void SpikeGuideRenderer::clear() {
     m_spikeVertices.clear();
     m_pointVertices.clear();
     m_spikeArray = VertexArray();
     m_pointArray = VertexArray();
     m_valid = true;
 }
Esempio n. 2
0
void segment(Vec2 A, Vec2 B)
{
	//globb
	if (glob_vert.empty())glob_vert.push_back(VertexArray(Lines));
	glob_vert[0].append(A);
	glob_vert[0].append(B);
}
Esempio n. 3
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gpu::VertexArray RenderingContextGL::create_vertex_array()
{
    GLuint gl_vao = 0;
    glGenVertexArrays(1, &gl_vao);
    CHECK_GL_ERROR
    return VertexArray(gl_vao);
}
Esempio n. 4
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void
vsDisplayList::DrawPoint( const vsVector3D &pos )
{
	int index = 0;
	VertexArray(&pos, 1);
	PointsArray( &index, 1 );
	ClearVertexArray();
}
Esempio n. 5
0
	Water::Water()
	{
		width = 0;
		length = 0;

		vertexArray = VertexArray(VA_INDICES);

		shader = Shader::DefaultWater();
		tex0 = shader->GetUniform("tex0");
		ticks = shader->GetUniform("time");
	};
Esempio n. 6
0
File: gax.cpp Progetto: jokoon/eio
gax:: gax():
    ispushed(false),
    bpk(Vec2(50,50),Vec2(200,100))
{
    cfg->SET(spiral_step);
    cfg->SET(spiral_start);

    bpk.add_bar(varname(spiral_step),&spiral_step);
    bpk.add_bar(varname(spiral_start),&spiral_start);
    bpk.add_bar(varname(how_many),&how_many);
    funs["gal"]=([this]()
    {
        lines.clear();
        float inner, arms, startmult, stepmult, spiral_resolution;
        cfg->SET(spiral_resolution);
        cfg->SET(arms);
        cfg->SET(inner);
        cfg->SET(startmult);
        cfg->SET(stepmult);

        auto
            & o = circs["o"],
            & i = circs["i"];
        float rado = wcenter.y*.9,
        radi = wcenter.y*inner;
        confpoint(o,rado,Color::Transparent,wcenter,1);
        confpoint(i,radi,Color::Transparent,wcenter,1);
        int many = how_many*arms;
        for(int i = 0; i < many; ++i)
        {
            float shift_angle = float(i)*PI*2/float(many);
//            cons_print(shift_angle);
            lines["arch"+strfy(i)]=VertexArray(LinesStrip);
            auto & thisline = lines["arch"+strfy(i)];
            for (int i=0; i< spiral_resolution; i++)
            {
                float angle = 2*PI*i/float(spiral_resolution);

                thisline.append(Vertex(Vec2(
                    wcenter.x+(spiral_start*startmult+stepmult*spiral_step*angle)
                        *cos(angle+shift_angle),
                    wcenter.y+(spiral_start*startmult+stepmult*spiral_step*angle)
                        *sin(angle+shift_angle)
                 )));
            }
        }
        lb2(lines.size());
    });
    funs["gal"]();
}
Esempio n. 7
0
    void SceneGPUData::Init(const Scene *scene)
    {
        mScene = scene;

        // Load mesh to memory
        for(const TriangleMesh &mesh : scene->mTriMeshes)
        {
            mVertexArrays.push_back(VertexArray(GL_STATIC_DRAW));
            VertexArray &VA = mVertexArrays.back();
            VA.Init(&mesh);
        }
        LOG(INFO) << "[SceneGPUData::Init] Loaded meshes to GPU.";
        // Load textures to memory
        for(const Material &mat : scene->mMaterials) {
            for(const Material::TextureInfo &texInfo : mat.mTextureMaps) {
                if(mNameToTex.find(texInfo.name) == mNameToTex.end()) {
                    mNameToTex[texInfo.name] = Texture2D(texInfo.name.c_str(), true);
                }
            }
        }
        LOG(INFO) << "[SceneGPUData::Init] Loaded textures to GPU.";
    }
Esempio n. 8
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void
vsDisplayList::LineTo( const vsVector3D &pos )
{
	vsVector3D v[2];
	vsColor c[2];
	int i[2];

	v[0] = m_cursorPos;
	v[1] = pos;

	if ( m_colorSet )
	{
		m_fifo->WriteUint8( OpCode_SetColor );
		m_fifo->WriteColor( c_white );

		c[0] = m_cursorColor;
		c[1] = m_nextLineColor;
	}

	i[0] = 0;
	i[1] = 1;

