CTextRenderer::CTextRenderer(CB::CRefPtr<CB::Graphic::IDevice> pDevice, CShaderManager& ShdMng, const CB::CString& strAssetsDIr) : m_pDevice(pDevice), m_pVShader(ShdMng.Load(TEXT_SHADER, CB::Graphic::ShaderType::Vertex)), m_pFShader(ShdMng.Load(TEXT_SHADER, CB::Graphic::ShaderType::Fragment)), m_vScale(1.0f) { auto strPath = CB::IO::Path::Combine(strAssetsDIr, TEXT_FONT); auto pFontStream = CB::IO::File::Open(strPath).Cast<CB::IO::IStream>(); auto pFontMng = CB::Font::CManager::Create(); auto pFont = pFontMng->Load(pFontStream); pFont->SelectFace(0); pFont->SetSize(48); { using namespace CB::Graphic; CB::Collection::CList<CB::Tools::CFontCharDesc> charList; CB::Tools::CFontTextureGenerator fontTexGen(pDevice); fontTexGen.MaxTextureSize.Set(512, 512); fontTexGen.CharPadding.Set(4, 4); this->m_pTexture = fontTexGen.Generate(pFont, charList); this->m_pTexture->SetFilters(TextureFilter::Linear, TextureFilter::Linear, TextureFilter::Linear); this->m_pTextGen = new CB::Tools::CTextMeshGenerator(charList); } { using namespace CB::Graphic; CB::Collection::CList<CVertexElement> els; els.Add(CVertexElement(0, SHADER_PARAM_POSITION, VertexType::Float, 3, 0)); els.Add(CVertexElement(1, SHADER_PARAM_TEXCOORD, VertexType::Float, 2, 0)); this->m_pVDeclaration = pDevice->CreateVertexDeclaration(this->m_pVShader, els); this->m_pVBuffer = pDevice->CreateBuffer(BufferType::Vertex, BufferUsage::Dynamic, BufferAccess::Write, 255 * sizeof(CB::Math::CVector3D)); this->m_pTBuffer = pDevice->CreateBuffer(BufferType::Vertex, BufferUsage::Dynamic, BufferAccess::Write, 255 * sizeof(CB::Math::CVector2D)); this->m_pIBuffer = pDevice->CreateBuffer(BufferType::Index, BufferUsage::Dynamic, BufferAccess::Write, 255 * sizeof(uint16)); CBlendInstDesc instDesc(BlendOption::SourceAlpha, BlendOperation::Add, BlendOption::OneMinusSourceAlpha); CBlendStateDesc blendDesc(true, instDesc, instDesc, 0xFF); this->m_pBlendState = pDevice->CreateState(blendDesc).Cast<IDeviceState>(); } this->SetTransform(CB::Math::CMatrix::GetIdentity()); this->SetColor(CB::Math::CColor(1.0f, 1.0f, 1.0f, 1.0f)); }
CMain::CMain(CB::CRefPtr<CB::Graphic::IDevice> pDevice, CTextRenderer& TextRenderer, CShaderManager& ShdMng) : m_pDevice(pDevice), m_TextRender(TextRenderer), m_pVertexShader(ShdMng.Load(GUI_SHADER, CB::Graphic::ShaderType::Vertex)), m_pFragmentShader(ShdMng.Load(GUI_SHADER, CB::Graphic::ShaderType::Fragment)), m_Background(pDevice, ShdMng), m_uTransitMode(TransitionMode::None) { using namespace CB::Graphic; { CB::Collection::CList<CVertexElement> vEls; vEls.Add(CVertexElement(0, L"input.vPosition", VertexType::Float, 3, 0)); vEls.Add(CVertexElement(1, L"input.vTexCoord", VertexType::Float, 2, 0)); this->m_pVertexDeclaration = this->m_pDevice->CreateVertexDeclaration(this->m_pVertexShader, vEls); } { CBlendInstDesc inst(BlendOption::SourceAlpha, BlendOperation::Add, BlendOption::OneMinusSourceAlpha); CBlendStateDesc desc(true, inst, inst, 0xFF); this->m_pBState = this->m_pDevice->CreateState(desc).Cast<IDeviceState>(); } }
