Example #1
0
int ExampleText::start(const std::vector<CL_String> &args)
{ 
	// Create a console window for text-output if not available
	CL_ConsoleWindow console("Console");
	
	quit = false;

	// Set a videomode
	CL_DisplayWindowDescription desc;
	desc.set_allow_resize(false);
	desc.set_title("ClanLib CL_SpanLayout Example");
	desc.set_size(CL_Size(800, 600), true);
	CL_DisplayWindow window(desc);

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

	// Connect a keyboard handler to on_key_up()
	CL_Slot slot_keyboard_up = window.get_ic().get_keyboard().sig_key_up().connect(this, &ExampleText::on_keyboard_up);

	CL_GraphicContext gc = window.get_gc();

	CL_TextureGroup texture_group(gc, CL_Size(512, 512));

	CL_FontDescription font_desc;
	font_desc.set_typeface_name("Tahoma");
	font_desc.set_anti_alias(true);
	font_desc.set_height(32);
	CL_Font_System font_normal(gc, font_desc);

	font_desc.set_weight(800);
	font_desc.set_height(40);
	CL_Font_System font_bold(gc, font_desc);

	// Share the font texture
	font_normal.set_texture_group(texture_group);
	font_bold.set_texture_group(texture_group);

	CL_Texture texture_text(gc, text_window_size, text_window_size);
	texture_text.set_wrap_mode(cl_wrap_repeat, cl_wrap_repeat, cl_wrap_repeat);
	texture_text.set_min_filter(cl_filter_linear);
	texture_text.set_mag_filter(cl_filter_linear);

	// Create the framebuffer, and attach the texture text into its color buffer
	CL_FrameBuffer fb_text;
	fb_text = CL_FrameBuffer(gc);
	fb_text.attach_color_buffer(0, texture_text);

	float angle = 0.0f;

	std::vector<CL_SpanLayout> layout;

	// Count number of lines
	int num_lines = 0;
	for (const char **text_ptr = TextToShow; *text_ptr; text_ptr++)
	{
		num_lines++;
	}

	// Extend layout vector
	layout.resize(num_lines);

	int ypos = 60;
	for (int line_count=0; line_count < num_lines; line_count++, ypos += 8)
	{
		layout[line_count] = CL_SpanLayout();

		layout[line_count].set_position(CL_Point(20, ypos));

		layout[line_count].set_align(cl_justify);

		const char *text_ptr = TextToShow[line_count];
		if (text_ptr[0] == '-')
		{
			layout[line_count].add_text(text_ptr, font_normal, CL_Colorf::red);
		}
		else if (strstr(text_ptr, "Clan"))
		{
			layout[line_count].add_text(text_ptr, font_bold, CL_Colorf::yellow);
		}
		else
		{
			layout[line_count].add_text(text_ptr, font_normal, CL_Colorf::yellow);
		}

		layout[line_count].layout(gc, texture_text.get_width() - 60);

		ypos += layout[line_count].get_size().height;

	}

	// Run until someone presses escape
	while (!quit)
	{
		int start_time = CL_System::get_time();

		gc.set_map_mode(CL_MapMode(cl_map_2d_upper_left));

		// Draw a nice blue gradient in the background
		CL_Draw::gradient_fill(gc, window.get_viewport(), CL_Gradient(CL_Colorf::lightblue, CL_Colorf::lightblue, CL_Colorf::darkblue, CL_Colorf::darkblue));

		// Draw the text into the frame buffer
		update_text(gc, fb_text, font_normal, layout);

		angle += 0.5f;
		if (angle >= 360.0f)
			angle -= 360.0f;

		// Draw the text
		draw_text(gc, texture_text, CL_Angle(angle, cl_degrees));

		last_fps = 1000.0f / (CL_System::get_time()-start_time);
		// Flip the display, showing on the screen what we have drawn
		window.flip(1);

		// This call updates input and performs other "housekeeping" call this each frame
		CL_KeepAlive::process();
	}

	return 0;
}
Example #2
0
void Model_Impl::Load(CL_DomDocument &doc, const char *geometry_name, std::vector<CL_Collada_Image> &library_images)
{
	CL_Collada object;
	object = CL_Collada(doc, library_images);
	insert_object(object, geometry_name, library_images, CL_Angle(89.53f, cl_degrees));
}
Example #3
0
void CL_Sprite_Impl::init(CL_GraphicContext &gc, const CL_StringRef &resource_id, CL_ResourceManager *resources, const CL_ImageImportDescription &import_desc)
{
//	bool pack_texture = resource.get_element().get_attribute("pack_texture", "yes") == "yes";
	CL_Resource resource = resources->get_resource(resource_id);

	// Create sprite from sprite description
	CL_SpriteDescription desc(gc, resource_id, resources, import_desc );
	create_textures(gc, desc);

	// Load base angle
	float work_angle = CL_StringHelp::text_to_float(resource.get_element().get_attribute("base_angle", "0"));
	base_angle= CL_Angle(work_angle, cl_degrees);

	// Load id
	id = CL_StringHelp::text_to_int(resource.get_element().get_attribute("id", "0"));

	// Load play options	
	CL_DomNode cur_node = resource.get_element().get_first_child();
	while (!cur_node.is_null())
	{
		if (!cur_node.is_element())
			continue;

		CL_DomElement cur_element = cur_node.to_element();

		CL_String tag_name = cur_element.get_tag_name();

