post processing light
This commit is contained in:
parent
f15213db1b
commit
70b0fee526
7 changed files with 169 additions and 58 deletions
20
data/shader/multitexture.frag
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20
data/shader/multitexture.frag
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@ -0,0 +1,20 @@
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#version 120
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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varying vec3 vertex;
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varying vec2 uv;
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void main()
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{
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vec3 color = texture2D(tex0, uv).rgb;
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vec3 current = texture2D(tex1, uv).rgb;
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float a = length(color) - length(current);
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if (a > 0.3) {
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color = mix(vec3(a/3.0), current, color);
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} else {
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color = current;
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}
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gl_FragColor = vec4(texture2D(tex0, uv).xyz + texture2D(tex1, uv).xyz, 1.0);
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}
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13
data/shader/multitexture.vert
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13
data/shader/multitexture.vert
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@ -0,0 +1,13 @@
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#version 120
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uniform vec2 uvScale;
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varying vec3 vertex;
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varying vec2 uv;
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void main()
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{
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gl_Position = gl_Vertex;
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vertex = gl_Position.xyz;
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uv = uvScale * (0.5 + vertex.xy / 2.0);
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}
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@ -42,7 +42,7 @@ void main()
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//v /= 1.0 + max(0.0, min(35.0*(decay-0.2), 1.0)) + 10.0 * explCenterDist;
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//v /= 1.0 + max(0.0, min(35.0*(decay-0.2), 1.0)) + 10.0 * explCenterDist;
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v /= 1.0 + 10.0 * explCenterDist;
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v /= 1.0 + 10.0 * explCenterDist;
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gl_FragColor = vec4(hsv2rgb(vec3(h, s, v)), 1.0);
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gl_FragColor = vec4(hsv2rgb(vec3(h, s, v)), v*0.2);
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//gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
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//gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
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//gl_FragColor.rgb = vec3(0.5+0.5*(a/pi));
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//gl_FragColor.rgb = vec3(0.5+0.5*(a/pi));
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@ -1,7 +1,6 @@
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#version 120
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#version 120
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uniform sampler2D tex0;
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uniform sampler2D tex;
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uniform sampler2D tex1;
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varying vec3 vertex;
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varying vec3 vertex;
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varying vec2 uv;
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varying vec2 uv;
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@ -18,7 +17,7 @@ void main()
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vec2 texCoord = uv.xy - float(int(gaussRadius/2)) * scale;
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vec2 texCoord = uv.xy - float(int(gaussRadius/2)) * scale;
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vec3 color = vec3(0.0, 0.0, 0.0);
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vec3 color = vec3(0.0, 0.0, 0.0);
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for (int i=0; i<gaussRadius; ++i) {
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for (int i=0; i<gaussRadius; ++i) {
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color += gaussFilter[i] * texture2D(tex0, texCoord).xyz;
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color += gaussFilter[i] * texture2D(tex, texCoord).xyz;
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texCoord += scale;
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texCoord += scale;
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}
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}
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@ -29,7 +29,11 @@ class GameWindow : public endofthejedi::GLWindow {
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glClearColor(0.5f, 0.6f, 0.7f, 1.0f);
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glClearColor(0.5f, 0.6f, 0.7f, 1.0f);
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resize();
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resize();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glEnable( GL_BLEND );
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glEnable(GL_ALPHA_TEST);
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m_renderer.setup();
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m_renderer.setup();
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}
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}
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@ -13,28 +13,25 @@ namespace endofthejedi {
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{
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{
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m_lastTime = -1.0;
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m_lastTime = -1.0;
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std::cout<<"setup polygon 3d" << std::endl;
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//std::cout << "setup polygon 3d" << std::endl;
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std::string vss_game_objects = "../data/shader/gameobjects.vert";
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std::string fss_game_objects = "../data/shader/gameobjects.frag";
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m_shader_game_objects.init();
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m_shader_game_objects.init();
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m_shader_game_objects.loadFile(vss_game_objects, GL_VERTEX_SHADER);
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m_shader_game_objects.loadFile("../data/shader/gameobjects.vert",
