Esempio n. 1
0
ProgramObject ProgramObject::load(GraphicContext &gc, const std::string &vertex_fullname, const std::string &geometry_fullname, const std::string &fragment_fullname)
{
	std::string path_vertex = PathHelp::get_fullpath(vertex_fullname, PathHelp::path_type_file);
	std::string filename_vertex = PathHelp::get_filename(vertex_fullname, PathHelp::path_type_file);
	FileSystem vfs_vertex(path_vertex);
	std::string path_geometry = PathHelp::get_fullpath(geometry_fullname, PathHelp::path_type_file);
	std::string filename_geometry = PathHelp::get_filename(geometry_fullname, PathHelp::path_type_file);
	FileSystem vfs_geometry(path_geometry);
	std::string path_fragment = PathHelp::get_fullpath(fragment_fullname, PathHelp::path_type_file);
	std::string filename_fragment = PathHelp::get_filename(fragment_fullname, PathHelp::path_type_file);
	FileSystem vfs_fragment(path_fragment);

	ProgramObject program_object(gc);

	ShaderObject vertex_shader = ShaderObject::load_and_compile(gc, shadertype_vertex, filename_vertex, vfs_vertex);
	program_object.attach(vertex_shader);

	ShaderObject geometry_shader = ShaderObject::load_and_compile(gc, shadertype_geometry, filename_geometry, vfs_geometry);
	program_object.attach(geometry_shader);

	ShaderObject fragment_shader = ShaderObject::load_and_compile(gc, shadertype_fragment, filename_fragment, vfs_fragment);
	program_object.attach(fragment_shader);

	return program_object;
}
Esempio n. 2
0
ProgramObject ProgramObject::load(GraphicContext &gc, IODevice &vertex_file, IODevice &fragment_file)
{
	ProgramObject program_object(gc);

	ShaderObject vertex_shader = ShaderObject::load_and_compile(gc, shadertype_vertex, vertex_file);
	program_object.attach(vertex_shader);

	ShaderObject fragment_shader = ShaderObject::load_and_compile(gc, shadertype_fragment, fragment_file);
	program_object.attach(fragment_shader);

	return program_object;
}
Esempio n. 3
0
ProgramObject ProgramObject::load(GraphicContext &gc, const std::string &vertex_filename, const std::string &fragment_filename, const FileSystem &fs)
{
	ProgramObject program_object(gc);

	ShaderObject vertex_shader = ShaderObject::load_and_compile(gc, shadertype_vertex, vertex_filename, fs);
	program_object.attach(vertex_shader);

	ShaderObject fragment_shader = ShaderObject::load_and_compile(gc, shadertype_fragment, fragment_filename, fs);
	program_object.attach(fragment_shader);

	return program_object;
}
ProgramObject ProgramObject::load(
    GraphicContext &gc,
    const std::string &resource_id,
    const XMLResourceDocument &resources)
{
    ProgramObject program_object(gc);

    XMLResourceNode resource = resources.get_resource(resource_id);

    DomNode node = resource.get_element().get_first_child();

    while (!node.is_null())
    {
        if (node.is_element())
        {
            DomElement element = node.to_element();
            if (element.get_tag_name() == "shader")
            {
                ShaderObject shader = ShaderObject::load(gc, element.get_attribute("name"), resources);
                program_object.attach(shader);
            }
            else if (element.get_tag_name() == "bind-attribute")
            {
                program_object.bind_attribute_location(
                    StringHelp::text_to_int(element.get_attribute("index")),
                    element.get_attribute("name"));
            }
        }
        node = node.get_next_sibling();
    }

    if (!resource.get_element().get_attribute("shader").empty())
    {
        ShaderObject shader = ShaderObject::load(gc, resource.get_element().get_attribute("shader"), resources);
        program_object.attach(shader);
    }

    if (resource.get_element().get_attribute("link", "true") == "true")
        if(!program_object.link())
            throw Exception(string_format("Unable to link program object: %1", program_object.get_info_log()));

    return program_object;
}
Esempio n. 5
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. 6
0
// The start of the Application
int App::start(const std::vector<CL_String> &args)
{
	CL_OpenGLWindowDescription 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(CL_Size( 800, 480 ), false);