int main(){ auto pLogger = CB::Log::CLogger::GetInstance(); pLogger->AddStream(CB::IO::File::Open(L"main.log", CB::IO::File::AccessType::WriteOnly, CB::IO::File::OpenAction::AlwaysCreate).Cast<CB::IO::IStream>()); pLogger->AddStream(CB::IO::Console::Create().Cast<CB::IO::IStream>(), CB::Log::CTextFormatter::Create(CB::String::Encoding::ANSI).Cast<CB::Log::IEntryFormatter>()); pLogger->SetDebugMode(true); try{ auto pWinDriver = CB::Window::LoadDriver(L"MSWindowDriver"); auto pGraphicDriver = CB::Graphic::LoadDriver(L"OGLGraphicDriver"); { auto pWinManager = pWinDriver->CreateManager(); auto pGraphicManager = pGraphicDriver->CreateManager(pWinManager); CB::Math::CSize outSize(640, 480); auto pWindow = pWinManager->CreateWindow(L"GraphicTest", CB::Window::Style::Single, outSize); auto pGraphicAdapter = pGraphicManager->GetDefaultAdapter(); CB::Graphic::CDisplayMode dispMode(pWindow->GetSize(), 0, CB::Graphic::BufferFormat::B8G8R8X8); CB::Graphic::CDeviceDesc devDesc(pWindow, dispMode, CB::Graphic::BufferFormat::D24S8, false); CB::Collection::CList<CB::Graphic::FeatureLevel> featureLevels; featureLevels.Add(CB::Graphic::FeatureLevel::Level_1); auto pGraphicDevice = pGraphicAdapter->CreateDevice(pWindow, devDesc, featureLevels); pWindow->OnClose += CB::Signals::CFunc<const bool, CB::CRefPtr<CB::Window::IWindow>>(CloseEvent); pWindow->SetVisible(true); CB::Graphic::CDepthStencilStateDesc depthDesc; depthDesc.bDepthTestEnabled = true; depthDesc.uDepthFunction = CB::Graphic::CompareFunc::LessEqual; auto pDepthState = pGraphicDevice->CreateState(depthDesc); pGraphicDevice->SetState(pDepthState.Cast<CB::Graphic::IDeviceState>()); CB::Graphic::CRasterizerStateDesc rastDesc; rastDesc.uCullMode = CB::Graphic::CullMode::None; auto pRastState = pGraphicDevice->CreateState(rastDesc); pGraphicDevice->SetState(pRastState.Cast<CB::Graphic::IDeviceState>()); CB::Graphic::CBlendStateDesc blendDesc; blendDesc.ColorBlend.uDestOperand = CB::Graphic::BlendOption::OneMinusSourceAlpha; blendDesc.ColorBlend.uSourceOperand = CB::Graphic::BlendOption::SourceAlpha; blendDesc.ColorBlend.uOperation = CB::Graphic::BlendOperation::Add; blendDesc.AlphaBlend.uDestOperand = CB::Graphic::BlendOption::OneMinusSourceAlpha; blendDesc.AlphaBlend.uSourceOperand = CB::Graphic::BlendOption::SourceAlpha; blendDesc.AlphaBlend.uOperation = CB::Graphic::BlendOperation::Add; blendDesc.bEnabled[0] = true; auto pBlendState = pGraphicDevice->CreateState(blendDesc); pGraphicDevice->SetState(pBlendState.Cast<CB::Graphic::IDeviceState>()); auto pFontManager = CB::Font::CManager::Create(); auto pFontStream = CB::IO::File::Open(L"Assets/font.ttf").Cast<CB::IO::IStream>(); auto pFont = pFontManager->Load(pFontStream); pFont->SelectFace(0); pFont->SetSize(24); CB::Collection::CList<CB::Tools::CFontCharDesc> charDescs; CB::Tools::CFontTextureGenerator fontGen(pGraphicDevice); fontGen.MaxTextureSize.Set(512, 512); auto pTexture = fontGen.Generate(pFont, charDescs); CB::Tools::CTextMeshGenerator textGen(charDescs); CB::Tools::CMeshRawIVT textMesh; textGen.Generate(L"Marek M³ynarski!", textMesh); CB::Collection::CList<CB::Graphic::CVertexElement> vEls; vEls.Add(CB::Graphic::CVertexElement(0, L"vinput.vPosition", CB::Graphic::VertexType::Float, 