first Dicom Viewer commit
This commit is contained in:
188
.gitignore
vendored
188
.gitignore
vendored
@@ -1,93 +1,95 @@
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# ---> C++
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# Prerequisites
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||||
*.d
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||||
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||||
# Compiled Object files
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||||
*.slo
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||||
*.lo
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||||
*.o
|
||||
*.obj
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||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
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||||
|
||||
# Compiled Dynamic libraries
|
||||
*.so
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||||
*.dylib
|
||||
*.dll
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||||
|
||||
# Fortran module files
|
||||
*.mod
|
||||
*.smod
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
|
||||
# ---> C
|
||||
# Prerequisites
|
||||
*.d
|
||||
|
||||
# Object files
|
||||
*.o
|
||||
*.ko
|
||||
*.obj
|
||||
*.elf
|
||||
|
||||
# Linker output
|
||||
*.ilk
|
||||
*.map
|
||||
*.exp
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
|
||||
|
||||
# Shared objects (inc. Windows DLLs)
|
||||
*.dll
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||||
*.so
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||||
*.so.*
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||||
*.dylib
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||||
|
||||
# Executables
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||||
*.exe
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||||
*.out
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||||
*.app
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||||
*.i*86
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||||
*.x86_64
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||||
*.hex
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||||
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||||
# Debug files
|
||||
*.dSYM/
|
||||
*.su
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||||
*.idb
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||||
*.pdb
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||||
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||||
# Kernel Module Compile Results
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*.mod*
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||||
*.cmd
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||||
.tmp_versions/
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modules.order
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||||
Module.symvers
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||||
Mkfile.old
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||||
dkms.conf
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||||
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||||
# ---> CMake
|
||||
CMakeLists.txt.user
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||||
CMakeCache.txt
|
||||
CMakeFiles
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||||
CMakeScripts
|
||||
Testing
|
||||
Makefile
|
||||
cmake_install.cmake
|
||||
install_manifest.txt
|
||||
compile_commands.json
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||||
CTestTestfile.cmake
|
||||
_deps
|
||||
CMakeUserPresets.json
|
||||
|
||||
build
|
||||
bin
|
||||
lib
|
||||
# ---> C++
|
||||
# Prerequisites
|
||||
*.d
|
||||
|
||||
# Compiled Object files
|
||||
*.slo
|
||||
*.lo
|
||||
*.o
|
||||
*.obj
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
|
||||
|
||||
# Compiled Dynamic libraries
|
||||
*.so
|
||||
*.dylib
|
||||
*.dll
|
||||
|
||||
# Fortran module files
|
||||
*.mod
|
||||
*.smod
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
|
||||
# ---> C
|
||||
# Prerequisites
|
||||
*.d
|
||||
|
||||
# Object files
|
||||
*.o
|
||||
*.ko
|
||||
*.obj
|
||||
*.elf
|
||||
|
||||
# Linker output
|
||||
*.ilk
|
||||
*.map
|
||||
*.exp
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
|
||||
|
||||
# Shared objects (inc. Windows DLLs)
|
||||
*.dll
|
||||
*.so
|
||||
*.so.*
|
||||
*.dylib
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
*.i*86
|
||||
*.x86_64
|
||||
*.hex
|
||||
|
||||
# Debug files
|
||||
*.dSYM/
|
||||
*.su
|
||||
*.idb
|
||||
*.pdb
|
||||
|
||||
# Kernel Module Compile Results
|
||||
*.mod*
|
||||
*.cmd
|
||||
.tmp_versions/
|
||||
modules.order
|
||||
Module.symvers
|
||||
Mkfile.old
|
||||
dkms.conf
|
||||
|
||||
# ---> CMake
|
||||
CMakeLists.txt.user
|
||||
CMakeCache.txt
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||||
CMakeFiles
|
||||
CMakeScripts
|
||||
Testing
|
||||
Makefile
|
||||
cmake_install.cmake
|
||||
install_manifest.txt
|
||||
compile_commands.json
|
||||
CTestTestfile.cmake
|
||||
_deps
|
||||
CMakeUserPresets.json
|
||||
|
||||
build
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||||
bin
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||||
lib
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||||
|
||||
DCM
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2
TSE
2
TSE
Submodule TSE updated: f50b68c9ba...51a6ea1328
@@ -1,232 +1,281 @@
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#include "game.hpp"
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#include "elements/Transformable.hpp"
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#include "BehaviourScripts/TileMap.hpp"
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#include "BehaviourScripts/OrdererSpriteSet.hpp"
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#include "BehaviourScripts/Renderable.hpp"
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#include "elements/ShaderRegistry.hpp"
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#include "Vector2.hpp"
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#include <cmath>
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#include "PerlinNoise.hpp"
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#include "BehaviourScripts/Camera.hpp"
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#include "interfaces/IRenderTexture.hpp"
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#include "BehaviourScripts/MeshContainer.hpp"
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#include "BehaviourScripts/CameraSizeChangeNotifyer.hpp"
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#include "BehaviourScripts/RenderTextureResizes.hpp"
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#include "BehaviourScripts/CanvasScaler.hpp"
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#include "Random.hpp"
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#define circleRadius 32
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#define circleFallof 25
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#define treeCircleRadius 27
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#define treeCircleFallof 20
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void game::setup(TSE::Scene* s, TSE::IWindow* wnd)
