Exemplo n.º 1
0
void CL_RenderBatch3D::flush(CL_GraphicContext &gc)
{
	if (position > 0)
	{
		gc.set_modelview(CL_Mat4f::identity());
		gc.set_program_object(cl_program_sprite);

		if (use_glyph_program)
		{
			CL_BlendMode old_blend_mode = gc.get_blend_mode();
			CL_BlendMode blend_mode;
			blend_mode.set_blend_color(constant_color);
			blend_mode.set_blend_function(cl_blend_constant_color, cl_blend_one_minus_src_color, cl_blend_zero, cl_blend_one);
			gc.set_blend_mode(blend_mode);

			for (int i = 0; i < num_current_textures; i++)
				gc.set_texture(i, current_textures[i]);
			CL_PrimitivesArray prim_array(gc);
			prim_array.set_attributes(0, &vertices[0].position, sizeof(SpriteVertex));
			prim_array.set_attributes(1, &vertices[0].color, sizeof(SpriteVertex));
			prim_array.set_attributes(2, &vertices[0].texcoord, sizeof(SpriteVertex));
			prim_array.set_attributes(3, &vertices[0].texindex, sizeof(SpriteVertex));
			gc.draw_primitives(cl_triangles, position, prim_array);
			for (int i = 0; i < num_current_textures; i++)
				gc.reset_texture(i);

			gc.set_blend_mode(old_blend_mode);
		}
		else
		{
			for (int i = 0; i < num_current_textures; i++)
				gc.set_texture(i, current_textures[i]);
			CL_PrimitivesArray prim_array(gc);
			prim_array.set_attributes(0, &vertices[0].position, sizeof(SpriteVertex));
			prim_array.set_attributes(1, &vertices[0].color, sizeof(SpriteVertex));
			prim_array.set_attributes(2, &vertices[0].texcoord, sizeof(SpriteVertex));
			prim_array.set_attributes(3, &vertices[0].texindex, sizeof(SpriteVertex));
			gc.draw_primitives(cl_triangles, position, prim_array);
			for (int i = 0; i < num_current_textures; i++)
				gc.reset_texture(i);
		}

		gc.reset_program_object();
		gc.set_modelview(modelview);
		position = 0;
		for (int i = 0; i < num_current_textures; i++)
			current_textures[i] = CL_Texture();
		num_current_textures = 0;
	}
}
Exemplo n.º 2
0
void App::draw_texture(CL_GraphicContext &gc, const CL_Rectf &rect, const CL_Colorf &color, const CL_Rectf &texture_unit1_coords)
{
	CL_Vec2f positions[6] =
	{
		CL_Vec2f(rect.left, rect.top),
		CL_Vec2f(rect.right, rect.top),
		CL_Vec2f(rect.left, rect.bottom),
		CL_Vec2f(rect.right, rect.top),
		CL_Vec2f(rect.left, rect.bottom),
		CL_Vec2f(rect.right, rect.bottom)
	};

	CL_Vec2f tex1_coords[6] =
	{
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.bottom)
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attribute(1, color);
	prim_array.set_attributes(2, tex1_coords);
	gc.draw_primitives(cl_triangles, 6, prim_array);
}
Exemplo n.º 3
0
void CL_Draw::gradient_fill(CL_GraphicContext &gc, float x1, float y1, float x2, float y2, const CL_Gradient &gradient)
{
	CL_Vec2f positions[6] =
	{
		CL_Vec2f(x1, y1),
		CL_Vec2f(x2, y1),
		CL_Vec2f(x1, y2),
		CL_Vec2f(x2, y1),
		CL_Vec2f(x1, y2),
		CL_Vec2f(x2, y2)
	};

	#define cl_color_to_color4d(c) c.get_red(), c.get_green(), c.get_blue(), c.get_alpha()

