Example #1
0
bool App::update()
{
	game_time.update();
	
	options->set_viewport(canvas.get_size());
	options->set_background_color(clan::Colorf(0.6f, 0.6f, 0.2f, 1.0f));
	options->update();

	int num_balls = options->num_balls;
	if (num_balls > max_balls)
		num_balls = max_balls;

	if (options->is_moveballs_set)
		move_balls(game_time.get_time_elapsed(), num_balls);

	canvas.clear_stencil(0);

	// Draw the grid
	const float grid_xpos = 10.0f;
	const float grid_ypos = 10.0f;
	image_grid.draw(canvas, grid_xpos, grid_ypos);

	clan::DepthStencilStateDescription stencil_desc;

	// Draw the circle onto the stencil
	if (options->is_circle_set)
	{
		stencil_desc.enable_stencil_test(true);

		stencil_desc.set_stencil_compare_front(clan::compare_always, 255, 255);
		stencil_desc.set_stencil_compare_back(clan::compare_always, 255, 255);
		stencil_desc.set_stencil_op_front(clan::stencil_incr_wrap, clan::stencil_incr_wrap, clan::stencil_incr_wrap);
		stencil_desc.set_stencil_op_back(clan::stencil_incr_wrap, clan::stencil_incr_wrap, clan::stencil_incr_wrap);
		stencil_desc.enable_depth_write(false);
		stencil_desc.enable_depth_test(false);

		clan::DepthStencilState stencil_state(canvas, stencil_desc);
		canvas.set_depth_stencil_state(stencil_state);
		canvas.set_blend_state(blend_state_no_color_write);

		canvas.fill_circle(grid_xpos + image_grid.get_width()/2, grid_ypos + image_grid.get_height()/2, 100, clan::Colorf::white);
		canvas.reset_blend_state();

	}

	stencil_desc.enable_stencil_test(true);
	stencil_desc.set_stencil_compare_front(options->compare_function, options->compare_reference, 255);
	stencil_desc.set_stencil_compare_back(options->compare_function, options->compare_reference, 255);
	stencil_desc.set_stencil_op_front(options->stencil_fail, options->stencil_pass, options->stencil_pass);
	stencil_desc.set_stencil_op_back(options->stencil_fail, options->stencil_pass, options->stencil_pass);

	// Note, depth testing disabled for this example
	stencil_desc.enable_depth_write(false);
	stencil_desc.enable_depth_test(false);
		
	//clan::BlendState blend_state(canvas, blend_desc);
	clan::DepthStencilState stencil_state(canvas, stencil_desc);
	canvas.set_depth_stencil_state(stencil_state);

	for (int cnt=0; cnt<num_balls; cnt++)
	{
		image_ball.draw(canvas, grid_xpos + balls[cnt].xpos, grid_ypos + balls[cnt].ypos);
	}

	canvas.reset_depth_stencil_state();

	clan::Image stencil_image = get_stencil(canvas, 
		clan::Rect(grid_xpos, grid_ypos, image_grid.get_width(), image_grid.get_height()));

	const float stencil_image_xpos = 400.0f;
	const float stencil_image_ypos = 30.0f;
	const float stencil_image_scale = 0.5f;
	stencil_image.set_scale(stencil_image_scale, stencil_image_scale);
	stencil_image.draw(canvas, stencil_image_xpos, stencil_image_ypos);
	canvas.draw_box(clan::Rectf(stencil_image_xpos, stencil_image_ypos, clan::Sizef(stencil_image.get_width() * stencil_image_scale, stencil_image.get_height() * stencil_image_scale)), clan::Colorf::white);
	font.draw_text(canvas, stencil_image_xpos, stencil_image_ypos - 4.0f, "Stencil", clan::Colorf::black);

	// Add a note to avoid confusion
	font.draw_text(canvas, 10.0f, 500.0, "(This example does not use the stencil depth buffer comparison or the stencil bitmask)", clan::Colorf::black);

	window.flip(1);

	return !quit;
}
Example #2
0
// The start of the Application
int App::start(const std::vector<std::string> &args)
{
	clan::DisplayWindowDescription win_desc;
	win_desc.set_allow_resize(true);
	win_desc.set_stencil_size(8);
	// For simplicity this example does not use the depth components
	//win_desc.set_depth_size(16);
	win_desc.set_title("Stencil Example");
	win_desc.set_size(clan::Size( 900, 570 ), false);