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{
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using namespace TSE;
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s->AddLayer(&gameLayer);
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s->AddLayer(&propsLayer);
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TileMap* maps[4];
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OrdererSpriteSet* props;
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Material* tileMapMaterial = new Material("tileSetMat", ShaderRegistry::GetShader("TileMapShader v2"));
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tileMapMaterial->SetValue("spritePivot", Vector2(0,0));
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Texture* setTexture = new Texture("tiles.png");
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TileSet* set = new TileSet(setTexture, 10, 10);
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for (int i = 0; i < 4; i++)
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{
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Transformable* tileMap = new Transformable("tileMapL" + std::to_string(i));
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tileMap->position += {0,0.5f * i,0};
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gameLayer.AddTransformable(tileMap);
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TileMap* map = new TileMap();
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map->chunkSize = 12;
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map->set = set;
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Renderable* rnd = new Renderable(tileMapMaterial);
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tileMap->AddBehaviourScript(map);
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tileMap->AddBehaviourScript(rnd);
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maps[i] = map;
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}
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Material* objectsMaterial = new Material("objectsTileSetMat", ShaderRegistry::GetShader("Basic Ordered Sprite Set Shader"));
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Texture* treeSetTexture = new Texture("trees.png");
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TileSet* treeSet = new TileSet(treeSetTexture, 6, 2);
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Transformable* tileMap = new Transformable("propMap");
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propsLayer.AddTransformable(tileMap);
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OrdererSpriteSet* map = new OrdererSpriteSet();
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map->chunkSize = 12;
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map->set = treeSet;
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//map->SpriteScale = Vector2(1,2);
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Renderable* rend = new Renderable(objectsMaterial);
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tileMap->AddBehaviourScript(map);
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tileMap->AddBehaviourScript(rend);
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props = map;
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Random rnd = Random(12345u);
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const siv::PerlinNoise perlin{ rnd.nextUInt() };
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const siv::PerlinNoise perlin2{ rnd.nextUInt() };
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for (int x = circleRadius * -4; x < circleRadius * 4; x++)
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{
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for (int y = circleRadius * -4; y < circleRadius * 4; y++)
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{
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float noise = (float)perlin.octave2D_01(x * 0.05f,y * 0.05f, 4);
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float treeNoise = (float)perlin2.octave2D_01(x * 0.05f,y * 0.05f, 2);
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float noiseFallof = 1;
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float treeNoiseFallof = 1;
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Vector2 realpos = maps[0]->TileMapToRealPos(Vector2(x,y));
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Vector2 realposprop = (maps[0]->TileMapToRealPos(Vector2(x,y)) + Vector2(0, 0.25f)) * Vector2(1,0.5f);
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realpos *= {1,1.5f};
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float dist = realpos.Length();
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if(dist <= circleRadius && dist >= circleFallof)
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{
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float reldist = dist - circleFallof;
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noiseFallof = (reldist / (circleRadius - circleFallof) - 1) * -1;
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}
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if(dist <= treeCircleRadius && dist >= treeCircleFallof)
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{
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float reldist = dist - treeCircleFallof;
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treeNoiseFallof = (reldist / (treeCircleRadius - treeCircleFallof) - 1) * -1;
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}
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else if (dist > treeCircleRadius)
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treeNoiseFallof = 0;
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noise *= noiseFallof;
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treeNoise *= treeNoiseFallof;
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if(dist <= circleRadius && noise >= 0.2f)
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{
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float treernd = rnd.nextFloat01();
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int treeid = 0;
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if(noise >= 0.8f)
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{
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if(treeNoise > 0.5f && treernd > 0.4f)
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{
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treeid = rnd.nextInt(0,5);
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props->SetSprite(realposprop + Vector2(0, 0.75f), Vector2(treeid, 1), 4.5f / 10.0f, Vector2(1,2), Vector2(treeid, 0));
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}
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maps[3]->SetTile(Vector2(x, y), {0,9}, {1,9});
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}
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else if(noise >= 0.6f)
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{
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if(treeNoise > 0.5f && treernd > 0.4f)
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{
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treeid = rnd.nextInt(0,5);
