void RenderBatchTriangle::flush(GraphicContext &gc)
{
	if (position > 0)
	{
		gc.set_program_object(program_sprite);

		int gpu_index;
		VertexArrayVector<SpriteVertex> gpu_vertices(batch_buffer->get_vertex_buffer(gc, gpu_index));

		if (prim_array[gpu_index].is_null())
		{
			prim_array[gpu_index] = PrimitivesArray(gc);
			prim_array[gpu_index].set_attributes(0, gpu_vertices, cl_offsetof(SpriteVertex, position));
			prim_array[gpu_index].set_attributes(1, gpu_vertices, cl_offsetof(SpriteVertex, color));
			prim_array[gpu_index].set_attributes(2, gpu_vertices, cl_offsetof(SpriteVertex, texcoord));
			prim_array[gpu_index].set_attributes(3, gpu_vertices, cl_offsetof(SpriteVertex, texindex));

			if (glyph_blend.is_null())
			{
				BlendStateDescription blend_desc;
				blend_desc.set_blend_function(blend_constant_color, blend_one_minus_src_color, blend_zero, blend_one);
				glyph_blend = BlendState(gc, blend_desc);
			}
		}

		gpu_vertices.upload_data(gc, 0, vertices, position);

		for (int i = 0; i < num_current_textures; i++)
			gc.set_texture(i, current_textures[i]);

		if (use_glyph_program)
		{
			gc.set_blend_state(glyph_blend, constant_color);
			gc.draw_primitives(type_triangles, position, prim_array[gpu_index]);
			gc.reset_blend_state();
		}
		else
		{
			gc.draw_primitives(type_triangles, position, prim_array[gpu_index]);
		}

		for (int i = 0; i < num_current_textures; i++)
			gc.reset_texture(i);

		gc.reset_program_object();

		position = 0;
		for (int i = 0; i < num_current_textures; i++)
			current_textures[i] = Texture2D();
		num_current_textures = 0;

	}
}
示例#2
0
void RenderBatchPoint::flush(GraphicContext &gc)
{
	if (position > 0)
	{
		gc.set_program_object(program_color_only);

		int gpu_index;
		VertexArrayVector<PointVertex> gpu_vertices(batch_buffer->get_vertex_buffer(gc, gpu_index));

		if (prim_array[gpu_index].is_null())
		{
			prim_array[gpu_index] = PrimitivesArray(gc);
			prim_array[gpu_index].set_attributes(0, gpu_vertices, cl_offsetof(PointVertex, position));
			prim_array[gpu_index].set_attributes(1, gpu_vertices, cl_offsetof(PointVertex, color));
		}

		gpu_vertices.upload_data(gc, 0, vertices, position);

		gc.draw_primitives(type_points, position, prim_array[gpu_index]);

		gc.reset_program_object();

		position = 0;
	}
}
示例#3
0
void App::draw_texture(GraphicContext &gc, const Rectf &rect, const Colorf &color, const Rectf &texture_unit1_coords)
{
	Vec2f positions[6] =
	{
		Vec2f(rect.left, rect.top),
		Vec2f(rect.right, rect.top),
		Vec2f(rect.left, rect.bottom),
		Vec2f(rect.right, rect.top),
		Vec2f(rect.left, rect.bottom),
		Vec2f(rect.right, rect.bottom)
	};

	Vec2f tex1_coords[6] =
	{
		Vec2f(texture_unit1_coords.left, texture_unit1_coords.top),
		Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		Vec2f(texture_unit1_coords.right, texture_unit1_coords.bottom)
	};

	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);
}
示例#4
0
void Model_Impl::Draw(GraphicContext &gc, GraphicStore *gs, const Mat4f &modelview_matrix)
{
	Mat4f matrix_modelview_projection = gs->camera_projection *  modelview_matrix;
	Mat3f normal_matrix = Mat3f(modelview_matrix);
	normal_matrix.inverse();
	normal_matrix.transpose();

	PrimitivesArray prim_array(gc);
	
	prim_array.set_attributes(0, vbo_positions, 3, type_float, 0);
	prim_array.set_attributes(1, vbo_normals, 3, type_float, 0);
	gs->shader_color.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
	gs->shader_color.Use(gc, modelview_matrix, matrix_modelview_projection, Mat4f(normal_matrix));
	gc.draw_primitives(type_triangles, vbo_size, prim_array);
}
示例#5
0
void ParticleObject::Draw(GraphicContext &gc, GraphicStore *gs, const Mat4f &modelview_matrix)
{
	Mat4f matrix_modelview_projection = gs->camera_projection *  modelview_matrix;

	PrimitivesArray prim_array(gc);

	prim_array.set_attributes(0, object_positions_vbo, 3, type_float, 0);
	prim_array.set_attributes(1, object_colours_vbo, 4, type_float, 0);

	gs->shader_color_geometry.Use(gc, matrix_modelview_projection);

	gc.set_texture(0, gs->texture_ball);
	gc.draw_primitives(type_points, num_points, prim_array);
	gc.reset_texture(0);
}
示例#6
0
文件: hsv.cpp 项目: Zenol/clanLib-3
void HSV::render_texture(Canvas &canvas, ProgramObject &program, Texture &texture, float hue_offset)
{
	GraphicContext gc = canvas.get_gc();

