Beispiel #1
0
bool App::update()
{
	game_time.update();

	options->set_needs_render();
	options->set_rect(clan::Size(canvas.get_size()));
	options->update(clan::Colorf(0.6f, 0.6f, 0.2f, 1.0f));

	int num_particles = options->num_particles;
	if (num_particles > max_particles)
		num_particles = max_particles;

	move_particles(game_time.get_time_elapsed(), num_particles);

	const float grid_xpos = 10.0f;
	const float grid_ypos = 10.0f;

	// Draw the grid
	image_grid.draw(canvas, grid_xpos, grid_ypos);

	if (num_particles > 0)
	{
		std::vector<clan::Vec2f> positions;
		std::vector<clan::Colorf> colors;
		positions.resize(num_particles);
		colors.resize(num_particles);

		for (int cnt=0; cnt<num_particles; cnt++)
		{
			positions[cnt] = clan::Vec2f(grid_xpos + particles[cnt].xpos, grid_ypos + particles[cnt].ypos);
			switch (cnt % 3)
			{
				case 0:
					colors[cnt] = clan::Colorf(1.0f, 0.0f, 0.0f, 1.0f);
					break;
				case 1:
					colors[cnt] = clan::Colorf(0.0f, 1.0f, 0.0f, 1.0f);
					break;
				case 2:
					colors[cnt] = clan::Colorf(0.0f, 0.0f, 1.0f, 1.0f);
					break;
			}
		};

		canvas.flush();
		clan::GraphicContext gc = canvas.get_gc();

		canvas.set_blend_state(blend_state);

		clan::RasterizerStateDescription raster_state_desc;
		raster_state_desc.set_point_size(options->point_size);
		raster_state_desc.set_point_sprite_origin(clan::origin_upper_left);
		clan::RasterizerState raster_state(canvas, raster_state_desc);
		canvas.set_rasterizer_state(raster_state);

		clan::PrimitivesArray primarray(gc);

		clan::VertexArrayVector<clan::Vec2f> gpu_positions = clan::VertexArrayVector<clan::Vec2f>(gc, &positions[0], positions.size());
		clan::VertexArrayVector<clan::Colorf> gpu_colors = clan::VertexArrayVector<clan::Colorf>(gc, &colors[0], colors.size());

		primarray.set_attributes(0, gpu_positions);
		primarray.set_attributes(1, gpu_colors);

		ProgramUniforms buffer;
		buffer.cl_ModelViewProjectionMatrix = canvas.get_projection() * canvas.get_transform();
		clan::UniformVector<ProgramUniforms> uniform_vector(gc, &buffer, 1);
		gc.set_uniform_buffer(0, uniform_vector);

		gc.set_texture(0, texture_particle);
		gc.set_program_object(program_object);
		gc.draw_primitives(clan::type_points, num_particles, primarray);
		gc.reset_program_object();
		gc.reset_texture(0);

		gc.reset_blend_state();
		gc.reset_rasterizer_state();
	}

	window.flip(1);

	return !quit;
}
Beispiel #2
0
// The start of the Application
int App::start(const std::vector<std::string> &args)
{
	clan::DisplayWindowDescription win_desc;
	//win_desc.set_version(3, 2, false);
	win_desc.set_allow_resize(true);
	win_desc.set_title("Point Sprite Example");
	win_desc.set_size(clan::Size( 800, 480 ), false);

	clan::DisplayWindow window(win_desc);
    clan::SlotContainer cc;
	cc.connect(window.sig_window_close(), clan::bind_member(this, &App::on_window_close));
	cc.connect(window.get_ic().get_keyboard().sig_key_up(), clan::bind_member(this, &App::on_input_up));

	std::string theme;
	if (clan::FileHelp::file_exists("../../../Resources/GUIThemeAero/theme.css"))
		theme = "../../../Resources/GUIThemeAero";
	else if (clan::FileHelp::file_exists("../../../Resources/GUIThemeBasic/theme.css"))
		theme = "../../../Resources/GUIThemeBasic";
	else
		throw clan::Exception("No themes found");

	clan::GUIWindowManagerTexture wm(window);
	clan::GUIManager gui(wm, theme);
	
	clan::Canvas canvas(window);