	clan::DisplayWindow window(win_desc);
	clan::Slot slot_quit = window.sig_window_close().connect(this, &App::on_window_close);
	clan::Slot slot_input_up = (window.get_ic().get_keyboard()).sig_key_up().connect(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::Image image_ball(canvas, "../Blend/Resources/ball.png");
	grid_space = (float) (image_grid.get_width() - image_ball.get_width());

	setup_balls();

	options->request_repaint();

	clan::Font font(canvas, "Tahoma", 20);

	clan::BlendStateDescription blend_desc;
	blend_desc.enable_color_write(false, false, false, false);
	clan::BlendState blend_state_no_color_write(canvas, blend_desc);

	clan::GameTime game_time;

	while (!quit)
	{
		game_time.update();
	
		wm.process();
		wm.draw_windows(canvas);

		int num_balls = options->num_balls;
		if (num_balls > max_balls)
			num_balls = max_balls;

		if (options->is_moveballs_set)
			move_balls(game_time.get_time_elapsed(), num_balls);

		canvas.clear_stencil(0);

		// Draw the grid
		const float grid_xpos = 10.0f;
		const float grid_ypos = 10.0f;
		image_grid.draw(canvas, grid_xpos, grid_ypos);

		clan::DepthStencilStateDescription stencil_desc;

		// Draw the circle onto the stencil
		if (options->is_circle_set)
		{
			stencil_desc.enable_stencil_test(true);

			stencil_desc.set_stencil_compare_front(clan::compare_always, 255, 255);
			stencil_desc.set_stencil_compare_back(clan::compare_always, 255, 255);
			stencil_desc.set_stencil_op_front(clan::stencil_incr_wrap, clan::stencil_incr_wrap, clan::stencil_incr_wrap);
			stencil_desc.set_stencil_op_back(clan::stencil_incr_wrap, clan::stencil_incr_wrap, clan::stencil_incr_wrap);
			stencil_desc.enable_depth_write(false);
			stencil_desc.enable_depth_test(false);

			clan::DepthStencilState stencil_state(canvas, stencil_desc);
			canvas.set_depth_stencil_state(stencil_state);
			canvas.set_blend_state(blend_state_no_color_write);

			canvas.fill_circle(grid_xpos + image_grid.get_width()/2, grid_ypos + image_grid.get_height()/2, 100, clan::Colorf::white);
			canvas.reset_blend_state();

		}

		stencil_desc.enable_stencil_test(true);
		stencil_desc.set_stencil_compare_front(options->compare_function, options->compare_reference, 255);
		stencil_desc.set_stencil_compare_back(options->compare_function, options->compare_reference, 255);
		stencil_desc.set_stencil_op_front(options->stencil_fail, options->stencil_pass, options->stencil_pass);
		stencil_desc.set_stencil_op_back(options->stencil_fail, options->stencil_pass, options->stencil_pass);

		// Note, depth testing disabled for this example
		stencil_desc.enable_depth_write(false);
		stencil_desc.enable_depth_test(false);
		
		clan::BlendState blend_state(canvas, blend_desc);
		clan::DepthStencilState stencil_state(canvas, stencil_desc);
		canvas.set_depth_stencil_state(stencil_state);

		for (int cnt=0; cnt<num_balls; cnt++)
		{
			image_ball.draw(canvas, grid_xpos + balls[cnt].xpos, grid_ypos + balls[cnt].ypos);
		}

		canvas.reset_depth_stencil_state();

		clan::Image stencil_image = get_stencil(canvas, 
			clan::Rect(grid_xpos, grid_ypos, image_grid.get_width(), image_grid.get_height()));

		const float stencil_image_xpos = 400.0f;
		const float stencil_image_ypos = 30.0f;
		const float stencil_image_scale = 0.5f;
		stencil_image.set_scale(stencil_image_scale, stencil_image_scale);
		stencil_image.draw(canvas, stencil_image_xpos, stencil_image_ypos);
		canvas.draw_box(clan::Rectf(stencil_image_xpos, stencil_image_ypos, clan::Sizef(stencil_image.get_width() * stencil_image_scale, stencil_image.get_height() * stencil_image_scale)), clan::Colorf::white);
		font.draw_text(canvas, stencil_image_xpos, stencil_image_ypos - 4.0f, "Stencil", clan::Colorf::black);

		// Add a note to avoid confusion
		font.draw_text(canvas, 10.0f, 500.0, "(This example does not use the stencil depth buffer comparison or the stencil bitmask)", clan::Colorf::black);

		window.flip(1);

		clan::KeepAlive::process();
	}

	return 0;
}