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m_shader_game_objects.loadFile(fss_game_objects, GL_FRAGMENT_SHADER);
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GL_VERTEX_SHADER);
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m_shader_game_objects.loadFile("../data/shader/gameobjects.frag",
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std::string vss_particles = "../data/shader/particle.vert";
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GL_FRAGMENT_SHADER);
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std::string fss_particles = "../data/shader/particle.frag";
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m_shader_particles.init();
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m_shader_particles.init();
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m_shader_particles.loadFile(vss_particles, GL_VERTEX_SHADER);
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m_shader_particles.loadFile("../data/shader/particle.vert",
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m_shader_particles.loadFile(fss_particles, GL_FRAGMENT_SHADER);
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GL_VERTEX_SHADER);
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m_shader_particles.loadFile("../data/shader/particle.frag",
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std::string vss_background = "../data/shader/background.vert";
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GL_FRAGMENT_SHADER);
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std::string fss_background = "../data/shader/background.frag";
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m_shader_background.init();
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m_shader_background.init();
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m_shader_background.loadFile(vss_background, GL_VERTEX_SHADER);
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m_shader_background.loadFile("../data/shader/background.vert",
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m_shader_background.loadFile(fss_background, GL_FRAGMENT_SHADER);
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GL_VERTEX_SHADER);
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m_shader_background.loadFile("../data/shader/background.frag",
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GL_FRAGMENT_SHADER);
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//addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
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//addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
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addModel("../data/mesh/rocket.stl", &m_missileModel);
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addModel("../data/mesh/rocket.stl", &m_missileModel);
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m_postprocess_shader.loadFile("../data/shader/postprocess.frag",
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m_postprocess_shader.loadFile("../data/shader/postprocess.frag",
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GL_FRAGMENT_SHADER);
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GL_FRAGMENT_SHADER);
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m_multitexture_shader.init();
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m_multitexture_shader.loadFile("../data/shader/multitexture.vert",
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GL_VERTEX_SHADER);
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m_multitexture_shader.loadFile("../data/shader/multitexture.frag",
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GL_FRAGMENT_SHADER);
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m_postprocess_fbo.init();
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m_postprocess_fbo.init();
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m_postprocess_tex0.init();
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m_postprocess_tex0.init();
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m_postprocess_tex1.init();
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m_postprocess_tex1.init();
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@ -136,6 +138,7 @@ namespace endofthejedi {
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// TODO: add little rocks flying around
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// TODO: add little rocks flying around
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_postprocess_fbo.bind();
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m_postprocess_fbo.bind();
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configureLightningInShader(&m_shader_game_objects);
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configureLightningInShader(&m_shader_game_objects);
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//std::cout<<"setting aspect ratio: " << m_aspectRatio << std::endl;
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//std::cout<<"setting aspect ratio: " << m_aspectRatio << std::endl;
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glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio);
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renderPlanets();
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renderPlanets();
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renderShips();
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renderShips();
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renderTraces();
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renderTraces();
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m_postprocess_fbo.unbind();
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glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio);
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m_postprocess_tex1.bind();
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m_postprocess_fbo.attachTexture(GL_COLOR_ATTACHMENT0,
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m_postprocess_tex1.getName());
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_shader_game_objects.bind();
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configureLightningInShader(&m_shader_game_objects);
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glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio);
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renderPlanets();
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renderShips();
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renderMissiles();
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renderParticles();
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renderTraces();
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// postprocessing
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m_postprocess_shader.bind();
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//glColor3f(1.0, 0.0, 0.0);
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//glColor3f(1.0, 0.0, 0.0);
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glActiveTexture(GL_TEXTURE0);
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m_postprocess_tex1.bind();
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glUniform1i(m_postprocess_shader.location("tex"), 0);
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glUniform2f(m_postprocess_shader.location("uvScale"), 1, 1);
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for (int i = 0; i < 2; i++) {