	VertexArray(v,2);
	if ( m_colorSet )
	{
		ColorArray(c,2);
	}
	LineListArray(i,2);
	if ( m_colorSet )
	{
		ClearColorArray();
	}
	ClearVertexArray();

	m_cursorPos = pos;
	m_cursorColor = m_nextLineColor;
}
Esempio n. 9
0
int main(int argc, char*argv[]) {
    // ████████ INITS 1 ████████
#ifndef COMMON_INITS1
    cfg.init("bedlab.cfg");
    ui2::init_ui();
    Vec2i windowsize;
    Vec2i screen_resolution = { int(VideoMode::getDesktopMode().width), int(VideoMode::getDesktopMode().height) };
    if (cfg.getvar<int>("auto_winsize")) {
        auto window_scale = cfg.getvar<Vec2>("window_scale");
        windowsize = Vec2i(scal(Vec2(screen_resolution), window_scale));
    }
    else {
        windowsize = cfg.getvar<Vec2i>("windowsize");
    }
    winsize = Vec2(windowsize);
    //UI.init_console(); // ALWAYS AFTER SO IT CAN GET WINDOW SIZE
    ui2::init_console(); // ALWAYS AFTER SO IT CAN GET WINDOW SIZE

    wincenter = 0.5f*Vec2(windowsize);
    Vec2i windowpos;
    VideoMode::getDesktopMode().height;
    if (cfg.getvar<int>("stick_left")) {
        windowpos = Vec2i(
            screen_resolution.x - windowsize.x - 10,
            screen_resolution.y - windowsize.y - 40
        );
    }
    else
        windowpos = (Vec2i(5, 25));

    sf::RenderWindow window(sf::VideoMode(windowsize.x, windowsize.y),
        "bedlab!", 7
        //,sf::ContextSettings(0, 0, 1)
    );
    window.setFramerateLimit(cfg.getvar<int>("fps_max"));
    frame_duration = 1.0f / cfg.getvar<int>("fps_max");

    window.setPosition(windowpos);

    vector<string> keys;
    auto choice = cfg.getstr("app");
    // show_keys(cfg.getstr("app"), keys);
#endif
// ████████ INITS2 ████████
#ifndef COMMON_INITS2

// we don't have a class/interface/struct with data, everything is local to this function, like a classic stack that all programs are anyway.
// Texture cursor_tx;
// if (!cursor_tx.loadFromFile(cfg.getstr("cursor")))
//     cout << "did not load cursor" << endl;
// Sprite cursor;
// cursor.setTexture(cursor_tx);
// cursor.setOrigin(3, 3);

    CircleShape cursor = mkcircle({ 0,0 }, Color::Transparent, 3, 1);
    Color background = cfg.getvar<Color>("background");
    window.setMouseCursorVisible(false);
    Vec2 mpos;
    bool leftclicked = false, rightclicked = false;

    // view and zoom
    View view, ui_view;
    ui_view = view = window.getDefaultView();
    float zoomlevel = 1;
    Vec2 mpos_abs;
    float frame_duration = 1.0f / cfg.getvar<int>("fps_max");
#endif // COMMON_INITS2
    // ████████ APP ACTUAL ████████

    float smaller_size = min(windowsize.y, windowsize.x);
    string descriptor;

    Transform transf;
    transf.translate(10, 10);
    transf.scale(Vec2(smaller_size, smaller_size));

    transf_glob = transf;

    auto addvt_col = [&](Vec2 v, Color col) {
        glob_vert_single.append(Vertex(transf.transformPoint(v), col));
    };

    auto va_to_va_col = [&](mesh2d&idxd_v, Color col) {
        for (unsigned int i = 0; i < idxd_v.size(); ++i)
        {
            // if (i<)
            addvt_col(idxd_v[i].first, col);
            addvt_col(idxd_v[i].second, col);

            //addpt(idxd_v[i].first, Orange, 5);
            //addpt(idxd_v[i].second, Cyan, 5);
        }

        for (auto&a : idxd_v.verts) {
            addpt_col(a, col, 2);
        }
    };
    auto stripify = [&](vector<Vec2> strip, Color col) {
        glob_vert_single = VertexArray(LineStrip);

        for (auto&a : strip) {
            glob_vert_single.append(Vertex(transf.transformPoint(a), col));
            addpt_col(a, col, 2);
        }

    };

    size_t edit_mode = 1;
    // ████████████████████████████████████████
    sf::Sound sound;

    auto make_segment = [](int size, int amplitude) {
        vector<Int16> sample;

        for (int i = 0; i < size; ++i)
        {
            sample.push_back(amplitude*sin(float(i)*PI*2.0f));
        }
        return sample;
    };

    /*
    <Jonny> duration will be sample count * sample rate
    <Jonny> so at 44khz you'll have 44k samples per second
    <Jonny> if you have 88k samples that will last 2 second
    */

    plot_bare pl;
    
    float sample_rate = 22050;

    auto make_tone = [&](float duration, float frequency, int amplitude_exp) {
        float sample_quantity = sample_rate * duration;
        vector<Int16> sample;
        int amplitude = 1 << amplitude_exp;
        float increment = frequency / sample_rate;
        float x = 0;
        for (int i = 0; i < sample_quantity; ++i){
            sample.push_back(amplitude*sin(float(x)*PI*2.0f));
            x += increment;
        }
        return sample;
    };
    // http://sol.gfxile.net/interpolation/

    auto make_tone_progressive_2 = [&](float duration, float frequency, int amplitude_exp) {
        float sample_quantity = sample_rate * duration;
        vector<Int16> sample;
        int amplitude = 1 << amplitude_exp;
        float increment = frequency / sample_rate;
        float x = 0;
        for (int i = 0; i < sample_quantity; ++i) {
            float soft = float(i) / sample_quantity;
            //soft = 1 - (1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft);
            soft = 1 - (1 - 2 * soft)*(1 - 2 * soft);
            soft *= amplitude;

            sample.push_back(soft*sin(float(x)*PI*2.0f));
            x += increment;
        }
        return sample;

