コード例 #1
0
ファイル: TextRenderer.cpp プロジェクト: realn/TicTacToe
	CTextRenderer::CTextRenderer(CB::CRefPtr<CB::Graphic::IDevice> pDevice, CShaderManager& ShdMng, const CB::CString& strAssetsDIr) :
		m_pDevice(pDevice),
		m_pVShader(ShdMng.Load(TEXT_SHADER, CB::Graphic::ShaderType::Vertex)),
		m_pFShader(ShdMng.Load(TEXT_SHADER, CB::Graphic::ShaderType::Fragment)),
		m_vScale(1.0f)
	{
		auto strPath = CB::IO::Path::Combine(strAssetsDIr, TEXT_FONT);
		auto pFontStream = CB::IO::File::Open(strPath).Cast<CB::IO::IStream>();

		auto pFontMng = CB::Font::CManager::Create();
		auto pFont = pFontMng->Load(pFontStream);

		pFont->SelectFace(0);
		pFont->SetSize(48);
		{
			using namespace CB::Graphic;

			CB::Collection::CList<CB::Tools::CFontCharDesc> charList;
			CB::Tools::CFontTextureGenerator fontTexGen(pDevice);
			fontTexGen.MaxTextureSize.Set(512, 512);
			fontTexGen.CharPadding.Set(4, 4);
			this->m_pTexture = fontTexGen.Generate(pFont, charList);
			this->m_pTexture->SetFilters(TextureFilter::Linear, TextureFilter::Linear, TextureFilter::Linear);
			this->m_pTextGen = new CB::Tools::CTextMeshGenerator(charList);
		}

		{
			using namespace CB::Graphic;

			CB::Collection::CList<CVertexElement>	els;
			els.Add(CVertexElement(0, SHADER_PARAM_POSITION, VertexType::Float, 3, 0));
			els.Add(CVertexElement(1, SHADER_PARAM_TEXCOORD, VertexType::Float, 2, 0));

			this->m_pVDeclaration = pDevice->CreateVertexDeclaration(this->m_pVShader, els);

			this->m_pVBuffer = pDevice->CreateBuffer(BufferType::Vertex, BufferUsage::Dynamic, BufferAccess::Write, 255 * sizeof(CB::Math::CVector3D));
			this->m_pTBuffer = pDevice->CreateBuffer(BufferType::Vertex, BufferUsage::Dynamic, BufferAccess::Write, 255 * sizeof(CB::Math::CVector2D));
			this->m_pIBuffer = pDevice->CreateBuffer(BufferType::Index, BufferUsage::Dynamic, BufferAccess::Write, 255 * sizeof(uint16));

			CBlendInstDesc instDesc(BlendOption::SourceAlpha, BlendOperation::Add, BlendOption::OneMinusSourceAlpha);
			CBlendStateDesc blendDesc(true, instDesc, instDesc, 0xFF);
			this->m_pBlendState = pDevice->CreateState(blendDesc).Cast<IDeviceState>();
		}

		this->SetTransform(CB::Math::CMatrix::GetIdentity());
		this->SetColor(CB::Math::CColor(1.0f, 1.0f, 1.0f, 1.0f));
	}
コード例 #2
0
ファイル: GUIMain.cpp プロジェクト: realn/TicTacToe
		CMain::CMain(CB::CRefPtr<CB::Graphic::IDevice> pDevice, CTextRenderer& TextRenderer, CShaderManager& ShdMng) :
			m_pDevice(pDevice),
			m_TextRender(TextRenderer),
			m_pVertexShader(ShdMng.Load(GUI_SHADER, CB::Graphic::ShaderType::Vertex)),
			m_pFragmentShader(ShdMng.Load(GUI_SHADER, CB::Graphic::ShaderType::Fragment)),
			m_Background(pDevice, ShdMng),
			m_uTransitMode(TransitionMode::None)
		{
			using namespace CB::Graphic;

			{
				CB::Collection::CList<CVertexElement> vEls;
				vEls.Add(CVertexElement(0, L"input.vPosition", VertexType::Float, 3, 0));
				vEls.Add(CVertexElement(1, L"input.vTexCoord", VertexType::Float, 2, 0));
				this->m_pVertexDeclaration = this->m_pDevice->CreateVertexDeclaration(this->m_pVertexShader, vEls);
			}