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glUniform2f(m_postprocess_shader.location("scale"), 2.0f / m_w,
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0.0f);
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//glVertex2f(1.0f, -1.0f);
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glBegin(GL_QUADS);
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glVertex2f(-1.0f, -1.0f);
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glVertex2f(1.0f, -1.0f);
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glVertex2f(1.0f, 1.0f);
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glVertex2f(-1.0f, 1.0f);
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glEnd();
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//glVertex2f(1.0f, 1.0f);
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glUniform2f(m_postprocess_shader.location("scale"), 0.0f,
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2.0f / m_h);
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//glVertex2f(-1.0f, 1.0f);
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glBegin(GL_QUADS);
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glVertex2f(-1.0f, -1.0f);
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glVertex2f(1.0f, -1.0f);
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glVertex2f(1.0f, 1.0f);
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glVertex2f(-1.0f, 1.0f);
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glEnd();
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}
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m_postprocess_fbo.unbind();
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// multitexturing (final step)
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m_multitexture_shader.bind();
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glUniform1i(m_multitexture_shader.location("tex0"), 0);
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glUniform1i(m_multitexture_shader.location("tex1"), 1);
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glUniform2f(m_multitexture_shader.location("uvScale"), 1, 1);
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glUniform2f(m_multitexture_shader.location("scale"), 0.2f / 1000.0f, 0.0f);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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m_postprocess_tex0.bind();
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m_postprocess_tex0.bind();
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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m_postprocess_tex1.bind();
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m_postprocess_tex1.bind();
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//glBegin(GL_QUADS);
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m_postprocess_shader.bind();
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glUniform1i(m_postprocess_shader.location("tex0"), 0);
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glUniform1i(m_postprocess_shader.location("tex1"), 1);
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glUniform2f(m_postprocess_shader.location("uvScale"), 1, 1);
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glUniform2f(m_postprocess_shader.location("scale"), 1.0f / 1000.0f, 0.0f);
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//glVertex2f(-1.0f, -1.0f);
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//glVertex2f(1.0f, -1.0f);
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//glVertex2f(1.0f, 1.0f);
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//glVertex2f(-1.0f, 1.0f);
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//glEnd();
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//glEnd();
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glColor3f(1.0, 0.0, 0.0);
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glColor3f(1.0, 0.0, 0.0);
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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} else {
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} else {
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// simple reflection, ignoring the missile velocity: this looks good enough
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// simple reflection, ignoring the missile velocity: this looks good enough
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(void) missileVelocity;
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glm::vec3 planetNormal = glm::normalize(pos - glm::vec3(nearestPlanet->position, 0.0f));
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glm::vec3 planetNormal = glm::normalize(pos - glm::vec3(nearestPlanet->position, 0.0f));
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v = glm::length(v) * planetNormal;
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v = glm::length(v) * planetNormal;
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if (!gotIt) {
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if (!gotIt) {
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addExplosionEffect(
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addExplosionEffect(
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expl->id, expl->position,
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expl->id, expl->position,
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expl->missileVelocity,
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glm::vec3(expl->missileVelocity,1.0),
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(expl->hit == game::Hit::Planet),
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(expl->hit == game::Hit::Planet),
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1000, 1.0);
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1000, 1.0);
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}
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}
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addExplosionEffect(
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addExplosionEffect(
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expl->id, expl->position,
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expl->id, expl->position,
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expl->missileVelocity,
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glm::vec3(expl->missileVelocity,1.0),
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(expl->hit == game::Hit::Planet),
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(expl->hit == game::Hit::Planet),
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1000, 1.0);
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1000, 1.0);
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}
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}
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for (ParticleBatch *batch : rm) {
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for (ParticleBatch *batch : rm) {
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m_particles.remove(batch);
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m_particles.remove(batch);
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delete(batch);
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delete (batch);
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}
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}
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}