	CL_Vec4f colors[6] =
	{
		CL_Vec4f(cl_color_to_color4d(gradient.top_left)),
		CL_Vec4f(cl_color_to_color4d(gradient.top_right)),
		CL_Vec4f(cl_color_to_color4d(gradient.bottom_left)),
		CL_Vec4f(cl_color_to_color4d(gradient.top_right)),
		CL_Vec4f(cl_color_to_color4d(gradient.bottom_left)),
		CL_Vec4f(cl_color_to_color4d(gradient.bottom_right))
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attributes(1, colors);
	gc.set_program_object(cl_program_color_only);
	gc.draw_primitives(cl_triangles, 6, prim_array);
	gc.reset_program_object();
}
Exemplo n.º 4
0
/**
 * Draws the polygon on the graphics context.
 *
 * @param gc Graphics context to draw the polygon on.
 */
void Polygon::draw(CL_GraphicContext gc)
{

	//Only draw if more than one point exists.
	if(_points.size() > 1)
	{

		//CL_Vec4f green_color(1.0f, 1.0f, 1.0f, 1.0f);
		CL_Vec2i points_array[_points.size()];

		std::list<CL_Pointf>::iterator it_point;
		int n = 0;
		for(it_point = _points.begin(); it_point != _points.end(); ++it_point)
		{
			points_array[n] = static_cast<CL_Vec2i>(*(it_point));
			n++;
		}

		CL_PrimitivesArray poly(gc);
		poly.set_attributes(0, points_array);
		poly.set_attribute(1, _line_color);

		//scene->get_world()->get_gc()->get_polygon_rasterizer().set_face_fill_mode_front(cl_fill_polygon);

		gc.set_program_object(cl_program_color_only);
		gc.draw_primitives(cl_line_loop,n,poly);
		gc.reset_program_object();

	}

}
Exemplo n.º 5
0
void Model_Impl::Draw(CL_GraphicContext &gc, GraphicStore *gs, const CL_Mat4f &modelview_matrix)
{
	gc.set_modelview(modelview_matrix);

	CL_PrimitivesArray prim_array(gc);

	prim_array.set_attributes(0, vbo_positions, 3, cl_type_float, (void *) 0);
	prim_array.set_attributes(1, vbo_normals, 3, cl_type_float, (void *) 0);

	if (!vbo_texcoords.is_null())
	{
		prim_array.set_attributes(2, vbo_texcoords, 2, cl_type_float, (void *) 0);
		gc.set_texture(0, gs->texture_underwater);
		gc.set_texture(1, gs->texture_background);
		gs->shader_texture.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
		gs->shader_texture.Use(gc);
	}
	else
	{
		throw CL_Exception("What! no texure coordinates?");
	}

	gc.draw_primitives(cl_triangles, vbo_size, prim_array);

	gc.reset_texture(0);
	gc.reset_texture(0);

}
Exemplo n.º 6
0
void CL_Draw::point(CL_GraphicContext &gc, float x1, float y1, const CL_Colorf &color)
{
	CL_Vec2f positions[1] =
	{
		CL_Vec2f(x1, y1)
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attribute(1, color);
	gc.set_program_object(cl_program_color_only);
	gc.draw_primitives(cl_points, 1, prim_array);
	gc.reset_program_object();
}
Exemplo n.º 7
0
void Model_Impl::Draw(CL_GraphicContext &gc, GraphicStore *gs, const CL_Mat4f &modelview_matrix, bool is_draw_shadow)
{
	gc.set_modelview(modelview_matrix);

	CL_PrimitivesArray prim_array(gc);

	prim_array.set_attributes(0, vbo_positions, 3, cl_type_float, (void *) 0);
	prim_array.set_attributes(1, vbo_normals, 3, cl_type_float, (void *) 0);

	if (is_draw_shadow)
	{
		gs->shader_depth.Use(gc);
		gc.draw_primitives(cl_triangles, vbo_size, prim_array);
	}
	else
	{
		if (!vbo_texcoords.is_null())
		{
			prim_array.set_attributes(2, vbo_texcoords, 2, cl_type_float, (void *) 0);
			gs->shader_texture.SetShadowMatrix(gs->shadow_matrix);
			gc.set_texture(0, gs->texture_brick);
			gc.set_texture(1, gs->texture_shadow);
			gs->shader_texture.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
			gs->shader_texture.Use(gc);
		}
		else
		{
			gs->shader_color.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
			gs->shader_color.Use(gc);
		}

		gc.draw_primitives(cl_triangles, vbo_size, prim_array);

		gc.reset_texture(0);
		gc.reset_texture(1);
	}
}
Exemplo n.º 8
0
void Model_Impl::Draw(CL_GraphicContext &gc, GraphicStore *gs, const CL_Mat4f &modelview_matrix)
{
	gc.set_modelview(modelview_matrix);

