示例#1
0
void ExampleText::draw_text(CL_GraphicContext &gc, CL_Texture &texture, CL_Angle angle)
{
	gc.set_texture(0, texture);

	gc.push_modelview();

	gc.mult_translate(gc.get_width()/2.0f, gc.get_height()/2.0f);
	gc.mult_rotate(angle, 0.0f, 0.0f, 1.0f);

	CL_Draw::texture(gc, CL_Rectf(-300.0f, -300.0f, 300.0f, 300.0f), CL_Colorf(1.0f, 1.0f, 1.0f, 0.7f));

	gc.pop_modelview();

	gc.reset_texture(0);
}
示例#2
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;
}
示例#3
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;
}