bool c2d::ParticleRendererGeometry::create(Graphics::Device& device)
{
   // load effect
   mpEffect = device.createEffect(UTEXT("shaders/particle"));
   if ( mpEffect == NULL )
   {
      return false;
   }

   // create the blend state
   BlendStateDesc desc(BlendStateDesc::BS_SRC_ALPHA, BlendStateDesc::BS_ONE, true);
   BlendState* pblendstate = device.createBlendState(desc);
   if ( pblendstate == NULL )
   {
      return false;
   }

   mpEffect->setBlendState(pblendstate);

   mVertexBufferSize = 2048;
   int usage = VertexBuffer::eDynamic | VertexBuffer::eWriteOnly;
   mpVertexBuffer = mpEffect->createVertexBuffer(device, mVertexBufferSize, usage);
   if ( mpVertexBuffer == NULL )
   {
      return false;
   }
   
   return true;
}
Example #2
0
File: Main.cpp Project: Jhonnyg/pxf
bool PxfMain(Util::String _CmdLine)
{
	char t_title[512];
	char t_pxftitle[] = "PXF Engine";
	int t_fps = 0;

	Pxf::Graphics::WindowSpecifications* pWindowSpecs = new Pxf::Graphics::WindowSpecifications();
	pWindowSpecs->Width = 720;
	pWindowSpecs->Height = 480;
	pWindowSpecs->ColorBits = 8;
	pWindowSpecs->AlphaBits = 0;
	pWindowSpecs->DepthBits = 24;
	pWindowSpecs->StencilBits = 0;
	pWindowSpecs->VerticalSync = false;
	pWindowSpecs->FSAASamples = 0;
	pWindowSpecs->Fullscreen = false;
	pWindowSpecs->Resizeable = false;

	Pxf::Engine engine;
	Graphics::Device* pDevice = engine.CreateDevice(Graphics::EOpenGL2);
	//Graphics::Device* pDevice = engine.CreateDevice(Graphics::EOpenGL3);
	Graphics::Window* pWindow = pDevice->OpenWindow(pWindowSpecs);
	Input::Input* pInput = pDevice->GetInput();
	
	
	while (pWindow->IsOpen())
	{
		// Swap buffers
		pWindow->Swap();

		// Update title with FPS
		if (t_fps != pWindow->GetFPS())
		{
			t_fps = pWindow->GetFPS();
			sprintf(t_title, "%s - %s - FPS: %i", t_pxftitle, Graphics::DeviceTypeName(pDevice->GetDeviceType()), t_fps);
			pWindow->SetTitle(t_title);
		}
	}

	pDevice->CloseWindow();
	engine.DestroyDevice(pDevice);

	return true;
}
Example #3
0
bool PxfMain(Util::String _CmdLine)
{
	char t_title[512];
	char t_pxftitle[] = "PXF Engine";
	int t_fps = 0;

	Pxf::Graphics::WindowSpecifications* pWindowSpecs = new Pxf::Graphics::WindowSpecifications();
	pWindowSpecs->Width = 720;
	pWindowSpecs->Height = 480;
	pWindowSpecs->ColorBits = 8;
	pWindowSpecs->AlphaBits = 0;
	pWindowSpecs->DepthBits = 24;
	pWindowSpecs->StencilBits = 0;
	pWindowSpecs->VerticalSync = false;
	pWindowSpecs->FSAASamples = 0;
	pWindowSpecs->Fullscreen = false;
	pWindowSpecs->Resizeable = false;

	Pxf::Engine engine;
	Graphics::Device* pDevice = engine.CreateDevice(Graphics::EOpenGL2);
	Graphics::Window* pWindow = pDevice->OpenWindow(pWindowSpecs);
	Input::Input* pInput = engine.CreateInput(pDevice, pWindow);
	pInput->ShowCursor(true);

	GUIHandler* pGUI = new GUIHandler(pDevice);
	pGUI->AddScript("data/guitest.lua", &Pxf::Math::Vec4i(0,0,300,pWindowSpecs->Height)); // Fix this? viewport seems to be set from bottom left corner?

