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void generate(float N, float radius, float width, float height) { | ||
terrain_model_add_point(0, 0, 0); | ||
terrain_model_add_point(width, 0, 0); | ||
terrain_model_add_point(width, 0, height); | ||
terrain_model_add_point(0, 0, height); | ||
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for (int i = 0; i < N; i = i + 1) { | ||
float a = 2 * PI * i / N; | ||
float x = r * cos(a); | ||
float y = 0; | ||
float z = r * sin(a); | ||
terrain_model_add_point(x, y, z); | ||
} | ||
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for (int i = 0; i < N; i = i + 1) { | ||
int idx0 = 0; | ||
int idx1 = 4 + i; | ||
int idx2 = 4 + i + 1; | ||
if (i == N - 1) { | ||
idx2 = 4; | ||
} | ||
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float a = i / N; | ||
if (a < 0.25) { | ||
idx0 = 0; | ||
} | ||
else if (a < 0.5) { | ||
idx1 = 1; | ||
} | ||
else if (a < 0.75) { | ||
idx2 = 2; | ||
} | ||
else { | ||
idx3 = 3; | ||
} | ||
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terrain_model_add_face(idx0, idx1, idx2); | ||
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print(i); | ||
} | ||
} |
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//@begin_vert | ||
#version 450 | ||
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layout(binding = 0) uniform vs_params { | ||
mat4 model_mat; | ||
mat4 proj_view_mat; | ||
}; | ||
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layout(location = 0) in vec3 position; | ||
layout(location = 1) in vec3 normal; | ||
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layout(location = 0) out vec3 frag_normal; | ||
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void main() { | ||
frag_normal = normalize((inverse(transpose(model_mat))*vec4(normal, 0.0f)).xyz); | ||
gl_Position = proj_view_mat*model_mat*vec4(position, 1.0); | ||
} | ||
//@end | ||
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//@begin_frag | ||
#version 450 | ||
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layout(binding = 0) uniform fs_params { | ||
vec4 ball_position; | ||
vec4 cam_position; | ||
}; | ||
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layout(location = 0) in vec3 frag_normal; | ||
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layout(location = 0) out vec4 g_frag_color; | ||
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void main() { | ||
vec3 dir = normalize(cam_position.xyz - ball_position.xyz); | ||
float d = min(max(dot(frag_normal, dir), 0.0f), 1.0); | ||
float c = 0.2 + 0.5*d; | ||
float a = 0.1 + 0.5*(1.0 - d); | ||
g_frag_color = vec4(c, c, c, a); | ||
} | ||
//@end |
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{ | ||
"glsl330": { | ||
"fs": { | ||
"source": "#version 330\n\nuniform vec4 fs_params[2];\nin vec3 frag_normal;\nlayout(location = 0) out vec4 g_frag_color;\n\nvoid main()\n{\n vec3 dir = normalize(fs_params[1].xyz - fs_params[0].xyz);\n float d = min(max(dot(frag_normal, dir), 0.0), 1.0);\n float c = 0.20000000298023223876953125 + (0.5 * d);\n float a = 0.100000001490116119384765625 + (0.5 * (1.0 - d));\n g_frag_color = vec4(c, c, c, a);\n}\n\n", | ||
"inputs": [ | ||
{ | ||
"name": "frag_normal", | ||
"location": 0 | ||
} | ||
], | ||
"uniforms": [ | ||
{ | ||
"name": "fs_params", | ||
"size": 32, | ||
"binding": 0, | ||
"members": [ | ||
{ | ||
"name": "ball_position", | ||
"offset": 0, | ||
"size": 16 | ||
}, | ||
{ | ||
"name": "cam_position", | ||
"offset": 16, | ||
"size": 16 | ||
} | ||
] | ||
} | ||
], | ||
"textures": [] | ||
}, | ||
"vs": { | ||
"source": "#version 330\n\nuniform vec4 vs_params[8];\nout vec3 frag_normal;\nlayout(location = 1) in vec3 normal;\nlayout(location = 0) in vec3 position;\n\nvoid main()\n{\n frag_normal = normalize((inverse(transpose(mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]))) * vec4(normal, 0.0)).xyz);\n gl_Position = (mat4(vs_params[4], vs_params[5], vs_params[6], vs_params[7]) * mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3])) * vec4(position, 1.0);\n}\n\n", | ||
"inputs": [ | ||
{ | ||
"name": "normal", | ||
"location": 1 | ||
}, | ||
{ | ||
"name": "position", | ||
"location": 0 | ||
} | ||
], | ||
"uniforms": [ | ||
{ | ||
"name": "vs_params", | ||
"size": 128, | ||
"binding": 0, | ||
"members": [ | ||
{ | ||
"name": "model_mat", | ||
"offset": 0, | ||
"size": 64 | ||
}, | ||
{ | ||
"name": "proj_view_mat", | ||
"offset": 64, | ||