	CL_DisplayWindow window(win_desc);
	CL_Slot slot_quit = window.sig_window_close().connect(this, &App::on_window_close);
	CL_Slot slot_input_up = (window.get_ic().get_keyboard()).sig_key_up().connect(this, &App::on_input_up);

	CL_String theme;
	if (CL_FileHelp::file_exists("../../../Resources/GUIThemeAero/theme.css"))
		theme = "../../../Resources/GUIThemeAero";
	else if (CL_FileHelp::file_exists("../../../Resources/GUIThemeBasic/theme.css"))
		theme = "../../../Resources/GUIThemeBasic";
	else
		throw CL_Exception("No themes found");

	CL_GUIWindowManagerTexture wm(window);
	CL_GUIManager gui(wm, theme);
	
	CL_GraphicContext gc = window.get_gc();

	// Deleted automatically by the GUI
	Options *options = new Options(gui, CL_Rect(0, 0, gc.get_size()));

	CL_Image image_grid(gc, "../Blend/Resources/grid.png");
	CL_Texture texture_particle(gc, "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();

	CL_ShaderObject vertex_shader(gc, cl_shadertype_vertex, text_shader_vertex);
	if(!vertex_shader.compile())
	{
		throw CL_Exception(cl_format("Unable to compile vertex shader object: %1", vertex_shader.get_info_log()));
	}

	CL_ShaderObject fragment_shader(gc, cl_shadertype_fragment, text_shader_fragment);
	if(!fragment_shader.compile())
	{
		throw CL_Exception(cl_format("Unable to compile fragment shader object: %1", fragment_shader.get_info_log()));
	}

	CL_ProgramObject program_object(gc);
	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 CL_Exception(cl_format("Unable to link program object: %1", program_object.get_info_log()));
	}

	options->request_repaint();

	unsigned int time_last = CL_System::get_time();

	while (!quit)
	{
		unsigned int time_now = CL_System::get_time();
		float time_diff = (float) (time_now - time_last);
		time_last = time_now;

		wm.process();
		wm.draw_windows(gc);

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

		move_particles(time_diff, num_particles);

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

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

		if (num_particles > 0)
		{
			std::vector<CL_Vec2f> positions;
			std::vector<CL_Vec4f> colors;
			positions.resize(num_particles);
			colors.resize(num_particles);

			for (int cnt=0; cnt<num_particles; cnt++)
			{
				positions[cnt] = CL_Vec2f(grid_xpos + particles[cnt].xpos, grid_ypos + particles[cnt].ypos);
				switch (cnt % 3)
				{
					case 0:
						colors[cnt] = CL_Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
						break;
					case 1:
						colors[cnt] = CL_Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
						break;
					case 2:
						colors[cnt] = CL_Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
						break;
				}
			};

			CL_BlendMode blend;
			blend.enable_blending(true);
			blend.set_blend_function(cl_blend_src_alpha, cl_blend_one, cl_blend_src_alpha, cl_blend_one);
			gc.set_blend_mode(blend);
			CL_Pen pen;
			pen.enable_point_sprite(true);
			pen.set_point_size(options->point_size);
			pen.set_point_sprite_origin(cl_point_sprite_origin_upper_left);
			gc.set_pen(pen);

			program_object.set_uniform1i("Texture0", 0);

			gc.set_texture(0, texture_particle);
			CL_PrimitivesArray prim_array(gc);
			prim_array.set_attributes(0, &positions[0]);
			prim_array.set_attributes(1, &colors[0]);
			gc.set_program_object(program_object);
			gc.draw_primitives(cl_points, num_particles, prim_array);
			gc.reset_program_object();
			gc.reset_texture(0);
			gc.reset_blend_mode();

			gc.reset_pen();
		}

		window.flip(1);

		CL_KeepAlive::process();
	}
	return 0;
}