void App::render(CL_GraphicContext &gc) { gc.clear(CL_Colorf(0.0f, 0.0f, 0.0f, 1.0f)); scene.gs->image_grid.draw(gc, 420.0f, 120.0f); // Draw a grid in the backgound gc.set_map_mode(cl_user_projection); CL_Rect viewport_rect(0, 0, CL_Size(gc.get_width(), gc.get_height())); gc.set_viewport(viewport_rect); gc.set_projection(scene.gs->camera_projection); CL_BufferControl buffer_control; buffer_control.set_depth_compare_function(cl_comparefunc_lequal); buffer_control.enable_depth_write(true); buffer_control.enable_depth_test(true); buffer_control.enable_stencil_test(false); buffer_control.enable_color_write(true); gc.set_buffer_control(buffer_control); gc.clear_depth(1.0f); CL_Mat4f modelview_matrix = scene.gs->camera_modelview; scene.Draw(modelview_matrix, gc); gc.reset_program_object(); }
void App::render_from_lightsource(CL_GraphicContext &gc, CL_FrameBuffer &framebuffer) { CL_PrimitivesArray prim_array(gc); gc.set_frame_buffer(framebuffer); gc.set_map_mode(cl_user_projection); CL_Rect viewport_rect2(0, 0, CL_Size(scene.gs->texture_shadow.get_width(), scene.gs->texture_shadow.get_height())); gc.set_viewport(viewport_rect2); CL_Mat4f perp = CL_Mat4f::perspective(67.0f, 1.0f, 0.1f, 1000.0f); gc.set_projection(scene.gs->light_projection); CL_BufferControl buffer_control; buffer_control.set_depth_compare_function(cl_comparefunc_lequal); buffer_control.enable_depth_write(true); buffer_control.enable_depth_test(true); buffer_control.enable_stencil_test(false); buffer_control.enable_color_write(false); gc.set_buffer_control(buffer_control); gc.clear_depth(1.0f); CL_Mat4f modelview_matrix = scene.gs->light_modelview; scene.Draw(modelview_matrix, gc, true); gc.reset_program_object(); gc.set_modelview(CL_Mat4f::identity()); gc.set_map_mode(CL_MapMode(cl_map_2d_upper_left)); gc.reset_frame_buffer(); }
void App::render_depth_buffer(CL_GraphicContext &gc) { gc.set_map_mode(cl_user_projection); gc.set_viewport(scene.gs->texture_depth.get_size()); gc.set_projection(scene.gs->camera_projection); CL_BufferControl buffer_control; buffer_control.set_depth_compare_function(cl_comparefunc_lequal); buffer_control.enable_depth_write(true); buffer_control.enable_depth_test(true); buffer_control.enable_stencil_test(false); buffer_control.enable_color_write(false); gc.set_buffer_control(buffer_control); CL_Mat4f modelview_matrix = scene.gs->camera_modelview; scene.Draw(modelview_matrix, gc); gc.reset_program_object(); }
// The start of the Application int App::start(const std::vector<CL_String> &args) { CL_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(CL_Size( 900, 570 ), 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_Image image_ball(gc, "../Blend/Resources/ball.png"); grid_space = (float) (image_grid.get_width() - image_ball.get_width()); setup_balls(); CL_BufferControl buffer_control; CL_BufferControl default_buffer_control; options->request_repaint(); CL_Font font(gc, "Tahoma", 24); 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_balls = options->num_balls; if (num_balls > max_balls) num_balls = max_balls; if (options->is_moveballs_set) move_balls(time_diff, num_balls); gc.clear_stencil(0); // Draw the grid const float grid_xpos = 10.0f; const float grid_ypos = 10.0f; image_grid.draw(gc, grid_xpos, grid_ypos); // Draw the circle onto the stencil if (options->is_circle_set) { buffer_control.enable_logic_op(false); buffer_control.enable_stencil_test(true); buffer_control.set_stencil_compare_func(cl_comparefunc_always, cl_comparefunc_always); buffer_control.set_stencil_fail(cl_stencil_incr_wrap, cl_stencil_incr_wrap); buffer_control.set_stencil_pass_depth_fail(cl_stencil_incr_wrap, cl_stencil_incr_wrap); buffer_control.set_stencil_pass_depth_pass(cl_stencil_incr_wrap, cl_stencil_incr_wrap); buffer_control.enable_color_write(false); buffer_control.enable_depth_write(false); buffer_control.enable_depth_test(false); gc.set_buffer_control(buffer_control); CL_Draw::circle(gc, grid_xpos + image_grid.get_width()/2, grid_ypos + image_grid.get_height()/2, 100, CL_Colorf::white); } buffer_control.enable_color_write(true); buffer_control.enable_logic_op(false); buffer_control.enable_stencil_test(true); buffer_control.set_stencil_compare_func(options->compare_function, options->compare_function); buffer_control.set_stencil_compare_reference(options->compare_reference, options->compare_reference); buffer_control.set_stencil_write_mask(255, 255); buffer_control.set_stencil_compare_mask(255, 255); buffer_control.set_stencil_fail(options->stencil_fail, options->stencil_fail);; // Note, depth testing disabled for this example buffer_control.set_stencil_pass_depth_fail(options->stencil_pass, options->stencil_pass); buffer_control.set_stencil_pass_depth_pass(options->stencil_pass, options->stencil_pass); buffer_control.enable_depth_write(false); buffer_control.enable_depth_test(false); gc.set_buffer_control(buffer_control); for (int cnt=0; cnt<num_balls; cnt++) { image_ball.draw(gc, grid_xpos + balls[cnt].xpos, grid_ypos + balls[cnt].ypos); } gc.set_buffer_control(default_buffer_control); CL_Image stencil_image = get_stencil(gc, CL_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(gc, stencil_image_xpos, stencil_image_ypos); CL_Draw::box(gc, CL_Rectf(stencil_image_xpos, stencil_image_ypos, CL_Sizef(stencil_image.get_width() * stencil_image_scale, stencil_image.get_height() * stencil_image_scale)), CL_Colorf::white); font.draw_text(gc, stencil_image_xpos, stencil_image_ypos - 4.0f, "Stencil", CL_Colorf::black); // Add a note to avoid confusion font.draw_text(gc, 10.0f, 500.0, "(This example does not use the stencil depth buffer comparison or the stencil bitmask)", CL_Colorf::black); window.flip(1); CL_KeepAlive::process(); } return 0; }
// The start of the Application int App::start(const std::vector<CL_String> &args) { quit = false; CL_GL1WindowDescription desc; desc.set_title("ClanLib Object 3D Example"); desc.set_size(CL_Size(640, 480), true); desc.set_multisampling(4); desc.set_depth_size(16); CL_DisplayWindow window(desc); #ifdef _DEBUG //struct aiLogStream stream; //stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL); //aiAttachLogStream(&stream); //stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt"); //aiAttachLogStream(&stream); #endif // Connect the Window close event CL_Slot slot_quit = window.sig_window_close().connect(this, &App::on_window_close); // Connect a keyboard handler to on_key_up() CL_Slot slot_input_up = (window.get_ic().get_keyboard()).sig_key_up().connect(this, &App::on_input_up); // Get the graphic context CL_GraphicContext gc = window.get_gc(); #ifdef USE_OPENGL_1 CL_GraphicContext_GL1 gc_gl1 = gc; #endif // Prepare the display gc.set_map_mode(cl_user_projection); CL_PolygonRasterizer polygon_rasterizer; polygon_rasterizer.set_culled(true); polygon_rasterizer.set_face_cull_mode(cl_cull_back); polygon_rasterizer.set_front_face(cl_face_side_clockwise); gc.set_polygon_rasterizer(polygon_rasterizer); CL_BufferControl buffer_control; buffer_control.enable_depth_test(true); buffer_control.set_depth_compare_function(cl_comparefunc_lequal); buffer_control.enable_depth_write(true); gc.set_buffer_control(buffer_control); #ifdef