void graphics_init() { int error = SDL_InitSubSystem(SDL_INIT_VIDEO); if (error == -1) { error("Cannot initialize SDL video!"); } window_width = 0; window_height = 0; window_flags = SDL_OPENGL; window_vsync = true; window_multisamples = 4; window_multisamplesbuffs = 1; window_antialiasing = 1; graphics_viewport_set_title("Corange"); graphics_viewport_start(); window_width = screen->w; window_height = screen->h; SDL_GL_PrintInfo(); SDL_GL_PrintExtensions(); SDL_WM_UseResourceIcon(); }
void graphics_manager_init() { int error = SDL_Init(SDL_INIT_VIDEO); if (error == -1) { error("Cannot initialize SDL video!"); } window_width = DEFAULT_WIDTH; window_height = DEFAULT_HEIGHT; window_flags = SDL_OPENGL; window_vsync = 1; window_multisamples = 4; window_multisamplesbuffs = 1; graphics_viewport_set_title("Corange"); graphics_viewport_start(); SDL_GL_PrintInfo(); SDL_GL_PrintExtensions(); SDL_GL_LoadExtensions(); SDL_WM_UseResourceIcon(); }
void scotland_init() { graphics_viewport_set_dimensions(1280, 720); graphics_viewport_set_title("Scotland"); ui_button* loading = ui_elem_new("loading", ui_button); ui_button_move(loading, vec2_new(graphics_viewport_width() / 2 - 40,graphics_viewport_height() / 2 - 13)); ui_button_resize(loading, vec2_new(80,25)); ui_button_set_label(loading, "Loading..."); ui_button_disable(loading); ui_spinner* load_spinner = ui_elem_new("load_spinner", ui_spinner); load_spinner->color = vec4_white(); load_spinner->top_left = vec2_new(graphics_viewport_width() / 2 + 50, graphics_viewport_height() / 2 - 13); load_spinner->bottom_right = vec2_add(load_spinner->top_left, vec2_new(24,24)); ui_button* framerate = ui_elem_new("framerate", ui_button); ui_button_move(framerate, vec2_new(10,10)); ui_button_resize(framerate, vec2_new(30,25)); ui_button_set_label(framerate, "FRAMERATE"); ui_button_disable(framerate); framerate->active = false; ui_button* wireframe = ui_elem_new("wireframe", ui_button); ui_button_move(wireframe, vec2_new(50,10)); ui_button_resize(wireframe, vec2_new(80,25)); ui_button_set_label(wireframe, "wireframe"); wireframe->active = false; ui_elem_add_event("wireframe", toggle_wireframe); ui_button* freecam = ui_elem_new("freecam", ui_button); ui_button_move(freecam, vec2_new(140,10)); ui_button_resize(freecam, vec2_new(65,25)); ui_button_set_label(freecam, "freecam"); freecam->active = false; ui_elem_add_event("freecam", toggle_freecam); loading_resources = true; SDL_Thread* load_thread = SDL_GL_CreateThread(load_resources, NULL); /* New Camera and light */ camera* cam = entity_new("camera", camera); cam->position = vec3_new(512.0, 200.0, 512.0); cam->target = vec3_new(0.0, 0.0, 0.0); light* sun = entity_new("sun", light); light_set_type(sun, light_type_sun); sun->position = vec3_new(0, 512, 0); sun->target = vec3_new(512, 0, 512); /* Renderer Setup */ shadow_mapper_init(sun); forward_renderer_init(); forward_renderer_set_camera(cam); forward_renderer_set_shadow_light(sun); forward_renderer_set_shadow_texture( shadow_mapper_depth_texture() ); forward_renderer_add_light(sun); }
int main(int argc, char **argv) { #ifdef _WIN32 FILE* ctt = fopen("CON", "w" ); FILE* fout = freopen( "CON", "w", stdout ); FILE* ferr = freopen( "CON", "w", stderr ); #endif corange_init("../../assets_core"); graphics_viewport_set_size(1280, 720); graphics_viewport_set_title("Noise"); folder_load(P("./")); file_load(P("$CORANGE/textures/random.dds")); glClearColor(1.0, 0.0, 0.0, 1.0); ui_button* info_button = ui_elem_new("info_button", ui_button); ui_button_move(info_button, vec2_new(10, 10)); ui_button_resize(info_button, vec2_new(460,25)); ui_button_set_label(info_button, "Procedural texture from perlin noise and feedback functions"); ui_button* save_button = ui_elem_new("save_button", ui_button); ui_button_move(save_button, vec2_new(480, 10)); ui_button_resize(save_button, vec2_new(380,25)); ui_button_set_label(save_button, "Click Here to save tileable perlin noise to file"); ui_button_set_onclick(save_button, save_noise_to_file); ui_button* spinner_box = ui_elem_new("spinner_box", ui_button); ui_button_resize(spinner_box, vec2_new(32, 32)); ui_button_move(spinner_box, vec2_new(870, 7)); ui_button_set_label(spinner_box, ""); ui_spinner* save_spinner = ui_elem_new("save_spinner", ui_spinner); save_spinner->color = vec4_new(1,1,1,0); save_spinner->top_left = vec2_new(874, 11); save_spinner->bottom_right = vec2_add(save_spinner->top_left, vec2_new(24,24)); srand(time(NULL)); shader_time = (float)rand() / (RAND_MAX / 1000); bool running = true; while(running) { frame_begin(); SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_KEYDOWN: case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) { running = 0; } if (event.key.keysym.sym == SDLK_PRINTSCREEN) { graphics_viewport_screenshot(); } break; case SDL_QUIT: running = 0; break; break; } ui_event(event); } shader_time += frame_time(); ui_update(); noise_render(); ui_render(); graphics_swap(); frame_end(); } SDL_WaitThread(save_thread, NULL); corange_finish(); return 0; }
void sea_init() { graphics_viewport_set_dimensions(1280, 720); graphics_viewport_set_title("Sea"); camera* cam = entity_new("camera", camera); cam->position = v3(50.0, 50.0, 50.0); cam->target = v3(0, 5, 0); cam->near_clip = 0.1; light* sun = entity_new("sun", light); light_set_type(sun, light_type_spot); sun->position = v3(20,23,16); sun->ambient_color = v3(0.5, 0.5, 0.5); sun->diffuse_color = v3(1.0, 0.894, 0.811); sun->specular_color = v3_mul(v3(1.0, 0.894, 0.811), 4); sun->power = 5; light* backlight = entity_new("backlight", light); light_set_type(backlight, light_type_point); backlight->position = v3(-22,10,-13); backlight->ambient_color = v3(0.2, 0.2, 0.2); backlight->diffuse_color = v3(0.729, 0.729, 1.0); backlight->specular_color = v3_mul(v3(0.729, 0.729, 1.0), 1); backlight->power = 2; shadow_mapper_init(sun); forward_renderer_init(); forward_renderer_set_camera(cam); forward_renderer_set_shadow_light(sun); forward_renderer_set_shadow_texture( shadow_mapper_depth_texture() ); forward_renderer_add_light(sun); forward_renderer_add_light(backlight); load_folder("./resources/"); texture* noise1 = asset_get("./resources/noise1.dds"); texture* noise2 = asset_get("./resources/noise2.dds"); texture* noise3 = asset_get("./resources/noise3.dds"); texture* noise4 = asset_get("./resources/noise4.dds"); texture* noise5 = asset_get("./resources/noise5.dds"); texture* skydome_tex = asset_get("./resources/skybox_cloud_10.dds"); texture* water_calm = asset_get("./resources/water_calm.dds"); texture* water_foam = asset_get("./resources/water_foam.dds"); material* seaplane_mat = asset_get("./resources/seaplane.mat"); material_set_property(seaplane_mat, "tex_noise1", noise1, mat_type_texture); material_set_property(seaplane_mat, "tex_noise2", noise2, mat_type_texture); material_set_property(seaplane_mat, "tex_noise3", noise3, mat_type_texture); material_set_property(seaplane_mat, "tex_noise4", noise4, mat_type_texture); material_set_property(seaplane_mat, "tex_noise5", noise5, mat_type_texture); material_set_property(seaplane_mat, "tex_skybox", skydome_tex, mat_type_texture); material_set_property(seaplane_mat, "tex_calm_water", water_calm, mat_type_texture); material_set_property(seaplane_mat, "tex_foam_water", water_foam, mat_type_texture); renderable* r_seaplane = asset_get("./resources/seaplane.obj"); renderable_set_material(r_seaplane, seaplane_mat); static_object* s_seaplane = entity_new("seaplane", static_object); s_seaplane->renderable = r_seaplane; s_seaplane->scale = v3(3,1,3); static_object* skydome = entity_new("skydome", static_object); skydome->renderable = asset_get("./resources/skydome.obj"); renderable_set_material(skydome->renderable, asset_get("./resources/skydome.mat")); skydome->position = v3(0, -512, 0); skydome->scale = v3(1024, 1024, 1024); load_folder("./resources/corvette/"); renderable* r_corvette = asset_get("./resources/corvette/corvette.obj"); multi_material* m_corvette = asset_get("./resources/corvette/corvette.mmat"); renderable_set_multi_material(r_corvette, m_corvette); static_object* s_corvette = entity_new("corvette", static_object); s_corvette->renderable = r_corvette; s_corvette->collision_body = collision_body_new_mesh(asset_get("./resources/corvette/corvette.col")); s_corvette->scale = v3(1.5, 1.5, 1.5); s_corvette->position = v3(0, 0.5, 0); static_object* center_sphere = entity_new("center_sphere", static_object); center_sphere->position = v3(0, 5, 0); center_sphere->renderable = asset_get("./resources/ball.obj"); center_sphere->collision_body = collision_body_new_sphere(sphere_new(v3_zero(), 1.0f)); ui_button* framerate = ui_elem_new("framerate", ui_button); ui_button_move(framerate, v2(10,10)); ui_button_resize(framerate, v2(30,25)); ui_button_set_label(framerate, "FRAMERATE"); ui_button_disable(framerate); }
int main(int argc, char **argv) { #ifdef _WIN32 FILE* ctt = fopen("CON", "w" ); FILE* fout = freopen( "CON", "w", stdout ); FILE* ferr = freopen( "CON", "w", stderr ); #endif corange_init("../../assets_core"); graphics_viewport_set_title("Teapot"); graphics_viewport_set_size(1280, 720); camera* cam = entity_new("camera", camera); cam->position = vec3_new(5, 5, 5); cam->target = vec3_new(0, 0, 0); teapot_shader = asset_hndl_new_load(P("./assets/teapot.mat")); teapot_object = asset_hndl_new_load(P("./assets/teapot.obj")); int running = 1; SDL_Event e = {0}; while(running) { frame_begin(); camera* cam = entity_get("camera"); while(SDL_PollEvent(&e)) { switch(e.type){ case SDL_KEYDOWN: case SDL_KEYUP: if (e.key.keysym.sym == SDLK_ESCAPE) { running = 0; } if (e.key.keysym.sym == SDLK_PRINTSCREEN) { graphics_viewport_screenshot(); } if (e.key.keysym.sym == SDLK_r && e.key.keysym.mod == KMOD_LCTRL) { asset_reload_all(); } break; case SDL_QUIT: running = 0; break; } camera_control_orbit(cam, e); ui_event(e); } ui_update(); glClearColor(0.25, 0.25, 0.25, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); shader_program* shader = material_first_program(asset_hndl_ptr(&teapot_shader)); shader_program_enable(shader); shader_program_set_mat4(shader, "world", mat4_id()); shader_program_set_mat4(shader, "view", camera_view_matrix(cam)); shader_program_set_mat4(shader, "proj", camera_proj_matrix(cam)); shader_program_set_texture(shader, "cube_beach", 0, asset_hndl_new_load(P("$CORANGE/water/cube_sea.dds"))); shader_program_set_vec3(shader, "camera_direction", camera_direction(cam)); renderable* r = asset_hndl_ptr(&teapot_object); for(int i=0; i < r->num_surfaces; i++) { renderable_surface* s = r->surfaces[i]; int mentry_id = min(i, ((material*)asset_hndl_ptr(&r->material))->num_entries-1); material_entry* me = material_get_entry(asset_hndl_ptr(&r->material), mentry_id); glBindBuffer(GL_ARRAY_BUFFER, s->vertex_vbo); shader_program_enable_attribute(shader, "vPosition", 3, 18, (void*)0); shader_program_enable_attribute(shader, "vNormal", 3, 18, (void*)(sizeof(float) * 3)); //shader_program_enable_attribute(shader, "vTangent", 3, 18, (void*)(sizeof(float) * 6)); //shader_program_enable_attribute(shader, "vBinormal", 3, 18, (void*)(sizeof(float) * 9)); //shader_program_enable_attribute(shader, "vTexcoord", 2, 18, (void*)(sizeof(float) * 12)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->triangle_vbo); glDrawElements(GL_TRIANGLES, s->num_triangles * 3, GL_UNSIGNED_INT, (void*)0); shader_program_disable_attribute(shader, "vPosition"); shader_program_disable_attribute(shader, "vNormal"); //shader_program_disable_attribute(shader, "vTangent"); //shader_program_disable_attribute(shader, "vBinormal"); //shader_program_disable_attribute(shader, "vTexcoord"); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); } shader_program_disable(shader); glDisable(GL_DEPTH_TEST); ui_render(); graphics_swap(); frame_end(); } corange_finish(); return 0; }
