예제 #1
0
int DemoSimple::run(CL_DisplayWindow &window)
{
	quit = false;

	// Set the window
	window.set_title("LinearParticle Example - Simple ");

	// Connect the Window close event
	CL_Slot slot_quit = window.sig_window_close().connect(this, &DemoSimple::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, &DemoSimple::on_input_up);

	// Get the graphic context
	CL_GraphicContext gc = window.get_gc();

	// initialize LinearParticle
	L_ParticleSystem::init();

	// create surface to be used for particle and set the alignment
	CL_Sprite surface(gc,"Resources/light16p.png");
	surface.set_alignment(origin_center);

	// create a sample of particle with life of 5000
	L_Particle particle(&surface,5000);

	// create dropping effect with period of 16
	L_DroppingEffect dropper(0,0,16);

	// add the particle to dropper effect
	dropper.add(&particle);

	// initialize particle effect
	dropper.initialize();

	float x_pos = 320;
	float y_pos = 240;
	float x_vel = 3.0f;
	float y_vel = 3.0f;

	CL_Font font(gc, "tahoma", 16 );

	FramerateCounter frameratecounter;

	// Run until someone presses escape
	while (!quit)
	{
		gc.clear();

		x_pos += x_vel;
		y_pos += y_vel;

		if( x_pos > 640 || x_pos < 0 )
			x_vel = -x_vel;

		if( y_pos > 480 || y_pos < 0 )
			y_vel = -y_vel;

		dropper.set_position(x_pos, y_pos);
			dropper.trigger();

		/* pass frame time to L_ParticleEffect::run(int) for time based system,
			a constant number would be a reference time unit for frame based system. */
		dropper.run(16);

		// draw dropping effect
		L_DrawParticle(gc,dropper);

		frameratecounter.show_fps(gc, font);
		window.flip(0);	// Set to "1" to lock to screen refresh rate
		frameratecounter.frame_shown();

		CL_KeepAlive::process(0);
	}

	// deinitialize LinearParticle
	L_ParticleSystem::deinit();

	return 0;
}
예제 #2
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;
}
예제 #3
0
int DemoShooting::run(clan::DisplayWindow &window)
{
    clan::SlotContainer cc;
	window.set_title("LinearParticle Example - Shooting ");

	cc.connect(window.sig_window_close(), clan::bind_member(this, &DemoShooting::on_window_close));
	clan::Canvas canvas(window);
	cc.connect(window.get_ic().get_keyboard().sig_key_up(), clan::bind_member(this, &DemoShooting::on_key_up));

	// initialize LinearParticle
	L_ParticleSystem::init();

	// create surface to be used for particle and set the alignment
	clan::Sprite surface(canvas,"Resources/star.png");
	surface.set_alignment(clan::origin_center);

	motion_ctrl.set_1d_acceleration(-0.0003);

	L_Particle particle(&surface,3000);
	particle.set_color(L_Color(255,110,60,255));
	particle.coloring2(L_Color(255,110,60,255),L_Color(0,200,100,255),0.6);
	particle.rotating2(L_2PI);
	particle.set_motion_controller(&motion_ctrl);

	L_Vector shooting_vector;
	shooting_vector.set2( 0.4, L_DEGREE_TO_RADIAN(-90) );
	effect = new L_ShootingEffect(460,360,shooting_vector,16,4);
	effect->add(&particle);
	effect->set_width_interval(100);
	effect->set_angle_interval(L_DEGREE_TO_RADIAN(45));
	effect->set_life_distortion(600);
	effect->set_size_distortion(0.4f);
	effect->initialize();


	char str[32];
	quit = false;
	show_menu = true;

	clan::Font font(canvas, "Arial", 16 );
	FramerateCounter frameratecounter;
	clan::ubyte64 last_time = clan::System::get_time();

	while(!quit)
	{
		canvas.clear();

		clan::ubyte64 current_time = clan::System::get_time();
		int time_run = current_time - last_time;
		last_time = current_time;

		/* the maximum time step is set to 50milisecs to avoid artifacts
		and errors caused by low frame rate to be less noticeable. */
		while( time_run > 50 )
		{
			run_a_step(50);
			time_run -= 50;
		}

		if( time_run > 0 )
			run_a_step(time_run);