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props->SetSprite(realposprop + Vector2(0, 0.5f), Vector2(treeid, 1), 3.5f / 10.0f, Vector2(1,2), Vector2(treeid, 0));
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}
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maps[2]->SetTile(Vector2(x, y), {0,9}, {1,9});
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}
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else if(noise >= 0.4f)
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{
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if(treeNoise > 0.5f && treernd > 0.4f)
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{
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treeid = rnd.nextInt(0,5);
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props->SetSprite(realposprop + Vector2(0, 0.25f), Vector2(treeid, 1), 2.5f / 10.0f, Vector2(1,2), Vector2(treeid, 0));
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}
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maps[1]->SetTile(Vector2(x, y), {0,9}, {1,9});
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}
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else
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{
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if(treeNoise > 0.5f && treernd > 0.4f)
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{
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treeid = rnd.nextInt(0,5);
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props->SetSprite(realposprop, Vector2(treeid, 1), 1.5f / 10.0f, Vector2(1,2), Vector2(treeid, 0));
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}
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maps[0]->SetTile(Vector2(x, y), {0,9}, {1,9});
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}
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}
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}
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}
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//RenderingLayer
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s->AddLayer(&renderingLayer);
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s->AddLayer(&characterLayer);
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Transformable* player = new Transformable("Player");
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Transformable* lastPassCamera = new Transformable("lastPassCamera");
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Camera* lpCam = new Camera();
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lpCam->SetRenderTarget(wnd);
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lpCam->SetRenderScale(1);
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lpCam->layersNotToRender.push_back(gameLayer.GetID());
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lpCam->layersNotToRender.push_back(propsLayer.GetID());
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lpCam->layersNotToRender.push_back(characterLayer.GetID());
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lastPassCamera->AddBehaviourScript(lpCam);
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CameraSizeChangeNotifyer* camNotifyer = new CameraSizeChangeNotifyer();
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camNotifyer->lastSize = {0,0};
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camNotifyer->camToObserver = lpCam;
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lastPassCamera->AddBehaviourScript(camNotifyer);
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Vector2 canvasSize = wnd->GetSize() / 4.0f;
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IRenderTexture* rt = IRenderTexture::factory->CreateTextureHeap(canvasSize, 3);
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Transformable* firstPassCamera = new Transformable("firstPassCamera");
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Camera* fpCam = new Camera();
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fpCam->SetRenderScale(256);
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fpCam->SetRenderTarget(rt);
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fpCam->layersNotToRender.push_back(renderingLayer.GetID());
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fpCam->layersNotToRender.push_back(propsLayer.GetID());
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fpCam->layersNotToRender.push_back(characterLayer.GetID());
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firstPassCamera->AddBehaviourScript(fpCam);
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RenderTextureResizes* resizer = new RenderTextureResizes();
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resizer->rt = rt;
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camNotifyer->Observe(resizer);
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firstPassCamera->AddBehaviourScript(resizer);
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firstPassCamera->SetParent(player);
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IRenderTexture* rtProps = IRenderTexture::factory->CreateTextureHeap(canvasSize, 3);
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Transformable* secondPassCamera = new Transformable("secondPassCamera");
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Camera* spCam = new Camera();
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spCam->SetRenderScale(256);
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spCam->SetRenderTarget(rtProps);
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spCam->layersNotToRender.push_back(renderingLayer.GetID());
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spCam->layersNotToRender.push_back(gameLayer.GetID());
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spCam->layersNotToRender.push_back(characterLayer.GetID());
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secondPassCamera->AddBehaviourScript(spCam);
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RenderTextureResizes* resizerProps = new RenderTextureResizes();
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resizerProps->rt = rtProps;
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camNotifyer->Observe(resizerProps);
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secondPassCamera->AddBehaviourScript(resizerProps);
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secondPassCamera->SetParent(player);
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//Render pipeline setup
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characterLayer.AddTransformable(player);
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renderingLayer.AddTransformable(lastPassCamera);
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//final
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Mesh* canvasMesh = new Mesh(Mesh::GetQuadMesh());
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for(auto& vertex : canvasMesh->vertecies)
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{
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vertex *= wnd->GetSize();
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}
|
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MeshContainer* canvasContainer = new MeshContainer(canvasMesh);
