVec.xy;
|
||||
|
||||
//go-go-go
|
||||
vec3 TexRGB = texture2D(Texture, parallaxTexCoord).xyz;
|
||||
|
||||
vec3 norm;
|
||||
if (NormalMapExists == 0)
|
||||
{
|
||||
norm = vec3(0.0,0.0,1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
norm = texture2D(NormalMap, parallaxTexCoord).xyz * 2.0 - 1.0;
|
||||
}
|
||||
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
|
||||
vec4 ambient = gl_LightSource[0].ambient;
|
||||
vec4 diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * max( dot(lVec,norm),0.0);
|
||||
vec4 specular = gl_LightSource[0].specular * shineFactor;
|
||||
|
||||
gl_FragColor = vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular);
|
||||
|
||||
}
|
41
resources/shaders/NIU/singlelight_parallax.vertex
Normal file
41
resources/shaders/NIU/singlelight_parallax.vertex
Normal file
@ -0,0 +1,41 @@
|
||||
/*
|
||||
Bump/parallax mapping shader for single light source
|
||||
Slower than directlight_parallax but faster than multilight_parallax
|
||||
*/
|
||||
|
||||
uniform vec3 CamPos;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
|
||||
vec3 lVec;
|
||||
vec3 cVec = (CamPos - gl_Vertex.xyz);
|
||||
|
||||
if (gl_LightSource[0].position.w == 0.0)
|
||||
lVec = gl_LightSource[0].position.xyz;
|
||||
else
|
||||
lVec = gl_LightSource[0].position.xyz - gl_Vertex.xyz;
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = Tangent;
|
||||
rot[1] = Binormal;
|
||||
rot[2] = gl_Normal.xyz;
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
lightVec = lVec * rot;
|
||||
camVec = cVec * rot;
|
||||
|
||||
}
|
36
resources/shaders/directlight.fragment
Normal file
36
resources/shaders/directlight.fragment
Normal file
@ -0,0 +1,36 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform int NormalMapExists;
|
||||
uniform float FogBeginDistance;
|
||||
uniform float FogEndDistance;
|
||||
uniform vec4 FogColor;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
varying vec3 vertexPos;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lVec = lightVec;
|
||||
vec3 cVec = normalize(camVec);
|
||||
|
||||
//go-go-go
|
||||
vec3 TexRGB = texture2D(Texture, texCoord.xy).xyz;
|
||||
|
||||
vec3 norm = vec3(0.0,0.0,1.0);
|
||||
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
|
||||
float light_coef = 1.0;
|
||||
|
||||
vec4 ambient = gl_LightSource[0].ambient;
|
||||
vec4 diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * min( max(dot(lVec,norm),0.0), light_coef);
|
||||
vec4 specular = gl_LightSource[0].specular * min(shineFactor, light_coef);
|
||||
|
||||
float fogFactor = min(max(max(abs(vertexPos.x)-FogBeginDistance, abs(vertexPos.z)-FogBeginDistance),0.0)/(FogEndDistance - FogBeginDistance),1.0);
|
||||
|
||||
gl_FragColor = mix(vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular), FogColor, fogFactor);
|
||||
|
||||
}
|
35
resources/shaders/directlight.vertex
Normal file
35
resources/shaders/directlight.vertex
Normal file
@ -0,0 +1,35 @@
|
||||
uniform vec3 CamPos;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
varying vec3 vertexPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 realVertexPos = vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
|
||||
gl_Position = gl_ModelViewProjectionMatrix * realVertexPos;
|
||||
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
|
||||
vec3 lVec = normalize(gl_LightSource[0].position.xyz);
|
||||
vec3 cVec = (CamPos - gl_Vertex.xyz);
|
||||
|
||||