    };
    auto make_tone_progressive_4 = [&](float duration, float frequency, int amplitude_exp) {
        float sample_quantity = sample_rate * duration;
        vector<Int16> sample;
        int amplitude = 1 << amplitude_exp;
        float increment = frequency / sample_rate;
        float x = 0;
        for (int i = 0; i < sample_quantity; ++i) {
            float soft = float(i) / sample_quantity;
            soft = 1 - (1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft);
            soft *= amplitude;

            sample.push_back(soft*sin(float(x)*PI*2.0f));
            x += increment;
        }
        return sample;

    };
    auto make_tone_progressive_6 = [&](float duration, float frequency, int amplitude_exp) {
        float sample_quantity = sample_rate * duration;
        vector<Int16> sample;
        int amplitude = 1 << amplitude_exp;
        float increment = frequency / sample_rate;
        float x = 0;
        for (int i = 0; i < sample_quantity; ++i) {
            float soft = float(i) / sample_quantity;
            soft = 1 - (1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft)*(1 - 2 * soft);
            soft *= amplitude;

            sample.push_back(soft*sin(float(x)*PI*2.0f));
            x += increment;
        }
        return sample;

    };


    auto sample_string2 = cfg.getstr("sound1");
    auto spl1 = splitdelim(sample_string2, ',');
    auto params2 = splitdelim(spl1[0]);
    //float freq = parse<float>(params[1]);
    //float duration = parse<float>(params[2]);
    //float amplitude_exp = parse<float>(params[3]);

    float freq,  duration, amplitude_exp, pause;
    int times, smoothstep_exp;
    dip_bars dbars(FONT, FONTSIZE, {400,20});
    //dbars.add("sampling", &sampling,5, 10000);
    dbars.add("sample_rate", &sample_rate, 1000, 45000);
    dbars.add("freq", &freq,50,5000);
    dbars.add("duration", &duration, 0.5, 5);
    dbars.add("amplitude_exp", &amplitude_exp, 1, 14);
    SoundBuffer buffer; // always lived!
    auto load_sample2 = [&](){
        auto delaystr = splitdelim(spl1[1]);
        vector<float> segment_sizes;
        float total = 0;
        for (auto&a : delaystr) {
            total += parse<float>(a);
            segment_sizes.push_back(parse<float>(a));
        }
        int i = 0;
        vector<Int16> sample;
        vector<vector<Int16>> samples;

        for (auto&a : segment_sizes) a /= total;
        //for (auto&a : segment_sizes) msg(a*total);
        for (auto&a : segment_sizes){
            auto scaled_back = duration * freq * a;

            int amplitude = i % 2 ? 0 : 1 << int(amplitude_exp);
            msg(scaled_back);
            samples.push_back(make_segment(scaled_back, amplitude));
            ++i;
        }
        for (auto&a : samples){
            concatenate(sample, a);
        }
        SoundBuffer buffer;
        // \param sampleRate   Sample rate (number of samples to play per second)

        buffer.loadFromSamples(&sample[0], sample.size(), 1, sample.size()/duration);
        {
            // plut josting just plotting
            vector<Vec2> plot_this;
            int i = 0;

            for (auto&a : sample) {
                //plot_this.push_back({ float(i), 200 * float(a) / (1 << 12) });
                plot_this.push_back({ float(i), float(a) });
                i++;
            }
            pl.clear();
            pl.from_data_normalized(plot_this);
        }

        return buffer;
    };
    auto load_sample = [&]() {
        auto delaystr = splitdelim(spl1[1]);
        vector<float> segment_sizes;
        float total = 0;
        for (auto&a : delaystr) {
            total += parse<float>(a);
            segment_sizes.push_back(parse<float>(a));
        }
        int i = 0;
        vector<Int16> sample;
        vector<vector<Int16>> samples;

        for (auto&a : segment_sizes) a /= total;
        //for (auto&a : segment_sizes) msg(a*total);
        if (smoothstep_exp == 2) {
            for (auto&a : segment_sizes) {
                samples.push_back(make_tone_progressive_2(duration*a, freq, i % 2 ? 0 : int(amplitude_exp)));
                ++i;
            }
       
        }
        else if (smoothstep_exp == 4){
            for (auto&a : segment_sizes) {
                samples.push_back(make_tone_progressive_4(duration*a, freq, i % 2 ? 0 : int(amplitude_exp)));
                ++i;
            }
        }


        for (auto&a : samples) {
            concatenate(sample, a);
        }
        SoundBuffer buffer;
        // \param sampleRate   Sample rate (number of samples to play per second)
        //sample = make_tone(2, 400, 8);
        //buffer.loadFromSamples(&sample[0], sample.size(), 1, sample.size() / duration);
        buffer.loadFromSamples(&sample[0], sample.size(), 1, sample.size() / duration);
        if (true) {
            // plut josting just plotting
            vector<Vec2> plot_this;
            int i = 0;

            for (auto&a : sample) {
                //plot_this.push_back({ float(i), 200 * float(a) / (1 << 12) });
                plot_this.push_back({ float(i), float(a) });
                i++;
            }
            pl.clear();
            pl.from_data_normalized(plot_this);
        }