		// <color red="float" green="float" blue="float" alpha="float" />
		if (tag_name == "color")
		{
			color.r = (float)CL_StringHelp::text_to_float(cur_element.get_attribute("red", "1.0"));
			color.g = (float)CL_StringHelp::text_to_float(cur_element.get_attribute("green", "1.0"));
			color.b = (float)CL_StringHelp::text_to_float(cur_element.get_attribute("blue", "1.0"));
			color.a = (float)CL_StringHelp::text_to_float(cur_element.get_attribute("alpha", "1.0"));
		}
		// <animation speed="integer" loop="[yes,no]" pingpong="[yes,no]" direction="[backward,forward]" on_finish="[blank,last_frame,first_frame]"/>
		else if (tag_name == "animation")
		{
			int delay_ms = CL_StringHelp::text_to_int(cur_element.get_attribute("speed", "60"));

			int frame_count = frames.size();
			for(int i=0; i<frame_count; ++i)
				get_frame(i)->delay_ms = delay_ms;

			play_loop = ((cur_element.get_attribute("loop", "yes")) == "yes");
			play_pingpong = ((cur_element.get_attribute("pingpong", "no")) == "yes");
			play_backward = ((cur_element.get_attribute("direction", "forward")) == "backward");

			CL_String on_finish = cur_element.get_attribute("on_finish", "blank");
			if (on_finish == "first_frame")
				show_on_finish = CL_Sprite::show_first_frame;
			else if(on_finish == "last_frame")
				show_on_finish = CL_Sprite::show_last_frame;
			else
				show_on_finish = CL_Sprite::show_blank;
		}
		// <scale x="float" y="float />
		else if (tag_name == "scale")
		{
			scale_x = CL_StringHelp::text_to_float(cur_element.get_attribute("x", "1.0"));
			scale_y = CL_StringHelp::text_to_float(cur_element.get_attribute("y", "1.0"));
		}
		// <translation origin="string" x="integer" y="integer" />
		else if (tag_name == "translation")
		{
			CL_String hotspot = cur_element.get_attribute("origin", "top_left");
			CL_Origin origin;

			if(hotspot == "center")
				origin = origin_center;
			else if(hotspot == "top_center")
				origin = origin_top_center;
			else if(hotspot == "top_right")
				origin = origin_top_right;
			else if(hotspot == "center_left")
				origin = origin_center_left;
			else if(hotspot == "center_right")
				origin = origin_center_right;
			else if(hotspot == "bottom_left")
				origin = origin_bottom_left;
			else if(hotspot == "bottom_center")
				origin = origin_bottom_center;
			else if(hotspot == "bottom_right")
				origin = origin_bottom_right;
			else
				origin = origin_top_left;

			int xoffset = CL_StringHelp::text_to_int(cur_element.get_attribute("x", "0"));
			int yoffset = CL_StringHelp::text_to_int(cur_element.get_attribute("y", "0"));

			translation_origin = origin;
			translation_hotspot.x = xoffset;
			translation_hotspot.y = yoffset;
		}
		// <rotation origin="string" x="integer" y="integer" />
		else if (tag_name == "rotation")
		{
			CL_String hotspot = cur_element.get_attribute("origin", "center");
			CL_Origin origin;

			if(hotspot == "top_left")
				origin = origin_top_left;
			else if(hotspot == "top_center")
				origin = origin_top_center;
			else if(hotspot == "top_right")
				origin = origin_top_right;
			else if(hotspot == "center_left")
				origin = origin_center_left;
			else if(hotspot == "center_right")
				origin = origin_center_right;
			else if(hotspot == "bottom_left")
				origin = origin_bottom_left;
			else if(hotspot == "bottom_center")
				origin = origin_bottom_center;
			else if(hotspot == "bottom_right")
				origin = origin_bottom_right;
			else
				origin = origin_center;

			int xoffset = CL_StringHelp::text_to_int(cur_element.get_attribute("x", "0"));
			int yoffset = CL_StringHelp::text_to_int(cur_element.get_attribute("y", "0"));

			rotation_origin = origin;
			rotation_hotspot.x = xoffset;
			rotation_hotspot.y = yoffset;
		}
		// <frame nr="integer" speed="integer" x="integer" y="integer" />
		else if (tag_name == "frame")
		{
			int nr = CL_StringHelp::text_to_int(cur_element.get_attribute("nr", "0"));

			int yoffset = CL_StringHelp::text_to_int(cur_element.get_attribute("y", "0"));
			int xoffset = CL_StringHelp::text_to_int(cur_element.get_attribute("x", "0"));

			SpriteFrame *sptr = get_frame(nr);
			if (sptr == NULL)
			{
				throw CL_Exception("Invalid sprite frame index specified");
			}

			if (cur_element.has_attribute("speed")) 
			{
				sptr->delay_ms = CL_StringHelp::text_to_int(cur_element.get_attribute("speed", "60"));
			}

			sptr->offset = CL_Point(xoffset, yoffset);
		}

		cur_node = cur_node.get_next_sibling();
	}
}
Example #4
0
// The start of the Application
int App::start(const std::vector<CL_String> &args)
{
	quit = false;
    CL_GL1WindowDescription desc;

	desc.set_title("ClanLib Object 3D Example");
	desc.set_size(CL_Size(640, 480), true);
	desc.set_multisampling(4);
	desc.set_depth_size(16);

	CL_DisplayWindow window(desc);

#ifdef _DEBUG
	//struct aiLogStream stream;
	//stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
	//aiAttachLogStream(&stream);
	//stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt");
	//aiAttachLogStream(&stream);
#endif

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

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

	// Get the graphic context
	CL_GraphicContext gc = window.get_gc();

#ifdef USE_OPENGL_1
    CL_GraphicContext_GL1 gc_gl1 = gc;
#endif

	// Prepare the display
	gc.set_map_mode(cl_user_projection);

	CL_PolygonRasterizer polygon_rasterizer;
	polygon_rasterizer.set_culled(true);
	polygon_rasterizer.set_face_cull_mode(cl_cull_back);
	polygon_rasterizer.set_front_face(cl_face_side_clockwise);
	gc.set_polygon_rasterizer(polygon_rasterizer);

	CL_BufferControl buffer_control;
	buffer_control.enable_depth_test(true);
	buffer_control.set_depth_compare_function(cl_comparefunc_lequal);
	buffer_control.enable_depth_write(true);
	gc.set_buffer_control(buffer_control);