	CL_PrimitivesArray prim_array(gc);

	prim_array.set_attributes(0, vbo_positions, 3, cl_type_float, (void *) 0);
	prim_array.set_attributes(1, vbo_normals, 3, cl_type_float, (void *) 0);

	gs->shader_color.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);

	gs->shader_color.Use(gc);

	gc.draw_primitives(cl_triangles, vbo_size, prim_array);
}
Exemplo n.º 9
0
void CL_Draw::triangle(CL_GraphicContext &gc, const CL_Pointf &a, const CL_Pointf &b, const CL_Pointf &c, const CL_Colorf &color)
{
	CL_Vec2f positions[3] =
	{
		CL_Vec2f(a.x, a.y),
		CL_Vec2f(b.x, b.y),
		CL_Vec2f(c.x, c.y)
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attribute(1, color);
	gc.set_program_object(cl_program_color_only);
	gc.draw_primitives(cl_triangles, 3, prim_array);
	gc.reset_program_object();
}
Exemplo n.º 10
0
void App::draw(CL_GraphicContext &gc, const CL_Rectf &rect)
{
	CL_Vec2f positions[6] =
	{
		CL_Vec2f(rect.left, rect.top),
		CL_Vec2f(rect.right, rect.top),
		CL_Vec2f(rect.left, rect.bottom),
		CL_Vec2f(rect.right, rect.top),
		CL_Vec2f(rect.left, rect.bottom),
		CL_Vec2f(rect.right, rect.bottom)
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	gc.draw_primitives(cl_triangles, 6, prim_array);
}
Exemplo n.º 11
0
void CL_Draw::box(CL_GraphicContext &gc, float x1, float y1, float x2, float y2, const CL_Colorf &color)
{
	CL_Vec2f positions[4] =
	{
		CL_Vec2f(x1, y1),
		CL_Vec2f(x2, y1),
		CL_Vec2f(x2, y2),
		CL_Vec2f(x1, y2)
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attribute(1, color);
	gc.set_program_object(cl_program_color_only);
	gc.draw_primitives(cl_line_loop, 4, prim_array);
	gc.reset_program_object();
}
Exemplo n.º 12
0
void Skybox::render(CL_GraphicContext &gc, const Camera &camera)
{
	Camera cam = camera;
	cam.get_position().set_position(0,0,0);
	cam.setup_gc(gc, 0.1f, 10.0f);

	gc.set_texture(0, skybox_texture);
	gc.set_program_object(program_object);
	program_object.set_uniform1i(("texture1"), 0);

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	gc.draw_primitives(cl_triangles, 6*6, prim_array);

	gc.reset_program_object();
	gc.reset_texture(0);

}
Exemplo n.º 13
0
void HSVSpriteBatch::flush(CL_GraphicContext &gc)
{
	if (fill_position > 0)
	{
		CL_PrimitivesArray primarray(gc);
		primarray.set_attributes(0, positions);
		primarray.set_attributes(1, hue_offsets);
		primarray.set_attributes(2, tex1_coords);

		gc.set_texture(0, current_texture);
		gc.set_program_object(program, cl_program_matrix_modelview_projection);
		gc.draw_primitives(cl_triangles, fill_position, primarray);
		gc.reset_program_object();
		gc.reset_texture(0);

		fill_position = 0;
		current_texture = CL_Texture();
	}
}
Exemplo n.º 14
0
void ShaderImpl::end(CL_GraphicContext &p_gc)
{
	G_ASSERT(m_initialized);
	G_ASSERT(m_began);

	// detach frame buffer
	p_gc.reset_frame_buffer();
	m_frameBuffer.detach_color_buffer(0, m_texture);

	// prepare shader
	m_program.set_uniform1i("tex", 0);
	m_program.set_uniform1i("textureWidth", m_drawRect.get_width());
	m_program.set_uniform1i("textureHeight", m_drawRect.get_height());

	m_parent->setUniforms(m_program);

