// The start of the Application int App::start(const std::vector<CL_String> &args) { quit = false; CL_OpenGLWindowDescription desc; desc.set_title("ClanLib Light Surface Example"); desc.set_size(CL_Size(900, 700), true); desc.set_multisampling(4); desc.set_allow_resize(true); desc.set_depth_size(16); CL_DisplayWindow window(desc); // 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); // Set up GUI 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); // Get the graphic context CL_GraphicContext gc = window.get_gc(); // Deleted automatically by the GUI Options *options = new Options(gui, CL_Rect(8, 8, CL_Size(340, 600))); options->request_repaint(); // Setup graphic store 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_Font font(gc, "tahoma", 24); graphic_store.image_grid = CL_Image(gc, "../../Display_Render/Blend/Resources/grid.png"); 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; // Copy direction options light_distant->rotation_y = options->light_direction_heading; light_distant->rotation_x = options->light_direction_pitch; // Set material options float shininess = options->material_shininess; // Convert shininess from a percentage, using Lightwave 3d's method shininess = shininess / 100.0f; shininess = pow(2, (10.0f * shininess) + 2); teapot->model.SetMaterial( shininess, // material_shininess CL_Vec4f(options->material_emission_color.r, options->material_emission_color.g, options->material_emission_color.b, options->material_emission_color.a), // material_emission CL_Vec4f(options->material_ambient_color.r, options->material_ambient_color.g, options->material_ambient_color.b, options->material_ambient_color.a), // material_ambient CL_Vec4f(options->material_specular_color.r, options->material_specular_color.g, options->material_specular_color.b, options->material_specular_color.a) //material_specular ); rotate_teapot(); calculate_matricies(gc); update_light(gc, options); polygon_rasterizer.set_culled(true); gc.set_polygon_rasterizer(polygon_rasterizer); render(gc); gc.set_modelview(CL_Mat4f::identity()); gc.set_map_mode(cl_map_2d_upper_left); polygon_rasterizer.set_culled(false); gc.set_polygon_rasterizer(polygon_rasterizer); 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)); wm.process(); wm.draw_windows(gc); // Use flip(1) to lock the fps window.flip(0); // This call processes user input and other events CL_KeepAlive::process(); } return 0; }
ortho() : pump_factor_(4) { // glVertexPointer(4, GL_FLOAT, 0, ptr); //glEnableClientState( GL_VERTEX_ARRAY ); // glColorPointer( //std::ifstream is( "cryistal-castle-hidden-ramp.txt" ); // std::ifstream is( "house1.txt" ); //std::ifstream is( "cryistal-castle-tree-wave.txt" ); // assert( is.good() ); // height_fields_ = crystal_bits::load_crystal(is, pump_factor_); // std::cout << "hf: " << height_fields_.size() << "\n"; // // // // scene_static_.init_solid(height_fields_); // // scene_static_.init_solid_from_crystal(is, pump_factor_); // scene_static_.init_planes(); // uint64_t scene_hash = scene_static_.hash(); // // try { // std::ifstream is( "ff.bin" ); // // // light_static_ = light_static( is, scene_hash ); // } catch( std::runtime_error x ) { // // std::cerr << "load failed. recreating. error:\n" << x.what() << std::endl; // // light_static_ = setup_formfactors(scene_static_.planes(), scene_static_.solid()); // } // // if( !false ) { // std::ofstream os( "ff.bin" ); // light_static_.write(os, scene_hash); // } // // // light_dynamic_ = light_dynamic(scene_static_.planes().size() ); CL_OpenGLWindowDescription desc; desc.set_size( CL_Size( 1024, 768 ), true ); desc.set_depth_size(16); //std::cout << "depth: " << desc.get_depth_size(); wnd_ = CL_DisplayWindow(desc); CL_GraphicContext_GL gc = wnd_.get_gc(); // //CL_Mat4f proj = CL_Mat4f::ortho( 0, 1024, 0, 768, 100, -100 ); gc.set_active(); #ifdef TEST_OPENCL try { init_opencl(); } catch( cl::Error x ) { // std::array<void*, 256> bt; // //void *bt[256]; // // size_t size = backtrace( bt.data(), bt.size() ); // char **strings = backtrace_symbols( bt.data(), size ); // std::cout << "backtrace: " << size << "\n"; // for( size_t i = 0; i < size; ++i ) { // std::cout << i << " " << strings[i] << "\n"; // } // free( strings ); std::cerr << "opencl initialization failed\ncall: " << x.what() << "\nerror code: " << cl_str_error( x.err() ) << "\n"; throw; } #endif // throw 0; glMatrixMode(GL_PROJECTION); //hello CL_Mat4f proj = CL_Mat4f::perspective( 60, 1.5, 2, 200 ); // CL_Mat4f proj = CL_Mat4f::ortho( -20.0 * pump_factor_, 20.0 * pump_factor_, -15.0 * pump_factor_, 15.0 * pump_factor_, 0, 200 ); //CL_Mat4f proj = CL_Mat4f::ortho( -40, 40, -30, 30, 0, 200 ); glLoadMatrixf( proj.matrix ); //CL_Texture tex(gc, 64, 64 ); struct texel { GLubyte col[3]; GLubyte alpha; texel() { col[0] = 128; col[1] = 128; col[2] = 128; alpha = 255; } }; std::array<texel,64 * 64> tex_data; glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, 0.0); // glGenTextures(1, &texName); // glBindTexture(GL_TEXTURE_2D, texName); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data.data()); // gc.set_map_mode(cl_user_projection); // gc.set_projection(proj); // // gc.flush_batcher(); // glMatrixMode(GL_PROJECTION); glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glDepthFunc(GL_LESS); glEnable(GL_TEXTURE_2D); glShadeModel(GL_FLAT); }
// The start of the Application int App::start(const std::vector<CL_String> &args) { quit = false; CL_OpenGLWindowDescription desc; desc.set_title("ClanLib Geometry Shader Example"); desc.set_size(CL_Size(900, 700), true); desc.set_multisampling(0); desc.set_allow_resize(false); desc.set_depth_size(16); desc.set_version(3, 2, false); CL_DisplayWindow window(desc); // 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(); // Setup graphic store 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(false); 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); 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; control_camera(); calculate_matricies(gc); gc.set_polygon_rasterizer(polygon_rasterizer); gc.clear_depth(1.0f); // ** If enabling below, change the graphic from alpha_ball2.png to alpha_ball.png in graphic_store.cpp //render_depth_buffer(gc); // Render to depth buffer first, to fake sorting the particles render(gc); // Render scene gc.set_modelview(CL_Mat4f::identity()); gc.set_map_mode(cl_map_2d_upper_left); CL_String fps(cl_format("fps = %1", 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)); CL_String info(cl_format("Drawing %1 particles", ParticleObject::num_points)); font.draw_text(gc, 16, 30, info); // Use flip(1) to lock the fps window.flip(0); // This call processes user input and other events CL_KeepAlive::process(); } return 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; }