        return buffer;
    };
    
    auto load_from_cfg = [
        &freq,
        &duration,
        &amplitude_exp,
        &pause,
        &times,
        &descriptor,
        &smoothstep_exp]() {
        auto temp_cfg = configfile();
        temp_cfg.init("bedlab.cfg");
        auto sample_string = temp_cfg.getstr("sound2");

        auto things = split2(sample_string, ",");
        auto params = split2(things[0], " ");
        auto segments = split2(things[1], " ");

        string segments_dashed = things[1];

        if (segments_dashed[0] == ' ') segments_dashed = segments_dashed.substr(1);
        if (things[1][0] == ' ') things[1] = things[1].substr(1);
        if (things[2][0] == ' ') things[2] = things[2].substr(1);
        if (things[3][0] == ' ') things[3] = things[3].substr(1);
        if (things[4][0] == ' ') things[4] = things[4].substr(1);
        
        for (auto&c : segments_dashed) {
            if (c == ' ') c = '-';
        }
        
        freq = parse<float>(params[0]);
        duration = parse<float>(params[1]);
        amplitude_exp = parse<float>(params[2]);
        pause = parse<float>(things[2]);
        times = parse<int>(things[3]);
        smoothstep_exp = parse<int>(things[4]);
        msgs(smoothstep_exp);
        descriptor =
            params[0]         // freq
            + "_" + params[1] // duration
            + "_" + params[2] // amplitude_exp
            + "_" + segments_dashed
            + "_" + things[2] // pause
            + "_" + things[3] // times
            + "_" + things[4] // smoothstep_exp
            ;
        msgs(descriptor);
        return segments;
    };
    auto segments = load_from_cfg();

    auto flexible_expanse = [&]() {
        vector<float> segment_sizes, segment_concat;
        for (auto&a : segments) {
            segment_sizes.push_back(parse<float>(a));
        }
        segment_sizes.push_back(pause);

        for (int i = 0; i < times; ++i) {
            concatenate(segment_concat, segment_sizes);
        }
        float total = 0;
        for (auto&a : segment_concat) total+=a;
        for (auto&a : segment_concat) a /= total;

        vector<vector<Int16>> samples;
        int i = 0;
        if (smoothstep_exp == 2) {
            for (auto&a : segment_concat) {
                samples.push_back(make_tone_progressive_2(duration*a, freq, i % 2 ? 0 : int(amplitude_exp)));
                ++i;
            }
        }
        else if (smoothstep_exp == 4) {
            for (auto&a : segment_concat) {
                samples.push_back(make_tone_progressive_4(duration*a, freq, i % 2 ? 0 : int(amplitude_exp)));
                ++i;
            }
        }
        else if (smoothstep_exp == 6) {
            for (auto&a : segment_concat) {
                samples.push_back(make_tone_progressive_6(duration*a, freq, i % 2 ? 0 : int(amplitude_exp)));
                ++i;
            }
        }
        vector<Int16> sample;

        for (auto&a : samples) { concatenate(sample, a); }
        SoundBuffer buffer;

        //buffer.loadFromSamples(&sample[0], sample.size(), 1, sample.size() / duration);
        buffer.loadFromSamples(&sample[0], sample.size(), 1, sample_rate);
        if (true) {
            // plut josting just plotting
            vector<Vec2> plot_this;
            int i = 0;

            for (auto&a : sample) {
                //plot_this.push_back({ float(i), 200 * float(a) / (1 << 12) });
                plot_this.push_back({ float(i), float(a) });
                i++;
            }
            pl.clear();
            pl.from_data_normalized(plot_this);
        }
        return buffer;
    };

    //buffer = load_sample(sample_string);
    auto make_sound = [&]() {
        //buffer = load_sample();
        segments = load_from_cfg();
        buffer = flexible_expanse();

        sound.setBuffer(buffer);
        string filename = "rngtn_" + descriptor+".wav";
        //buffer.saveToFile("file.wav");
        buffer.saveToFile(filename);
        sound.play();
    };

    make_sound();
    dbars.read_from_pointers();


    // ████████ callbacks ████████

#ifndef LOOP_LAMBDAS
    draw = [&]() {
        window.setView(view);
        //////////////// OBJECTS THAT CAN ZOOMED ////////////////
        window.draw(glob_vert_single);
        for (auto&a : glob_pts)window.draw(a);
        for (auto&a : glob_rects)window.draw(a);
        for (auto&a : glob_vert)window.draw(a);
        for (auto&a : glob_texts)window.draw(a);
        // UI draw, AFTER ui view and BEFORE other draw
        window.setView(ui_view);
        //////////////// OBJECTS THAT CANNOT ZOOMED, MEANING UI ////////////////
        pl.draw(window);
        dbars.draw(window);

