示例#1
0
    /**
     * Initialize drawable for row-interleaved stereo.
     */
    void vrInitRowInterleaved()
    {
        if (rowInterDrawable.isReady())
        {
            return;
        }

        typedef GLBufferT<Vertex2Tex> VBuf;
        VBuf *buf = new VBuf;
        rowInterDrawable.addBuffer(buf);
        rowInterDrawable.program().build( // Vertex shader:
            Block("in highp vec4 aVertex; "
                  "in highp vec2 aUV; "
                  "out highp vec2 vUV; "
                  "void main(void) {"
                  "gl_Position = aVertex; "
                  "vUV = aUV; }"),
            // Fragment shader:
            Block("uniform sampler2D uTex; "
                  "uniform sampler2D uTex2; "
                  "in highp vec2 vUV; "
                  "void main(void) { "
                  //"if (int(mod(gl_FragCoord.y - 1023.5, 2.0)) != 1) { discard; }\n"
                  //"if ((int(gl_FragCoord.y) & 1) == 0) { discard; }"
                  "out_FragColor = ((int(gl_FragCoord.y) & 1) == 0 ? texture(uTex, vUV) :"
                  "texture(uTex2, vUV)); }"))
            << rowInterUniformTex << rowInterUniformTex2;
         buf->setVertices(gl::TriangleStrip,
                         VBuf::Builder().makeQuad(Rectanglef(-1, -1, 2, 2), Rectanglef(0, 0, 1, 1)),
                         gl::Static);
    }
示例#2
0
    void initBlur()
    {
        if (blur) return;

        blur.reset(new BlurState);

        // The blurred version of the view is downsampled.
        blur->size = (self().root().viewSize() / GuiWidget::toDevicePixels(4)).max(Vector2ui(1, 1));

        for (int i = 0; i < 2; ++i)
        {
            // Multisampling is disabled in the blurs for now.
            blur->fb[i].reset(new GLTextureFramebuffer(Image::RGB_888, blur->size, 1));
            blur->fb[i]->glInit();
            blur->fb[i]->colorTexture().setFilter(gl::Linear, gl::Linear, gl::MipNone);
        }

        // Set up the drawble.
        DefaultVertexBuf *buf = new DefaultVertexBuf;
        blur->drawable.addBuffer(buf);
        buf->setVertices(gl::TriangleStrip,
                         DefaultVertexBuf::Builder().makeQuad(
                             Rectanglef(0, 0, 1, 1),
                             Vector4f(1, 1, 1, 1),
                             Rectanglef(0, 0, 1, 1)),
                         gl::Static);

        blur->uBlurStep = Vector2f(1.f / float(blur->size.x),
                                   1.f / float(blur->size.y));

        self().root().shaders().build(blur->drawable.program(), "fx.blur.horizontal")
                << blur->uMvpMatrix
                << blur->uTex
                << blur->uBlurStep
                << blur->uWindow;

        blur->drawable.addProgram("vert");
        self().root().shaders().build(blur->drawable.program("vert"), "fx.blur.vertical")
                << blur->uMvpMatrix
                << blur->uTex
                << blur->uColor
                << blur->uBlurStep
                << blur->uWindow;
    }
void GameOverScreen::atEntry()
{
	Game::getInstance()->getGraphics()->setBackground(
		TextureSection::ptr(new TextureSection(L"Images/background_game_over.png")));

	mainMenyButton.reset(new Button(
		TextureSection(L"Images/NewBI/BackBtn1.png"),
		TextureSection(L"Images/NewBI/BackBtn2.png"),
		Rectanglef(glm::vec2(0.02f, 0.02f), glm::vec2(0.1f, 0.075f)),
		0));

	glm::vec2 letterRatio(0.5f, 1.f);
	glm::vec3 white(1.f);

	std::string res;
	std::string winningPlayerName;
	std::string losingPlayerName;
	unsigned int winnerScore;
	unsigned int loserScore;

	if (myScore >= opponentScore)
	{
		res = "You Won!";
		winningPlayerName = myName;
		losingPlayerName = opponentName;
		winnerScore = myScore;
		loserScore = opponentScore;
	}
	else
	{
		res = "You Lost!";
		winningPlayerName = opponentName;
		losingPlayerName = myName;
		winnerScore = opponentScore;
		loserScore = myScore;
	}

	result.reset(new Label(
		glm::vec2(0.2f, 0.65f),
		0.15f * letterRatio,
		res,
		0,
		white));

	winningPlayer.reset(new Label(
		glm::vec2(0.15f, 0.4f),
		0.075f * letterRatio,
		winningPlayerName,
		0,
		white));

	losingPlayer.reset(new Label(
		glm::vec2(0.15f, 0.25f),
		0.075f * letterRatio,
		losingPlayerName,
		0,
		white));

	winScore.reset(new Label(
		glm::vec2(0.7f, 0.4f),
		0.075f * letterRatio,
		boost::lexical_cast<std::string>(winnerScore),
		0,
		white));

	loseScore.reset(new Label(
		glm::vec2(0.7f, 0.25f),
		0.075f * letterRatio,
		boost::lexical_cast<std::string>(loserScore),
		0,
		white));
}