	// Deleted automatically by the GUI
	Options *options = new Options(gui, clan::Rect(0, 0, canvas.get_size()));

	clan::Image image_grid(canvas, "../Blend/Resources/grid.png");
	clan::Texture2D texture_particle(canvas, "Resources/particle.png");
	float grid_width = (float) image_grid.get_width();
	float grid_height = (float) image_grid.get_height();

	grid_space = (float) (image_grid.get_width());

	setup_particles();

	clan::ShaderObject vertex_shader(canvas, clan::shadertype_vertex, text_shader_vertex);
	if(!vertex_shader.compile())
	{
		throw clan::Exception(clan::string_format("Unable to compile vertex shader object: %1", vertex_shader.get_info_log()));
	}

	clan::ShaderObject fragment_shader(canvas, clan::shadertype_fragment, text_shader_fragment);
	if(!fragment_shader.compile())
	{
		throw clan::Exception(clan::string_format("Unable to compile fragment shader object: %1", fragment_shader.get_info_log()));
	}

	clan::ProgramObject program_object(canvas);
	program_object.attach(vertex_shader);
	program_object.attach(fragment_shader);
	program_object.bind_attribute_location(0, "InPosition");
	program_object.bind_attribute_location(1, "InColor");
	if (!program_object.link())
	{
		throw clan::Exception(clan::string_format("Unable to link program object: %1", program_object.get_info_log()));
	}
	program_object.set_uniform1i("Texture0", 0);

	options->request_repaint();

	clan::BlendStateDescription blend_state_desc;
	blend_state_desc.enable_blending(true);
	blend_state_desc.set_blend_function(clan::blend_src_alpha, clan::blend_one, clan::blend_src_alpha, clan::blend_one);
	clan::BlendState blend_state(canvas, blend_state_desc);

	clan::GameTime game_time;

	while (!quit)
	{
		game_time.update();

		wm.process();
		wm.draw_windows(canvas);

		int num_particles = options->num_particles;
		if (num_particles > max_particles)
			num_particles = max_particles;

		move_particles(game_time.get_time_elapsed(), num_particles);

		const float grid_xpos = 10.0f;
		const float grid_ypos = 10.0f;

		// Draw the grid
		image_grid.draw(canvas, grid_xpos, grid_ypos);

		if (num_particles > 0)
		{
			std::vector<clan::Vec2f> positions;
			std::vector<clan::Colorf> colors;
			positions.resize(num_particles);
			colors.resize(num_particles);

			for (int cnt=0; cnt<num_particles; cnt++)
			{
				positions[cnt] = clan::Vec2f(grid_xpos + particles[cnt].xpos, grid_ypos + particles[cnt].ypos);
				switch (cnt % 3)
				{
					case 0:
						colors[cnt] = clan::Colorf(1.0f, 0.0f, 0.0f, 1.0f);
						break;
					case 1:
						colors[cnt] = clan::Colorf(0.0f, 1.0f, 0.0f, 1.0f);
						break;
					case 2:
						colors[cnt] = clan::Colorf(0.0f, 0.0f, 1.0f, 1.0f);
						break;
				}
			};

			canvas.flush();
			clan::GraphicContext gc = canvas.get_gc();

			canvas.set_blend_state(blend_state);

			clan::RasterizerStateDescription raster_state_desc;
			raster_state_desc.set_point_size(options->point_size);
			raster_state_desc.set_point_sprite_origin(clan::origin_upper_left);
			clan::RasterizerState raster_state(canvas, raster_state_desc);
			canvas.set_rasterizer_state(raster_state);

			clan::PrimitivesArray primarray(gc);

			clan::VertexArrayVector<clan::Vec2f> gpu_positions = clan::VertexArrayVector<clan::Vec2f>(gc, &positions[0], positions.size());
			clan::VertexArrayVector<clan::Colorf> gpu_colors = clan::VertexArrayVector<clan::Colorf>(gc, &colors[0], colors.size());

			primarray.set_attributes(0, gpu_positions);
			primarray.set_attributes(1, gpu_colors);

			ProgramUniforms buffer;
			buffer.cl_ModelViewProjectionMatrix = canvas.get_projection() * canvas.get_modelview();
			clan::UniformVector<ProgramUniforms> uniform_vector(gc, &buffer, 1);
			gc.set_uniform_buffer(0, uniform_vector);

			gc.set_texture(0, texture_particle);
			gc.set_program_object(program_object);
			gc.draw_primitives(clan::type_points, num_particles, primarray);
			gc.reset_program_object();
			gc.reset_texture(0);

			gc.reset_blend_state();
			gc.reset_rasterizer_state();
		}

		window.flip(1);

		clan::KeepAlive::process();
	}
	return 0;
}
Beispiel #3
0
// The start of the Application
int App::start(const std::vector<std::string> &args)
{
	quit = false;

	DisplayWindowDescription desc;
	desc.set_title("ClanLib Quaternion's Example");
	desc.set_size(Size(900, 700), true);
	desc.set_multisampling(4);
	desc.set_allow_resize(true);
	desc.set_depth_size(16);

	DisplayWindow window(desc);