        //br.drawwithtext(window);
        UI.draw(window);
        window.draw(cursor);
    };
    update = [&]() {
    };
    treatkeyevent = [&](Keyboard::Key k) {
        switch (k)
        {
        case Keyboard::E:
            break;
        case Keyboard::I:

            break;
        case Keyboard::Q:
            break;
        case Keyboard::BackSpace:
            glob_pts.clear();
            glob_texts.clear();
            glob_rects.clear();
            glob_vert.clear();
            break;

        case Keyboard::Space:
            make_sound();
            sound.play();
            sound.setLoop(false);
            break;

        case Keyboard::S:
            screenshot(window);
            break;
        case Keyboard::Num1:
        case Keyboard::Num2:
        case Keyboard::Num3:
        case Keyboard::Num4:
        case Keyboard::Num5:
            break;
        }
    };
    mousemoved = [&](Vec2 pos) {
        cursor.setPosition(pos);
        if (leftclicked);

        dbars.mouse_moved(pos);
    };
    mouseclick = [&](sf::Mouse::Button button) {
        if (button == Mouse::Button::Left) leftclicked = true;
        if (button == Mouse::Button::Right) rightclicked = true;
    
        if (button == Mouse::Button::Left) dbars.mouse_click(mpos);

    
    };
    mouserelease = [&](sf::Mouse::Button button) {
        if (button == Mouse::Button::Left) leftclicked = false;
        if (button == Mouse::Button::Right) rightclicked = false;

        if (button == Mouse::Button::Left) { 
            dbars.mouse_release(); 
            make_sound();

        }

    };
    loop = [&]() {
        while (window.isOpen())
        {
            sf::Event event;
            while (window.pollEvent(event))
            {
                switch (event.type)
                {
                case sf::Event::KeyPressed:
                    if (event.key.code == sf::Keyboard::Escape)
                        window.close();
                    treatkeyevent(event.key.code);
                    break;
                case sf::Event::Closed:
                    window.close();
                    break;
                case sf::Event::MouseButtonPressed:
                    mouseclick(event.mouseButton.button);
                    break;
                case sf::Event::MouseButtonReleased:
                    mouserelease(event.mouseButton.button);
                    break;
                case sf::Event::MouseMoved:
                    mpos = Vec2(event.mouseMove.x, event.mouseMove.y);
                    mpos_abs = window.mapPixelToCoords(Vec2i(mpos), view);
                    mousemoved(mpos);
                    break;
                default:
                    treatotherevent(event);
                    break;
                }
            }

            window.clear(background);
            update();
            draw();
            window.display();
        }
    };
    treatotherevent = [&](Event&e) {
        if (e.type == Event::MouseWheelMoved && e.mouseWheel.delta)
        {
            mpos_abs = window.mapPixelToCoords(Vec2i(mpos), view);

            //view = window.getView();
            if (e.mouseWheel.delta < 0)
            {
                zoomlevel *= 2.f;
                view.setSize(view.getSize()*2.f);
                view.setCenter(interp(mpos_abs, view.getCenter(), 2.f));
                //view.setCenter(interp(mpos_abs, view.getCenter(), 2.f));
            }
            if (e.mouseWheel.delta > 0)
            {
                zoomlevel *= 0.5;
                view.setSize(view.getSize()*.5f);
                view.setCenter(.5f*(view.getCenter() + mpos_abs));
                //view.setCenter(.5f*(view.getCenter() + mpos_abs));
            }
            window.setView(view);
        }
    };
#endif // LOOP_LAMBDAS

    loop();
}
Esempio n. 10
0
void
vsDisplayList::AppendOp(vsDisplayList::op * o)
{
	OpCode type = o->type;