	// draw texture using shader
	p_gc.set_modelview(CL_Mat4f::identity());
	p_gc.mult_translate(m_drawRect.left, m_drawRect.top);
	p_gc.mult_scale(m_drawRect.get_width(), m_drawRect.get_height());

	p_gc.set_texture(0, m_texture);
	p_gc.set_program_object(m_program);

	p_gc.draw_primitives(cl_quads, 4, m_quad);

	p_gc.reset_program_object();
	p_gc.reset_texture(0);

#if defined(DRAW_WIREFRAME)
	CL_Draw::line(p_gc, 0, 0, 1, 0, CL_Colorf::red);
	CL_Draw::line(p_gc, 1, 0, 1, 1, CL_Colorf::red);
	CL_Draw::line(p_gc, 1, 1, 0, 1, CL_Colorf::red);
	CL_Draw::line(p_gc, 0, 1, 0, 0, CL_Colorf::red);
#endif // DRAW_WIREFRAME

	// reset modelview matrix
	p_gc.pop_modelview();

	m_began = false;
}
Exemplo n.º 15
0
void CL_Draw::texture(
	CL_GraphicContext &gc,
	const CL_Texture &texture,
	const CL_Quadf &quad,
	const CL_Colorf &color,
	const CL_Rectf &texture_unit1_coords)
{
	CL_Vec2f positions[6] =
	{
		CL_Vec2f(quad.p),
		CL_Vec2f(quad.q),
		CL_Vec2f(quad.s),
		CL_Vec2f(quad.q),
		CL_Vec2f(quad.s),
		CL_Vec2f(quad.r)
	};

	CL_Vec2f tex1_coords[6] =
	{
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.bottom)
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attribute(1, color);
	prim_array.set_attributes(2, tex1_coords);
	gc.set_texture(0, texture);
	gc.set_program_object(cl_program_single_texture);
	gc.draw_primitives(cl_triangles, 6, prim_array);
	gc.reset_program_object();
	gc.reset_texture(0);
}
Exemplo n.º 16
0
void HSV::render_texture(CL_GraphicContext &gc, CL_ProgramObject &program, CL_Texture &texture, float hue_offset)
{
	CL_Rectf rect(0.0f, 0.0f, (float)gc.get_width(), (float)gc.get_height());
	CL_Rectf texture_unit1_coords(0.0f, 0.0f, 1.0f, 1.0f);

	CL_Vec2f positions[6] =
	{
		CL_Vec2f(rect.left, rect.top),
		CL_Vec2f(rect.right, rect.top),
		CL_Vec2f(rect.left, rect.bottom),
		CL_Vec2f(rect.right, rect.top),
		CL_Vec2f(rect.left, rect.bottom),
		CL_Vec2f(rect.right, rect.bottom)
	};

	CL_Vec2f tex1_coords[6] =
	{
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.bottom)
	};

	CL_PrimitivesArray primarray(gc);
	primarray.set_attributes(0, positions);
	primarray.set_attribute(1, CL_Vec1f(hue_offset));
	primarray.set_attributes(2, tex1_coords);

	gc.set_texture(0, texture);
	gc.set_program_object(program, cl_program_matrix_modelview_projection);
	gc.draw_primitives(cl_triangles, 6, primarray);
	gc.reset_program_object();
	gc.reset_texture(0);
}
Exemplo n.º 17
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;
}
Exemplo n.º 18
0
void ContainerRenderer::render(CL_GraphicContext& gc) {
    renderQueue_->preRender();

    gc.clear(CL_Colorf(0.f, 0.f, 0.f, 0.f));

    boost::shared_ptr<CL_ProgramObject> shader = ui::Manager::getShaderManager()->getGumpShader();
    gc.set_program_object(*shader, cl_program_matrix_modelview_projection);

    CL_Texture huesTexture = data::Manager::getHuesLoader()->getHuesTexture();
    gc.set_texture(0, huesTexture);
    // set texture unit 1 active to avoid overriding the hue texture with newly loaded object textures
    gc.set_texture(1, huesTexture);

    shader->set_uniform1i("HueTexture", 0);
    shader->set_uniform1i("ObjectTexture", 1);