#ifdef USE_OPENGL_1
	// Set the lights
	CL_LightModel_GL1 light_model;
	light_model.enable_lighting(true);
	light_model.set_flat_shading(false);
	light_model.set_scene_ambient_light(CL_Colorf(0.2f, 0.2f, 0.2f, 1.0f));
	gc_gl1.set_light_model(light_model);

	CL_LightSource_GL1 light_distant;
	light_distant.set_spot_cutoff(180.0f);
	light_distant.set_diffuse_intensity(CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));
	light_distant.set_position(CL_Vec4f(0.0f, -2.0f, 30.0f, 0.0f).normalize3());
	gc_gl1.set_light(0, light_distant);

	cl1Enable(GL_NORMALIZE);
#endif

#ifdef USE_OPENGL_2
    Shader shader(gc);
#endif

	// Create the objects

	aiSetImportPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,89.53f);

	const struct aiScene* scene_teapot = aiImportFile("../Clan3D/Resources/teapot.dae",aiProcessPreset_TargetRealtime_MaxQuality);
	if (!scene_teapot)
		throw CL_Exception("Cannot load the teapot model");

	const struct aiScene* scene_clanlib = aiImportFile("../Clan3D/Resources/clanlib.dae",aiProcessPreset_TargetRealtime_MaxQuality);
	if (!scene_clanlib)
		throw CL_Exception("Cannot load the clanlib model");

	const struct aiScene* scene_tuxball = aiImportFile("../Clan3D/Resources/tux_ball.dae",aiProcessPreset_TargetRealtime_MaxQuality | aiProcess_FlipUVs);
	if (!scene_tuxball)
		throw CL_Exception("Cannot load the tux ball model");

	// Load the texture
	CL_Texture tux(gc, "../Clan3D/Resources/tux.png");

	float angle = 0.0f;
	// Run until someone presses escape
	while (!quit)
	{

		CL_Mat4f perp = CL_Mat4f::perspective(45.0f, ((float) gc.get_width()) / ((float) gc.get_height()), 0.1f, 1000.0f);
		gc.set_projection(perp);

		gc.clear(CL_Colorf::black);
		gc.clear_depth(1.0f);

		angle += 1.0f;
		if (angle >= 360.0f)
			angle -= 360.0f;


#ifdef USE_OPENGL_2
        shader.Set(gc);
        shader.Use(gc);
#else
        gc.set_program_object(cl_program_color_only);
#endif

		CL_PrimitivesArray prim_array(gc);

		gc.set_modelview(CL_Mat4f::identity());
		gc.mult_scale(1.0f,1.0f, -1.0f);	// So +'ve Z goes into the screen
		gc.mult_translate(0.0f, 0.0f, 2.0f);
		gc.mult_rotate(CL_Angle(angle, cl_degrees), 0.0f, 1.0f, 0.0f, false);

		gc.push_modelview();
		recursive_render(gc, scene_teapot, scene_teapot->mRootNode, false);
		gc.pop_modelview();

		gc.push_modelview();
		gc.mult_scale(0.5f, 0.5f, 0.5f);
		gc.mult_translate(0.0f, -0.5f, 0.0f);
		recursive_render(gc, scene_clanlib, scene_clanlib->mRootNode, false);
		gc.pop_modelview();

#ifdef USE_OPENGL_2
        shader.Set(gc, 0);
        shader.Use(gc);
#else
        gc.set_program_object(cl_program_single_texture);
#endif

		gc.set_texture(0, tux);
 		gc.set_modelview(CL_Mat4f::identity());
		gc.mult_scale(1.0f,1.0f, -1.0f);	// So +'ve Z goes into the screen
		gc.mult_translate(0.7f, 0.5f, 2.0f);
		gc.mult_scale(0.05f, 0.05f, 0.05f);
		gc.mult_rotate(CL_Angle(angle * 4.0f, cl_degrees), 0.0f, 1.0f, 0.0f, false);
		recursive_render(gc, scene_tuxball, scene_tuxball->mRootNode, true);
		gc.reset_texture(0);

		gc.reset_program_object();
		
		// Flip the display, showing on the screen what we have drawed
		// since last call to flip()
		window.flip(1);

		// This call processes user input and other events
		CL_KeepAlive::process();
	}

	aiReleaseImport(scene_tuxball);
	aiReleaseImport(scene_clanlib);
	aiReleaseImport(scene_teapot);
	aiDetachAllLogStreams();

	return 0;
}
Example #5
0
// The start of the Application
int App::start(const std::vector<CL_String> &args)
{
	quit = false;

	// Create a console window for text-output if not available
	CL_ConsoleWindow console("Console", 80, 200);

	try
	{
		// Set the window
		// This opens a 640 x 480 window, including the frame size
		// If you want more control over the window, pass CL_DisplayWindowDescription to CL_DisplayWindow
		// (This is useful to create a borderless window of a specific size)
		// If you require target specific control over the window, use the derived CL_OpenGLWindowDescription
		// (This contains the multisampling options)
#ifdef USE_SWRENDER
		CL_DisplayWindowDescription desc;
#else
		CL_OpenGLWindowDescription desc;
//		desc.set_multisampling(4);
#endif
		desc.set_title("ClanLib 2D Test");
		desc.set_size(CL_Size(800, 600), true);
		CL_DisplayWindow window(desc);

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

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

		// Get the graphic context
		CL_GraphicContext gc = window.get_gc();

		CL_Texture texture_image(gc, "tux.png");
		texture_image.set_wrap_mode(cl_wrap_repeat, cl_wrap_repeat, cl_wrap_repeat);
		texture_image.set_min_filter(cl_filter_linear);
		texture_image.set_mag_filter(cl_filter_linear);

		CL_ResourceManager resources("resources.xml");
		CL_Sprite sprite(gc, "test", &resources);
		//sprite.set_linear_filter(true);

		CL_Font small_font = CL_Font(gc, "Tahoma", 12);

		float test_base_angle = 0.0f;
		float test_angle = 0.0f;
		float test_angle_pitch = 0.0f;
		float test_angle_yaw = 0.0f;
		float test_scale = 1.0f;
		bool test_scale_dir = false;