vertexPos = gl_Vertex.xyz;
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = normalize(Tangent);
|
||||
rot[1] = normalize(Binormal);
|
||||
rot[2] = normalize(gl_Normal.xyz);
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
lightVec = lVec * rot;
|
||||
camVec = cVec * rot;
|
||||
|
||||
}
|
209
resources/shaders/directlight_parallax_shadow.fragment
Normal file
209
resources/shaders/directlight_parallax_shadow.fragment
Normal file
@ -0,0 +1,209 @@
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform int NormalMapExists;
|
||||
uniform float FogBeginDistance;
|
||||
uniform float FogEndDistance;
|
||||
uniform vec4 FogColor;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
varying vec3 vertexPos;
|
||||
|
||||
//For shadows
|
||||
uniform sampler2D ShadowMapGlobal;
|
||||
uniform sampler2D ShadowMapLocal;
|
||||
uniform float ShadowClampValue;
|
||||
|
||||
varying vec4 vPos;
|
||||
varying vec4 gPos;
|
||||
|
||||
float CalcPCFGlobal(vec4 shadowCoord);
|
||||
float CalcPCFLocal(vec4 shadowCoord);
|
||||
|
||||
vec2 myrand2(vec2 co)
|
||||
{
|
||||
return vec2(fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453),
|
||||
fract(sin(dot(vec2(1-co.y,1-co.x) ,vec2(12.9898,78.233))) * 43758.5453));
|
||||
}
|
||||
|
||||
float shadowCoef()
|
||||
{
|
||||
|
||||
vec4 shadow_coord = gl_TextureMatrix[3]*vPos;
|
||||
|
||||
float shadow_d;
|
||||
float pcf;
|
||||
|
||||
if (shadow_coord.x < 0.0 || shadow_coord.x > 1.0
|
||||
|| shadow_coord.y < 0.0 || shadow_coord.y > 1.0)
|
||||
{
|
||||
shadow_coord = gl_TextureMatrix[2]*vPos;
|
||||
|
||||
shadow_coord.w = shadow_coord.z;
|
||||
|
||||
pcf = CalcPCFGlobal(shadow_coord);
|
||||
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
shadow_coord.w = shadow_coord.z;
|
||||
|
||||
pcf = CalcPCFLocal(shadow_coord);
|
||||
}
|
||||
return clamp(1.0 - pcf, ShadowClampValue, 1.0);
|
||||
}
|
||||
|
||||
float CalcPCFGlobal(vec4 shadowCoord)
|
||||
{
|
||||
float diff;
|
||||
float shadow_d;
|
||||
vec3 shadow_coord = shadowCoord.xyz;
|
||||
|
||||
shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
|
||||
diff = clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
shadow_coord.x += 0.001;
|
||||
shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
|
||||
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
shadow_coord.xy = shadowCoord.xy;
|
||||
shadow_coord.x -= 0.001;
|
||||
shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
|
||||
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
shadow_coord.xy = shadowCoord.xy;
|
||||
shadow_coord.y += 0.001;
|
||||
shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
|
||||
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
shadow_coord.xy = shadowCoord.xy;
|
||||
shadow_coord.y -= 0.001;
|
||||
shadow_d = texture2D(ShadowMapGlobal, shadow_coord.xy).x;
|
||||
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
return diff*0.2;
|
||||
}
|
||||
|
||||
float CalcPCFLocal(vec4 shadowCoord)
|
||||
{
|
||||
float diff;
|
||||
float shadow_d;
|
||||
vec3 shadow_coord;
|
||||
shadow_coord = shadowCoord.xyz;
|
||||
|
||||
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
|
||||
diff = clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
shadow_coord.xy = shadowCoord.xy;
|
||||
shadow_coord.x += 0.001;
|
||||
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
|
||||
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
|
||||