    RenderQueue::const_iterator igIter = renderQueue_->begin();
    RenderQueue::const_iterator igEnd = renderQueue_->end();

    CL_Vec2f vertexCoords[6];

    bool renderingComplete = true;

    // draw background container texture
    boost::shared_ptr<ui::Texture> bgTex = containerView_->getBackgroundTexture();
    if (bgTex && bgTex->isReadComplete()) {
        CL_Vec3f hueInfo(0, 0, 1);

        CL_Rectf rect(0, 0, CL_Sizef(bgTex->getWidth(), bgTex->getHeight()));

        vertexCoords[0] = CL_Vec2f(rect.left, rect.top);
        vertexCoords[1] = CL_Vec2f(rect.right, rect.top);
        vertexCoords[2] = CL_Vec2f(rect.left, rect.bottom);
        vertexCoords[3] = CL_Vec2f(rect.right, rect.top);
        vertexCoords[4] = CL_Vec2f(rect.left, rect.bottom);
        vertexCoords[5] = CL_Vec2f(rect.right, rect.bottom);

        CL_Rectf texCoordHelper = bgTex->getNormalizedTextureCoords();

        CL_Vec2f texCoords[6] = {
            CL_Vec2f(texCoordHelper.left, texCoordHelper.top),
            CL_Vec2f(texCoordHelper.right, texCoordHelper.top),
            CL_Vec2f(texCoordHelper.left, texCoordHelper.bottom),
            CL_Vec2f(texCoordHelper.right, texCoordHelper.top),
            CL_Vec2f(texCoordHelper.left, texCoordHelper.bottom),
            CL_Vec2f(texCoordHelper.right, texCoordHelper.bottom)
        };

        CL_PrimitivesArray primarray(gc);
        primarray.set_attributes(0, vertexCoords);
        primarray.set_attributes(1, texCoords);

        primarray.set_attribute(2, hueInfo);

        gc.set_texture(1, bgTex->getTexture());
        gc.draw_primitives(cl_triangles, 6, primarray);
    } else {
        renderingComplete = false;
    }

    for (; igIter != igEnd; ++igIter) {
        boost::shared_ptr<world::IngameObject> curObj = *igIter;

        // just items in a container
        if (!curObj->isDynamicItem()) {
            continue;
        }

        // check if texture is ready to be drawn
        boost::shared_ptr<ui::Texture> tex = curObj->getIngameTexture();

        if (!tex) {
            continue;
        }

        if (!tex->isReadComplete()) {
            renderingComplete = false;
            continue;
        }

        CL_Rectf rect(curObj->getLocXDraw(), curObj->getLocYDraw(), CL_Sizef(tex->getWidth(), tex->getHeight()));

        vertexCoords[0] = CL_Vec2f(rect.left, rect.top);
        vertexCoords[1] = CL_Vec2f(rect.right, rect.top);
        vertexCoords[2] = CL_Vec2f(rect.left, rect.bottom);
        vertexCoords[3] = CL_Vec2f(rect.right, rect.top);
        vertexCoords[4] = CL_Vec2f(rect.left, rect.bottom);
        vertexCoords[5] = CL_Vec2f(rect.right, rect.bottom);

        CL_Rectf texCoordHelper = tex->getNormalizedTextureCoords();

        CL_Vec2f texCoords[6] = {
            CL_Vec2f(texCoordHelper.left, texCoordHelper.top),
            CL_Vec2f(texCoordHelper.right, texCoordHelper.top),
            CL_Vec2f(texCoordHelper.left, texCoordHelper.bottom),
            CL_Vec2f(texCoordHelper.right, texCoordHelper.top),
            CL_Vec2f(texCoordHelper.left, texCoordHelper.bottom),
            CL_Vec2f(texCoordHelper.right, texCoordHelper.bottom)
        };