		// Run until someone presses escape
		while (!quit)
		{
			gc.clear(CL_Colorf(0.0f,0.0f,0.2f));

			gc.set_map_mode(CL_MapMode(cl_map_2d_upper_left));

	// CL_Draw::point()
			for (int xcnt=0; xcnt<8; xcnt++)
			{
				for (int ycnt=0; ycnt<6; ycnt++)
				{
					CL_Draw::point(gc, xcnt*2, ycnt*2, CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));
				}
			}
			small_font.draw_text(gc, 32, 10, "8*6 Points (0 + 2x), (0 + 2y)");

	// CL_Draw::line()
			for (int xcnt=0; xcnt<4; xcnt++)
			{
				for (int ycnt=0; ycnt<3; ycnt++)
				{
					const int offset_y = 16;
					const int line_length = 6;
					const int spacing = 8;
					CL_Draw::line(gc, xcnt*spacing, (ycnt*spacing) + offset_y, line_length + (xcnt*spacing), (line_length + (ycnt*spacing)) + offset_y, CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));
				}
			}
			small_font.draw_text(gc, 48, 30, "4*3 Lines (0 + 8x), (32 + 8y), (6 + 8x), (38 + 8y)");

	// CL_Draw::box()
			for (int xcnt=0; xcnt<4; xcnt++)
			{
				for (int ycnt=0; ycnt<3; ycnt++)
				{
					const int offset_y = 48;
					const int line_length = 6;
					const int spacing = 8;
					CL_Draw::box(gc, xcnt*spacing, (ycnt*spacing) + offset_y, line_length + (xcnt*spacing), (line_length + (ycnt*spacing)) + offset_y, CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));
				}
			}
			small_font.draw_text(gc, 48, 66, "4*3 Box (0 + 8x), (32 + 8y), (6 + 8x), (38 + 8y)");

	// CL_Draw::fill()
			for (int xcnt=0; xcnt<4; xcnt++)
			{
				for (int ycnt=0; ycnt<3; ycnt++)
				{
					const int offset_y = 80;
					const int line_length = 6;
					const int spacing = 8;
					CL_Draw::fill(gc, xcnt*spacing, (ycnt*spacing) + offset_y, line_length + (xcnt*spacing), (line_length + (ycnt*spacing)) + offset_y, CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));
				}
			}
			small_font.draw_text(gc, 48, 90, "4*3 Fill (0 + 8x), (32 + 8y), (6 + 8x), (38 + 8y)");

	// CL_Draw::gradient_fill()
			CL_Gradient gradient;
			gradient.top_left = CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f);
			gradient.top_right = CL_Colorf(1.0f, 0.0f, 0.0f, 1.0f);
			gradient.bottom_left = CL_Colorf(0.0f, 0.0f, 1.0f, 1.0f);
			gradient.bottom_right = CL_Colorf(0.0f, 1.0f, 0.0f, 1.0f);
			for (int xcnt=0; xcnt<4; xcnt++)
			{
				for (int ycnt=0; ycnt<3; ycnt++)
				{
					const int offset_y = 110;
					const int line_length = 6;
					const int spacing = 8;
					CL_Draw::gradient_fill(gc, xcnt*spacing, (ycnt*spacing) + offset_y, line_length + (xcnt*spacing), (line_length + (ycnt*spacing)) + offset_y, gradient);
				}
			}
			small_font.draw_text(gc, 48, 115, "4*3 GradientFill (0 + 8x), (32 + 8y), (6 + 8x), (38 + 8y)");
			small_font.draw_text(gc, 48, 125, "top left = white. top right = red");
			small_font.draw_text(gc, 48, 135, "bottom left = blue. bottom right = green");

	// CL_Draw::circle()
			{
				const int offset_y = 140;
				int radius = 5;
				CL_Draw::circle(gc, radius, offset_y + radius, radius, CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));

				const int offset_x = 16;
				radius = 16;
				CL_Draw::circle(gc, offset_x + radius, offset_y + radius, radius, CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));
			}
			small_font.draw_text(gc, 54, 149, "Circle (5, 145) Radius = 5");
			small_font.draw_text(gc, 54, 159, "Circle (32, 156) Radius = 16");

	// CL_Draw::gradient_circle()
			{
				CL_Gradient gradient;
				gradient.top_left = CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f);
				gradient.top_right = CL_Colorf(0.0f, 0.0f, 0.0f, 1.0f);
				gradient.bottom_left = CL_Colorf(0.0f, 0.0f, 0.0f, 1.0f);
				gradient.bottom_right = CL_Colorf(1.0f, 0.0f, 0.0f, 1.0f);

				const int offset_y = 180;
				float radius = 17.0;
				float xpos = radius;
				float ypos = offset_y + radius;
				CL_Draw::gradient_circle(gc, CL_Pointf( xpos, ypos ), CL_Pointf(radius/2.0, 0.0f), radius, gradient);

				const int offset_x = 40;
				radius = 17.0;
				xpos = offset_x + radius;
				ypos = offset_y + radius;
				CL_Draw::gradient_circle(gc, CL_Pointf( xpos, ypos), CL_Pointf(0.0f, radius/2.0), radius, gradient);
			}

			small_font.draw_text(gc, 80, 189, "Gradient Circle (16, 196) Radius = 17. Gradient right");
			small_font.draw_text(gc, 80, 199, "Gradient Circle (56, 196) Radius = 17. Gradient up");
			small_font.draw_text(gc, 80, 209, "centre = white, outer = red");