"size": 64 | ||
} | ||
] | ||
} | ||
] | ||
} | ||
}, | ||
"gles300": { | ||
"fs": { | ||
"source": "#version 300 es\nprecision mediump float;\nprecision highp int;\n\nuniform highp vec4 fs_params[2];\nin highp vec3 frag_normal;\nlayout(location = 0) out highp vec4 g_frag_color;\n\nvoid main()\n{\n highp vec3 dir = normalize(fs_params[1].xyz - fs_params[0].xyz);\n highp float d = min(max(dot(frag_normal, dir), 0.0), 1.0);\n highp float c = 0.20000000298023223876953125 + (0.5 * d);\n highp float a = 0.100000001490116119384765625 + (0.5 * (1.0 - d));\n g_frag_color = vec4(c, c, c, a);\n}\n\n", | ||
"inputs": [ | ||
{ | ||
"name": "frag_normal", | ||
"location": 0 | ||
} | ||
], | ||
"uniforms": [ | ||
{ | ||
"name": "fs_params", | ||
"size": 32, | ||
"binding": 0, | ||
"members": [ | ||
{ | ||
"name": "ball_position", | ||
"offset": 0, | ||
"size": 16 | ||
}, | ||
{ | ||
"name": "cam_position", | ||
"offset": 16, | ||
"size": 16 | ||
} | ||
] | ||
} | ||
], | ||
"textures": [] | ||
}, | ||
"vs": { | ||
"source": "#version 300 es\n\nuniform vec4 vs_params[8];\nout vec3 frag_normal;\nlayout(location = 1) in vec3 normal;\nlayout(location = 0) in vec3 position;\n\nvoid main()\n{\n frag_normal = normalize((inverse(transpose(mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]))) * vec4(normal, 0.0)).xyz);\n gl_Position = (mat4(vs_params[4], vs_params[5], vs_params[6], vs_params[7]) * mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3])) * vec4(position, 1.0);\n}\n\n", | ||
"inputs": [ | ||
{ | ||
"name": "normal", | ||
"location": 1 | ||
}, | ||
{ | ||
"name": "position", | ||
"location": 0 | ||
} | ||
], | ||
"uniforms": [ | ||
{ | ||
"name": "vs_params", | ||
"size": 128, | ||
"binding": 0, | ||
"members": [ | ||
{ | ||
"name": "model_mat", | ||
"offset": 0, | ||
"size": 64 | ||
}, | ||
{ | ||
"name": "proj_view_mat", | ||
"offset": 64, | ||
"size": 64 | ||
} | ||
] | ||
} | ||
] | ||
} | ||
} | ||
} |
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@@ -1,21 +1,44 @@ | ||
[ | ||
"data/scripts/ramp.gs", | ||
"data/scripts/teseting.gs", | ||
"data/shaders/diffuse_color_material.glsl", | ||
"data/shaders/environment_material.glsl", | ||
"data/shaders/pass_through.glsl", | ||
"data/shaders/solid_color_material.glsl", | ||
"data/shaders/texture_material.glsl", | ||
"data/shaders/render_image.glsl", | ||
"data/shaders/fxaa.glsl", | ||
"data/shaders/ui.glsl", | ||
"data/shaders/water_around_ball.glsl", | ||
"data/ui/main_menu.ui", | ||
"data/models/ui_square.obj", | ||
"data/models/cube.obj", | ||
"data/models/render_image_square.obj", | ||
"data/models/editor/ball_start.obj", | ||
"data/textures/fallback.png", | ||
"data/textures/colors/white.png", | ||
"data/textures/loading.gif" | ||
] | ||
[ | ||
"data/config/game.cfg", | ||
"data/config/editor.cfg", | ||
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"data/scripts/ramp.gs", | ||
"data/scripts/teseting.gs", | ||
"data/scripts/spinner_platform.gs", | ||
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"data/shaders/diffuse_color_material.glsl", | ||
"data/shaders/environment_material.glsl", | ||
"data/shaders/pass_through.glsl", | ||
"data/shaders/solid_color_material.glsl", | ||
"data/shaders/texture_material.glsl", | ||
"data/shaders/render_image.glsl", | ||
"data/shaders/fxaa.glsl", | ||
"data/shaders/ui.glsl", | ||
"data/shaders/aim_line.glsl", | ||
"data/shaders/ball.glsl", | ||
"data/shaders/editor_water.glsl", | ||
"data/shaders/water.glsl", | ||
"data/shaders/water_around_ball.glsl", | ||
"data/shaders/water_ripple.glsl", | ||
"data/shaders/ball_hidden.glsl", | ||
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"data/ui/main_menu.ui", | ||
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"data/models/ui_square.obj", | ||
"data/models/cube.obj", | ||
"data/models/render_image_square.obj", | ||
"data/models/editor/ball_start.obj", | ||
"data/models/golf_ball.obj", | ||
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"data/textures/golf_ball_normal_map.jpg", | ||
"data/textures/fallback.png", | ||
"data/textures/colors/white.png", | ||
"data/textures/colors/red.png", | ||
"data/textures/colors/yellow.png", | ||
"data/textures/aimer.png", | ||
"data/textures/arrow.png", | ||
"data/textures/water_noise_1.png", | ||
"data/textures/water_noise_2.png", | ||
"data/textures/water_noise_3.png", | ||
"data/textures/loading.gif" | ||
] |
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