	switch( type )
	{
		case OpCode_SetColor:
			SetColor( o->data.GetColor() );
			break;
		case OpCode_SetColors:
			SetColors( (vsColor*)o->data.p, o->data.GetUInt() );
			break;
		case OpCode_SetColorsBuffer:
			SetColorsBuffer( (vsRenderBuffer*)o->data.p );
			break;
		case OpCode_VertexArray:
			VertexArray( (vsVector3D *)o->data.p, o->data.GetUInt() );
			break;
		case OpCode_NormalArray:
			NormalArray( (vsVector3D *)o->data.p, o->data.GetUInt() );
			break;
		case OpCode_TexelArray:
			TexelArray( (vsVector2D *)o->data.p, o->data.GetUInt() );
			break;
		case OpCode_ColorArray:
			ColorArray( (vsColor *)o->data.p, o->data.GetUInt() );
			break;
		case OpCode_VertexBuffer:
			VertexBuffer( (vsRenderBuffer *)o->data.p );
			break;
		case OpCode_TexelBuffer:
			TexelBuffer( (vsRenderBuffer *)o->data.p );
			break;
		case OpCode_ColorBuffer:
			ColorBuffer( (vsRenderBuffer *)o->data.p );
			break;
		case OpCode_BindBuffer:
			BindBuffer( (vsRenderBuffer *)o->data.p );
			break;
		case OpCode_UnbindBuffer:
			UnbindBuffer( (vsRenderBuffer *)o->data.p );
			break;
		case OpCode_ClearVertexArray:
			ClearVertexArray();
			break;
		case OpCode_ClearNormalArray:
			ClearNormalArray();
			break;
		case OpCode_ClearTexelArray:
			ClearTexelArray();
			break;
		case OpCode_ClearColorArray:
			ClearColorArray();
			break;
		case OpCode_ClearArrays:
			ClearArrays();
			break;
		case OpCode_LineListArray:
			LineListArray( (int *)o->data.p, o->data.GetUInt() );
			break;
		case OpCode_LineStripArray:
			LineStripArray( (int *)o->data.p, o->data.GetUInt() );
			break;
		case OpCode_TriangleListArray:
			TriangleListArray( (int *)o->data.p, o->data.GetUInt() );
			break;
		case OpCode_TriangleStripArray:
			TriangleStripArray( (int *)o->data.p, o->data.GetUInt() );
			break;
		case OpCode_PointsArray:
			PointsArray( (int *)o->data.p, o->data.GetUInt() );
			break;
		case OpCode_LineListBuffer:
			LineListBuffer( (vsRenderBuffer *)o->data.p );
			break;
		case OpCode_LineStripBuffer:
			LineStripBuffer( (vsRenderBuffer *)o->data.p );
			break;
		case OpCode_TriangleStripBuffer:
			TriangleStripBuffer( (vsRenderBuffer *)o->data.p );
			break;
		case OpCode_TriangleFanArray:
			TriangleFanArray( (int *)o->data.p, o->data.GetUInt() );
			break;
		case OpCode_PushTransform:
			PushTransform( o->data.GetTransform() );
			break;
		case OpCode_SetCameraTransform:
			SetCameraTransform( o->data.GetTransform() );
			break;
		case OpCode_SetMatrix4x4:
			SetMatrix4x4( o->data.GetMatrix4x4() );
			break;
		case OpCode_PushMatrix4x4:
			PushMatrix4x4( o->data.GetMatrix4x4() );
			break;
		case OpCode_SetMatrices4x4:
			SetMatrices4x4( (vsMatrix4x4*)o->data.p, o->data.i );
			break;
		case OpCode_SetMatrices4x4Buffer:
			SetMatrices4x4Buffer( (vsRenderBuffer*)o->data.p );
			break;
		case OpCode_SetWorldToViewMatrix4x4:
			SetWorldToViewMatrix4x4( o->data.GetMatrix4x4() );
			break;
		case OpCode_Set3DProjection:
			Set3DProjection( o->data.fov, o->data.nearPlane, o->data.farPlane );
			break;
		case OpCode_SetProjectionMatrix4x4:
			SetProjectionMatrix4x4( o->data.GetMatrix4x4() );
			break;
		case OpCode_PopTransform:
			PopTransform();
			break;
		case OpCode_EnableStencil:
			EnableStencil();
			break;
		case OpCode_DisableStencil:
			DisableStencil();
			break;
		case OpCode_EnableScissor:
			EnableScissor( o->data.GetBox2D() );
			break;
		case OpCode_DisableScissor:
			DisableScissor();
			break;
		case OpCode_ClearStencil:
			ClearStencil();
			break;
		case OpCode_SetViewport:
			SetViewport( o->data.GetBox2D() );
			break;
		case OpCode_ClearViewport:
			ClearViewport();
			break;
		case OpCode_Debug:
			Debug( o->data.GetString() );
			break;
		default:
			break;
	}
}
Esempio n. 11
0
int main(int argc, char*argv[]) {
#ifndef COMMON_INITS1
    cfg.init("bedlab.cfg");
    Vec2i windowsize;
    Vec2i screen_resolution = { int(VideoMode::getDesktopMode().width), int(VideoMode::getDesktopMode().height) };
    if (cfg.getvar<int>("auto_winsize")) {
        auto winscale_which = cfg.getstr("winscale_which");
        auto window_scale = cfg.getvar<Vec2>(winscale_which);
        windowsize = Vec2i(scal(Vec2(screen_resolution), window_scale));
    }
    else {
        windowsize = cfg.getvar<Vec2i>("windowsize");
    }
    winsize = Vec2(windowsize);
    UI.init_console(); // ALWAYS AFTER SO IT CAN GET WINDOW SIZE

    wincenter = 0.5f*Vec2(windowsize);
    Vec2i windowpos;
    VideoMode::getDesktopMode().height;
    if (cfg.getvar<int>("stick_left")) {
        windowpos = Vec2i(
            screen_resolution.x - windowsize.x - 10,
            screen_resolution.y - windowsize.y - 40
        );
    }
    else
        windowpos = (Vec2i(5, 25));

    sf::RenderWindow window(sf::VideoMode(windowsize.x, windowsize.y),
        "bedlab!", 7
        //,sf::ContextSettings(0, 0, 1)
    );
    window.setFramerateLimit(cfg.getvar<int>("fps_max"));
    frame_duration = 1.0f / cfg.getvar<int>("fps_max");

    window.setPosition(windowpos);

    vector<string> keys;
    auto choice = cfg.getstr("app");
    // show_keys(cfg.getstr("app"), keys);
#endif // COMMON_INITS1
#ifndef COMMON_INITS2
    // we don't have a class/interface/struct with data, everything is local to this function, like a classic stack that all programs are anyway.
    // Texture cursor_tx;
    // if (!cursor_tx.loadFromFile(cfg.getstr("cursor")))
    //     cout << "did not load cursor" << endl;
    // Sprite cursor;
    // cursor.setTexture(cursor_tx);
    // cursor.setOrigin(3, 3);

