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<?xml version="1.0" encoding="utf-8"?> | ||
<manifest xmlns:android="http://schemas.android.com/apk/res/android" | ||
xmlns:tools="http://schemas.android.com/tools" | ||
package="edu.ttp.gengame" > | ||
package="edu.ttp.gengame"> | ||
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<application | ||
android:allowBackup="true" | ||
android:appCategory="game" | ||
android:fullBackupContent="@xml/backup_descriptor" | ||
android:icon="@drawable/ic_launcher" | ||
android:isGame="true" | ||
android:appCategory="game" | ||
android:label="@string/app_name" | ||
android:theme="@style/GdxTheme" | ||
tools:ignore="UnusedAttribute" | ||
tools:targetApi="o" | ||
android:fullBackupContent="@xml/backup_descriptor"> | ||
tools:targetApi="o"> | ||
<activity android:name=".About" | ||
android:parentActivityName=".AndroidLauncher"> | ||
<!-- The meta-data tag is required if you support API level 15 and lower --> | ||
<meta-data | ||
android:name="android.support.PARENT_ACTIVITY" | ||
android:value=".AndroidLauncher" /> | ||
</activity> | ||
<activity | ||
android:name="edu.ttp.gengame.AndroidLauncher" | ||
android:label="@string/app_name" | ||
android:screenOrientation="landscape" | ||
android:configChanges="keyboard|keyboardHidden|navigation|orientation|screenSize|screenLayout"> | ||
android:name=".AndroidLauncher" | ||
android:configChanges="keyboard|keyboardHidden|navigation|orientation|screenSize|screenLayout" | ||
android:label="@string/app_name" | ||
android:screenOrientation="landscape"> | ||
<intent-filter> | ||
<action android:name="android.intent.action.VIEW" /> | ||
<action android:name="android.intent.action.MAIN" /> | ||
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<category android:name="android.intent.category.LAUNCHER" /> | ||
</intent-filter> | ||
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</activity> | ||
</application> | ||
</manifest> | ||
</manifest> |
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/******************************************************************************* | ||
* Copyright 2012 tsagrista | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
******************************************************************************/ | ||
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#ifdef GL_ES | ||
precision mediump float; | ||
precision mediump int; | ||
#endif | ||
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uniform sampler2D u_texture0; | ||
uniform float u_bias; | ||
varying vec2 v_texCoords; | ||
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void main() | ||
{ | ||
vec4 tex = texture2D(u_texture0, v_texCoords); | ||
float avg = (tex.r + tex.g + tex.b) / 3.0; | ||
gl_FragColor = vec4(max(0.0, avg + u_bias)) * 50.0; | ||
} |
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/******************************************************************************* | ||
* Copyright 2012 bmanuel | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
******************************************************************************/ | ||
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#ifdef GL_ES | ||
#define PRECISION mediump | ||
precision PRECISION float; | ||
#else | ||
#define PRECISION | ||
#endif | ||
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#ifndef RADIUS | ||
#error Please define a RADIUS | ||
#endif | ||
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#define KERNEL_SIZE (RADIUS * 2 + 1) | ||
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varying vec2 v_texCoord0; | ||
uniform PRECISION sampler2D u_texture0; | ||
uniform PRECISION vec2 SampleOffsets[KERNEL_SIZE]; | ||
uniform PRECISION float SampleWeights[KERNEL_SIZE]; | ||
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void main() | ||
{ | ||
vec4 c = vec4(0); | ||
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// Combine a number of weighted image filter taps. | ||
for (int i = 0; i < KERNEL_SIZE; i++) | ||
{ | ||
c += texture2D(u_texture0, v_texCoord0 + SampleOffsets[i]) * SampleWeights[i]; | ||
} | ||
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gl_FragColor = c; | ||
} |
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/******************************************************************************* | ||
* Copyright 2012 bmanuel | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
******************************************************************************/ | ||
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#ifdef GL_ES | ||
#define PRECISION mediump | ||
precision PRECISION float; | ||
#else | ||
#define PRECISION | ||
#endif | ||
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attribute vec4 a_position; | ||
attribute vec2 a_texCoord0; | ||
varying vec2 v_texCoord0; | ||
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void main() | ||
{ | ||
v_texCoord0 = a_texCoord0; | ||
gl_Position = a_position; | ||
} |
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/******************************************************************************* | ||
* Copyright 2012 bmanuel | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
******************************************************************************/ | ||
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#ifdef GL_ES | ||
#define PRECISION mediump | ||
precision PRECISION float; | ||
#else | ||
#define PRECISION | ||
#endif | ||
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uniform PRECISION sampler2D u_texture0; // scene | ||
uniform PRECISION sampler2D u_texture1; // depthmap | ||
uniform PRECISION mat4 ctp; | ||
uniform PRECISION float near, far; | ||
uniform vec2 viewport; | ||
uniform mat4 inv_proj; | ||
uniform float blur_scale; | ||
uniform float depth_scale; | ||
uniform int blur_passes; | ||
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varying vec2 v_texCoords; | ||
