Example #1
0
int main(int argc, char* argv[]){

  if (argc > 1 ){
    CommandLineOptions(argc, argv);
  }

  QApplication app(argc, argv);

  MainWindow tux(argc>1 ? argv[1] : "");
  app.setMainWidget( &tux );
  return app.exec();

}
Example #2
0
static int sapi_tux_read_post(char *buffer, uint count_bytes)
{
#if 0
	int amount = 0;
	TSRMLS_FETCH();

	TG(req)->objectlen = count_bytes;
	TG(req)->object_addr = buffer;
	if (tux(TUX_ACTION_READ_POST_DATA, TG(req)))
		return 0;

	TG(read_post_data) = 1;
	
	return TG(req)->objectlen;
#else
	return 0;
#endif
}
Example #3
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 #4
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_title("PixelBuffer Example");
	win_desc.set_size(clan::Size( 600, 630 ), 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);

	clan::Canvas canvas(window);

	clan::PixelBuffer tux("../../3D/Object3D/Resources/tux.png");

	clan::PixelBuffer cpu_buffer = tux.copy();

	const int num_gpu_buffers = 2;
	clan::TransferTexture gpu_buffer[num_gpu_buffers];
	for (int cnt=0; cnt < num_gpu_buffers; cnt++)
	{
		// Note - This example only uses PIXEL_UNPACK_BUFFER_ARB, it does not use PIXEL_PACK_BUFFER_ARB
		gpu_buffer[cnt] = clan::TransferTexture(canvas, tux);
	}

	const int num_textures = 2;
	clan::Texture2D textures[num_textures];
	for (int cnt=0; cnt < num_textures; cnt++)
	{
		textures[cnt] = clan::Texture2D(canvas, tux.get_width(), tux.get_height(), clan::tf_rgba8);
	}

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

	clan::GameTime game_time;

	int gpu_buffer_cycle = 0;
	int texture_cycle = 0;
	cpu_active = true;

	while (!quit)
	{
		game_time.update();
		canvas.clear(clan::Colorf(0.0f,0.0f,0.2f));

		// Modify the pixel buffer
		read_write_pixel_buffer(canvas, tux);

		// Control the texture buffering
		int texture_cycle_first = texture_cycle;
		int texture_cycle_second = texture_cycle + 1;
		if (texture_cycle_second >= num_textures)
			texture_cycle_second -= num_textures;

		// Control the gpu buffering
		int gpu_buffer_cycle_first = gpu_buffer_cycle;
		int gpu_buffer_cycle_second = gpu_buffer_cycle + 1;
		if (gpu_buffer_cycle_second >= num_gpu_buffers)
			gpu_buffer_cycle_second -= num_gpu_buffers;

		// Always draw the same text, to ensure matching speed calculation
		if (cpu_active)
		{
			font.draw_text(canvas, 8, 24, "GPU Transfer Texture Object", clan::Colorf(0.0f, 0.0f, 0.2f, 1.0f));
			font.draw_text(canvas, 8, 24, "CPU Pixel Buffer", clan::Colorf(1.0f, 1.0f, 1.0f, 1.0f));
			draw_cpu(canvas, cpu_buffer, tux, textures[texture_cycle_first], textures[texture_cycle_second]);
		}
		else
		{
			font.draw_text(canvas, 8, 24, "CPU Pixel Buffer", clan::Colorf(0.0f, 0.0f, 0.2f, 1.0f));
			font.draw_text(canvas, 8, 24, "GPU Transfer Texture Object", clan::Colorf(1.0f, 1.0f, 1.0f, 1.0f));
			draw_gpu(canvas, gpu_buffer[gpu_buffer_cycle_first], gpu_buffer[gpu_buffer_cycle_second], tux, textures[texture_cycle_first], textures[texture_cycle_second]);
		}

		font.draw_text(canvas, 8, canvas.get_height() - 16, "Press any key to toggle method");

		texture_cycle = texture_cycle_second;
		gpu_buffer_cycle = gpu_buffer_cycle_second;

		std::string fps(clan::string_format("%1 fps", clan::StringHelp::float_to_text(game_time.get_updates_per_second(), 1)));
		font.draw_text(canvas, canvas.get_width() - 100, canvas.get_height()-16, fps, clan::Colorf(1.0f, 1.0f, 1.0f, 1.0f));

		// Use flip(1) to lock the fps
		window.flip(0);
		clan::KeepAlive::process(0);

	}

	return 0;
}