	// Connect the Window close event
	Slot slot_quit = window.sig_window_close().connect(this, &App::on_window_close);

	// Connect a keyboard handler to on_key_up()
	Slot slot_input_up = (window.get_ic().get_keyboard()).sig_key_up().connect(this, &App::on_input_up);

	// Set up GUI
	std::string theme;
	if (FileHelp::file_exists("../../../Resources/GUIThemeAero/theme.css"))
		theme = "../../../Resources/GUIThemeAero";
	else if (FileHelp::file_exists("../../../Resources/GUIThemeBasic/theme.css"))
		theme = "../../../Resources/GUIThemeBasic";
	else
		throw Exception("No themes found");

	GUIWindowManagerTexture wm(window);
	GUIManager gui(wm, theme);

	Canvas canvas(window);

	// Deleted automatically by the GUI
	Options *options = new Options(gui, Rect(8, 8, Size(canvas.get_width()-16, 170)));
	options->request_repaint();

	// Setup graphic store
	GraphicStore graphic_store(canvas);
	scene.gs = &graphic_store;

	RasterizerStateDescription rasterizer_state_desc;
	rasterizer_state_desc.set_culled(true);
	rasterizer_state_desc.set_face_cull_mode(cull_back);
	rasterizer_state_desc.set_front_face(face_clockwise);
	RasterizerState raster_state(canvas, rasterizer_state_desc);

	DepthStencilStateDescription depth_state_desc;
	depth_state_desc.enable_depth_write(true);
	depth_state_desc.enable_depth_test(true);
	depth_state_desc.enable_stencil_test(false);
	depth_state_desc.set_depth_compare_function(compare_lequal);
	DepthStencilState depth_write_enabled(canvas, depth_state_desc);

	create_scene(canvas);

	clan::Font font(canvas, "tahoma", 24);

	FramerateCounter framerate_counter;

	active_lerp = false;
	ubyte64 time_last = System::get_time();
	ubyte64 time_start = time_last;

	// Run until someone presses escape
	while (!quit)
	{
		framerate_counter.frame_shown();

		// Calculate time since last frame
		ubyte64 time_now = System::get_time();
		current_time = time_now - time_start;
		time_delta = time_now - time_last;
		time_last = time_now;

		// Control the target options
		control_target(options);

		// Use the euler angle options
		rotation_euler_a->rotation_y = options->rotation_y;
		rotation_euler_b->rotation_x = options->rotation_x;
		rotation_euler_c->rotation_z = options->rotation_z;

		teapot_euler->rotation_x = options->rotation_x;
		teapot_euler->rotation_y = options->rotation_y;
		teapot_euler->rotation_z = options->rotation_z;

		// Use the target angle options
		rotation_target_a->rotation_y = options->target_y;
		rotation_target_b->rotation_x = options->target_x;
		rotation_target_c->rotation_z = options->target_z;

		teapot_target->rotation_x = options->target_x;
		teapot_target->rotation_y = options->target_y;
		teapot_target->rotation_z = options->target_z;

		// Render the scene using euler angles
		calculate_matricies(canvas);
		update_light(canvas, options);

		canvas.set_depth_stencil_state(depth_write_enabled);
		canvas.set_rasterizer_state(raster_state);
		render(canvas);

		// Show the quaternion teapot
		Mat4f modelview_matrix = scene.gs->camera_modelview;
		modelview_matrix.translate_self(0.0f, 0.0f, 0.0f);
		modelview_matrix = modelview_matrix * options->quaternion.to_matrix();
		modelview_matrix.scale_self(5.0f, 5.0f, 5.0f);
		model_teapot.Draw(canvas, scene.gs, modelview_matrix);

		// Draw information boxes
		canvas.reset_rasterizer_state();
		canvas.reset_depth_stencil_state();
	
		std::string fps(string_format("%1 fps", framerate_counter.get_framerate()));
		font.draw_text(canvas, 16-2, canvas.get_height()-16-2, fps, Colorf(0.0f, 0.0f, 0.0f, 1.0f));
		font.draw_text(canvas, 16, canvas.get_height()-16-2, fps, Colorf(1.0f, 1.0f, 1.0f, 1.0f));

		font.draw_text(canvas, 60, 250, "Euler Orientation");
		font.draw_text(canvas, 330, 250, "Quaternion Orientation");
		font.draw_text(canvas, 600, 250, "Target Euler Orientation");
		font.draw_text(canvas, 16, 630, "(Using YXZ rotation order)");

		wm.process();
		wm.draw_windows(canvas);

		// Use flip(1) to lock the fps
		window.flip(0);

		KeepAlive::process();
	}

	return 0;
}