post processing
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fc7213fe03
commit
f15213db1b
5 changed files with 129 additions and 10 deletions
26
data/shader/postprocess.frag
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26
data/shader/postprocess.frag
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@ -0,0 +1,26 @@
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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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const int gaussRadius = 11;
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const float gaussFilter[gaussRadius] = float[gaussRadius](
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0.0402,0.0623,0.0877,0.1120,0.1297,0.1362,0.1297,0.1120,0.0877,0.0623,0.0402
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);
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uniform vec2 scale;
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void main()
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{
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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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for (int i=0; i<gaussRadius; ++i) {
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color += gaussFilter[i] * texture2D(tex0, texCoord).xyz;
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texCoord += scale;
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}
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gl_FragColor = vec4(color, 1.0);
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}
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12
data/shader/postprocess.vert
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12
data/shader/postprocess.vert
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@ -0,0 +1,12 @@
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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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21
game/network/server.cpp
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21
game/network/server.cpp
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@ -0,0 +1,21 @@
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#define ASIO_STANDALONE
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#include "server.hpp"
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#include <memory>
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void Server::do_accept()
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{
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m_acceptor.async_accept(m_socket,
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[this](std::error_code ec)
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{
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if (!ec)
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{
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auto s = std::make_shared<Session>(std::move(m_socket),state);
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m_sessions.push_back(s);
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s->start();
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}
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do_accept();
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});
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}
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@ -45,14 +45,24 @@ namespace endofthejedi {
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m_backgroundTexturePath = "../data/img/background_3.png";
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loadBackgroundTexture();
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developer::DeveloperConsole::instance().addCallback("reload_bg", [=](const std::string &)
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{
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m_postprocess_shader.init();
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m_postprocess_shader.loadFile("../data/shader/postprocess.vert",
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GL_VERTEX_SHADER);
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m_postprocess_shader.loadFile("../data/shader/postprocess.frag",
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GL_FRAGMENT_SHADER);
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m_postprocess_fbo.init();
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m_postprocess_tex0.init();
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m_postprocess_tex1.init();
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developer::DeveloperConsole::instance().addCallback(
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"reload_bg", [=](const std::string &) {
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loadBackgroundTexture();
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return developer::resultOkay();
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});
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developer::DeveloperConsole::instance().addCallback("set_bg", [=](const std::string &str)
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{
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developer::DeveloperConsole::instance().addCallback(
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"set_bg", [=](const std::string &str) {
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std::string token;
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std::string rest;
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util::splitIntoTokenAndRest(str, token, rest);
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@ -127,6 +137,20 @@ namespace endofthejedi {
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glClearColor(0.0, 0.0, 0.0, 1.0);
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m_postprocess_fbo.bind();
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m_postprocess_tex0.bind();
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m_postprocess_tex0.fill(0, 3, m_w, m_h, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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m_postprocess_tex1.bind();
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m_postprocess_tex1.fill(0, 3, m_w, m_h, 0, GL_RGB, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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m_postprocess_fbo.attachTexture(GL_COLOR_ATTACHMENT0,
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m_postprocess_tex0.getName());
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renderBackgroundImage();
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//float s = 0.1;
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@ -150,13 +174,30 @@ namespace endofthejedi {
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renderTraces();
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m_postprocess_fbo.unbind();
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//glColor3f(1.0, 0.0, 0.0);
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glActiveTexture(GL_TEXTURE0);
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m_postprocess_tex0.bind();
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glActiveTexture(GL_TEXTURE1);
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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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glColor3f(1.0, 0.0, 0.0);
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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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m_lastTime = state->timestamp();
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}
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@ -471,7 +512,18 @@ namespace endofthejedi {
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*dest = new PolygonModel(filename);
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if (!(*dest)->import()) {
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std::cout<<"error: failed to load needed model!!!" << std::endl << std::endl;
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std::cout << "error: failed to load needed model!!!" << std::endl
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<< std::endl;
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exit(-1);
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}
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(*dest)->setup(&m_shader_game_objects);
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(*dest)->uploadToOpenGl();
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*dest = new PolygonModel(filename);
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if (!(*dest)->import()) {
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std::cout << "error: failed to load needed model!!!" << std::endl
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<< std::endl;
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exit(-1);
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}
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@ -609,9 +661,10 @@ namespace endofthejedi {
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}
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}
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void RendererPolygon3d::setWindowSize(int px, int py)
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{
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void RendererPolygon3d::setWindowSize(int px, int py) {
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m_aspectRatio = (float)px / (float)py;
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m_w = px;
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m_h = py;
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}
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void RendererPolygon3d::setCameraMatrix(const glm::mat4 &cam)
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@ -96,5 +96,12 @@ namespace endofthejedi {
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std::string m_backgroundTexturePath;
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ImageTexture *m_texture;
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Shader m_postprocess_shader;
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Texture m_postprocess_tex0;
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Texture m_postprocess_tex1;
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Framebuffer m_postprocess_fbo;
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int m_w;
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int m_h;
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};
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}
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