			{
				CBlendInstDesc inst(BlendOption::SourceAlpha, BlendOperation::Add, BlendOption::OneMinusSourceAlpha);
				CBlendStateDesc desc(true, inst, inst, 0xFF);
				this->m_pBState = this->m_pDevice->CreateState(desc).Cast<IDeviceState>();
			}
		}
コード例 #3
0
int main(){
	auto pLogger = CB::Log::CLogger::GetInstance();
	pLogger->AddStream(CB::IO::File::Open(L"main.log", CB::IO::File::AccessType::WriteOnly, CB::IO::File::OpenAction::AlwaysCreate).Cast<CB::IO::IStream>());
	pLogger->AddStream(CB::IO::Console::Create().Cast<CB::IO::IStream>(), CB::Log::CTextFormatter::Create(CB::String::Encoding::ANSI).Cast<CB::Log::IEntryFormatter>());
	pLogger->SetDebugMode(true);

	try{
		auto pWinDriver = CB::Window::LoadDriver(L"MSWindowDriver");
		auto pGraphicDriver = CB::Graphic::LoadDriver(L"OGLGraphicDriver");
		{
			auto pWinManager = pWinDriver->CreateManager();
			auto pGraphicManager = pGraphicDriver->CreateManager(pWinManager);
			
			CB::Math::CSize outSize(640, 480);
			auto pWindow = pWinManager->CreateWindow(L"GraphicTest", CB::Window::Style::Single, outSize);

			auto pGraphicAdapter = pGraphicManager->GetDefaultAdapter();

			CB::Graphic::CDisplayMode dispMode(pWindow->GetSize(), 0, CB::Graphic::BufferFormat::B8G8R8X8);
			CB::Graphic::CDeviceDesc devDesc(pWindow, dispMode, CB::Graphic::BufferFormat::D24S8, false);

			CB::Collection::CList<CB::Graphic::FeatureLevel> featureLevels;
			featureLevels.Add(CB::Graphic::FeatureLevel::Level_1);

			auto pGraphicDevice = pGraphicAdapter->CreateDevice(pWindow, devDesc, featureLevels);

			pWindow->OnClose += CB::Signals::CFunc<const bool, CB::CRefPtr<CB::Window::IWindow>>(CloseEvent);

			pWindow->SetVisible(true);

			CB::Graphic::CDepthStencilStateDesc depthDesc;
			depthDesc.bDepthTestEnabled = true;
			depthDesc.uDepthFunction = CB::Graphic::CompareFunc::LessEqual;
			auto pDepthState = pGraphicDevice->CreateState(depthDesc);
			pGraphicDevice->SetState(pDepthState.Cast<CB::Graphic::IDeviceState>());

			CB::Graphic::CRasterizerStateDesc rastDesc;
			rastDesc.uCullMode = CB::Graphic::CullMode::None;
			auto pRastState = pGraphicDevice->CreateState(rastDesc);
			pGraphicDevice->SetState(pRastState.Cast<CB::Graphic::IDeviceState>());

			CB::Graphic::CBlendStateDesc blendDesc;
			blendDesc.ColorBlend.uDestOperand = CB::Graphic::BlendOption::OneMinusSourceAlpha;
			blendDesc.ColorBlend.uSourceOperand = CB::Graphic::BlendOption::SourceAlpha;
			blendDesc.ColorBlend.uOperation = CB::Graphic::BlendOperation::Add;
			blendDesc.AlphaBlend.uDestOperand = CB::Graphic::BlendOption::OneMinusSourceAlpha;
			blendDesc.AlphaBlend.uSourceOperand = CB::Graphic::BlendOption::SourceAlpha;
			blendDesc.AlphaBlend.uOperation = CB::Graphic::BlendOperation::Add;
			blendDesc.bEnabled[0] = true;
			auto pBlendState = pGraphicDevice->CreateState(blendDesc);
			pGraphicDevice->SetState(pBlendState.Cast<CB::Graphic::IDeviceState>());

			auto pFontManager = CB::Font::CManager::Create();

			auto pFontStream = CB::IO::File::Open(L"Assets/font.ttf").Cast<CB::IO::IStream>();
			auto pFont = pFontManager->Load(pFontStream);
			
			pFont->SelectFace(0);
			pFont->SetSize(24);

			CB::Collection::CList<CB::Tools::CFontCharDesc> charDescs;
			CB::Tools::CFontTextureGenerator fontGen(pGraphicDevice);

			fontGen.MaxTextureSize.Set(512, 512);
			auto pTexture = fontGen.Generate(pFont, charDescs);

			CB::Tools::CTextMeshGenerator textGen(charDescs);
			CB::Tools::CMeshRawIVT textMesh;

			textGen.Generate(L"Marek	M³ynarski!", textMesh);