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|
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Material* canvasMat = new Material("canvasMat", ShaderRegistry::GetShader("LastPassShader"));
|
||||
canvasMat->SetValue<float>("threshold", 0.01f);
|
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canvasMat->SetValue<float>("darken", 0.15f);
|
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canvasMat->SetValue<uint>("colorTextureID", rt->GetTextureId(0));
|
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canvasMat->SetValue<uint>("heightTextureID", rt->GetTextureId(1));
|
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canvasMat->SetValue<uint>("depthTextureID", rt->GetTextureId(2));
|
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canvasMat->SetValue<uint>("colorTexture2ID", rtProps->GetTextureId(0));
|
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canvasMat->SetValue<uint>("heightTexture2ID", rtProps->GetTextureId(1));
|
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canvasMat->SetValue<uint>("depthTexture2ID", rtProps->GetTextureId(2));
|
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Renderable* canvasRenderer = new Renderable(canvasMat);
|
||||
|
||||
CanvasScaler* canvasScaler = new CanvasScaler();
|
||||
canvasScaler->mesh = canvasMesh;
|
||||
camNotifyer->Observe(canvasScaler);
|
||||
|
||||
lastPassCamera->AddBehaviourScript(canvasContainer);
|
||||
lastPassCamera->AddBehaviourScript(canvasRenderer);
|
||||
lastPassCamera->AddBehaviourScript(canvasScaler);
|
||||
|
||||
//propper resize stuff for prior passes, and canvas, and implement LastPassShader siehe dazu den chat: https://chatgpt.com/c/69985c47-6a50-838b-852d-45bb0b8454e5
|
||||
#include "game.hpp"
|
||||
#include "elements/Transformable.hpp"
|
||||
#include "BehaviourScripts/TileMap.hpp"
|
||||
#include "BehaviourScripts/OrdererSpriteSet.hpp"
|
||||
#include "BehaviourScripts/Renderable.hpp"
|
||||
#include "elements/ShaderRegistry.hpp"
|
||||
#include "Vector2.hpp"
|
||||
#include "Vector3.hpp"
|
||||
#include <cmath>
|
||||
#include "PerlinNoise.hpp"
|
||||
#include "BehaviourScripts/Camera.hpp"
|
||||
#include "interfaces/IRenderTexture.hpp"
|
||||
#include "BehaviourScripts/MeshContainer.hpp"
|
||||
#include "BehaviourScripts/CameraSizeChangeNotifyer.hpp"
|
||||
#include "BehaviourScripts/RenderTextureResizes.hpp"
|
||||
#include "BehaviourScripts/CanvasScaler.hpp"
|
||||
#include "Random.hpp"
|
||||
#include "elements/VolumeTexture3D.hpp"
|
||||
|
||||
#define circleRadius 32
|
||||
#define circleFallof 25
|
||||
#define treeCircleRadius 27
|
||||
#define treeCircleFallof 20
|
||||
|
||||
void game::setup(TSE::Scene* s, TSE::IWindow* wnd)
|
||||
{
|
||||
using namespace TSE;
|
||||
//s->AddLayer(&gameLayer);
|
||||
// s->AddLayer(&propsLayer);
|
||||
|
||||
// TileMap* maps[4];
|
||||
// OrdererSpriteSet* props;
|
||||
// Material* tileMapMaterial = new Material("tileSetMat", ShaderRegistry::GetShader("TileMapShader v2"));
|
||||
// tileMapMaterial->SetValue("spritePivot", Vector2(0,0));
|
||||
// Texture* setTexture = new Texture("tiles.png");
|
||||
// TileSet* set = new TileSet(setTexture, 10, 10);
|
||||
|
||||
// for (int i = 0; i < 4; i++)
|
||||
// {
|
||||
// Transformable* tileMap = new Transformable("tileMapL" + std::to_string(i));
|
||||
// tileMap->position += {0,0.5f * i,0};
|
||||
// gameLayer.AddTransformable(tileMap);
|
||||
// TileMap* map = new TileMap();
|
||||
// map->chunkSize = 12;
|
||||
// map->set = set;
|
||||
|
||||
// Renderable* rnd = new Renderable(tileMapMaterial);
|
||||
|
||||
// tileMap->AddBehaviourScript(map);
|
||||
// tileMap->AddBehaviourScript(rnd);
|
||||
|
||||
// maps[i] = map;
|
||||
// }
|
||||
|
||||
// Material* objectsMaterial = new Material("objectsTileSetMat", ShaderRegistry::GetShader("Basic Ordered Sprite Set Shader"));
|
||||
// Texture* treeSetTexture = new Texture("trees.png");
|
||||
// TileSet* treeSet = new TileSet(treeSetTexture, 6, 2);
|
||||
// Transformable* tileMap = new Transformable("propMap");
|
||||
// propsLayer.AddTransformable(tileMap);
|
||||
// OrdererSpriteSet* map = new OrdererSpriteSet();
|
||||
// map->chunkSize = 12;
|
||||
// map->set = treeSet;
|
||||
// //map->SpriteScale = Vector2(1,2);
|
||||
|
||||
// Renderable* rend = new Renderable(objectsMaterial);
|
||||
|
||||
// tileMap->AddBehaviourScript(map);
|
||||
// tileMap->AddBehaviourScript(rend);
|
||||
|
||||
// props = map;
|
||||
|
||||
|
||||
// Random rnd = Random(12345u);
|
||||
|
||||
// const siv::PerlinNoise perlin{ rnd.nextUInt() };
|
||||
// const siv::PerlinNoise perlin2{ rnd.nextUInt() };
|
||||
|
||||
// for (int x = circleRadius * -4; x < circleRadius * 4; x++)
|
||||
// {
|
||||
// for (int y = circleRadius * -4; y < circleRadius * 4; y++)
|
||||
// {
|
||||
// float noise = (float)perlin.octave2D_01(x * 0.05f,y * 0.05f, 4);
|
||||
// float treeNoise = (float)perlin2.octave2D_01(x * 0.05f,y * 0.05f, 2);
|
||||
// float noiseFallof = 1;
|
||||
// float treeNoiseFallof = 1;
|
||||
// Vector2 realpos = maps[0]->TileMapToRealPos(Vector2(x,y));
|
||||
// Vector2 realposprop = (maps[0]->TileMapToRealPos(Vector2(x,y)) + Vector2(0, 0.25f)) * Vector2(1,0.5f);
|
||||
// realpos *= {1,1.5f};
|
||||
// float dist = realpos.Length();
|
||||
// if(dist <= circleRadius && dist >= circleFallof)
|
||||
// {
|
||||
// float reldist = dist - circleFallof;
|
||||
// noiseFallof = (reldist / (circleRadius - circleFallof) - 1) * -1;
|
||||
// }
|
||||
// if(dist <= treeCircleRadius && dist >= treeCircleFallof)
|
||||
// {
|
||||
// float reldist = dist - treeCircleFallof;
|
||||
// treeNoiseFallof = (reldist / (treeCircleRadius - treeCircleFallof) - 1) * -1;
|
||||
// }
|
||||
// else if (dist > treeCircleRadius)
|
||||
// treeNoiseFallof = 0;
|
||||
// noise *= noiseFallof;
|
||||
// treeNoise *= treeNoiseFallof;
|
||||
// if(dist <= circleRadius && noise >= 0.2f)
|
||||
// {
|
||||
// float treernd = rnd.nextFloat01();
|
||||
// int treeid = 0;
|
||||
// if(noise >= 0.8f)
|
||||
// {
|
||||
// if(treeNoise > 0.5f && treernd > 0.4f)
|
||||
// {
|
||||
// treeid = rnd.nextInt(0,5);
|
||||
// props->SetSprite(realposprop + Vector2(0, 0.75f), Vector2(treeid, 1), 4.5f / 10.0f, Vector2(1,2), Vector2(treeid, 0));
|
||||
// }
|
||||
// maps[3]->SetTile(Vector2(x, y), {0,9}, {1,9});
|
||||
// }
|
||||
// else if(noise >= 0.6f)
|
||||
// {
|
||||
// if(treeNoise > 0.5f && treernd > 0.4f)
|
||||
// {
|
||||
// treeid = rnd.nextInt(0,5);
|
||||
// props->SetSprite(realposprop + Vector2(0, 0.5f), Vector2(treeid, 1), 3.5f / 10.0f, Vector2(1,2), Vector2(treeid, 0));
|
||||
// }
|
||||
// maps[2]->SetTile(Vector2(x, y), {0,9}, {1,9});
|
||||
// }
|
||||
// else if(noise >= 0.4f)
|
||||
// {
|
||||
// if(treeNoise > 0.5f && treernd > 0.4f)
|
||||
// {
|
||||
// treeid = rnd.nextInt(0,5);
|
||||
// props->SetSprite(realposprop + Vector2(0, 0.25f), Vector2(treeid, 1), 2.5f / 10.0f, Vector2(1,2), Vector2(treeid, 0));
|
||||
// }
|
||||
// maps[1]->SetTile(Vector2(x, y), {0,9}, {1,9});
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// if(treeNoise > 0.5f && treernd > 0.4f)
|
||||
// {
|
||||
// treeid = rnd.nextInt(0,5);
|
||||