		L_DrawParticle(canvas, effect);

		if( show_menu )
		{
			frameratecounter.show_fps(canvas, font);

			sprintf(str,"#Particle : %d", effect->get_particle_num());
			font.draw_text(canvas,10,30,str);

			font.draw_text(canvas,10,425,"F1 : hide/show menu");
			font.draw_text(canvas,10,440,"Space : trigger random sleep");
		}


		window.flip(0);	// Set to "1" to lock to screen refresh rate
		frameratecounter.frame_shown();

		clan::KeepAlive::process(0);
	}

	delete effect;

	// deinitialize LinearParticle
	L_ParticleSystem::deinit();

	return 0;
}
예제 #4
0
파일: msmall.cpp 프로젝트: Pyrdacor/ClanLib
int DemoMSmall::run(clan::DisplayWindow &window)
{
    clan::SlotContainer cc;
	window.set_title("LinearParticle Example - MSmall ");
	cc.connect(window.sig_window_close(), clan::bind_member(this, &DemoMSmall::on_window_close));
	clan::Canvas canvas(window);
	cc.connect(window.get_ic().get_keyboard().sig_key_up(), clan::bind_member(this, &DemoMSmall::on_key_up));

	// initialize LinearParticle
	L_ParticleSystem::init();

	// create surface to be used for particle and set the alignment
	clan::Sprite surface(canvas, "Resources/small.png");
	surface.set_alignment(clan::origin_center);

	motion_ctrl.set_speed_limit(0.1); // set max speed of particle
	motion_ctrl.set_1d_acceleration(-0.0003); // set deceleration

	// create sample of particle
	L_Particle particle(&surface,2000);
	particle.set_color(L_Color(255,110,60,255));
	particle.coloring2(L_Color(255,110,60,255),L_Color(0,200,100,255),0.6);
	particle.set_motion_controller(&motion_ctrl); // assign motion cotroller


	// create explosion effect
	effect = new L_ExplosionEffect(320,240,16,10,12,0.1);
	effect->add(&particle);

	// apply random life distortion for each emitted particle
	effect->set_life_distortion(700);
	effect->initialize();

	char str[32];
	quit = false;
	show_menu = true;

	clan::Font font(canvas, "Arial", 16 );
	FramerateCounter frameratecounter;
	clan::ubyte64 last_time = clan::System::get_time();

	clan::InputDevice &keyboard = window.get_ic().get_keyboard();
	while(!quit)
	{
		canvas.clear();


		static L_REAL x_pos = 320;
		static L_REAL y_pos = 240;

		L_REAL x_vel = 0;
		L_REAL y_vel = 0;
		if( keyboard.get_keycode(clan::keycode_up) )
			y_vel = -0.2;

		else if( keyboard.get_keycode(clan::keycode_down))
			y_vel = 0.2;

		if( keyboard.get_keycode(clan::keycode_left))
			x_vel = -0.2;

		else if( keyboard.get_keycode(clan::keycode_right))
			x_vel = 0.2;

		L_Vector vel;
		vel.set( x_vel, y_vel );

		clan::ubyte64 current_time = clan::System::get_time();
		int time_run = current_time - last_time;
		last_time = current_time;

		x_pos += x_vel*time_run;
		y_pos += y_vel*time_run;

		effect->trigger();
		effect->set_velocity(vel);
		effect->run(time_run);
		effect->set_position(x_pos, y_pos);
		L_DrawParticle(canvas, effect);

		if( show_menu )
		{
			frameratecounter.show_fps(canvas, font);

			sprintf(str,"#Particle : %d", effect->get_particle_num());
			font.draw_text(canvas,10,30,str);

			font.draw_text(canvas,10,410,"F1 : hide/show menu");
			font.draw_text(canvas,10,425,"Space : trigger random sleep");
			font.draw_text(canvas,10,440,"Arrow keys : move the effect");
		}


		window.flip(0);	// Set to "1" to lock to screen refresh rate
		frameratecounter.frame_shown();

		clan::KeepAlive::process(0);
	}

	delete effect;

	// deinitialize LinearParticle
	L_ParticleSystem::deinit();

	return 0;
}