    CircleShape cursor = mkcircle({ 0,0 }, Color::Transparent, 3, 1);
    Color background = cfg.getvar<Color>("background");
    window.setMouseCursorVisible(false);
    Vec2 mpos;
    bool leftclicked = false, rightclicked = false;

    // view and zoom
    View view, ui_view;
    ui_view = view = window.getDefaultView();
    float zoomlevel = 1;
    Vec2 mpos_abs;
    float frame_duration = 1.0f / cfg.getvar<int>("fps_max");

    float smaller_size = 0.95*min(windowsize.y, windowsize.x);
    auto all_pt_mult = cfg.getvar<float>("all_pt_mult");
    all_pt_size = all_pt_mult * smaller_size;
    //Transform transf;
    //transf_glob.translate(smaller_size*0.1, smaller_size*0.5);
    transf_glob.translate(smaller_size*0.02, smaller_size*0.02);
    transf_glob.scale(Vec2(smaller_size, smaller_size));
    //transf_glob = transf;
    glob_vert_single = VertexArray(Lines);
#endif // COMMON_INITS2
#ifndef COMMON_INITS3
    bool point_text = cfg.getvar<int>("street_gen_point_text");

    bool alternate_font = cfg.getvar<int>("alternate_font");
    glob_vert = vector<VertexArray>(10, VertexArray(LineStrip));

    string bar_font;
    Vec2 barsize;
    auto winscale_which = cfg.getstr("winscale_which");
    if (winscale_which == "winscale_smallest" || winscale_which == "winscale_laptop") {
        bar_font = UI.small_font;;
        barsize = { 40,7 };
    }
    else if (winscale_which == "winscale_largest" || winscale_which == "winscale_large") {
        bar_font = UI.default_font;
        barsize = { 100,15 };
    }
    else {
        bar_font = UI.default_font;
        barsize = { 100,15 };
    }

    //dip_bars dbars(UI.fonts["unaligned"], UI.fontsizes[UI.default_font], { 100,15 });
    dip_bars dbars(UI.fonts[bar_font], UI.fontsizes[UI.default_font], barsize, { 1,1 });

    // tests in lambdas
    map<string, function<void(void)>> test_lambdas;
    VertexArray grid(Lines);
    auto make_grid = [&](float resolution) {
        // dummy grid
        grid.clear();
        Color col(64, 64, 64, 32);
        // glob_vert = vector<VertexArray>(10, VertexArray(Lines));
        for (int i = 0; i <= int(resolution); ++i)
            for (int j = 0; j <= int(resolution); ++j) {
                grid.append(Vertex(tr(Vec2(i / resolution, 0)), col));
                grid.append(Vertex(tr(Vec2(i / resolution, 1)), col));

                grid.append(Vertex(tr(Vec2(0, i / resolution)), col));
                grid.append(Vertex(tr(Vec2(1, i / resolution)), col));
            }
    };
    // actual tests

    diag_draw ddraw;

    function<void(void)> test_current = [&] {msg("no test configured"); };
    auto street_gen_test = cfg.getstr("street_gen_test");
    if (test_lambdas.count(street_gen_test)) {
        test_current = test_lambdas[street_gen_test];
        msgm("ok, using test", street_gen_test);
        test_current();
    }
    else {
        msg("invalid test choice string thing bing ding king ping ring sing wing wing");
    }
#endif // COMMON_INITS3
    // █████████████████████ APP ACTUAL █████████████████████



    // █████████████████████ callbacks █████████████████████

#ifndef LOOP_LAMBDAS
    draw = [&]() {
        window.setView(view);
        //////////////// OBJECTS THAT CAN ZOOMED ////////////////
        window.draw(grid);

        window.draw(glob_vert_single);
        for (auto&a : glob_pts)window.draw(a);
        for (auto&a : glob_rects)window.draw(a);
        for (auto&a : glob_vert)window.draw(a);
        if (point_text) for (auto&a : glob_texts)window.draw(a);

        ddraw.draw(window);