// props->SetSprite(realposprop, Vector2(treeid, 1), 1.5f / 10.0f, Vector2(1,2), Vector2(treeid, 0));
|
||||
// }
|
||||
// maps[0]->SetTile(Vector2(x, y), {0,9}, {1,9});
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
//RenderingLayer
|
||||
|
||||
s->AddLayer(&renderingLayer);
|
||||
|
||||
float smallDicomDevider = 8.0f;
|
||||
|
||||
VolumeTexture3D* dicom = new VolumeTexture3D("./DCM");
|
||||
Vector3 textureSize = {dicom->Width(), dicom->Height(), dicom->Depth()};
|
||||
Vector3 smallTextureSize = { ceilf(textureSize.x / smallDicomDevider), ceilf(textureSize.y / smallDicomDevider), ceilf(textureSize.z / smallDicomDevider)};
|
||||
VolumeTexture3D* dicomSmall = new VolumeTexture3D(smallTextureSize, 32);
|
||||
|
||||
for(int x = 0; x < smallTextureSize.x; x++)
|
||||
{
|
||||
for(int y = 0; y < smallTextureSize.y; y++)
|
||||
{
|
||||
for(int z = 0; z < smallTextureSize.z; z++)
|
||||
{
|
||||
float value = 0;
|
||||
for(int sx = 0; sx < smallDicomDevider; sx++)
|
||||
{
|
||||
for(int sy = 0; sy < smallDicomDevider; sy++)
|
||||
{
|
||||
for(int sz = 0; sz < smallDicomDevider; sz++)
|
||||
{
|
||||
Color c;
|
||||
Vector3 pos = Vector3(x * 8 + sx, y * 8 + sy, z * 8 + sz);
|
||||
if(pos.x < dicom->Width() && pos.y < dicom->Height() && pos.z < dicom->Depth())
|
||||
{
|
||||
dicom->GetPixel(pos, c);
|
||||
value = fmax(value, c.r);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
dicomSmall->SetPixelNoApply(x,y,z, Color(value, value, value, value));
|
||||
}
|
||||
}
|
||||
}
|
||||
dicomSmall->Apply();
|
||||
|
||||
|
||||
|
||||
//s->AddLayer(&characterLayer);
|
||||
|
||||
Transformable* player = new Transformable("Player");
|
||||
|
||||
Transformable* lastPassCamera = new Transformable("lastPassCamera");
|
||||
Camera* lpCam = new Camera();
|
||||
lpCam->SetRenderTarget(wnd);
|
||||
lpCam->SetRenderScale(0.0025f);
|
||||
lpCam->SetFarClippingPlane(1000);
|
||||
lpCam->layersNotToRender.push_back(gameLayer.GetID());
|
||||
lpCam->layersNotToRender.push_back(propsLayer.GetID());
|
||||
lpCam->layersNotToRender.push_back(characterLayer.GetID());
|
||||
lastPassCamera->AddBehaviourScript(lpCam);
|
||||
CameraSizeChangeNotifyer* camNotifyer = new CameraSizeChangeNotifyer();
|
||||
camNotifyer->lastSize = {0,0};
|
||||
camNotifyer->camToObserver = lpCam;
|
||||
lastPassCamera->AddBehaviourScript(camNotifyer);
|
||||
lastPassCamera->position = Vector3(-0.7f, -0.1f, 0);
|
||||
lastPassCamera->SetEuler(Vector3(-16.7f, 0.3f, -0.2f));
|
||||
|
||||
Vector2 canvasSize = wnd->GetSize() / 4.0f;
|
||||
|
||||
// IRenderTexture* rt = IRenderTexture::factory->CreateTextureHeap(canvasSize, 3);
|
||||
// Transformable* firstPassCamera = new Transformable("firstPassCamera");
|
||||
// Camera* fpCam = new Camera();
|
||||
// fpCam->SetRenderScale(256);
|
||||
// fpCam->SetRenderTarget(rt);
|
||||
// fpCam->layersNotToRender.push_back(renderingLayer.GetID());
|
||||
// fpCam->layersNotToRender.push_back(propsLayer.GetID());
|
||||
// fpCam->layersNotToRender.push_back(characterLayer.GetID());
|
||||
// firstPassCamera->AddBehaviourScript(fpCam);
|
||||
// RenderTextureResizes* resizer = new RenderTextureResizes();
|
||||
// resizer->rt = rt;
|
||||
// camNotifyer->Observe(resizer);
|
||||
// firstPassCamera->AddBehaviourScript(resizer);
|
||||
// firstPassCamera->SetParent(player);
|
||||
|
||||
// IRenderTexture* rtProps = IRenderTexture::factory->CreateTextureHeap(canvasSize, 3);
|
||||
// Transformable* secondPassCamera = new Transformable("secondPassCamera");
|
||||
// Camera* spCam = new Camera();
|
||||
// spCam->SetRenderScale(256);
|
||||
// spCam->SetRenderTarget(rtProps);
|
||||
// spCam->layersNotToRender.push_back(renderingLayer.GetID());
|
||||
// spCam->layersNotToRender.push_back(gameLayer.GetID());
|
||||
// spCam->layersNotToRender.push_back(characterLayer.GetID());
|
||||
// secondPassCamera->AddBehaviourScript(spCam);
|
||||
// RenderTextureResizes* resizerProps = new RenderTextureResizes();
|
||||
// resizerProps->rt = rtProps;
|
||||
// camNotifyer->Observe(resizerProps);
|
||||
// secondPassCamera->AddBehaviourScript(resizerProps);
|
||||
// secondPassCamera->SetParent(player);
|
||||
|
||||
//Render pipeline setup
|
||||
|
||||
// characterLayer.AddTransformable(player);
|
||||
renderingLayer.AddTransformable(lastPassCamera);
|
||||
|
||||
//final
|
||||
|
||||
Mesh* canvasMesh = new Mesh(Mesh::GetQuadMesh());
|
||||
for(auto& vertex : canvasMesh->vertecies)
|
||||
{
|
||||
vertex *= 2;
|
||||
}
|
||||
MeshContainer* canvasContainer = new MeshContainer(canvasMesh);
|
||||
|
||||
Material* canvasMat = new Material("canvasMat", ShaderRegistry::GetShader("DICOMShader"));
|
||||
canvasMat->SetValue<float>("threshold", 0.4f);
|
||||
canvasMat->SetValue<float>("stepSize", 0.01f);
|
||||
canvasMat->SetValue<Vector3>("texSize", textureSize);
|
||||
canvasMat->SetValue<Vector3>("smallTexSize", smallTextureSize);
|
||||
Vector3 objectScale = Vector3(1,1,1);
|
||||
canvasMat->SetValue<Vector3>("ObjectScale", objectScale);
|
||||
canvasMat->SetValue<ITexture*>("DICOM", dicom);
|
||||
canvasMat->SetValue<ITexture*>("DICOMsmall", dicomSmall);
|
||||
// canvasMat->SetValue<uint>("heightTextureID", rt->GetTextureId(1));
|
||||
// canvasMat->SetValue<uint>("depthTextureID", rt->GetTextureId(2));
|
||||
// canvasMat->SetValue<uint>("colorTexture2ID", rtProps->GetTextureId(0));
|
||||
// canvasMat->SetValue<uint>("heightTexture2ID", rtProps->GetTextureId(1));
|
||||
// canvasMat->SetValue<uint>("depthTexture2ID", rtProps->GetTextureId(2));
|
||||
Renderable* canvasRenderer = new Renderable(canvasMat);
|
||||
|
||||
CanvasScaler* canvasScaler = new CanvasScaler();
|
||||
canvasScaler->mesh = canvasMesh;
|
||||
camNotifyer->Observe(canvasScaler);
|
||||
|
||||
lastPassCamera->AddBehaviourScript(canvasContainer);
|
||||
lastPassCamera->AddBehaviourScript(canvasRenderer);
|
||||
lastPassCamera->AddBehaviourScript(canvasScaler);
|
||||
|
||||
//propper resize stuff for prior passes, and canvas, and implement LastPassShader siehe dazu den chat: https://chatgpt.com/c/69985c47-6a50-838b-852d-45bb0b8454e5
|
||||
}
|
||||
@@ -1,134 +1,141 @@
|
||||
#include <iostream>
|
||||
#include "GL/gl3w.h"
|
||||
#include "globalVars.hpp"
|
||||
#include "WindowManager.hpp"
|
||||
#if defined(TSE_GLFW)
|
||||
#include "WindowGlfw.hpp"
|
||||
#elif defined(TSE_SDL3)
|
||||
#include "WindowSdl3.hpp"
|
||||
#endif
|
||||
#include "OpenGLRenderingBackend.hpp"
|
||||
#include "imgui/imgui.h"
|
||||
#include "shader/defaultShaderHandler.cpp"
|
||||
#include "DefaultRendererOpenGL.hpp"
|
||||
#include "BehaviourScripts/RectBase.hpp"
|
||||
#include "BehaviourScripts/Renderable.hpp"
|
||||
#include "BehaviourScripts/Camera.hpp"
|
||||
#include "elements/Sprite.hpp"
|
||||
#include "elements/Texture.hpp"
|
||||
#include "elements/Layer.hpp"
|
||||
#include "elements/Scene.hpp"
|
||||
#include "EditorSubsystem.hpp"
|
||||
#include "game.hpp"
|
||||
#include "shaders/TileMapShader.hpp"
|
||||
#include "shaders/LastPassShader.hpp"
|
||||
|
||||
#define USE_EDITOR
|
||||
|
||||
using namespace TSE;
|
||||
#if defined(TSE_GLFW)
|
||||
using namespace TSE::GLFW;
|
||||
#elif defined(TSE_SDL3)
|
||||
using namespace TSE::SDL3;
|
||||
#endif
|
||||
using namespace TSE::OpenGL;
|
||||
using namespace TSE::EDITOR;