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
shadow_coord.xy = shadowCoord.xy;
|
||||
shadow_coord.x -= 0.001;
|
||||
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
|
||||
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
|
||||
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
shadow_coord.xy = shadowCoord.xy;
|
||||
shadow_coord.y += 0.001;
|
||||
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
|
||||
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
|
||||
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
shadow_coord.xy = shadowCoord.xy;
|
||||
shadow_coord.y -= 0.001;
|
||||
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
|
||||
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
|
||||
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
shadow_coord.xy = shadowCoord.xy;
|
||||
shadow_coord.x += 0.001;
|
||||
shadow_coord.y += 0.001;
|
||||
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
|
||||
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
|
||||
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
shadow_coord.xy = shadowCoord.xy;
|
||||
shadow_coord.x -= 0.001;
|
||||
shadow_coord.y += 0.001;
|
||||
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
|
||||
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
|
||||
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
shadow_coord.xy = shadowCoord.xy;
|
||||
shadow_coord.x += 0.001;
|
||||
shadow_coord.y -= 0.001;
|
||||
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
|
||||
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
|
||||
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
shadow_coord.xy = shadowCoord.xy;
|
||||
shadow_coord.x -= 0.001;
|
||||
shadow_coord.y -= 0.001;
|
||||
shadow_coord.xy = shadow_coord.xy + myrand2(shadow_coord.xy)*0.004;
|
||||
shadow_d = texture2D(ShadowMapLocal, shadow_coord.xy).x;
|
||||
diff += clamp(60000*(shadow_d - shadow_coord.z+0.004), 0.0, 1.0);
|
||||
|
||||
return diff*0.11;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lVec = lightVec;
|
||||
vec3 cVec = normalize(camVec);
|
||||
|
||||
float parallax = 0.035;
|
||||
|
||||
//double refinement
|
||||
float height;
|
||||
float offset;
|
||||
vec2 parallaxTexCoord;
|
||||
if (NormalMapExists != 0)
|
||||
{
|
||||
height = texture2D(NormalMap, texCoord.xy).a;
|
||||
offset = parallax * (2.0 * height - 1.0);
|
||||
parallaxTexCoord = texCoord.xy + offset * cVec.xy;
|
||||
height += texture2D(NormalMap, parallaxTexCoord).a;
|
||||
|
||||
offset = parallax * (height - 1.0);
|
||||
|
||||
parallaxTexCoord = texCoord.xy + offset * cVec.xy;
|
||||
}
|
||||
else
|
||||
{
|
||||
parallaxTexCoord = texCoord.xy;
|
||||
}
|
||||
|
||||
//go-go-go
|
||||
vec3 TexRGB = texture2D(Texture, parallaxTexCoord).xyz;
|
||||
|
||||
vec3 norm;
|
||||
|
||||
norm = (1-NormalMapExists) * vec3(0.0,0.0,1.0) + NormalMapExists*(texture2D(NormalMap, parallaxTexCoord).xyz * 2.0 - 1.0);
|
||||
|
||||
float shineFactor = 15.0 * pow(max(dot(cVec, norm),0.0),gl_FrontMaterial.shininess) / (129.0 - gl_FrontMaterial.shininess);
|
||||
|
||||
float light_coef;
|
||||
|
||||
if (lightVec.z <= 0.2)
|
||||
{
|
||||
light_coef = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
light_coef = 1.0 - shadowCoef();
|
||||
}
|
||||
|
||||
vec4 ambient = gl_LightSource[0].ambient;
|
||||
vec4 diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * min( max(dot(lVec,norm),0.0), light_coef);
