示例#1
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;
}
示例#2
0
// The start of the Application
int App::start(const std::vector<CL_String> &args)
{
	quit = false;

	CL_OpenGLWindowDescription desc;
	desc.set_title("ClanLib Shadow Example");
	desc.set_size(CL_Size(640, 640), 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
	aiSetImportPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,89.53f);

	// 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();

	GraphicStore graphic_store(gc);
	scene.gs = &graphic_store;

	// 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);

	create_scene(gc);

	CL_FrameBuffer framebuffer(gc);

	CL_Texture new_depth_texture(gc, CL_Size(1024, 1024), cl_depth_component);
	new_depth_texture.set_wrap_mode(cl_wrap_clamp_to_edge, cl_wrap_clamp_to_edge, cl_wrap_clamp_to_edge);
	framebuffer.attach_depth_buffer(new_depth_texture);

	scene.gs->texture_shadow = new_depth_texture;

	camera_angle = 0.0f;

	CL_Font font(gc, "tahoma", 24);

	FramerateCounter framerate_counter;

	unsigned int time_last = CL_System::get_time();
	// Run until someone presses escape
	while (!quit)
	{
		framerate_counter.frame_shown();

		unsigned int time_now = CL_System::get_time();
		time_delta = time_now - time_last;
		time_last = time_now;

		rotate_teapot();
		control_camera();
		update_light(gc);

		calculate_matricies(gc);

		render_from_lightsource(gc, framebuffer);
		render_from_camera(gc, framebuffer);

		gc.set_modelview(CL_Mat4f::identity());
		gc.set_map_mode(cl_map_2d_upper_left);

		CL_String fps(cl_format("%1 fps", framerate_counter.get_framerate()));
		font.draw_text(gc, 16-2, gc.get_height()-16-2, fps, CL_Colorf(0.0f, 0.0f, 0.0f, 1.0f));
		font.draw_text(gc, 16, gc.get_height()-16-2, fps, CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));

		// Use flip(1) to lock the fps
		window.flip(0);

		// This call processes user input and other events
		CL_KeepAlive::process();
	}
	aiDetachAllLogStreams();
	return 0;
}
示例#3
0
// The start of the Application
int App::start(const std::vector<CL_String> &args)
{
	// Setup the window
	CL_DisplayWindowDescription win_desc;
	win_desc.set_allow_resize(true);
	win_desc.set_title("3D GUI Example");
	win_desc.set_size(CL_Size( 700, 700 ), false);
	window = CL_DisplayWindow(win_desc);

	// Connect the slots that we require
	CL_Slot slot_quit = window.sig_window_close().connect(this, &App::on_window_close);
	CL_Slot slot_input_down = (window.get_ic().get_keyboard()).sig_key_down().connect(this, &App::on_input_down);

	CL_GraphicContext gc = window.get_gc();

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

	// Initialise the GUI system
	GUI gui(this);

	// NOTE: The GUI component positions are still in 2D world, therefore
	// be careful not to overlap windows, else unpredicted results may occur!

	window1 = new Window1(gui, CL_Rect(0,0, CL_Size(256, 256)));

	slider_1_xrotation = new Slider(gui, CL_Rect(0, 512, CL_Size(200, 17)));
	slider_1_xrotation->object_matrix.translate_self(0.0f, 0.8f, 3.0f);
	slider_1_xrotation->object_matrix.multiply(CL_Mat4f::rotate(CL_Angle(10, cl_degrees), 0.0f, 0.0f, 1.0f));

	slider_1_yrotation = new Slider(gui, CL_Rect(256*1, 512, CL_Size(200, 17)));
	slider_1_yrotation->object_matrix.translate_self(0.0f, 0.7f, 3.0f);
	slider_1_yrotation->object_matrix.multiply(CL_Mat4f::rotate(CL_Angle(10, cl_degrees), 0.0f, 0.0f, 1.0f));

	slider_1_zrotation = new Slider(gui, CL_Rect(256*2, 512, CL_Size(200, 17)));
	slider_1_zrotation->object_matrix.translate_self(0.0f, 0.6f, 3.0f);
	slider_1_zrotation->object_matrix.multiply(CL_Mat4f::rotate(CL_Angle(10, cl_degrees), 0.0f, 0.0f, 1.0f));