	// Setup viewport and orthogonal projection
	pDevice->SetViewport(0, 0, pWindowSpecs->Width / 2.0f, pWindowSpecs->Height);
	Math::Mat4 t_ortho = Math::Mat4::Ortho(0, pWindowSpecs->Width / 2.0f, pWindowSpecs->Height, 0, 0, 1);
	pDevice->SetProjection(&t_ortho);
	
	// Test font
	/*SimpleFont *_fonttest = new SimpleFont(pDevice);
	_fonttest->Load("data/alterebro_pixel.ttf", 13.0f, 128);
	_fonttest->AddTextCentered("Hey, some text! :)", Math::Vec3f(0,10,0));*/

	while (!pInput->IsKeyDown(Input::ESC) && pWindow->IsOpen())
	{
		
		// Some OGL stuff that hasn't been moved to the device yet
		pDevice->SetViewport(0, 0, pWindowSpecs->Width, pWindowSpecs->Height);
		pDevice->SetProjection(&t_ortho);
		glClearColor(.3, .3, .3, 0);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glLoadIdentity();
		glEnable(GL_TEXTURE_2D);
		//glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
		//glEnable(GL_BLEND);
		

		// Update input
		pInput->Update();

		Math::Vec2i mousepos_i;
		Math::Vec2f mousepos_f;
		pInput->GetMousePos(&mousepos_i.x, &mousepos_i.y);
		mousepos_f.x = mousepos_i.x;
		mousepos_f.y = mousepos_i.y;

		// GUI
		glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
		glEnable(GL_BLEND);
		pGUI->Update(&mousepos_f, pInput->IsButtonDown(Pxf::Input::MOUSE_LEFT), 1.0f);
		pGUI->Draw();
		
		//glBlendFunc(GL_SRC_COLOR,GL_ONE_MINUS_SRC_COLOR);
		//glEnable(GL_BLEND);
		//_fonttest->Draw();

		

		//glTranslatef(cosf(t_honk) * 200.0f, sinf(t_honk) * 200.0f, 0);

		/*pDevice->BindTexture(pTexture);
		pQBatch->Draw();
		*/

		// Swap buffers
		pWindow->Swap();

		// Update title with FPS
		if (t_fps != pWindow->GetFPS())
		{
			t_fps = pWindow->GetFPS();
			sprintf(t_title, "%s - %s - FPS: %i", t_pxftitle, Graphics::DeviceTypeName(pDevice->GetDeviceType()), t_fps);
			pWindow->SetTitle(t_title);
		}
	}

	pDevice->CloseWindow();
	engine.DestroyDevice(pDevice);

	return true;
}
Example #4
0
bool PxfMain(Util::String _CmdLine)
{

	char t_title[512];
	char t_pxftitle[] = "PXF Engine";
	int t_fps = 0;


	Timer t;

	Pxf::Graphics::WindowSpecifications* pWindowSpecs = new Pxf::Graphics::WindowSpecifications();
	pWindowSpecs->Width = 720;
	pWindowSpecs->Height = 480;
	pWindowSpecs->ColorBits = 8;
	pWindowSpecs->AlphaBits = 0;
	pWindowSpecs->DepthBits = 24;
	pWindowSpecs->StencilBits = 0;
	pWindowSpecs->VerticalSync = false;
	pWindowSpecs->FSAASamples = 0;
	pWindowSpecs->Fullscreen = false;
	pWindowSpecs->Resizeable = false;

	Pxf::Engine engine;
	Graphics::Device* pDevice = engine.CreateDevice(Graphics::EOpenGL2);
	Graphics::Window* pWindow = pDevice->OpenWindow(pWindowSpecs);
	Input::Input* pInput = engine.CreateInput(pDevice, pWindow);