void platformer_init() { /* Set the viewport title */ graphics_viewport_set_title("Platformer"); /* Register functions for loading/unloading files with the extension .level */ asset_handler(level, "level", level_load_file, level_delete); /* Load Assets */ folder_load(P("./tiles/")); folder_load(P("./backgrounds/")); folder_load(P("./sounds/")); folder_load(P("./levels/")); /* Register some handlers for creating and destroying entity types */ entity_handler(character, character_new, character_delete); entity_handler(coin, coin_new, coin_delete); /* Create our main character */ character* main_char = entity_new("main_char", character); /* Add some UI elements */ ui_button* framerate = ui_elem_new("framerate", ui_button); ui_button_move(framerate, vec2_new(10,10)); ui_button_resize(framerate, vec2_new(30,25)); ui_button_set_label(framerate, " "); ui_button_disable(framerate); ui_button* score = ui_elem_new("score", ui_button); ui_button_move(score, vec2_new(50, 10)); ui_button_resize(score, vec2_new(120, 25)); ui_button_set_label(score, "Score 000000"); ui_button_disable(score); ui_button* time = ui_elem_new("time", ui_button); ui_button_move(time, vec2_new(180, 10)); ui_button_resize(time, vec2_new(110, 25)); ui_button_set_label(time, "Time 000000"); ui_button_disable(time); ui_button* victory = ui_elem_new("victory", ui_button); ui_button_move(victory, vec2_new(365, 200)); ui_button_resize(victory, vec2_new(70, 25)); ui_button_set_label(victory, "Victory!"); ui_button_disable(victory); ui_button* new_game_but = ui_elem_new("new_game", ui_button); ui_button_move(new_game_but, vec2_new(365, 230)); ui_button_resize(new_game_but, vec2_new(70, 25)); ui_button_set_label(new_game_but, "New Game"); void on_newgame(ui_button* b, void* unused) { reset_game(); } ui_button_set_onclick(new_game_but, on_newgame); /* Reset all the game variables */ reset_game(); }
int main(int argc, char **argv) { #ifdef _WIN32 FILE* ctt = fopen("CON", "w" ); FILE* fout = freopen( "CON", "w", stdout ); FILE* ferr = freopen( "CON", "w", stderr ); #endif /* Init Corange, pointing to the assets_core folder */ corange_init("../../assets_core"); graphics_viewport_set_title("Birdy"); graphics_viewport_set_size(800, 600); platformer_init(); /* Set the game running, create SDL_Event struct to monitor events */ bool running = 1; SDL_Event event; while(running) { /* Frame functions used to monitor frame times, FPS and other */ frame_begin(); while(SDL_PollEvent(&event)) { switch(event.type){ case SDL_KEYUP: /* Exit on ESCAPE and Screenshot on print screen */ if (event.key.keysym.sym == SDLK_ESCAPE) { running = false; } if (event.key.keysym.sym == SDLK_PRINTSCREEN) { graphics_viewport_screenshot(); } break; case SDL_QUIT: /* A quitting event such as pressing cross in top right corner */ running = false; break; } /* Also send this event off to the game and ui */ platformer_event(event); ui_event(event); } platformer_update(); ui_update(); platformer_render(); ui_render(); /* Flip the Screen Buffer. We've finished with this frame. */ graphics_swap(); /* This allows us to fix the framerate to 60 fps, even on my laptop with vsync broken */ frame_end(); } platformer_finish(); /* Corange will unload remaining assets and delete any remaining entities */ corange_finish(); return 0; }
void sea_init() { graphics_viewport_set_dimensions(1280, 720); graphics_viewport_set_title("Sea"); camera* cam = entity_new("camera", camera); cam->position = vec3_new(50.0, 50.0, 50.0); cam->target = vec3_new(0, 5, 0); cam->near_clip = 0.1; light* sun = entity_new("sun", light); light_set_type(sun, light_type_spot); sun->position = vec3_new(20,23,16); sun->ambient_color = vec3_new(0.5, 0.5, 0.5); sun->diffuse_color = vec3_new(1.0, 0.894, 0.811); sun->specular_color = vec3_mul(vec3_new(1.0, 0.894, 0.811), 4); sun->power = 5; light* backlight = entity_new("backlight", light); light_set_type(backlight, light_type_point); backlight->position = vec3_new(-22,10,-13); backlight->ambient_color = vec3_new(0.2, 0.2, 0.2); backlight->diffuse_color = vec3_new(0.729, 0.729, 1.0); backlight->specular_color = vec3_mul(vec3_new(0.729, 0.729, 1.0), 1); backlight->power = 