	// CL_Draw::triangle()
			{
				const float offset_y = 220.0f;
				const float size = 12.0f;
				CL_Draw::triangle(gc, CL_Pointf(0.0f, offset_y), CL_Pointf(0.0f, offset_y + size), CL_Pointf(size, offset_y + size), CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));

				float offset_x = 16.0f;
				CL_Draw::triangle(gc, CL_Pointf(offset_x + 0.0f, offset_y + size), CL_Pointf(offset_x + size, offset_y + size), CL_Pointf(offset_x + 0.0f, offset_y), CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));

				offset_x = 32.0f;
				CL_Draw::triangle(gc, CL_Pointf(offset_x + size, offset_y + size), CL_Pointf(offset_x + 0.0f, offset_y), CL_Pointf(offset_x + 0.0f, offset_y + size), CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));
			}
			small_font.draw_text(gc, 48, 229, "3 Triangles (12 pixel size) (Left vertical edge).");
			small_font.draw_text(gc, 48, 239, "Top Left: (0,220)  (16,220)  (32,220)");

	// CL_Draw::texture()
			gc.set_texture(0, texture_image);
			{
				float offset_x = 0.0f;
				float offset_y = 250.0f;
				CL_Rectf src_rect(offset_x, offset_y, CL_Sizef(31, 47));
				CL_Rectf texture_coords(0.0, 0.0, 1.0f, 1.0f);
				CL_Colorf color(1.0f, 1.0f, 1.0f, 1.0f);
				CL_Draw::texture(gc, src_rect, color, texture_coords);

				offset_x = 33.0f;
				src_rect = CL_Rectf(offset_x, offset_y, CL_Sizef(31, 47));
				texture_coords = CL_Rectf(0.25f, 0.25f, 0.75f, 0.75f);
				color = CL_Colorf(1.0f, 0.0f, 0.0f, 1.0f);
				CL_Draw::texture(gc, src_rect, color, texture_coords);
			}
			gc.reset_texture(0);
			small_font.draw_text(gc, 76, 260, "Texture (0, 250) size=(31,47)");
			small_font.draw_text(gc, 76, 275, "Texture (33, 250) size=(31,47) (red, magnify*2)");

	// CL_RoundedRect
			{
				CL_RoundedRect roundedrect(CL_Sizef(64.0f, 32.0f), 15.0f);

				float offset_x = 0.0f;
				float offset_y = 300.0f;
				CL_Origin origin = origin_top_left;
				roundedrect.draw(gc, CL_Pointf(offset_x, offset_y), CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f), origin);

				offset_y = 340.0f;
				roundedrect.fill(gc, CL_Pointf(offset_x, offset_y), CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f), origin);

				offset_y = 380.0f;
				CL_Gradient gradient;
				gradient.top_left = CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f);
				gradient.top_right = CL_Colorf(1.0f, 0.0f, 0.0f, 1.0f);
				gradient.bottom_left = CL_Colorf(0.0f, 0.0f, 1.0f, 1.0f);
				gradient.bottom_right = CL_Colorf(0.0f, 1.0f, 0.0f, 1.0f);
				roundedrect.fill(gc, CL_Pointf(offset_x, offset_y), gradient, origin);

				offset_y = 420.0f;
				roundedrect.set_control_point_bl(CL_Pointf(0.4f, 0.8f));
				roundedrect.set_rounding_bottom_left(CL_Sizef(0.2f, 0.6f));

				roundedrect.set_control_point_tl(CL_Pointf(0.2f, 0.4f));
				roundedrect.set_rounding_top_left(CL_Sizef(0.4f, 0.2f));

				roundedrect.set_control_point_tr(CL_Pointf(0.6f, 0.2f));
				roundedrect.set_rounding_top_right(CL_Sizef(0.8f, 0.4f));
				roundedrect.set_control_point_br(CL_Pointf(0.6f, 0.8f));
				roundedrect.set_rounding_bottom_right(CL_Sizef(0.8f, 0.6f));

				roundedrect.fill(gc, CL_Pointf(offset_x, offset_y), gradient, origin);

			}
			small_font.draw_text(gc, 76, 310, "RoundedRect - draw (0, 300) size=(64,32)");
			small_font.draw_text(gc, 76, 325, "(RoundedRect - draw gradient - is not implemented)");
			small_font.draw_text(gc, 76, 350, "RoundedRect - fill (0, 340) size=(64,32)");
			small_font.draw_text(gc, 76, 390, "RoundedRect - fill gradient (0, 380) size=(64,32)");
			small_font.draw_text(gc, 76, 400, "top left = white. top right = red");
			small_font.draw_text(gc, 76, 410, "bottom left = blue. bottom right = green");
			small_font.draw_text(gc, 76, 430, "RoundedRect - fill gradient (0, 420) size=(64,32)");
			small_font.draw_text(gc, 76, 440, "Controling control / rounding points");

	// CL_Sprite
			{
				test_base_angle+=5.0f;
				if (test_base_angle >= 360.0f)
				{
					test_base_angle = 0.0f;
				}
#ifndef USE_SWRENDER
				clEnable(GL_MULTISAMPLE);
#endif
				sprite.set_base_angle(CL_Angle(test_base_angle, cl_degrees));
				sprite.draw(gc, 350, 20);
				sprite.set_base_angle(CL_Angle(0, cl_degrees));

#ifndef USE_SWRENDER
				clDisable(GL_MULTISAMPLE);
#endif
			}
			small_font.draw_text(gc, 370, 20, "Sprite - Base angle");
			small_font.draw_text(gc, 370, 35, "Multisampling enabled");

			{
				test_angle+=5.0f;
				if (test_angle >= 360.0f)
				{
					test_angle = 0.0f;
				}

				sprite.set_angle(CL_Angle(test_angle, cl_degrees));
				sprite.draw(gc, 350, 60);
				sprite.set_angle(CL_Angle(0, cl_degrees));
			}
			small_font.draw_text(gc, 370, 60, "Sprite - Angle");

			{
				test_angle_pitch+=5.0f;
				if (test_angle_pitch >= 360.0f)
				{
					test_angle_pitch = 0.0f;
				}

				sprite.set_angle_pitch(CL_Angle(test_angle_pitch, cl_degrees));
				sprite.draw(gc, 350, 100);
				sprite.set_angle_pitch(CL_Angle(0, cl_degrees));
			}
			small_font.draw_text(gc, 370, 100, "Sprite - Angle Pitch");