        // UI draw, AFTER ui view and BEFORE other draw
        window.setView(ui_view);
        //////////////// OBJECTS THAT CANNOT ZOOMED, MEANING UI ////////////////
        dbars.draw(window);
        //br.drawwithtext(window);
        UI.draw(window);
        window.draw(cursor);
    };
    update = [&]() {
    };
    treatkeyevent = [&](Keyboard::Key k) {
        switch (k)
        {
        case Keyboard::E:
            break;
        case Keyboard::T:
            point_text ^= 1;
            break;
        case Keyboard::Q:
            break;
        case Keyboard::BackSpace:
            glob_pts.clear();
            glob_texts.clear();
            glob_rects.clear();
            glob_vert.clear();
            break;
        case Keyboard::Space:
            break;
        case Keyboard::S:
            screenshot(window);
            break;
        case Keyboard::Num1:
        case Keyboard::Num2:
        case Keyboard::Num3:
        case Keyboard::Num4:
        case Keyboard::Num5:
            break;
        }
    };
    mousemoved = [&](Vec2 pos) {
        dbars.mouse_moved(mpos);
        cursor.setPosition(pos);
        if (leftclicked);
    };
    mouseclick = [&](sf::Mouse::Button button) {
        if (button == Mouse::Button::Left) leftclicked = true;
        if (button == Mouse::Button::Right) rightclicked = true;
        if (button == Mouse::Button::Left) {
            dbars.mouse_click(mpos);
            //test_search();
            //test_inter();
        }
        if (button == Mouse::Button::Right) {
            //test_inter();
        }
    };
    mouserelease = [&](sf::Mouse::Button button) {
        if (button == Mouse::Button::Left) leftclicked = false;
        if (button == Mouse::Button::Right) rightclicked = false;
        dbars.mouse_release();
        test_current();
    };
    loop = [&]() {
        while (window.isOpen())
        {
            sf::Event event;
            while (window.pollEvent(event))
            {
                switch (event.type)
                {
                case sf::Event::KeyPressed:
                    if (event.key.code == sf::Keyboard::Escape)
                        window.close();
                    treatkeyevent(event.key.code);
                    break;
                case sf::Event::Closed:
                    window.close();
                    break;
                case sf::Event::MouseButtonPressed:
                    mouseclick(event.mouseButton.button);
                    break;
                case sf::Event::MouseButtonReleased:
                    mouserelease(event.mouseButton.button);
                    break;
                case sf::Event::MouseMoved:
                    mpos = Vec2(event.mouseMove.x, event.mouseMove.y);
                    mpos_abs = window.mapPixelToCoords(Vec2i(mpos), view);
                    mousemoved(mpos);
                    break;
                default:
                    treatotherevent(event);
                    break;
                }
            }

            window.clear(background);
            update();
            draw();

            //static bool once = true;
            //if (once) {
            //    screenshot(window);
            //    once = false;
            //}

            window.display();

        }
    };
    treatotherevent = [&](Event&e) {
        if (e.type == Event::MouseWheelMoved && e.mouseWheel.delta)
        {
            mpos_abs = window.mapPixelToCoords(Vec2i(mpos), view);

            //view = window.getView();
            if (e.mouseWheel.delta < 0)
            {
                zoomlevel *= 2.f;
                view.setSize(view.getSize()*2.f);
                view.setCenter(interp(mpos_abs, view.getCenter(), 2.f));
                //view.setCenter(interp(mpos_abs, view.getCenter(), 2.f));
            }
            if (e.mouseWheel.delta > 0)
            {
                zoomlevel *= 0.5;
                view.setSize(view.getSize()*.5f);
                view.setCenter(.5f*(view.getCenter() + mpos_abs));
                //view.setCenter(.5f*(view.getCenter() + mpos_abs));
            }
            window.setView(view);
        }
    };
#endif // LOOP_LAMBDAS
    loop();
}
Esempio n. 12
0
File: game.cpp Progetto: jokoon/eio
void game :: init(){
    pause_drawing=false;
    glines = VertexArray(Lines);
    conf.init("conf.cfg");
    cfg=&conf;
    fps_coeff = 1.f/cfg->getfloat("timestep");

    //srand((unsigned)time(0));
    window.setKeyRepeatEnabled(false);
    wincenter.x=window.getSize().x/2;
    wincenter.y=window.getSize().y/2;
    winsize.x=window.getSize().x;
    winsize.y=window.getSize().y;
    window.setFramerateLimit(fps_coeff);

    if(cfg->getint("stick_left"))
    {
        Vec2i screen_resolution;
        cfg->SET(screen_resolution);
#ifdef __APPLE__
        screen_resolution=Vec2i(1280,800);
#endif
        Vec2i windowpos(screen_resolution.x - winsize.x-10,25);
        cout << strfy(screen_resolution) << endl;
        cout << strfy(windowpos) << endl;
        window.setPosition(windowpos);
    }
    else
        window.setPosition(Vec2i(5,25));


    {
        Vec2 cons_view_size;
        cfg->SET(cons_view_size);
        console_view.setSize(Vec2(cons_view_size.x*wsize.x,cons_view_size.y*wsize.y));
        fixedview = window.getDefaultView();
        mainview=fixedview;
    }
    wsize = winsize;
    wcenter = wincenter;
    float window_coeff = conf.getfloat("window_coeff");
    if(window_coeff!=1.0)
    {
        Vec2u resized(winsize.x*window_coeff,winsize.y*window_coeff);
        window.setSize(resized);
    }
    bg = cfg->getcolor("background");
    string path="yes/";
#ifdef __APPLE__
    path = resourcePath()+path;
#endif
    if(!cursor_tx.loadFromFile(path+"cursor4.png")) cout << "did not load cursor" << endl;
    cursor.setTexture(cursor_tx);
    cursor.setOrigin(3,3);
    window.setMouseCursorVisible(false);

    confpoint(c1,3,Color::Green);
    confpoint(c2,3,Color::Red);

    // fonts and f*****g globals
    init_font();
    font1 = &ft;
    font2 = &ft2;
    charsize=chsz;
    charsize2=chsz2;

    // console
    console = new sfconsole;
    console->numlines=conf.getint("numlines");
    console->init();
    cons=console;
    draw_console = true;

    labs=new labels;
    labs->pos=Vec2(15,winsize.y-30);
    lbs=&(labs->strings);


    win=&window;

    add_symbol_to_lambdas();

    if(cfg->getint("use_menu"))
    {
        menu_loop();
    }
    else
    {
        init_gameobj();
        loop();
    }
}