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}
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void RendererPolygon3d::renderPlanets()
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void RendererPolygon3d::renderPlanets() {
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{
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m_planetModel->bind();
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m_planetModel->bind();
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// TODO: put material into attributes and render witd glDrawInstanced
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// TODO: put material into attributes and render witd glDrawInstanced
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// too (same for missiles)
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// too (same for missiles)
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for (const game::Planet *planet : m_state->planets) {
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for (const game::Planet *planet : m_state->planets) {
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glm::mat4 model = computeModelMatrix(planet);
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glm::mat4 model = computeModelMatrix(planet);
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE,
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glm::value_ptr(model));
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glm::vec3 c = planet->getColor();
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glm::vec3 c = planet->getColor();
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z);
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y,
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glUniform1i(m_shader_game_objects.location("materialSeed"), planet->seed);
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c.z);
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glUniform1i(m_shader_game_objects.location("materialKind"), (int) planet->material);
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glUniform1i(m_shader_game_objects.location("materialSeed"),
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planet->seed);
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glUniform1i(m_shader_game_objects.location("materialKind"),
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(int)planet->material);
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m_planetModel->render();
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m_planetModel->render();
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}
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}
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}
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}
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void RendererPolygon3d::renderMissiles()
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void RendererPolygon3d::renderSun() {
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{
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m_planetModel->bind();
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// TODO: put material into attributes and render witd glDrawInstanced
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// too (same for missiles)
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for (const game::Planet *planet : m_state->planets) {
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if (planet->material != game::Planet::Material::Sun)
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continue;
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glm::mat4 model = computeModelMatrix(planet);
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glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE,
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glm::value_ptr(model));
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glm::vec3 c = planet->getColor();
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glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y,
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c.z);
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glUniform1i(m_shader_game_objects.location("materialSeed"),
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planet->seed);
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glUniform1i(m_shader_game_objects.location("materialKind"),
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(int)planet->material);
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m_planetModel->render();
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}
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}
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|
void RendererPolygon3d::renderMissiles() {
|
||||||
// TODO: add fire trail for missiles near the sun
|
// TODO: add fire trail for missiles near the sun
|
||||||
|
|
||||||
m_missileModel->bind();
|
m_missileModel->bind();
|
||||||
|
|
|
@ -2,29 +2,27 @@
|
||||||
|
|
||||||
#include <list>
|
#include <list>
|
||||||
|
|
||||||
#include <glm/gtc/type_ptr.hpp>
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include <glm/gtx/euler_angles.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include <glm/gtc/random.hpp>
|
#include <glm/gtc/random.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
#include <glm/gtx/euler_angles.hpp>
|
||||||
#include <glm/vec3.hpp>
|
#include <glm/vec3.hpp>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
|
||||||
|
|
||||||
#include "glclasses.hpp"
|
#include "glclasses.hpp"
|
||||||
|
|
||||||
#include "game.hpp"
|
#include "game.hpp"
|
||||||
|
|
||||||
#include "state/trace.hpp"
|
|
||||||
#include "state/object.hpp"
|
|
||||||
#include "state/missile.hpp"
|
|
||||||
#include "state/player.hpp"
|
|
||||||
#include "state/planet.hpp"
|
|
||||||
#include "state/ship.hpp"
|
|
||||||
#include "state/explosion.hpp"
|
#include "state/explosion.hpp"
|
||||||
|
#include "state/missile.hpp"
|
||||||
|
#include "state/object.hpp"
|
||||||
|
#include "state/planet.hpp"
|
||||||
|
#include "state/player.hpp"
|
||||||
|
#include "state/ship.hpp"
|
||||||
|
#include "state/trace.hpp"
|
||||||
|
|
||||||
|
#include "image_texture.hpp"
|
||||||
#include "particle_batch.hpp"
|
#include "particle_batch.hpp"
|
||||||
#include "polygon_model.hpp"
|
#include "polygon_model.hpp"
|
||||||
#include "image_texture.hpp"
|
|
||||||
|
|
||||||
namespace endofthejedi {
|
namespace endofthejedi {
|
||||||
|
|
||||||
class RendererPolygon3d : public Renderer {
|
class RendererPolygon3d : public Renderer {
|
||||||
|
@ -37,6 +35,7 @@ namespace endofthejedi {
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void renderPlanets();
|
void renderPlanets();
|
||||||
|
void renderSun();
|
||||||
void renderMissiles();
|
void renderMissiles();
|
||||||
void renderShips();
|
void renderShips();
|
||||||
void renderParticles();
|
void renderParticles();
|
||||||
|
@ -97,6 +96,7 @@ namespace endofthejedi {
|
||||||
std::string m_backgroundTexturePath;
|
std::string m_backgroundTexturePath;
|
||||||
ImageTexture *m_texture;
|
ImageTexture *m_texture;
|
||||||
Shader m_postprocess_shader;
|
Shader m_postprocess_shader;
|
||||||
|
Shader m_multitexture_shader;
|
||||||
Texture m_postprocess_tex0;
|
Texture m_postprocess_tex0;
|
||||||
Texture m_postprocess_tex1;
|
Texture m_postprocess_tex1;
|
||||||
Framebuffer m_postprocess_fbo;
|
Framebuffer m_postprocess_fbo;
|
||||||
|
|
Loading…
Reference in a new issue