|
||||
|
||||
IWindow* wnd = nullptr;
|
||||
DefaultRendererOpenGL* rend = nullptr;
|
||||
Scene* currentScene = nullptr;
|
||||
Layer* planeteryLayer = nullptr;
|
||||
EditorSubsystem* editor;
|
||||
|
||||
void SetupWindow()
|
||||
{
|
||||
Color backColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
#if defined(TSE_GLFW)
|
||||
#ifdef USE_EDITOR
|
||||
wnd = new WindowGlfw(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, false, 8, true), WindowType::Maximized);
|
||||
editor = new EditorSubsystem();
|
||||
#else
|
||||
wnd = new WindowGlfw(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, false, 8, false), WindowType::Fullscreen);
|
||||
#endif
|
||||
#elif defined(TSE_SDL3)
|
||||
#ifdef USE_EDITOR
|
||||
wnd = new WindowSdl3(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, false, 8, true), WindowType::Maximized);
|
||||
editor = new EditorSubsystem();
|
||||
#else
|
||||
wnd = new WindowSdl3(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, false, 8, false), WindowType::Fullscreen);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
LoadBasicShaders(wnd->GetSize().x, wnd->GetSize().y);
|
||||
TileMapShader::Init(wnd->GetSize().x, wnd->GetSize().y);
|
||||
LastPassShader::Init(wnd->GetSize().x, wnd->GetSize().y);
|
||||
ShaderRegistry::SetShader("TileMapShader v2", TileMapShader::Instance());
|
||||
ShaderRegistry::SetShader("LastPassShader", LastPassShader::Instance());
|
||||
|
||||
rend = new DefaultRendererOpenGL(*BasicShader::Instance());
|
||||
currentScene = new Scene();
|
||||
|
||||
#ifdef USE_EDITOR
|
||||
((Camera*)Transformable::Find(".EditorCamera")->GetBehaviourScript(CAMERA))->layersNotToRender.push_back(game::renderingLayer.GetID());
|
||||
((Camera*)Transformable::Find(".EditorCamera")->GetBehaviourScript(CAMERA))->SetRenderScale(128);
|
||||
currentScene->AddLayer(&editor->editorLayer);
|
||||
editor->hv.SetScene(currentScene);
|
||||
#endif
|
||||
|
||||
|
||||
game::setup(currentScene, wnd);
|
||||
|
||||
wnd->DoneSetup();
|
||||
}
|
||||
|
||||
void CleanUp()
|
||||
{
|
||||
#ifdef USE_EDITOR
|
||||
delete(editor);
|
||||
#endif
|
||||
|
||||
UnLoadBasicShaders();
|
||||
}
|
||||
|
||||
void GameLoop()
|
||||
{
|
||||
while(!wnd->ShouldClose())
|
||||
{
|
||||
wnd->Clear();
|
||||
rend->Begin();
|
||||
|
||||
if(currentScene != nullptr)
|
||||
currentScene->Render(*rend, *wnd);
|
||||
|
||||
rend->End();
|
||||
rend->Flush();
|
||||
|
||||
if(currentScene != nullptr)
|
||||
currentScene->DoneRender();
|
||||
|
||||
#ifdef USE_EDITOR
|
||||
editor->controller.Update();
|
||||
#endif
|
||||
wnd->Update();
|
||||
if(currentScene != nullptr)
|
||||
currentScene->Update();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
SetupWindow();
|
||||
|
||||
GameLoop();
|
||||
|
||||
CleanUp();
|
||||
return 0;
|
||||
}
|
||||
|
||||
#if defined(_WIN32)
|
||||
extern "C" {
|
||||
__declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001; // NVIDIA
|
||||
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; // AMD
|
||||
}
|
||||
#include <iostream>
|
||||
#include "GL/gl3w.h"
|
||||
#include "globalVars.hpp"
|
||||
#include "WindowManager.hpp"
|
||||
#if defined(TSE_GLFW)
|
||||
#include "WindowGlfw.hpp"
|
||||
#elif defined(TSE_SDL3)
|
||||
#include "WindowSdl3.hpp"
|
||||
#endif
|
||||
#include "OpenGLRenderingBackend.hpp"
|
||||
#include "imgui/imgui.h"
|
||||
#include "shader/defaultShaderHandler.cpp"
|
||||
#include "DefaultRendererOpenGL.hpp"
|
||||
#include "BehaviourScripts/RectBase.hpp"
|
||||
#include "BehaviourScripts/Renderable.hpp"
|
||||
#include "BehaviourScripts/Camera.hpp"
|
||||
#include "elements/Sprite.hpp"
|
||||
#include "elements/Texture.hpp"
|
||||
#include "elements/Layer.hpp"
|
||||
#include "elements/Scene.hpp"
|
||||
#include "EditorSubsystem.hpp"
|
||||
#include "game.hpp"
|
||||
#include "shaders/TileMapShader.hpp"
|
||||
#include "shaders/LastPassShader.hpp"
|
||||
#include "shaders/DICOMShader.hpp"
|
||||
|
||||
#define USE_EDITOR
|
||||
|
||||
using namespace TSE;
|
||||
#if defined(TSE_GLFW)
|
||||
using namespace TSE::GLFW;
|
||||
#elif defined(TSE_SDL3)
|
||||
using namespace TSE::SDL3;
|
||||
#endif
|
||||
using namespace TSE::OpenGL;
|
||||
using namespace TSE::EDITOR;
|
||||
|
||||
IWindow* wnd = nullptr;
|
||||
DefaultRendererOpenGL* rend = nullptr;
|
||||
Scene* currentScene = nullptr;
|
||||
Layer* planeteryLayer = nullptr;
|
||||
EditorSubsystem* editor;
|
||||
|
||||
void SetupWindow()
|
||||
{
|
||||
Color backColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
#if defined(TSE_GLFW)
|
||||
#ifdef USE_EDITOR
|
||||
wnd = new WindowGlfw(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, false, 8, true), WindowType::Maximized);
|
||||
editor = new EditorSubsystem();
|
||||
#else
|
||||
wnd = new WindowGlfw(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, false, 8, false), WindowType::Fullscreen);
|
||||
#endif
|
||||
#elif defined(TSE_SDL3)
|
||||
#ifdef USE_EDITOR
|
||||
wnd = new WindowSdl3(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, false, 8, true), WindowType::Maximized);
|
||||
editor = new EditorSubsystem();
|
||||
#else
|
||||
wnd = new WindowSdl3(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, false, 8, false), WindowType::Fullscreen);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
LoadBasicShaders(wnd->GetSize().x, wnd->GetSize().y);
|
||||
TileMapShader::Init(wnd->GetSize().x, wnd->GetSize().y);
|
||||
LastPassShader::Init(wnd->GetSize().x, wnd->GetSize().y);
|
||||
DICOMShader::Init(wnd->GetSize().x, wnd->GetSize().y);
|
||||
ShaderRegistry::SetShader("TileMapShader v2", TileMapShader::Instance());
|
||||
ShaderRegistry::SetShader("LastPassShader", LastPassShader::Instance());
|
||||
ShaderRegistry::SetShader("DICOMShader", DICOMShader::Instance());
|
||||
|
||||
rend = new DefaultRendererOpenGL(*BasicShader::Instance());
|
||||
currentScene = new Scene();
|
||||
|
||||
#ifdef USE_EDITOR
|
||||
//((Camera*)Transformable::Find(".EditorCamera")->GetBehaviourScript(CAMERA))->layersNotToRender.push_back(game::renderingLayer.GetID());
|
||||
((Camera*)Transformable::Find(".EditorCamera")->GetBehaviourScript(CAMERA))->SetRenderScale(0.002f);
|
||||
((Camera*)Transformable::Find(".EditorCamera")->GetBehaviourScript(CAMERA))->SetFarClippingPlane(1000);
|
||||
((Camera*)Transformable::Find(".EditorCamera")->GetBehaviourScript(CAMERA))->SetNearClippingPlane(0.1f);
|
||||
Transformable::Find(".EditorCamera")->position = Vector3(-30.678f, 618.352f, 139.872f);
|
||||
Transformable::Find(".EditorCamera")->rotation = Quaternion::FromEulerAngles(Vector3(86.348f, -0.450f, 9.699f));
|
||||
currentScene->AddLayer(&editor->editorLayer);
|
||||
editor->hv.SetScene(currentScene);
|
||||
#endif
|
||||
|
||||
|
||||
game::setup(currentScene, wnd);
|
||||
|
||||
wnd->DoneSetup();
|
||||
}
|
||||
|
||||
void CleanUp()
|
||||
{
|
||||
#ifdef USE_EDITOR
|
||||
delete(editor);
|
||||
#endif
|
||||
|
||||
UnLoadBasicShaders();
|
||||
}
|
||||
|
||||
void GameLoop()
|
||||
{
|
||||
while(!wnd->ShouldClose())
|
||||
{
|
||||
wnd->Clear();
|
||||
rend->Begin();
|
||||
|
||||
if(currentScene != nullptr)
|
||||
currentScene->Render(*rend, *wnd);
|
||||
|
||||
rend->End();
|
||||
rend->Flush();
|
||||
|