			{
				test_angle_yaw+=5.0f;
				if (test_angle_yaw >= 360.0f)
				{
					test_angle_yaw = 0.0f;
				}

				sprite.set_angle_yaw(CL_Angle(test_angle_yaw, cl_degrees));
				sprite.draw(gc, 350, 140);
				sprite.set_angle_yaw(CL_Angle(0, cl_degrees));
			}
			small_font.draw_text(gc, 370, 140, "Sprite - Angle Yaw");

			{
				if (test_scale_dir)
				{
					test_scale += 0.1f;
					if (test_scale >= 2.0f)
					{
						test_scale = 2.0f;
						test_scale_dir = false;
					}
				}else
				{
					test_scale -= 0.1f;
					if (test_scale <= -2.0f)
					{
						test_scale = -2.0f;
						test_scale_dir = true;
					}
				}

				sprite.set_scale(test_scale, 1.0f);
				sprite.draw(gc, 350, 180);
				sprite.set_scale(1.0f, test_scale);
				sprite.draw(gc, 390, 180);
				sprite.set_scale(1.0f, 1.0f);
			}
			small_font.draw_text(gc, 420, 180, "Sprite - Set Scale (x), (y)");

			// Flip the display, showing on the screen what we have drawed
			// since last call to flip()
			window.flip(1);

			// This call processes user input and other events
			CL_KeepAlive::process();
		}
		small_font = CL_Font();
	}
	catch(CL_Exception& exception)
	{
		CL_Console::write_line("Exception caught:");
		CL_Console::write_line(exception.message);

		// Display the stack trace (if available)
		std::vector<CL_String> stacktrace = exception.get_stack_trace();
		int size = stacktrace.size();
		if (size > 0)
		{
			CL_Console::write_line("Stack Trace:");
			for (int cnt=0; cnt < size; cnt++)
			{
				CL_Console::write_line(stacktrace[cnt]);
			}
		}

		console.display_close_message();

		return -1;
	}
	return 0;
}
Example #6
0
// The start of the Application
int App::start(const std::vector<CL_String> &args)
{
	CL_DisplayWindowDescription win_desc;
	win_desc.set_allow_resize(true);
	win_desc.set_title("Vertex Buffer Object Example");
	win_desc.set_depth_size(16);

	win_desc.set_size(CL_Size( 800, 600 ), false);

	CL_DisplayWindow window(win_desc);
	CL_Slot slot_quit = window.sig_window_close().connect(this, &App::on_window_close);
	CL_Slot slot_input_up = (window.get_ic().get_keyboard()).sig_key_up().connect(this, &App::on_input_up);

	CL_GraphicContext gc = window.get_gc();

	Shader shader(gc);

	// Prepare the display
	gc.set_map_mode(cl_user_projection);

	CL_PolygonRasterizer polygon_rasterizer;
	polygon_rasterizer.set_culled(true);
	polygon_rasterizer.set_face_cull_mode(cl_cull_back);
	polygon_rasterizer.set_front_face(cl_face_side_clockwise);
	gc.set_polygon_rasterizer(polygon_rasterizer);

	CL_BufferControl buffer_control;
	buffer_control.enable_depth_test(true);
	buffer_control.set_depth_compare_function(cl_comparefunc_lequal);
	buffer_control.enable_depth_write(true);
	gc.set_buffer_control(buffer_control);

	std::vector<CL_Vec3f> object_positions;
	std::vector<CL_Vec3f> object_normals;
	std::vector<CL_Vec4f> object_material_ambient;

	const int num_cubes = 20000;
	object_positions.reserve(num_cubes * 6 * 6);	// 6 faces, and 6 vertices per face
	object_normals.reserve(num_cubes * 6 * 6);
	object_material_ambient.reserve(num_cubes * 6 * 6);

	for (int cnt=0; cnt < num_cubes; cnt++)
	{
		create_cube(object_positions, object_normals, object_material_ambient);
	}

	CL_VertexArrayBuffer vb_positions(gc, &object_positions[0], sizeof(CL_Vec3f) * object_positions.size());
	CL_VertexArrayBuffer vb_normals(gc, &object_normals[0], sizeof(CL_Vec3f) * object_normals.size());
	CL_VertexArrayBuffer vb_material_ambient(gc, &object_material_ambient[0], sizeof(CL_Vec4f) * object_material_ambient.size());

	// ** Note, at this point "object_positions, object_normals and object_material_ambient"
	// ** can be destroyed. But for the purpose of this example, is it kept

	CL_Font fps_font(gc, "tahoma", 20);

	FramerateCounter frameratecounter;
	unsigned int time_last = CL_System::get_time();

	float angle = 0.0f;
	is_vertex_buffer_on = true;

	while (!quit)
	{
		unsigned int time_now = CL_System::get_time();
		float time_diff = (float) (time_now - time_last);
		time_last = time_now;

		gc.clear(CL_Colorf(0.0f, 0.0f, 0.0f, 1.0f));
		gc.clear_depth(1.0f);

		gc.set_map_mode(cl_map_2d_upper_left);
		CL_String fps = cl_format("%1 fps", frameratecounter.get_framerate());
		fps_font.draw_text(gc, gc.get_width() - 100, 30, fps);
		CL_String info = cl_format("%1 vertices", (int) object_positions.size());
		fps_font.draw_text(gc, 30, 30, info);

		fps_font.draw_text(gc, 30, gc.get_height() - 8, "Press any key to toggle the Vertex Buffer option");

		if (is_vertex_buffer_on)
		{
			fps_font.draw_text(gc, 200, 30, "Vertex Buffer = ON");
		}
		else
		{
			fps_font.draw_text(gc, 200, 30, "Vertex Buffer = OFF");
		}

		gc.set_map_mode(cl_user_projection);
		CL_Mat4f perp = CL_Mat4f::perspective(45.0f, ((float) gc.get_width()) / ((float) gc.get_height()), 0.1f, 100000.0f);
		gc.set_projection(perp);

		angle += time_diff / 20.0f;
		if (angle >= 360.0f)
			angle -= 360.0f;

		gc.push_modelview();
		gc.set_modelview(CL_Mat4f::identity());
		gc.mult_scale(1.0f,1.0f, -1.0f);	// So +'ve Z goes into the screen
		gc.mult_translate(0.0f, 0.0f, 800.0f);
		gc.mult_rotate(CL_Angle(angle*2.0f, cl_degrees), 0.0f, 1.0f, 0.0f, false);
		gc.mult_rotate(CL_Angle(angle, cl_degrees), 1.0f, 0.0f, 0.0f, false);

		shader.Set(gc);
		shader.Use(gc);