        CL_PrimitivesArray primarray(gc);
        primarray.set_attributes(0, vertexCoords);
        primarray.set_attributes(1, texCoords);

        primarray.set_attribute(2, curObj->getHueInfo(false));

        gc.set_texture(1, tex->getTexture());
        gc.draw_primitives(cl_triangles, 6, primarray);
    }

    gc.reset_textures();
    gc.reset_program_object();

    renderQueue_->postRender(renderingComplete);

    if (!renderingComplete) {
        ui::Manager::getSingleton()->queueComponentRepaint(containerView_);
    }
}
Exemplo n.º 19
0
void Model_Impl::Draw(CL_GraphicContext &gc, GraphicStore *gs, const CL_Mat4f &modelview_matrix, bool use_geometry_shader)
{
	if (!object_positions.size())
		return;

	if (update_vbo)
	{
		update_vbo = false;
		if (object_texcoords.size())
		{
			object_texcoords_vbo = CL_VertexArrayBuffer(gc, &object_texcoords[0], sizeof(CL_Vec2f) * object_texcoords.size());
		}
		object_positions_vbo = CL_VertexArrayBuffer(gc, &object_positions[0], sizeof(CL_Vec3f) * object_positions.size());
		object_normals_vbo = CL_VertexArrayBuffer(gc, &object_normals[0], sizeof(CL_Vec3f) * object_normals.size());

	}

	gc.set_modelview(modelview_matrix);

	CL_PrimitivesArray prim_array(gc);

	prim_array.set_attributes(0, object_positions_vbo, 3, cl_type_float, (void *) 0);
	prim_array.set_attributes(1, object_normals_vbo, 3, cl_type_float, (void *) 0);

	if (!use_geometry_shader)
	{
		if (object_texcoords.size())
		{
			prim_array.set_attributes(2, object_texcoords_vbo, 2, cl_type_float, (void *) 0);
			gc.set_texture(0, gs->texture_brick);
			gs->shader_texture.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
			gs->shader_texture.Use(gc);
		}
		else
		{
			gs->shader_color.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
			gs->shader_color.Use(gc);
		}
	}
	else
	{
		if (object_texcoords.size())
			throw CL_Exception("Shader not supported");

		gs->shader_color_geometry.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
		gs->shader_color_geometry.Use(gc);

		clDisable(CL_CULL_FACE);	// For for example, so you can see inside the teapot

	}

	gc.draw_primitives(cl_triangles, object_positions.size(), prim_array);

	if (use_geometry_shader)
		clEnable(CL_CULL_FACE);

	if (object_texcoords.size())
	{
		gc.reset_texture(0);
	}
}
Exemplo n.º 20
0
void CL_Draw::gradient_circle(CL_GraphicContext &gc, const CL_Pointf &center, const CL_Pointf &centergradient, float radius, const CL_Gradient &gradient)
{
	float offset_x = 0;
	float offset_y = 0;

	if(radius < 4)
		radius = 4;

	float rotationcount = (radius - 3);
	float halfpi = 1.5707963267948966192313216916398f;
	float turn = halfpi / rotationcount;

	if(center.distance(center + centergradient) < radius)
	{
		offset_x = centergradient.x;
		offset_y = -centergradient.y;
	}

	CL_Vec4f colors[3] =
	{
		CL_Vec4f(gradient.top_left.get_red(), gradient.top_left.get_green(), gradient.top_left.get_blue(), gradient.top_left.get_alpha()),
		CL_Vec4f(gradient.bottom_right.get_red(), gradient.bottom_right.get_green(), gradient.bottom_right.get_blue(), gradient.bottom_right.get_alpha()),
		CL_Vec4f(gradient.bottom_right.get_red(), gradient.bottom_right.get_green(), gradient.bottom_right.get_blue(), gradient.bottom_right.get_alpha())
	};

	CL_Vec4f triangle_colors[4*3];
	for (int i=0; i<3; i++)
	{
		triangle_colors[0*3+i] = colors[i];
		triangle_colors[1*3+i] = colors[i];
		triangle_colors[2*3+i] = colors[i];
		triangle_colors[3*3+i] = colors[i];
	}

	for(float i = 0; i < rotationcount ; i++)
	{
		float pos1 = cos(i * turn);
		float pos2 = sin(i * turn);
		float pos3 = cos((i+1) * turn);
		float pos4 = sin((i+1) * turn);