|
||||
vec4 specular = gl_LightSource[0].specular * min(shineFactor, light_coef);
|
||||
|
||||
float fogFactor = min(max(max(abs(vertexPos.x)-FogBeginDistance, abs(vertexPos.z)-FogBeginDistance),0.0)/(FogEndDistance - FogBeginDistance),1.0);
|
||||
|
||||
gl_FragColor = mix(vec4(TexRGB,1.0)*ambient+(vec4(TexRGB,1.0)*diffuse+specular), FogColor, fogFactor);
|
||||
|
||||
}
|
48
resources/shaders/directlight_parallax_shadow.vertex
Normal file
48
resources/shaders/directlight_parallax_shadow.vertex
Normal file
@ -0,0 +1,48 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
|
||||
uniform vec3 CamPos;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
uniform mat4 ProjectionMatrix1;
|
||||
|
||||
attribute vec3 Tangent;
|
||||
attribute vec3 Binormal;
|
||||
|
||||
varying vec2 texCoord;
|
||||
varying vec3 camVec;
|
||||
varying vec3 lightVec;
|
||||
varying vec3 vertexPos;
|
||||
|
||||
//For shadows
|
||||
varying vec4 vPos;
|
||||
varying vec4 gPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
|
||||
gl_Position = ProjectionMatrix * realVertexPos;
|
||||
|
||||
texCoord = gl_MultiTexCoord0.st;
|
||||
|
||||
vec3 lVec = normalize(gl_LightSource[0].position.xyz);
|
||||
vec3 cVec = (CamPos - vPosition.xyz);
|
||||
|
||||
vertexPos = vPosition.xyz;
|
||||
|
||||
mat3 rot;
|
||||
rot[0] = normalize(Tangent);
|
||||
rot[1] = normalize(Binormal);
|
||||
rot[2] = normalize(gl_Normal.xyz);
|
||||
|
||||
rot = ModelRotateMatrix * rot;
|
||||
|
||||
lightVec = lVec * rot;
|
||||
camVec = cVec * rot;
|
||||
|
||||
//For shadows
|
||||
vPos = realVertexPos;
|
||||
gPos = ProjectionMatrix1 * vec4(vPosition.xyz, 1.0);
|
||||
}
|
8
resources/shaders/env.fragment
Normal file
8
resources/shaders/env.fragment
Normal file
@ -0,0 +1,8 @@
|
||||
uniform samplerCube Env;
|
||||
|
||||
varying vec3 dir;
|
||||
|
||||
void main(){
|
||||
gl_FragColor = textureCube(Env, dir);
|
||||
|
||||
}
|
7
resources/shaders/env.vertex
Normal file
7
resources/shaders/env.vertex
Normal file
@ -0,0 +1,7 @@
|
||||
varying vec3 dir;
|
||||
|
||||
void main(){
|
||||
gl_Position = ftransform();
|
||||
|
||||
dir = gl_Vertex.xyz;
|
||||
}
|
10
resources/shaders/gui_transparent.fragment
Normal file
10
resources/shaders/gui_transparent.fragment
Normal file
@ -0,0 +1,10 @@
|
||||
uniform sampler2D Texture;
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texColor = texture2D(Texture,texCoord).rgba;
|
||||
gl_FragColor = vec4(texColor.rgb,gl_FrontMaterial.diffuse.a * texColor.a);
|
||||
|
||||
}
|
11
resources/shaders/gui_transparent.vertex
Normal file
11
resources/shaders/gui_transparent.vertex
Normal file
@ -0,0 +1,11 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord.st;
|
||||
}
|
4
resources/shaders/lightview.fragment
Normal file
4
resources/shaders/lightview.fragment
Normal file
@ -0,0 +1,4 @@
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = vec4(1.0,1.0,1.0,1.0);
|
||||
}
|
17
resources/shaders/lightview.vertex
Normal file
17
resources/shaders/lightview.vertex
Normal file
@ -0,0 +1,17 @@
|
||||
/* Shader to draw nothing. This shader is used when render scene to depth buffer only
|
||||
For example, to make depth texture from light source position
|
||||
*/
|
||||
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
attribute vec3 vPosition;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
|
||||
gl_Position = ProjectionMatrix * realVertexPos;