		CL_PrimitivesArray prim_array(gc);

		if (is_vertex_buffer_on)
		{
			prim_array.set_attributes(0, vb_positions, 3, cl_type_float, (void *) 0);
			prim_array.set_attributes(1, vb_normals, 3, cl_type_float, (void *) 0);
			prim_array.set_attributes(2, vb_material_ambient, 4, cl_type_float, (void *) 0);
		}
		else
		{
			prim_array.set_attributes(0, &object_positions[0]);
			prim_array.set_attributes(1, &object_normals[0]);
			prim_array.set_attributes(2, &object_material_ambient[0]);
		}
		gc.draw_primitives(cl_triangles, object_positions.size(), prim_array);

		gc.pop_modelview();

		gc.reset_program_object();

		window.flip(0);
		frameratecounter.frame_shown();

		CL_KeepAlive::process();
	}

	return 0;
}
Example #7
0
void Powerup::setAngulo(float _angulo)
{
	angulo = _angulo;
	sprite->set_angle(CL_Angle(angulo, cl_degrees));
	collisionPowerup->set_angle(CL_Angle(angulo, cl_degrees));
}
Example #8
0
CL_Angle CL_Vec2<Type>::angle(const CL_Vec2<Type>& v) const
{
	return CL_Angle((float)acosf(float(dot(v)/(length()*v.length()))), cl_radians);
}
Example #9
0
// The start of the Application
int App::start(const std::vector<CL_String> &args)
{
	// Setup the window
	CL_DisplayWindowDescription win_desc;
	win_desc.set_allow_resize(true);
	win_desc.set_title("3D GUI Example");
	win_desc.set_size(CL_Size( 700, 700 ), false);
	window = CL_DisplayWindow(win_desc);

	// Connect the slots that we require
	CL_Slot slot_quit = window.sig_window_close().connect(this, &App::on_window_close);
	CL_Slot slot_input_down = (window.get_ic().get_keyboard()).sig_key_down().connect(this, &App::on_input_down);

	CL_GraphicContext gc = window.get_gc();

	CL_Font font = CL_Font(gc, "tahoma", 16);

	// Initialise the GUI system
	GUI gui(this);

	// NOTE: The GUI component positions are still in 2D world, therefore
	// be careful not to overlap windows, else unpredicted results may occur!

	window1 = new Window1(gui, CL_Rect(0,0, CL_Size(256, 256)));

	slider_1_xrotation = new Slider(gui, CL_Rect(0, 512, CL_Size(200, 17)));
	slider_1_xrotation->object_matrix.translate_self(0.0f, 0.8f, 3.0f);
	slider_1_xrotation->object_matrix.multiply(CL_Mat4f::rotate(CL_Angle(10, cl_degrees), 0.0f, 0.0f, 1.0f));

	slider_1_yrotation = new Slider(gui, CL_Rect(256*1, 512, CL_Size(200, 17)));
	slider_1_yrotation->object_matrix.translate_self(0.0f, 0.7f, 3.0f);
	slider_1_yrotation->object_matrix.multiply(CL_Mat4f::rotate(CL_Angle(10, cl_degrees), 0.0f, 0.0f, 1.0f));

	slider_1_zrotation = new Slider(gui, CL_Rect(256*2, 512, CL_Size(200, 17)));
	slider_1_zrotation->object_matrix.translate_self(0.0f, 0.6f, 3.0f);
	slider_1_zrotation->object_matrix.multiply(CL_Mat4f::rotate(CL_Angle(10, cl_degrees), 0.0f, 0.0f, 1.0f));

	slider_1_xtranslation = new Slider(gui, CL_Rect(256*3, 512, CL_Size(200, 17)));
	slider_1_xtranslation->object_matrix.translate_self(0.0f, 0.5f, 3.0f);
	slider_1_xtranslation->object_matrix.multiply(CL_Mat4f::rotate(CL_Angle(10, cl_degrees), 0.0f, 0.0f, 1.0f));
	slider_1_xtranslation->component->set_position(500);

	slider_1_ytranslation = new Slider(gui, CL_Rect(256*4, 512, CL_Size(200, 17)));
	slider_1_ytranslation->object_matrix.translate_self(0.0f, 0.4f, 3.0f);
	slider_1_ytranslation->object_matrix.multiply(CL_Mat4f::rotate(CL_Angle(10, cl_degrees), 0.0f, 0.0f, 1.0f));
	slider_1_ytranslation->component->set_position(500);

	slider_1_ztranslation = new Slider(gui, CL_Rect(256*5, 512, CL_Size(200, 17)));
	slider_1_ztranslation->object_matrix.translate_self(0.0f, 0.3f, 3.0f);
	slider_1_ztranslation->object_matrix.multiply(CL_Mat4f::rotate(CL_Angle(10, cl_degrees), 0.0f, 0.0f, 1.0f));
	slider_1_ztranslation->component->set_position(500);

	while(!quit)
	{
		calculate_matrix();

		gc.set_modelview(CL_Mat4f::identity());
		gc.set_map_mode(CL_MapMode(cl_map_2d_upper_left));