||||
if(currentScene != nullptr)
|
||||
currentScene->DoneRender();
|
||||
|
||||
#ifdef USE_EDITOR
|
||||
editor->controller.Update();
|
||||
#endif
|
||||
wnd->Update();
|
||||
if(currentScene != nullptr)
|
||||
currentScene->Update();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
SetupWindow();
|
||||
|
||||
GameLoop();
|
||||
|
||||
CleanUp();
|
||||
return 0;
|
||||
}
|
||||
|
||||
#if defined(_WIN32)
|
||||
extern "C" {
|
||||
__declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001; // NVIDIA
|
||||
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; // AMD
|
||||
}
|
||||
#endif
|
||||
124
TSE-RTS/src/shaders/DICOMShader.cpp
Normal file
124
TSE-RTS/src/shaders/DICOMShader.cpp
Normal file
@@ -0,0 +1,124 @@
|
||||
#include "DICOMShader.hpp"
|
||||
|
||||
#include "DICOMShaderGLSL.hpp"
|
||||
#include "BehaviourScripts/Renderable.hpp"
|
||||
#include "Color.hpp"
|
||||
|
||||
using namespace TSE;
|
||||
using namespace TSE::OpenGL;
|
||||
|
||||
#define SHADER_VERTEX_INDEX 0
|
||||
#define SHADER_UV_INDEX 1
|
||||
|
||||
#define SHADER_PACKAGE_SIZE (sizeof(float) * (3 + 2))
|
||||
|
||||
DICOMShader* DICOMShader::instance = nullptr;
|
||||
|
||||
DICOMShader *DICOMShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void DICOMShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void DICOMShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vertDICOM, GL_VERTEX_SHADER));
|
||||
parts.push_back(ShaderPart::LoadFromString(fragDICOM, GL_FRAGMENT_SHADER));
|
||||
instance = new DICOMShader(std::move(parts));
|
||||
|
||||
instance->Enable();
|
||||
instance->SetUniform("DICOMTexture", 0);
|
||||
instance->SetUniform("SmallDICOMTexture", 1);
|
||||
instance->SetUniform("Threshold", 0.5f);
|
||||
instance->SetUniform("TexSize", &Vector3::zero);
|
||||
instance->SetUniform("SmallTexSize", &Vector3::zero);
|
||||
instance->SetUniform("StepSize", 0.5f);
|
||||
instance->Disable();
|
||||
}
|
||||
|
||||
DICOMShader::DICOMShader(std::vector<std::unique_ptr<TSE::OpenGL::ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
void DICOMShader::OnEnable() const
|
||||
{
|
||||
glEnableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glVertexAttribPointer(SHADER_VERTEX_INDEX, 3, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)0);
|
||||
glEnableVertexAttribArray(SHADER_UV_INDEX);
|
||||
glVertexAttribPointer(SHADER_UV_INDEX, 2, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 3));
|
||||
}
|
||||
|
||||
void DICOMShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_UV_INDEX);
|
||||
}
|
||||
|
||||
void DICOMShader::OnFlush()
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_3D, DICOM->GetTextureId());
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_3D, SmallDICOM->GetTextureId());
|
||||
SetUniform("Threshold", Threshold);
|
||||
if(stepSize < 0.001f) stepSize = 0.001f;
|
||||
SetUniform("StepSize", stepSize);
|
||||
SetUniform("TexSize", &size);
|
||||
SetUniform("SmallTexSize", &smallSize);
|
||||
SetUniform("ObjectScale", &scale);
|
||||
SetUniform("BrickScale", 8.0f);
|
||||
}
|
||||
|
||||
void DICOMShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, NULL);
|
||||
}
|
||||
|
||||
void DICOMShader::OnSubmit(const TSE::Transformable &t, float *&target, TSE::TransformationStack &stack, void (*restartDrawcall)(TSE::IRenderer &), TSE::IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
if(!r->GetMaterial()->HasValue("threshold")) return;
|
||||
if(!r->GetMaterial()->HasValue("texSize")) return;
|
||||
if(!r->GetMaterial()->HasValue("smallTexSize")) return;
|
||||
if(!r->GetMaterial()->HasValue("DICOM")) return;
|
||||
if(!r->GetMaterial()->HasValue("DICOMsmall")) return;
|
||||
if(!r->GetMaterial()->HasValue("stepSize")) return;
|
||||
if(!r->GetMaterial()->HasValue("ObjectScale")) return;
|
||||
Threshold = r->GetMaterial()->GetValue<float>("threshold");
|
||||
stepSize = r->GetMaterial()->GetValue<float>("stepSize");
|
||||
size = r->GetMaterial()->GetValue<Vector3>("texSize");
|
||||
smallSize = r->GetMaterial()->GetValue<Vector3>("smallTexSize");
|
||||
scale = r->GetMaterial()->GetValue<Vector3>("ObjectScale");
|
||||
DICOM = r->GetMaterial()->GetValue<ITexture*>("DICOM");
|
||||
SmallDICOM = r->GetMaterial()->GetValue<ITexture*>("DICOMsmall");
|
||||
|
||||
const Vector3* verts = r->GetVertices();
|
||||
const Vector2* uvs = r->GetUVs();
|
||||
ushort vCount = r->GetVertexCount();
|
||||
|
||||
Matrix4x4 matr = t.GetLocalMatrix();
|
||||
|
||||
stack.Push(matr);
|
||||
const Matrix4x4& top = stack.Top();
|
||||
|
||||
for (ushort i = 0; i < vCount; i++) {
|
||||
Vector3 p = top * verts[i];
|
||||
Vector2 uv = uvs[i];
|
||||
*target++ = p.x;
|
||||
*target++ = p.y;
|
||||
*target++ = p.z;
|
||||
*target++ = uv.x;
|
||||
*target++ = uv.y;
|
||||
}
|
||||
|
||||
stack.Pop();
|
||||
}
|
||||
33
TSE-RTS/src/shaders/DICOMShader.hpp
Normal file
33
TSE-RTS/src/shaders/DICOMShader.hpp
Normal file
@@ -0,0 +1,33 @@
|
||||
#pragma once
|
||||
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "shader/Shader.hpp"
|
||||
#include "Types.hpp"
|
||||
#include "interfaces/ITexture.hpp"
|
||||
|
||||
class DICOMShader : public TSE::OpenGL::Shader
|
||||
{
|
||||
private:
|
||||
static DICOMShader* instance;
|
||||
TSE::ITexture* DICOM;
|
||||
TSE::ITexture* SmallDICOM;
|
||||
TSE::Vector3 size;
|
||||
TSE::Vector3 smallSize;
|
||||
TSE::Vector3 scale;
|
||||
float Threshold;
|
||||
float stepSize;
|
||||
|
||||
public:
|
||||
static DICOMShader* Instance();
|
||||
static void Destroy();
|
||||
static void Init(float width, float height);
|
||||
DICOMShader(std::vector<std::unique_ptr<TSE::OpenGL::ShaderPart>>&& parts);
|
||||
|
||||
protected:
|
||||
void OnEnable() const override;
|
||||
void OnDisable() const override;
|
||||
void OnFlush() override;
|
||||
void OnDrawCall(int indexCount) override;
|
||||
void OnSubmit(const TSE::Transformable& t, float*& target, TSE::TransformationStack& stack, void (*restartDrawcall)(TSE::IRenderer&), TSE::IRenderer& rnd) override;
|
||||
};
|
||||
264
TSE-RTS/src/shaders/DICOMShaderGLSL.hpp
Normal file
264
TSE-RTS/src/shaders/DICOMShaderGLSL.hpp
Normal file
@@ -0,0 +1,264 @@
|
||||
#pragma once
|
||||
|
||||
inline const char* vertDICOM = R"(
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec2 uv;
|
||||
|
||||
uniform mat4 prMatrix;
|
||||
uniform mat4 camMatrix;
|
||||
|
||||
out DATA
|
||||
{
|
||||
vec2 uv_out;
|
||||
} vs_out;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(position.x, position.y, 0.0, 1.0);
|
||||
vs_out.uv_out = uv;
|
||||
}
|
||||
)";
|
||||
|
||||
inline const char* fragDICOM = R"(
|
||||
#version 330 core
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
uniform sampler3D DICOMTexture;
|
||||
uniform sampler3D SmallDICOMTexture;
|
||||
|
||||
uniform vec3 CamPos;
|
||||
uniform vec3 CamRight;
|
||||
uniform vec3 CamUp;
|
||||
uniform vec3 CamForward;
|
||||
|
||||
uniform float OrthoLeft;
|
||||
uniform float OrthoRight;
|
||||
uniform float OrthoBottom;
|
||||
uniform float OrthoTop;
|
||||
uniform float NearPlane;
|
||||
uniform float FarPlane;
|
||||
|
||||
uniform float Threshold;
|
||||
uniform float StepSize;
|
||||
uniform vec3 TexSize;
|
||||
uniform vec3 SmallTexSize;
|
||||
uniform vec3 ObjectScale;
|