3, 0)); vEls.Add(CB::Graphic::CVertexElement(1, L"vinput.vTexCoord", CB::Graphic::VertexType::Float, 2, 0)); GraphicTest::CShaderLoader shaders(pGraphicDevice, L"Shaders/TextureShader.cg"); auto pTextDecl = pGraphicDevice->CreateVertexDeclaration(shaders.pVertexShader, vEls); auto pTextVertexBuffer = pGraphicDevice->CreateBuffer(CB::Graphic::BufferType::Vertex, CB::Graphic::BufferUsage::Dynamic, CB::Graphic::BufferAccess::Write, textMesh.Vertices); auto pTextTCoordBuffer = pGraphicDevice->CreateBuffer(CB::Graphic::BufferType::Vertex, CB::Graphic::BufferUsage::Dynamic, CB::Graphic::BufferAccess::Write, textMesh.TexCoords); auto pTextIndexBuffer = pGraphicDevice->CreateBuffer(CB::Graphic::BufferType::Index, CB::Graphic::BufferUsage::Dynamic, CB::Graphic::BufferAccess::Write, textMesh.Indices); float32 fAspect = (float32)outSize.Width / (float32)outSize.Height; CB::Math::CMatrix mProj = CB::Math::CMatrix::GetPerspective(fAspect, 60.0f, 1.0f, 100.0f); CB::Math::CMatrix mView = CB::Math::CMatrix::GetTranslation(-4.0f, 0.0f, -3.4f); CB::Math::CMatrix mModel = CB::Math::CMatrix::GetIdentity(); shaders.pFragmentShader->SetSampler(L"texDiffuse", pTexture.Cast<CB::Graphic::IBaseTexture>()); pTexture->SetFilters(CB::Graphic::TextureFilter::Linear, CB::Graphic::TextureFilter::Linear, CB::Graphic::TextureFilter::Linear); pTexture->SetAnisotropy(8); //g_pTexture = texture.pTexture; while(g_bRun){ pGraphicDevice->Clear(1.0f, 1); pGraphicDevice->Clear(CB::Math::CColor(1.0f, 0.5f, 0.0f, 1.0f)); pGraphicDevice->BeginRender(); pGraphicDevice->SetShader(shaders.pVertexShader); pGraphicDevice->SetShader(shaders.pFragmentShader); static float32 fV = 0.0f; fV += 20 * g_Timer.GetTimeDelta(); mModel = CB::Math::CMatrix::GetRotation(CB::Math::AxisOrientation::AxisX, fV); shaders.pVertexShader->SetUniform(L"vinput.mProj", mProj); shaders.pVertexShader->SetUniform(L"vinput.mView", mView); shaders.pVertexShader->SetUniform(L"vinput.mModel", mModel); pGraphicDevice->SetVertexDeclaration(pTextDecl); pGraphicDevice->SetVertexBuffer(0, pTextVertexBuffer); pGraphicDevice->SetVertexBuffer(1, pTextTCoordBuffer); pGraphicDevice->SetIndexBuffer(pTextIndexBuffer); pGraphicDevice->RenderIndexed(textMesh.uNumberOfPolygons); pGraphicDevice->EndRender(); g_Timer.Update(); pWinManager->ProcessEvents(); float fFPS = 1.0f / (g_Timer.GetTimeDelta() == 0.0f ? 1.0f : g_Timer.GetTimeDelta()); uint32 uFPS = (uint32)fFPS; textMesh.Clear(); textGen.Generate(L"FPS: " + CB::String::ToString(uFPS), textMesh); pTextVertexBuffer->LoadData(textMesh.Vertices); pTextTCoordBuffer->LoadData(textMesh.TexCoords); pTextIndexBuffer->LoadData(textMesh.Indices); pGraphicDevice->Swap(); } g_pTexture.Release(); } } catch(CB::Exception::CException& Exception){ CB::Log::Write(Exception, CB::Log::LogLevel::Fatal); CB::Message::Show(Exception, CB::Message::Icon::Error); } return 0; }
void CLevelFieldMesh::AddToList(CB::Collection::CList<CB::Math::CVector4D>& List) const{ for(uint32 i = 0; i < this->vPosition.GetLength(); i++){ List.Add(this->vPosition[i]); } }