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vec3 get_eye_normal(){ | ||
vec2 frag_coord = gl_FragCoord.xy/viewport; | ||
frag_coord = (frag_coord-0.5)*2.0; | ||
vec4 device_normal = vec4(frag_coord, 0.0, 1.0); | ||
return normalize((inv_proj * device_normal).xyz); | ||
} | ||
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vec3 decode_normal(vec2 enc){ | ||
vec2 fenc = enc*4.0-2.0; | ||
float f = dot(fenc,fenc); | ||
float g = sqrt(1.0-f/4.0); | ||
return vec3(fenc*g, 1.0-f/2.0); | ||
} | ||
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float decode_depth(vec2 src){ | ||
float depth = src.x/255.0+src.y; | ||
depth *= depth_scale; | ||
return depth*far+near; | ||
} | ||
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void main() { | ||
vec3 eye_ray = get_eye_normal(); | ||
vec4 eye_data = texture2D(u_texture1, v_texCoords); | ||
vec3 eye_normal = decode_normal(eye_data.xy); | ||
float eye_depth = decode_depth(eye_data.zw); | ||
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vec4 current = vec4(eye_ray * eye_depth, 1.0); | ||
vec4 previous = ctp * current; | ||
previous.xyz /= previous.w; | ||
previous.xy = previous.xy * 0.5 + 0.5; | ||
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vec2 velocity = (previous.xy - v_texCoords) * 0.5 * blur_scale; | ||
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// blur pass | ||
vec4 result = vec4(0.0); | ||
float oneOnNumPasses = 1.0 / float(blur_passes); | ||
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for (int i = 0; i < blur_passes; ++i) { | ||
// make offset in [-0.5, 0.5] range | ||
float scale = (float(i) * oneOnNumPasses) - 0.5; | ||
vec2 offset = scale * velocity; | ||
result += texture2D(u_texture0, v_texCoords + offset); | ||
} | ||
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//// Get the initial color at this pixel. | ||
//result = texture2D(u_texture0, v_texCoords); | ||
//vec2 texCoord = v_texCoords + velocity; | ||
//for(int i = 1; i < blur_passes; ++i, texCoord += velocity) | ||
//{ | ||
//// Add the current color to our color sum. | ||
//result += texture2D(u_texture0, texCoord); | ||
//} | ||
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gl_FragColor = result * oneOnNumPasses; | ||
} |
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/******************************************************************************* | ||
* Copyright 2012 bmanuel | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
******************************************************************************/ | ||
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#ifdef GL_ES | ||
#define PRECISION mediump | ||
precision PRECISION float; | ||
#else | ||
#define PRECISION | ||
#endif | ||
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uniform PRECISION sampler2D u_texture0; | ||
uniform PRECISION sampler2D u_texture1; | ||
uniform float Src1Intensity; | ||
uniform float Src2Intensity; | ||
uniform float Src1Saturation; | ||
uniform float Src2Saturation; | ||
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varying vec2 v_texCoords; | ||
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// The constants 0.3, 0.59, and 0.11 are chosen because the | ||
// human eye is more sensitive to green light, and less to blue. | ||
const vec3 GRAYSCALE = vec3(0.3, 0.59, 0.11); | ||
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// 0 = totally desaturated | ||
// 1 = saturation unchanged | ||
// higher = increase saturation | ||
//const float BaseSat = 1; | ||
//const float BloomSat = 1; | ||
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vec3 adjustSaturation(vec3 color, float saturation) | ||
{ | ||
vec3 grey = vec3(dot(color, GRAYSCALE)); | ||
//vec3 grey = vec3((color.r+color.g+color.b)*0.333); | ||
return mix(grey, color, saturation); | ||
} | ||
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void main() | ||
{ | ||
// lookup inputs | ||
vec4 src1 = texture2D(u_texture0, v_texCoords) * Src1Intensity; | ||
vec4 src2 = texture2D(u_texture1, v_texCoords) * Src2Intensity; | ||
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// adjust color saturation and intensity | ||
src1.rgb = adjustSaturation(src1.rgb,Src1Saturation); | ||
src2.rgb = adjustSaturation(src2.rgb,Src2Saturation); | ||
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// darken the base image in areas where ther's a lot of bloom | ||
// to prevent things looking excessively burned-out | ||
//original *= (1.0 - clamp(bloom, 0.0, 1.0)); | ||
src1 *= (1.0 - src2); | ||
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// combine | ||
gl_FragColor = src1 + src2; | ||
} |
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/******************************************************************************* | ||
* Copyright 2012 bmanuel | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
******************************************************************************/ | ||
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#ifdef GL_ES | ||
#define PRECISION mediump | ||
precision PRECISION float; | ||
#else | ||
#define PRECISION | ||
#endif | ||
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#ifndef LENGTH | ||
#error Please define a LENGTH | ||
#endif | ||
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varying vec2 v_texCoords; | ||
uniform PRECISION sampler2D u_texture0; | ||
uniform PRECISION vec2 SampleOffsets[LENGTH]; | ||
uniform PRECISION float SampleWeights[LENGTH]; | ||
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void main() | ||
{ | ||
vec4 c = vec4(0); | ||
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// Combine a number of weighted image filter taps. | ||
for (int i = 0; i < LENGTH; i++) | ||
{ | ||
c += texture2D(u_texture0, v_texCoords + SampleOffsets[i]) * SampleWeights[i]; | ||
} | ||
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gl_FragColor = c; | ||
} |
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