||||
|
||||
uniform float BrickScale;
|
||||
|
||||
in DATA
|
||||
{
|
||||
vec2 uv_out;
|
||||
} fs_in;
|
||||
|
||||
bool IntersectAABB(vec3 rayOrigin, vec3 rayDir, vec3 boxMin, vec3 boxMax, out float tEnter, out float tExit)
|
||||
{
|
||||
vec3 invDir = 1.0 / rayDir;
|
||||
|
||||
vec3 t0 = (boxMin - rayOrigin) * invDir;
|
||||
vec3 t1 = (boxMax - rayOrigin) * invDir;
|
||||
|
||||
vec3 tMin3 = min(t0, t1);
|
||||
vec3 tMax3 = max(t0, t1);
|
||||
|
||||
tEnter = max(max(tMin3.x, tMin3.y), tMin3.z);
|
||||
tExit = min(min(tMax3.x, tMax3.y), tMax3.z);
|
||||
|
||||
return tExit >= max(tEnter, 0.0);
|
||||
}
|
||||
|
||||
void BuildOrthoRay(out vec3 rayOrigin, out vec3 rayDir)
|
||||
{
|
||||
vec2 uv = fs_in.uv_out;
|
||||
|
||||
float xView = mix(OrthoLeft, OrthoRight, uv.x);
|
||||
float yView = mix(OrthoBottom, OrthoTop, uv.y);
|
||||
|
||||
rayOrigin = CamPos
|
||||
+ CamRight * xView
|
||||
+ CamUp * yView
|
||||
+ CamForward * NearPlane;
|
||||
|
||||
rayDir = CamForward;
|
||||
}
|
||||
|
||||
float TraverseFineBlock(vec3 rayOrigin, vec3 rayDir, float blockTEnter, float blockTExit, ivec3 brickCoord, float brickScaleF, ivec3 gridSize)
|
||||
{
|
||||
int brickSize = int(brickScaleF);
|
||||
|
||||
ivec3 blockVoxelMin = brickCoord * brickSize;
|
||||
ivec3 blockVoxelMax = min(blockVoxelMin + ivec3(brickSize - 1), gridSize - ivec3(1));
|
||||
|
||||
float t = blockTEnter + 1e-4;
|
||||
vec3 pos = rayOrigin + rayDir * t;
|
||||
|
||||
ivec3 voxel = ivec3(floor(pos / ObjectScale));
|
||||
voxel = clamp(voxel, blockVoxelMin, blockVoxelMax);
|
||||
|
||||
ivec3 step;
|
||||
step.x = (rayDir.x > 0.0) ? 1 : ((rayDir.x < 0.0) ? -1 : 0);
|
||||
step.y = (rayDir.y > 0.0) ? 1 : ((rayDir.y < 0.0) ? -1 : 0);
|
||||
step.z = (rayDir.z > 0.0) ? 1 : ((rayDir.z < 0.0) ? -1 : 0);
|
||||
|
||||
vec3 tDelta;
|
||||
tDelta.x = (step.x != 0) ? abs(ObjectScale.x / rayDir.x) : 1e30;
|
||||
tDelta.y = (step.y != 0) ? abs(ObjectScale.y / rayDir.y) : 1e30;
|
||||
tDelta.z = (step.z != 0) ? abs(ObjectScale.z / rayDir.z) : 1e30;
|
||||
|
||||
vec3 nextBoundary;
|
||||
nextBoundary.x = (step.x > 0) ? (float(voxel.x) + 1.0) * ObjectScale.x : float(voxel.x) * ObjectScale.x;
|
||||
nextBoundary.y = (step.y > 0) ? (float(voxel.y) + 1.0) * ObjectScale.y : float(voxel.y) * ObjectScale.y;
|
||||
nextBoundary.z = (step.z > 0) ? (float(voxel.z) + 1.0) * ObjectScale.z : float(voxel.z) * ObjectScale.z;
|
||||
|
||||
vec3 tMax;
|
||||
tMax.x = (step.x != 0) ? ((nextBoundary.x - rayOrigin.x) / rayDir.x) : 1e30;
|
||||
tMax.y = (step.y != 0) ? ((nextBoundary.y - rayOrigin.y) / rayDir.y) : 1e30;
|
||||
tMax.z = (step.z != 0) ? ((nextBoundary.z - rayOrigin.z) / rayDir.z) : 1e30;
|
||||
|
||||
int maxIters = brickSize * 3 + 8;
|
||||
|
||||
float hits = 0;
|
||||
|
||||
for (int i = 0; i < maxIters; ++i)
|
||||
{
|
||||
if (t > blockTExit)
|
||||
break;
|
||||
|
||||
float density = texelFetch(DICOMTexture, voxel, 0).r;
|
||||
if (density >= Threshold)
|
||||
hits++;
|
||||
|
||||
if (tMax.x <= tMax.y && tMax.x <= tMax.z)
|
||||
{
|
||||
voxel.x += step.x;
|
||||
if (voxel.x < blockVoxelMin.x || voxel.x > blockVoxelMax.x) break;
|
||||
t = tMax.x;
|
||||
tMax.x += tDelta.x;
|
||||
}
|
||||
else if (tMax.y <= tMax.z)
|
||||
{
|
||||
voxel.y += step.y;
|
||||
if (voxel.y < blockVoxelMin.y || voxel.y > blockVoxelMax.y) break;
|
||||
t = tMax.y;
|
||||
tMax.y += tDelta.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
voxel.z += step.z;
|
||||
if (voxel.z < blockVoxelMin.z || voxel.z > blockVoxelMax.z) break;
|
||||
t = tMax.z;
|
||||
tMax.z += tDelta.z;
|
||||
}
|
||||
}
|
||||
|
||||
return hits;
|
||||
}
|
||||
|
||||
vec4 RenderVoxelDDA(vec3 rayOrigin, vec3 rayDir)
|
||||
{
|
||||
ivec3 gridSize = ivec3(TexSize);
|
||||
ivec3 smallGridSize = ivec3(SmallTexSize);
|
||||
|
||||
float brickScaleF = max(BrickScale, 1.0);
|
||||
int brickSize = int(brickScaleF);
|
||||
|
||||
vec3 scaledSize = TexSize * ObjectScale;
|
||||
vec3 boxMin = vec3(0.0);
|
||||
vec3 boxMax = scaledSize;
|
||||
|
||||
float tEnter, tExit;
|
||||
if (!IntersectAABB(rayOrigin, rayDir, boxMin, boxMax, tEnter, tExit))
|
||||
return vec4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
tEnter = max(tEnter, 0.0);
|
||||
tExit = min(tExit, FarPlane - NearPlane);
|
||||
|
||||
vec3 brickWorldSize = ObjectScale * brickScaleF;
|
||||
|
||||
float t = tEnter + 1e-4;
|
||||
vec3 pos = rayOrigin + rayDir * t;
|
||||
|
||||
ivec3 brick = ivec3(floor(pos / brickWorldSize));
|
||||
ivec3 brickMax = smallGridSize - ivec3(1);
|
||||
brick = clamp(brick, ivec3(0), brickMax);
|
||||
|
||||
ivec3 step;
|
||||
step.x = (rayDir.x > 0.0) ? 1 : ((rayDir.x < 0.0) ? -1 : 0);
|
||||
step.y = (rayDir.y > 0.0) ? 1 : ((rayDir.y < 0.0) ? -1 : 0);
|
||||
step.z = (rayDir.z > 0.0) ? 1 : ((rayDir.z < 0.0) ? -1 : 0);
|
||||
|
||||
vec3 tDelta;
|
||||
tDelta.x = (step.x != 0) ? abs(brickWorldSize.x / rayDir.x) : 1e30;
|
||||
tDelta.y = (step.y != 0) ? abs(brickWorldSize.y / rayDir.y) : 1e30;
|
||||
tDelta.z = (step.z != 0) ? abs(brickWorldSize.z / rayDir.z) : 1e30;
|
||||
|
||||
vec3 nextBoundary;
|
||||
nextBoundary.x = (step.x > 0) ? (float(brick.x) + 1.0) * brickWorldSize.x : float(brick.x) * brickWorldSize.x;
|
||||
nextBoundary.y = (step.y > 0) ? (float(brick.y) + 1.0) * brickWorldSize.y : float(brick.y) * brickWorldSize.y;
|
||||
nextBoundary.z = (step.z > 0) ? (float(brick.z) + 1.0) * brickWorldSize.z : float(brick.z) * brickWorldSize.z;
|
||||
|
||||
vec3 tMax;
|
||||
tMax.x = (step.x != 0) ? ((nextBoundary.x - rayOrigin.x) / rayDir.x) : 1e30;
|
||||
tMax.y = (step.y != 0) ? ((nextBoundary.y - rayOrigin.y) / rayDir.y) : 1e30;
|
||||
tMax.z = (step.z != 0) ? ((nextBoundary.z - rayOrigin.z) / rayDir.z) : 1e30;
|
||||
|
||||
int maxIters = smallGridSize.x + smallGridSize.y + smallGridSize.z + 8;
|
||||
|
||||
float count = 0;
|
||||
|
||||
float increment = StepSize;
|
||||
|
||||
for (int i = 0; i < maxIters; ++i)
|
||||
{
|
||||
if (t > tExit)
|
||||
break;
|
||||
|
||||
float brickDensity = texelFetch(SmallDICOMTexture, brick, 0).r;
|
||||
|
||||
float cellTExit = min(min(tMax.x, tMax.y), tMax.z);
|
||||
cellTExit = min(cellTExit, tExit);
|
||||
|
||||
if (brickDensity >= Threshold)
|
||||
{
|
||||
float hits = TraverseFineBlock(rayOrigin, rayDir, t, cellTExit, brick, brickScaleF, gridSize);
|
||||
count += hits * increment;
|
||||
if(count >= 1) break;
|
||||
}
|
||||
|
||||
if (tMax.x <= tMax.y && tMax.x <= tMax.z)
|
||||
{
|
||||
brick.x += step.x;
|
||||
if (brick.x < 0 || brick.x > brickMax.x) break;
|
||||
t = tMax.x;
|
||||
tMax.x += tDelta.x;
|
||||
}
|
||||
else if (tMax.y <= tMax.z)
|
||||
{
|
||||
brick.y += step.y;
|
||||
if (brick.y < 0 || brick.y > brickMax.y) break;
|
||||
t = tMax.y;
|
||||
tMax.y += tDelta.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
brick.z += step.z;
|
||||
if (brick.z < 0 || brick.z > brickMax.z) break;
|
||||
t = tMax.z;
|
||||
tMax.z += tDelta.z;
|
||||
}
|
||||
}
|
||||
count = clamp(count, 0.0, 1.0);
|
||||
|
||||
return vec4(count, count, count, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 rayOrigin, rayDir;
|
||||
BuildOrthoRay(rayOrigin, rayDir);
|
||||
color = RenderVoxelDDA(rayOrigin, rayDir);
|
||||
}
|
||||
)";
|
||||
Reference in New Issue
Block a user