			CB::Collection::CList<CB::Graphic::CVertexElement> vEls;
			vEls.Add(CB::Graphic::CVertexElement(0, L"vinput.vPosition", CB::Graphic::VertexType::Float, 3, 0));
			vEls.Add(CB::Graphic::CVertexElement(1, L"vinput.vTexCoord", CB::Graphic::VertexType::Float, 2, 0));

			GraphicTest::CShaderLoader shaders(pGraphicDevice, L"Shaders/TextureShader.cg");

			auto pTextDecl = pGraphicDevice->CreateVertexDeclaration(shaders.pVertexShader, vEls);

			auto pTextVertexBuffer = pGraphicDevice->CreateBuffer(CB::Graphic::BufferType::Vertex, CB::Graphic::BufferUsage::Dynamic, CB::Graphic::BufferAccess::Write, textMesh.Vertices);
			auto pTextTCoordBuffer = pGraphicDevice->CreateBuffer(CB::Graphic::BufferType::Vertex, CB::Graphic::BufferUsage::Dynamic, CB::Graphic::BufferAccess::Write, textMesh.TexCoords);
			auto pTextIndexBuffer = pGraphicDevice->CreateBuffer(CB::Graphic::BufferType::Index, CB::Graphic::BufferUsage::Dynamic, CB::Graphic::BufferAccess::Write, textMesh.Indices);

			float32 fAspect = (float32)outSize.Width / (float32)outSize.Height;
			CB::Math::CMatrix mProj = CB::Math::CMatrix::GetPerspective(fAspect, 60.0f, 1.0f, 100.0f);
			CB::Math::CMatrix mView = CB::Math::CMatrix::GetTranslation(-4.0f, 0.0f, -3.4f);
			CB::Math::CMatrix mModel = CB::Math::CMatrix::GetIdentity();

			shaders.pFragmentShader->SetSampler(L"texDiffuse", pTexture.Cast<CB::Graphic::IBaseTexture>());
			pTexture->SetFilters(CB::Graphic::TextureFilter::Linear, CB::Graphic::TextureFilter::Linear, CB::Graphic::TextureFilter::Linear);
			pTexture->SetAnisotropy(8);
			//g_pTexture = texture.pTexture;			

			while(g_bRun){
				pGraphicDevice->Clear(1.0f, 1);
				pGraphicDevice->Clear(CB::Math::CColor(1.0f, 0.5f, 0.0f, 1.0f));

				pGraphicDevice->BeginRender();

				pGraphicDevice->SetShader(shaders.pVertexShader);
				pGraphicDevice->SetShader(shaders.pFragmentShader);

				static float32 fV = 0.0f;
				fV += 20 * g_Timer.GetTimeDelta();
				mModel = CB::Math::CMatrix::GetRotation(CB::Math::AxisOrientation::AxisX, fV);

				shaders.pVertexShader->SetUniform(L"vinput.mProj", mProj);
				shaders.pVertexShader->SetUniform(L"vinput.mView", mView);
				shaders.pVertexShader->SetUniform(L"vinput.mModel", mModel);

				pGraphicDevice->SetVertexDeclaration(pTextDecl);
				pGraphicDevice->SetVertexBuffer(0, pTextVertexBuffer);
				pGraphicDevice->SetVertexBuffer(1, pTextTCoordBuffer);
				pGraphicDevice->SetIndexBuffer(pTextIndexBuffer);

				pGraphicDevice->RenderIndexed(textMesh.uNumberOfPolygons);

				pGraphicDevice->EndRender();

				g_Timer.Update();
				pWinManager->ProcessEvents();

				float fFPS = 1.0f / (g_Timer.GetTimeDelta() == 0.0f ? 1.0f : g_Timer.GetTimeDelta());
				uint32 uFPS = (uint32)fFPS;

				textMesh.Clear();
				textGen.Generate(L"FPS: " + CB::String::ToString(uFPS), textMesh);

				pTextVertexBuffer->LoadData(textMesh.Vertices);
				pTextTCoordBuffer->LoadData(textMesh.TexCoords);
				pTextIndexBuffer->LoadData(textMesh.Indices);

				pGraphicDevice->Swap();
			}

			g_pTexture.Release();
		}
	}
	catch(CB::Exception::CException& Exception){
		CB::Log::Write(Exception, CB::Log::LogLevel::Fatal);
		CB::Message::Show(Exception, CB::Message::Icon::Error);
	}
	return 0;
}
コード例 #4
0
ファイル: LevelFieldMesh.cpp プロジェクト: realn/TicTacToe
	void	CLevelFieldMesh::AddToList(CB::Collection::CList<CB::Math::CVector4D>& List) const{
		for(uint32 i = 0; i < this->vPosition.GetLength(); i++){
			List.Add(this->vPosition[i]);
		}
	}