|
||||
}
|
10
resources/shaders/simple3d.fragment
Normal file
10
resources/shaders/simple3d.fragment
Normal file
@ -0,0 +1,10 @@
|
||||
uniform sampler2D Texture;
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texColor = texture2D(Texture,texCoord).rgba;
|
||||
gl_FragColor = vec4(texColor.rgb, 1.0);
|
||||
|
||||
}
|
16
resources/shaders/simple3d.vertex
Normal file
16
resources/shaders/simple3d.vertex
Normal file
@ -0,0 +1,16 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
uniform mat3 ModelRotateMatrix;
|
||||
uniform vec3 ModelTranslateVector;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 realVertexPos = vec4(ModelRotateMatrix * vPosition.xyz + ModelTranslateVector, 1.0);
|
||||
gl_Position = ProjectionMatrix * realVertexPos;
|
||||
|
||||
texCoord = vTexCoord.st;
|
||||
|
||||
}
|
10
resources/shaders/texonly.fragment
Normal file
10
resources/shaders/texonly.fragment
Normal file
@ -0,0 +1,10 @@
|
||||
uniform sampler2D Texture;
|
||||
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texColor = texture2D(Texture,texCoord).rgba;
|
||||
gl_FragColor = vec4(texColor.rgb,gl_FrontMaterial.diffuse.a * texColor.a);
|
||||
|
||||
}
|
11
resources/shaders/texonly.vertex
Normal file
11
resources/shaders/texonly.vertex
Normal file
@ -0,0 +1,11 @@
|
||||
attribute vec3 vPosition;
|
||||
attribute vec2 vTexCoord;
|
||||
varying vec2 texCoord;
|
||||
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
|
||||
texCoord = vTexCoord.st;
|
||||
}
|
45
resources/shaders/water.fragment
Normal file
45
resources/shaders/water.fragment
Normal file
@ -0,0 +1,45 @@
|
||||
uniform samplerCube Env;
|
||||
uniform sampler2D NormalMap;
|
||||
uniform vec3 CamPos;
|
||||
uniform float WaterTimer;
|
||||
|
||||
|
||||
varying vec3 camVec;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texCoord = gl_TexCoord[0].st;
|
||||
|
||||
mat3 rot;
|
||||
|
||||
rot[0] = vec3(0.0,0.0,1.0);
|
||||
rot[1] = vec3(1.0,0.0,0.0);
|
||||
rot[2] = vec3(0.0,1.0,0.0);
|
||||
|
||||
float sinx = 0.025*sin(WaterTimer+texCoord.x*5);
|
||||
|
||||
vec3 NVec1 = texture2D(NormalMap, vec2(-WaterTimer*0.04 + texCoord.x + sinx, -WaterTimer*0.04 + texCoord.y - sinx)).rgb;
|
||||
vec3 NVec2 = texture2D(NormalMap, vec2( WaterTimer*0.04 + texCoord.y - sinx, -WaterTimer*0.04 + (1.0-texCoord.x) + sinx)).rgb;
|
||||
|
||||
NVec1 = (NVec1 -0.5) * 2.0;
|
||||
NVec2 = (NVec2 -0.5) * 2.0;
|
||||
|
||||
vec3 NVec = NVec1 + NVec2;
|
||||
vec3 NVecReflect = normalize(rot * (NVec1 + NVec2) + vec3(0,8,0));
|
||||
vec3 NVecRefract = normalize(rot * (NVec1 + NVec2));
|
||||
|
||||
vec3 dir1 = reflect((camVec),NVecReflect);
|
||||
//vec3 dir2 = refract((camVec),NVecRefract,0.9);
|
||||
vec3 dir2 = reflect((camVec),NVecReflect);
|
||||
dir2.y = - dir2.y;
|
||||
|
||||
vec4 reflectColor = textureCube(Env, dir1);
|
||||
vec4 refractColor = textureCube(Env, dir2);
|
||||
|
||||
vec4 texColor = reflectColor*0.2 + refractColor*0.8;
|
||||
|
||||
gl_FragColor = vec4(texColor.xyz, 1.0f);
|
||||
|
||||
|
||||
}
|
13
resources/shaders/water.vertex
Normal file
13
resources/shaders/water.vertex
Normal file
@ -0,0 +1,13 @@
|
||||
uniform vec3 CamPos;
|
||||
|
||||
varying vec3 camVec;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ftransform();
|
||||
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
|
||||
camVec = (gl_Vertex.xyz - CamPos);
|
||||
|
||||
}
|
Loading…
Reference in New Issue
Block a user