	slider_1_xtranslation = new Slider(gui, CL_Rect(256*3, 512, CL_Size(200, 17)));
	slider_1_xtranslation->object_matrix.translate_self(0.0f, 0.5f, 3.0f);
	slider_1_xtranslation->object_matrix.multiply(CL_Mat4f::rotate(CL_Angle(10, cl_degrees), 0.0f, 0.0f, 1.0f));
	slider_1_xtranslation->component->set_position(500);

	slider_1_ytranslation = new Slider(gui, CL_Rect(256*4, 512, CL_Size(200, 17)));
	slider_1_ytranslation->object_matrix.translate_self(0.0f, 0.4f, 3.0f);
	slider_1_ytranslation->object_matrix.multiply(CL_Mat4f::rotate(CL_Angle(10, cl_degrees), 0.0f, 0.0f, 1.0f));
	slider_1_ytranslation->component->set_position(500);

	slider_1_ztranslation = new Slider(gui, CL_Rect(256*5, 512, CL_Size(200, 17)));
	slider_1_ztranslation->object_matrix.translate_self(0.0f, 0.3f, 3.0f);
	slider_1_ztranslation->object_matrix.multiply(CL_Mat4f::rotate(CL_Angle(10, cl_degrees), 0.0f, 0.0f, 1.0f));
	slider_1_ztranslation->component->set_position(500);

	while(!quit)
	{
		calculate_matrix();

		gc.set_modelview(CL_Mat4f::identity());
		gc.set_map_mode(CL_MapMode(cl_map_2d_upper_left));

		// Draw the gradient
		CL_Draw::gradient_fill(gc, CL_Rect(0, 0, gc.get_width(), gc.get_height()/2), CL_Gradient(CL_Colorf(0.2f, 0.2f, 0.8f, 1.0f), CL_Colorf(0.0f, 0.0f, 0.2f, 1.0f)));
		CL_Draw::gradient_fill(gc, CL_Rect(0, gc.get_height()/2, gc.get_width(), gc.get_height()), CL_Gradient(CL_Colorf(0.0f, 0.0f, 0.2f, 1.0f), CL_Colorf(0.2f, 0.2f, 0.8f, 1.0f)));

		font.draw_text(gc, 8, 20, "GUI3D");

		int xoffset = 160;
		int yoffset = 70;
		const int ygap = 35;
		font.draw_text(gc, xoffset, yoffset, "X Rotation");
		yoffset += ygap;
		font.draw_text(gc, xoffset, yoffset, "Y Rotation");
		yoffset += ygap;
		font.draw_text(gc, xoffset, yoffset, "Z Rotation");
		yoffset += ygap;
		font.draw_text(gc, xoffset, yoffset, "X Translation");
		yoffset += ygap;
		font.draw_text(gc, xoffset, yoffset, "Y Translation");
		yoffset += ygap;
		font.draw_text(gc, xoffset, yoffset, "Z Translation");
		yoffset += ygap;

		if (!gui.run())
			break;

		gc.set_map_mode(cl_user_projection);
		gc.set_projection(projection_matrix);
		gc.set_modelview(modelview_matrix);

		control_window();

		gui.draw();

		window.flip(1);

		CL_KeepAlive::process();
	}

	return 0;
}
示例#4
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("MapMode 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_Image image_ball(gc, "../Blend/Resources/ball.png");
	float grid_width = (float) image_grid.get_width();
	float grid_height = (float) image_grid.get_height();

	grid_space = (float) (image_grid.get_width() - image_ball.get_width());

	setup_balls();

	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_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.set_map_mode(options->current_mapmode);

		const float grid_xpos = 10.0f;
		const float grid_ypos = 10.0f;

		if (options->current_mapmode == cl_user_projection)
		{
			CL_Sizef area_size(grid_width + (grid_xpos * 2.0f), grid_height + (grid_ypos * 2.0f));
			set_user_projection(gc, area_size, options);
		}

		// Draw the grid
		image_grid.draw(gc, grid_xpos, grid_ypos);

		gc.flush_batcher();	// <--- Fix me, this should not be required for cl_user_projection

		for (int cnt=0; cnt<num_balls; cnt++)
		{
			image_ball.draw(gc, grid_xpos + balls[cnt].xpos, grid_ypos + balls[cnt].ypos);
		}

		gc.set_modelview(CL_Mat4f::identity());
		gc.set_projection(CL_Mat4f::identity());

		gc.set_map_mode(cl_map_2d_upper_left);

		window.flip(1);

		CL_KeepAlive::process();
	}
	return 0;
}