	Resource::ResourceManager* resourceManager = new Resource::ResourceManager();
	Resource::Image* image = resourceManager->Acquire<Resource::Image>("test.png");

	// Load some texture
	glEnable(GL_TEXTURE_2D);
	Graphics::Texture* pTexture = pDevice->CreateTexture("test.png");
	pDevice->BindTexture(pTexture);

	// Lets create some quads, but render them in "reverse" order via SetDepth(...).
	Graphics::QuadBatch* pQBatch = pDevice->CreateQuadBatch(256);
	pQBatch->Reset();
	pQBatch->SetTextureSubset(0.0f, 0.0f, 32.0f / pTexture->GetWidth(), 32.0f / pTexture->GetHeight());
	pQBatch->SetDepth(0.5f);
	pQBatch->SetColor(1.0f, 0.0f, 0.0f, 1.0f);
	pQBatch->AddCentered(200, 200, 50, 50);
	pQBatch->SetDepth(0.1f);
	pQBatch->SetColor(0.0f, 1.0f, 0.0f, 1.0f);
	pQBatch->AddCentered(225, 225, 50, 50);

	// Setup viewport and orthogonal projection
	pDevice->SetViewport(0, 0, pWindowSpecs->Width, pWindowSpecs->Height);
	Math::Mat4 t_ortho = Math::Mat4::Ortho(0, pWindowSpecs->Width, pWindowSpecs->Height, 0, -1000, 1000);
	pDevice->SetProjection(&t_ortho);

	// InterleavedVertexBuffer
	

	MyVertex data[24];
	// Front
	data[0]  = MyVertex(Vec3f(-0.5f, -0.5f, 0.5f), Vec4f(0, 0, 1, 1.0f));
	data[1]  = MyVertex(Vec3f(0.5f, -0.5f, 0.5f), Vec4f(0, 0, 1, 1.0f));
	data[2]  = MyVertex(Vec3f(0.5f, 0.5f, 0.5f), Vec4f(0, 0, 1, 1.0f));
	data[3]  = MyVertex(Vec3f(-0.5f, 0.5f, 0.5f), Vec4f(0, 0, 1, 1.0f));
	// Back
	data[4]  = MyVertex(Vec3f(-0.5f, -0.5f, -0.5f), Vec4f(1, 0, 1, 1.0f));
	data[5]  = MyVertex(Vec3f(-0.5f, 0.5f, -0.5f), Vec4f(1, 0, 1, 1.0f));
	data[6]  = MyVertex(Vec3f(0.5f, 0.5f, -0.5f), Vec4f(1, 0, 1, 1.0f));
	data[7]  = MyVertex(Vec3f(0.5f, -0.5f, -0.5f), Vec4f(1, 0, 1, 1.0f));
	// Top
	data[8]  = MyVertex(Vec3f(-0.5f, 0.5f, 0.5f), Vec4f(0, 1, 1, 1.0f));
	data[9]  = MyVertex(Vec3f(0.5f, 0.5f, 0.5f), Vec4f(0, 1, 1, 1.0f));
	data[10] = MyVertex(Vec3f(0.5f, 0.5f, -0.5), Vec4f(0, 1, 1, 1.0f));
	data[11] = MyVertex(Vec3f(-0.5f, 0.5f, -0.5f), Vec4f(0, 1, 1, 1.0f));
	// Left
	data[12] = MyVertex(Vec3f(-0.5f, -0.5f, 0.5f), Vec4f(1, 1, 1, 1.0f));
	data[13] = MyVertex(Vec3f(-0.5f, 0.5f, 0.5f), Vec4f(1, 1, 1, 1.0f));
	data[14] = MyVertex(Vec3f(-0.5f, 0.5f, -0.5f), Vec4f(1, 1, 1, 1.0f));
	data[15] = MyVertex(Vec3f(-0.5f, -0.5f, -0.5f), Vec4f(1, 1, 1, 1.0f));
	// Right
	data[16] = MyVertex(Vec3f(0.5f, -0.5f, -0.5f), Vec4f(1, 0, 1, 1.0f));
	data[17] = MyVertex(Vec3f(0.5f, 0.5f, -0.5f), Vec4f(1, 0, 1, 1.0f));
	data[18] = MyVertex(Vec3f(0.5f, 0.5f, 0.5f), Vec4f(1, 0, 1, 1.0f));
	data[19] = MyVertex(Vec3f(0.5f, -0.5f, 0.5f), Vec4f(1, 0, 1, 1.0f));
	// Bottom
	data[20] = MyVertex(Vec3f(-0.5f, -0.5f, 0.5f), Vec4f(0, 1, 1, 1.0f));
	data[21] = MyVertex(Vec3f(-0.5f, -0.5f, -0.5f), Vec4f(0, 1, 1, 1.0f));
	data[22] = MyVertex(Vec3f(0.5f, -0.5f, -0.5f), Vec4f(0, 1, 1, 1.0f));
	data[23] = MyVertex(Vec3f(0.5f, -0.5f, 0.5f), Vec4f(0, 1, 1, 1.0f));
	