USE_OPENGL_1 // Set the lights CL_LightModel_GL1 light_model; light_model.enable_lighting(true); light_model.set_flat_shading(false); light_model.set_scene_ambient_light(CL_Colorf(0.2f, 0.2f, 0.2f, 1.0f)); gc_gl1.set_light_model(light_model); CL_LightSource_GL1 light_distant; light_distant.set_spot_cutoff(180.0f); light_distant.set_diffuse_intensity(CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f)); light_distant.set_position(CL_Vec4f(0.0f, -2.0f, 30.0f, 0.0f).normalize3()); gc_gl1.set_light(0, light_distant); cl1Enable(GL_NORMALIZE); #endif #ifdef USE_OPENGL_2 Shader shader(gc); #endif // Create the objects aiSetImportPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,89.53f); const struct aiScene* scene_teapot = aiImportFile("../Clan3D/Resources/teapot.dae",aiProcessPreset_TargetRealtime_MaxQuality); if (!scene_teapot) throw CL_Exception("Cannot load the teapot model"); const struct aiScene* scene_clanlib = aiImportFile("../Clan3D/Resources/clanlib.dae",aiProcessPreset_TargetRealtime_MaxQuality); if (!scene_clanlib) throw CL_Exception("Cannot load the clanlib model"); const struct aiScene* scene_tuxball = aiImportFile("../Clan3D/Resources/tux_ball.dae",aiProcessPreset_TargetRealtime_MaxQuality | aiProcess_FlipUVs); if (!scene_tuxball) throw CL_Exception("Cannot load the tux ball model"); // Load the texture CL_Texture tux(gc, "../Clan3D/Resources/tux.png"); float angle = 0.0f; // Run until someone presses escape while (!quit) { CL_Mat4f perp = CL_Mat4f::perspective(45.0f, ((float) gc.get_width()) / ((float) gc.get_height()), 0.1f, 1000.0f); gc.set_projection(perp); gc.clear(CL_Colorf::black); gc.clear_depth(1.0f); angle += 1.0f; if (angle >= 360.0f) angle -= 360.0f; #ifdef USE_OPENGL_2 shader.Set(gc); shader.Use(gc); #else gc.set_program_object(cl_program_color_only); #endif CL_PrimitivesArray prim_array(gc); gc.set_modelview(CL_Mat4f::identity()); gc.mult_scale(1.0f,1.0f, -1.0f); // So +'ve Z goes into the screen gc.mult_translate(0.0f, 0.0f, 2.0f); gc.mult_rotate(CL_Angle(angle, cl_degrees), 0.0f, 1.0f, 0.0f, false); gc.push_modelview(); recursive_render(gc, scene_teapot, scene_teapot->mRootNode, false); gc.pop_modelview(); gc.push_modelview(); gc.mult_scale(0.5f, 0.5f, 0.5f); gc.mult_translate(0.0f, -0.5f, 0.0f); recursive_render(gc, scene_clanlib, scene_clanlib->mRootNode, false); gc.pop_modelview(); #ifdef USE_OPENGL_2 shader.Set(gc, 0); shader.Use(gc); #else gc.set_program_object(cl_program_single_texture); #endif gc.set_texture(0, tux); gc.set_modelview(CL_Mat4f::identity()); gc.mult_scale(1.0f,1.0f, -1.0f); // So +'ve Z goes into the screen gc.mult_translate(0.7f, 0.5f, 2.0f); gc.mult_scale(0.05f, 0.05f, 0.05f); gc.mult_rotate(CL_Angle(angle * 4.0f, cl_degrees), 0.0f, 1.0f, 0.0f, false); recursive_render(gc, scene_tuxball, scene_tuxball->mRootNode, true); gc.reset_texture(0); gc.reset_program_object(); // Flip the display, showing on the screen what we have drawed // since last call to flip() window.flip(1); // This call processes user input and other events CL_KeepAlive::process(); } aiReleaseImport(scene_tuxball); aiReleaseImport(scene_clanlib); aiReleaseImport(scene_teapot); aiDetachAllLogStreams(); return 0; }
