Esempio n. 1
0
// The start of the Application
int App::start(const std::vector<std::string> &args)
{
	clan::DisplayWindowDescription win_desc;
	//win_desc.set_version(3, 2, false);
	win_desc.set_allow_resize(true);
	win_desc.set_title("Point Sprite Example");
	win_desc.set_size(clan::Size( 800, 480 ), false);

	clan::DisplayWindow window(win_desc);
    clan::SlotContainer cc;
	cc.connect(window.sig_window_close(), clan::bind_member(this, &App::on_window_close));
	cc.connect(window.get_ic().get_keyboard().sig_key_up(), clan::bind_member(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::Texture2D texture_particle(canvas, "Resources/particle.png");
	float grid_width = (float) image_grid.get_width();
	float grid_height = (float) image_grid.get_height();

	grid_space = (float) (image_grid.get_width());

	setup_particles();

	clan::ShaderObject vertex_shader(canvas, clan::shadertype_vertex, text_shader_vertex);
	if(!vertex_shader.compile())
	{
		throw clan::Exception(clan::string_format("Unable to compile vertex shader object: %1", vertex_shader.get_info_log()));
	}

	clan::ShaderObject fragment_shader(canvas, clan::shadertype_fragment, text_shader_fragment);
	if(!fragment_shader.compile())
	{
		throw clan::Exception(clan::string_format("Unable to compile fragment shader object: %1", fragment_shader.get_info_log()));
	}

	clan::ProgramObject program_object(canvas);
	program_object.attach(vertex_shader);
	program_object.attach(fragment_shader);
	program_object.bind_attribute_location(0, "InPosition");
	program_object.bind_attribute_location(1, "InColor");
	if (!program_object.link())
	{
		throw clan::Exception(clan::string_format("Unable to link program object: %1", program_object.get_info_log()));
	}
	program_object.set_uniform1i("Texture0", 0);

	options->request_repaint();

	clan::BlendStateDescription blend_state_desc;
	blend_state_desc.enable_blending(true);
	blend_state_desc.set_blend_function(clan::blend_src_alpha, clan::blend_one, clan::blend_src_alpha, clan::blend_one);
	clan::BlendState blend_state(canvas, blend_state_desc);

	clan::GameTime game_time;

	while (!quit)
	{
		game_time.update();

		wm.process();
		wm.draw_windows(canvas);

		int num_particles = options->num_particles;
		if (num_particles > max_particles)
			num_particles = max_particles;

		move_particles(game_time.get_time_elapsed(), num_particles);

		const float grid_xpos = 10.0f;
		const float grid_ypos = 10.0f;

		// Draw the grid
		image_grid.draw(canvas, grid_xpos, grid_ypos);

		if (num_particles > 0)
		{
			std::vector<clan::Vec2f> positions;
			std::vector<clan::Colorf> colors;
			positions.resize(num_particles);
			colors.resize(num_particles);

			for (int cnt=0; cnt<num_particles; cnt++)
			{
				positions[cnt] = clan::Vec2f(grid_xpos + particles[cnt].xpos, grid_ypos + particles[cnt].ypos);
				switch (cnt % 3)
				{
					case 0:
						colors[cnt] = clan::Colorf(1.0f, 0.0f, 0.0f, 1.0f);
						break;
					case 1:
						colors[cnt] = clan::Colorf(0.0f, 1.0f, 0.0f, 1.0f);
						break;
					case 2:
						colors[cnt] = clan::Colorf(0.0f, 0.0f, 1.0f, 1.0f);
						break;
				}
			};

			canvas.flush();
			clan::GraphicContext gc = canvas.get_gc();

			canvas.set_blend_state(blend_state);

			clan::RasterizerStateDescription raster_state_desc;
			raster_state_desc.set_point_size(options->point_size);
			raster_state_desc.set_point_sprite_origin(clan::origin_upper_left);
			clan::RasterizerState raster_state(canvas, raster_state_desc);
			canvas.set_rasterizer_state(raster_state);

			clan::PrimitivesArray primarray(gc);

			clan::VertexArrayVector<clan::Vec2f> gpu_positions = clan::VertexArrayVector<clan::Vec2f>(gc, &positions[0], positions.size());
			clan::VertexArrayVector<clan::Colorf> gpu_colors = clan::VertexArrayVector<clan::Colorf>(gc, &colors[0], colors.size());

			primarray.set_attributes(0, gpu_positions);
			primarray.set_attributes(1, gpu_colors);

			ProgramUniforms buffer;
			buffer.cl_ModelViewProjectionMatrix = canvas.get_projection() * canvas.get_modelview();
			clan::UniformVector<ProgramUniforms> uniform_vector(gc, &buffer, 1);
			gc.set_uniform_buffer(0, uniform_vector);

			gc.set_texture(0, texture_particle);
			gc.set_program_object(program_object);
			gc.draw_primitives(clan::type_points, num_particles, primarray);
			gc.reset_program_object();
			gc.reset_texture(0);

			gc.reset_blend_state();
			gc.reset_rasterizer_state();
		}

		window.flip(1);

		clan::KeepAlive::process();
	}
	return 0;
}
Esempio n. 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;
}