	VertexBuffer* pIBuffs[4];
	pIBuffs[0] = CreateBuffer(pDevice, VB_LOCATION_SYS);
	pIBuffs[1] = CreateBuffer(pDevice, VB_LOCATION_GPU);
	pIBuffs[2] = CreateBuffer(pDevice, VB_LOCATION_SYS);
	pIBuffs[3] = CreateBuffer(pDevice, VB_LOCATION_GPU);

	
	MyVertex* mapped_data = (MyVertex*)pIBuffs[0]->MapData(Graphics::VB_ACCESS_WRITE_ONLY);
	for(unsigned i = 24; i--;)
		mapped_data[i] = data[i];
	pIBuffs[0]->UnmapData();
	
	mapped_data = (MyVertex*)pIBuffs[1]->MapData(Graphics::VB_ACCESS_WRITE_ONLY);
	for(unsigned i = 24; i--;)
		mapped_data[i] = data[i];
	pIBuffs[1]->UnmapData();
	
	pIBuffs[2]->UpdateData(data, sizeof(data), 0);
	pIBuffs[3]->UpdateData(data, sizeof(data), 0);


	float t_honk = 0.0f;
	t.Start();
	while (!pInput->IsKeyDown(Input::ESC) && pWindow->IsOpen())
	{
		// Update input
		pInput->Update();

		// Some OGL stuff that hasn't been moved to the device yet
		glClearColor((((int)(t_honk * 255)) % 255) / 255.0f,
			         .3, .3, 0);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		glLoadIdentity();

		t_honk += 0.004;

		glEnable(GL_DEPTH_TEST);
		glBindTexture(GL_TEXTURE_2D, 0);
	
		for(int i = 0; i < 4; i++)
		{
			glLoadIdentity();
			glTranslatef(50 + 100 * i, 100, 0);
			glRotatef(t_honk*80, 0, 1, 1);
			glScalef(50, 50, 50);
			pDevice->DrawBuffer(pIBuffs[i]);
		}
		//pDevice->BindTexture(pTexture);
		//pQBatch->Draw();

		// Swap buffers
		pWindow->Swap();

		// Update title with FPS
		if (t_fps != pWindow->GetFPS())
		{
			t_fps = pWindow->GetFPS();
			sprintf(t_title, "%s - %s - FPS: %i", t_pxftitle, Graphics::DeviceTypeName(pDevice->GetDeviceType()), t_fps);
			pWindow->SetTitle(t_title);
		}
	}
	t.Stop();

	pDevice->CloseWindow();
	engine.DestroyDevice(pDevice);

	Message("HONK", "Number of ms passed: %d", t.Interval());

	return true;
}