// The start of the Application int App::start(const std::vector<CL_String> &args) { CL_DisplayWindowDescription win_desc; win_desc.set_allow_resize(true); win_desc.set_title("Vertex Buffer Object Example"); win_desc.set_depth_size(16); win_desc.set_size(CL_Size( 800, 600 ), 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_GraphicContext gc = window.get_gc(); Shader shader(gc); // Prepare the display gc.set_map_mode(cl_user_projection); CL_PolygonRasterizer polygon_rasterizer; polygon_rasterizer.set_culled(true); polygon_rasterizer.set_face_cull_mode(cl_cull_back); polygon_rasterizer.set_front_face(cl_face_side_clockwise); gc.set_polygon_rasterizer(polygon_rasterizer); CL_BufferControl buffer_control; buffer_control.enable_depth_test(true); buffer_control.set_depth_compare_function(cl_comparefunc_lequal); buffer_control.enable_depth_write(true); gc.set_buffer_control(buffer_control); std::vector<CL_Vec3f> object_positions; std::vector<CL_Vec3f> object_normals; std::vector<CL_Vec4f> object_material_ambient; const int num_cubes = 20000; object_positions.reserve(num_cubes * 6 * 6); // 6 faces, and 6 vertices per face object_normals.reserve(num_cubes * 6 * 6); object_material_ambient.reserve(num_cubes * 6 * 6); for (int cnt=0; cnt < num_cubes; cnt++) { create_cube(object_positions, object_normals, object_material_ambient); } CL_VertexArrayBuffer vb_positions(gc, &object_positions[0], sizeof(CL_Vec3f) * object_positions.size()); CL_VertexArrayBuffer vb_normals(gc, &object_normals[0], sizeof(CL_Vec3f) * object_normals.size()); CL_VertexArrayBuffer vb_material_ambient(gc, &object_material_ambient[0], sizeof(CL_Vec4f) * object_material_ambient.size()); // ** Note, at this point "object_positions, object_normals and object_material_ambient" // ** can be destroyed. But for the purpose of this example, is it kept CL_Font fps_font(gc, "tahoma", 20); FramerateCounter frameratecounter; unsigned int time_last = CL_System::get_time(); float angle = 0.0f; is_vertex_buffer_on = true; while (!quit) { unsigned int time_now = CL_System::get_time(); float time_diff = (float) (time_now - time_last); time_last = time_now; gc.clear(CL_Colorf(0.0f, 0.0f, 0.0f, 1.0f)); gc.clear_depth(1.0f); gc.set_map_mode(cl_map_2d_upper_left); CL_String fps = cl_format("%1 fps", frameratecounter.get_framerate()); fps_font.draw_text(gc, gc.get_width() - 100, 30, fps); CL_String info = cl_format("%1 vertices", (int) object_positions.size()); fps_font.draw_text(gc, 30, 30, info); fps_font.draw_text(gc, 30, gc.get_height() - 8, "Press any key to toggle the Vertex Buffer option"); if (is_vertex_buffer_on) { fps_font.draw_text(gc, 200, 30, "Vertex Buffer = ON"); } else { fps_font.draw_text(gc, 200, 30, "Vertex Buffer = OFF"); } gc.set_map_mode(cl_user_projection); CL_Mat4f perp = CL_Mat4f::perspective(45.0f, ((float) gc.get_width()) / ((float) gc.get_height()), 0.1f, 100000.0f); gc.set_projection(perp); angle += time_diff / 20.0f; if (angle >= 360.0f) angle -= 360.0f; gc.push_modelview(); gc.set_modelview(CL_Mat4f::identity()); gc.mult_scale(1.0f,1.0f, -1.0f); // So +'ve Z goes into the screen gc.mult_translate(0.0f, 0.0f, 800.0f); gc.mult_rotate(CL_Angle(angle*2.0f, cl_degrees), 0.0f, 1.0f, 0.0f, false); gc.mult_rotate(CL_Angle(angle, cl_degrees), 1.0f, 0.0f, 0.0f, false); shader.Set(gc); shader.Use(gc); CL_PrimitivesArray prim_array(gc); if (is_vertex_buffer_on) { prim_array.set_attributes(0, vb_positions, 3, cl_type_float, (void *) 0); prim_array.set_attributes(1, vb_normals, 3, cl_type_float, (void *) 0); prim_array.set_attributes(2, vb_material_ambient, 4, cl_type_float, (void *) 0); } else { prim_array.set_attributes(0, &object_positions[0]); prim_array.set_attributes(1, &object_normals[0]); prim_array.set_attributes(2, &object_material_ambient[0]); } gc.draw_primitives(cl_triangles, object_positions.size(), prim_array); gc.pop_modelview(); gc.reset_program_object(); window.flip(0); frameratecounter.frame_shown(); CL_KeepAlive::process(); } return 0; }