2; shadow_mapper_init(sun); forward_renderer_init(); forward_renderer_set_camera(cam); forward_renderer_set_shadow_light(sun); forward_renderer_set_shadow_texture( shadow_mapper_depth_texture() ); forward_renderer_add_light(sun); forward_renderer_add_light(backlight); folder_load(P("./resources/")); renderable* r_seaplane = asset_get(P("./resources/seaplane.obj")); r_seaplane->material = asset_hndl_new(P("./resources/seaplane.mat")); static_object* s_seaplane = entity_new("seaplane", static_object); s_seaplane->renderable = asset_hndl_new_ptr(r_seaplane); s_seaplane->scale = vec3_new(3,1,3); renderable* r_skydome = asset_get(P("./resources/skydome.obj")); r_skydome->material = asset_hndl_new_load(P("$CORANGE/shaders/skydome.mat")); static_object* skydome = entity_new("skydome", static_object); skydome->renderable = asset_hndl_new_ptr(r_skydome); skydome->position = vec3_new(0, -512, 0); skydome->scale = vec3_new(1024, 1024, 1024); folder_load(P("./resources/corvette/")); renderable* r_corvette = asset_get(P("./resources/corvette/corvette.obj")); r_corvette->material = asset_hndl_new_load(P("./resources/corvette/corvette.mat")); static_object* s_corvette = entity_new("corvette", static_object); s_corvette->renderable = asset_hndl_new_ptr(r_corvette); //s_corvette->collision_body = collision_body_new_mesh(asset_get("./resources/corvette/corvette.col")); s_corvette->scale = vec3_new(1.5, 1.5, 1.5); s_corvette->position = vec3_new(0, 0.5, 0); static_object* center_sphere = entity_new("center_sphere", static_object); center_sphere->position = vec3_new(0, 5, 0); //center_sphere->renderable = asset_get("./resources/ball.obj"); //center_sphere->collision_body = collision_body_new_sphere(sphere_new(v3_zero(), 1.0f)); ui_button* framerate = ui_elem_new("framerate", ui_button); ui_button_move(framerate, vec2_new(10,10)); ui_button_resize(framerate, vec2_new(30,25)); ui_button_set_label(framerate, "FRAMERATE"); ui_button_disable(framerate); }
void metaballs_init() { graphics_viewport_set_title("Metaballs"); graphics_viewport_set_dimensions(1280, 720); graphics_set_multisamples(16); #ifdef OPEN_GL_CPU kernels_init_with_cpu(); #else kernels_init_with_opengl(); #endif asset_manager_handler(kernel_program, "cl", cl_load_file, kernel_program_delete); load_folder("./kernels/"); particles_init(); load_folder("./resources/podium/"); load_folder("./resources/particles/"); renderable* r_podium = asset_get("./resources/podium/podium.obj"); renderable_set_material(r_podium, asset_get("./resources/podium/podium.mat")); static_object* s_podium = entity_new("podium", static_object); s_podium->renderable = r_podium; s_podium->position = v3(32, 10, 32); camera* cam = entity_new("camera", camera); cam->position = v3(50, 50, 50); cam->target = v3(32, 20, 32); light* sun = entity_new("sun", light); sun->position = v3(50,40,50); sun->ambient_color = v3(0.5, 0.5, 0.5); sun->diffuse_color = v3_mul(v3_one(), 2); sun->specular_color = v3_mul(v3_one(), 5); light_set_type(sun, light_type_spot); ui_button* framerate = ui_elem_new("framerate", ui_button); ui_button_move(framerate, v2(10,10)); ui_button_resize(framerate, v2(30,25)); ui_button_set_label(framerate, ""); ui_button_disable(framerate); ui_button* score = ui_elem_new("score", ui_button); ui_button_move(score, v2(50, 10)); #ifdef VOLUME_RENDERER ui_button_resize(score, v2(125, 25)); ui_button_set_label(score, "Volume Renderer"); #endif #ifdef MARCHING_CUBES ui_button_resize(score, v2(120, 25)); ui_button_set_label(score, "Marching Cubes"); #endif #ifndef VOLUME_RENDERER #ifndef MARCHING_CUBES ui_button_resize(score, v2(80, 25)); ui_button_set_label(score, "Particles"); #endif #endif ui_button_disable(score); #ifdef VOLUME_RENDERER volume_renderer_init(); volume_renderer_set_camera(cam); volume_renderer_set_light(sun); #endif #ifdef MARCHING_CUBES shadow_mapper_init(sun); forward_renderer_init(); forward_renderer_set_camera(cam); forward_renderer_set_shadow_light(sun); forward_renderer_set_shadow_texture( shadow_mapper_depth_texture() ); forward_renderer_add_light(sun); marching_cubes_init(); #endif }