		// Draw the gradient
		CL_Draw::gradient_fill(gc, CL_Rect(0, 0, gc.get_width(), gc.get_height()/2), CL_Gradient(CL_Colorf(0.2f, 0.2f, 0.8f, 1.0f), CL_Colorf(0.0f, 0.0f, 0.2f, 1.0f)));
		CL_Draw::gradient_fill(gc, CL_Rect(0, gc.get_height()/2, gc.get_width(), gc.get_height()), CL_Gradient(CL_Colorf(0.0f, 0.0f, 0.2f, 1.0f), CL_Colorf(0.2f, 0.2f, 0.8f, 1.0f)));

		font.draw_text(gc, 8, 20, "GUI3D");

		int xoffset = 160;
		int yoffset = 70;
		const int ygap = 35;
		font.draw_text(gc, xoffset, yoffset, "X Rotation");
		yoffset += ygap;
		font.draw_text(gc, xoffset, yoffset, "Y Rotation");
		yoffset += ygap;
		font.draw_text(gc, xoffset, yoffset, "Z Rotation");
		yoffset += ygap;
		font.draw_text(gc, xoffset, yoffset, "X Translation");
		yoffset += ygap;
		font.draw_text(gc, xoffset, yoffset, "Y Translation");
		yoffset += ygap;
		font.draw_text(gc, xoffset, yoffset, "Z Translation");
		yoffset += ygap;

		if (!gui.run())
			break;

		gc.set_map_mode(cl_user_projection);
		gc.set_projection(projection_matrix);
		gc.set_modelview(modelview_matrix);

		control_window();

		gui.draw();

		window.flip(1);

		CL_KeepAlive::process();
	}

	return 0;
}
Example #10
0
    void setup_perspective( const player &camera ) {
        glMatrixMode(GL_PROJECTION);                        //hello

        {
            CL_Mat4f proj = CL_Mat4f::perspective( 60, 1.5, 0.2, 500 );
            //      CL_Mat4f proj = CL_Mat4f::ortho( -20.0 * pump_factor_, 20.0 * pump_factor_, -15.0 * pump_factor_, 15.0 * pump_factor_, 0, 200 );
            //CL_Mat4f proj = CL_Mat4f::ortho( -40, 40, -30, 30, 0, 200 );


            glLoadMatrixf( proj.matrix );
        }

        //          std::cout << "pos: " << player_pos << "\n";

        glMatrixMode( GL_MODELVIEW );
        {
            const vec3f &player_pos = camera.pos();
            CL_Mat4f proj = CL_Mat4f::translate(-player_pos.x, -player_pos.y, -player_pos.z) * CL_Mat4f::rotate(CL_Angle(-camera.rot_x(), cl_degrees),CL_Angle(-camera.rot_y(),cl_degrees),CL_Angle(), cl_XYZ);
            glLoadMatrixf(proj.matrix);
        }
    }
Example #11
0
void App::create_scene(CL_GraphicContext &gc)
{
	Model model_teapot(gc, "../Clan3D/Resources/teapot.dae", true);
	Model model_landscape(gc, "Resources/land.dae", false);
	Model model_tree(gc, "Resources/tree.dae", false);
	Model model_gear(gc, "../Clan3D/Resources/gear.dae", false);

	model_teapot.SetMaterial(
		32.0f,	// shininess
		CL_Vec4f(0.0f, 0.0f, 0.0f, 1.0f),	// emission
		CL_Vec4f(1.5f, 1.5f, 0.5f, 1.0f),	// ambient
		CL_Vec4f(0.5f, 0.5f, 0.5f, 1.0f) );	// specular

	camera = new SceneObject(scene, scene.base);
	camera->position = CL_Vec3f(0.0f, 50.0f, -20.0f);
	camera->rotation_y = CL_Angle(0.0f, cl_degrees);
	camera->scale = CL_Vec3f(1.0f, 1.0f, 1.0f);

	light = new SceneObject(scene, scene.base);
	light->position = CL_Vec3f(-20.4732f, 48.7872f, -20.5439f);
	light->rotation_y = CL_Angle(45.0f, cl_degrees);
	light->rotation_x = CL_Angle(35.0f, cl_degrees);
	light->scale = CL_Vec3f(1.0f, 1.0f, 1.0f);

	SceneObject *object_landscape = new SceneObject(scene, scene.base);
	object_landscape->model = model_landscape;
	object_landscape->position = CL_Vec3f(0.0f, 0.0f, 0.0f);

	object_teapot1 = new SceneObject(scene, object_landscape);
	object_teapot1->model = model_teapot;
	object_teapot1->position = CL_Vec3f(-8.2f, 37.3f, 8.0f);
	object_teapot1->scale = CL_Vec3f(8.0f, 8.0f, 8.0f);

	object_teapot2 = new SceneObject(scene, object_landscape);
	object_teapot2->model = model_teapot;
	object_teapot2->position = CL_Vec3f(2.0f, 40.0f, 1.0f);
	object_teapot2->scale = CL_Vec3f(8.0f, 8.0f, 8.0f);

	SceneObject *object_tree = new SceneObject(scene, object_landscape);
	object_tree->model = model_tree;
	object_tree->position = CL_Vec3f(-7.2701f, 25.58f, -9.0932f);

	object_tree = new SceneObject(scene, object_landscape);
	object_tree->model = model_tree;
	object_tree->position = CL_Vec3f(-11.829f, 25.8125f, 0.0f);

	object_tree = new SceneObject(scene, object_landscape);
	object_tree->model = model_tree;
	object_tree->position = CL_Vec3f(-5.0f, 27.6963f, 0.0f);

	object_tree = new SceneObject(scene, object_landscape);
	object_tree->model = model_tree;
	object_tree->position = CL_Vec3f(0.0f, 29.4237f, 0.0f);

	object_gear = new SceneObject(scene, object_landscape);
	object_gear->model = model_gear;
	object_gear->position = CL_Vec3f(10.0f, 40.58f, 10.0);
	object_gear->scale = CL_Vec3f(3.0f, 3.0f, 3.0f);

	scene.gs->LoadImages(gc);

}
Example #12
0
CL_Angle CL_Vec4<Type>::angle3(const CL_Vec4<Type>& v) const
{
	return CL_Angle(acosf(float(dot3(v)/(length3()*v.length3()))), cl_radians);
}