		CL_Vec2f positions[4*3] =
		{
			// 90 triangle:
			CL_Vec2f(center.x + offset_x , center.y + offset_y),
			CL_Vec2f(center.x + ((float)radius * pos1), center.y + ((float)radius * pos2)),
			CL_Vec2f(center.x + ((float)radius * pos3), center.y + ((float)radius * pos4)),

			// 0 triangle:
			CL_Vec2f(center.x + offset_x , center.y + offset_y),
			CL_Vec2f(center.x + ((float)radius * pos2), center.y - ((float)radius * pos1)),
			CL_Vec2f(center.x + ((float)radius * pos4), center.y - ((float)radius * pos3)),

			// 270 triangle:
			CL_Vec2f(center.x + offset_x , center.y + offset_y),
			CL_Vec2f(center.x - ((float)radius * pos1), center.y - ((float)radius * pos2)),
			CL_Vec2f(center.x - ((float)radius * pos3), center.y - ((float)radius * pos4)),

			// 180 triangle:
			CL_Vec2f(center.x + offset_x , center.y + offset_y),
			CL_Vec2f(center.x - ((float)radius * pos2), center.y + ((float)radius * pos1)),
			CL_Vec2f(center.x - ((float)radius * pos4), center.y + ((float)radius * pos3))
		};

		CL_PrimitivesArray prim_array(gc);
		prim_array.set_attributes(0, positions);
		prim_array.set_attributes(1, triangle_colors);
		gc.set_program_object(cl_program_color_only);
		gc.draw_primitives(cl_triangles, 4*3, prim_array);
		gc.reset_program_object();
	}
}
Exemplo n.º 21
0
void App::recursive_render(CL_GraphicContext &gc, const struct aiScene *sc, const struct aiNode* nd, bool use_texture_coords)
{
	int i;
	unsigned int n = 0, t;
	struct aiMatrix4x4 m = nd->mTransformation;

	// update transform
	aiTransposeMatrix4(&m);
	gc.push_modelview();
	gc.mult_modelview((float*)&m);

	// draw all meshes assigned to this node
	for (; n < nd->mNumMeshes; ++n)
	{
		const struct aiMesh* mesh = sc->mMeshes[nd->mMeshes[n]];

		if (mesh->mNormals == NULL)
			throw CL_Exception("This example expects normals to be set");

		std::vector<CL_Vec3f> normals;
		std::vector<CL_Vec3f> vertices;
		std::vector<CL_Vec3f> tex_coords;

		normals.reserve(mesh->mNumFaces * 3);
		vertices.reserve(mesh->mNumFaces * 3);

		if (use_texture_coords)
		{
			if (mesh->mTextureCoords == NULL || mesh->mTextureCoords[0] == NULL)
				throw CL_Exception("This example expects texcoords to be set for this object");
			tex_coords.reserve(mesh->mNumFaces * 3);
		}

		for (t = 0; t < mesh->mNumFaces; ++t)
		{
			const struct aiFace* face = &mesh->mFaces[t];

			if (face->mNumIndices != 3)
					throw CL_Exception("This example only supports triangles");

			for(i = 0; i < face->mNumIndices; i++)
			{
				int index = face->mIndices[i];
				normals.push_back(&mesh->mNormals[index].x);
				vertices.push_back( &mesh->mVertices[index].x);
				if (use_texture_coords)
					tex_coords.push_back( &mesh->mTextureCoords[0][index].x);
			}
		}

		if (!vertices.empty())
		{
			CL_PrimitivesArray prim_array(gc);
			prim_array.set_attributes(cl_attrib_position, &vertices[0]);
			prim_array.set_attribute(cl_attrib_color, CL_Colorf::white);
			prim_array.set_attributes(cl_attrib_normal, &normals[0]);
			if (use_texture_coords)
				prim_array.set_attributes(cl_attrib_texture_position, &tex_coords[0]);
			gc.draw_primitives(cl_triangles, vertices.size(), prim_array);
		}
	}

	// draw all children
	for (n = 0; n < nd->mNumChildren; ++n)
	{
		recursive_render(gc, sc, nd->mChildren[n], use_texture_coords);
	}

	gc.pop_modelview();
}
Exemplo n.º 22
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;
}