	Rectf rect(0.0f, 0.0f, (float)gc.get_width(), (float)gc.get_height());
	Rectf texture_unit1_coords(0.0f, 0.0f, 1.0f, 1.0f);

	Vec2f positions[6] =
	{
		Vec2f(rect.left, rect.top),
		Vec2f(rect.right, rect.top),
		Vec2f(rect.left, rect.bottom),
		Vec2f(rect.right, rect.top),
		Vec2f(rect.left, rect.bottom),
		Vec2f(rect.right, rect.bottom)
	};

	Vec2f tex1_coords[6] =
	{
		Vec2f(texture_unit1_coords.left, texture_unit1_coords.top),
		Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		Vec2f(texture_unit1_coords.right, texture_unit1_coords.bottom)
	};

	PrimitivesArray primarray(gc);

	VertexArrayVector<Vec2f> gpu_positions = VertexArrayVector<Vec2f>(gc, positions, 6);
	VertexArrayVector<Vec2f> gpu_tex1_coords = VertexArrayVector<Vec2f>(gc, tex1_coords, 6);

	primarray.set_attributes(0, gpu_positions);
	primarray.set_attributes(1, gpu_tex1_coords);

	ProgramUniforms buffer;
	buffer.cl_ModelViewProjectionMatrix = canvas.get_projection() * canvas.get_modelview();
	buffer.HueOffset0 = hue_offset;
	UniformVector<ProgramUniforms> uniform_vector(gc, &buffer, 1);
	gc.set_uniform_buffer(0, uniform_vector);

	gc.set_texture(0, texture);
	gc.set_program_object(program);
	gc.draw_primitives(type_triangles, 6, primarray);
	gc.reset_program_object();
	gc.reset_texture(0);
}
示例#7
0
void BloomPass::run(GraphicContext &gc)
{
    final_color->set_min_filter(filter_linear);
    final_color->set_mag_filter(filter_linear);

    ScopeTimeFunction();
    setup_bloom_extract(gc);
    gc.set_frame_buffer(fb_bloom_extract);
    gc.set_viewport(bloom_contribution->get_size());
    gc.set_texture(0, final_color.get());
    gc.set_blend_state(blend_state);
    gc.set_program_object(bloom_shader);
    gc.draw_primitives(type_triangles, 6, rect_primarray);
    gc.reset_program_object();
    gc.reset_texture(0);
    gc.reset_frame_buffer();

    bloom_blur.blur(gc, tf_rgba8, 4.0f, 15);
}
示例#8
0
int App::start(const std::vector<std::string> &args)
{
	OpenGLWindowDescription description;
	description.set_title("UniformBlock Shader");
	//description.set_version(3, 1, false);
	description.set_size(Size(1024, 768), true);

	DisplayWindow window(description);
	InputDevice keyboard = window.get_ic().get_keyboard();
	GraphicContext gc = window.get_gc();

	Slot slot_input_up = (window.get_ic().get_keyboard()).sig_key_up().connect(this, &App::on_input_up);

	Slot slot_window_close = window.sig_window_close().connect(this, &App::window_close);

	// Load and link shaders
	ProgramObject shader = ProgramObject::load(gc, "Resources/vertex_shader.glsl", "Resources/fragment_shader.glsl");
	shader.bind_attribute_location(0, "Position");
	if (!shader.link())
		throw Exception("Unable to link shader program: Error:" + shader.get_info_log());

	int block_size = shader.get_uniform_block_size("TestBlock");
	const int num_blocks = 16;
	ProgramUniformBlock block(gc, block_size * num_blocks);

	std::vector<float> data_to_upload;
	data_to_upload.resize((num_blocks * block_size) / sizeof(float) );

	float test_colour = 1.0f;
	for (int cnt=0; cnt<num_blocks; cnt++)
	{

		int offset = cnt * block_size / sizeof(float) ;
		data_to_upload[offset + 0] = test_colour;
		data_to_upload[offset + 1] = 0.5f;
		data_to_upload[offset + 2] = 1.0f;
		test_colour -= 0.05f;
	}

	block.upload_data(0, &data_to_upload[0], block_size * num_blocks);

	quit = false;

	Font font(gc, "tahoma", 32);

	clan::ubyte64 startTime = System::get_time();



		//// Test code
		//GLuint uniform_index = -1;
		//const char *names[] = {"src_color"};

		//glGetUniformIndices(handle, 1, names, &uniform_index);
		//if (uniform_index >=0)
		//{
		//		GLint offset;
		//		GLint singleSize;
		//		GLint uniform_type;
		//		glGetActiveUniformsiv(handle, 1, &uniform_index, GL_UNIFORM_TYPE, &uniform_type);
		//		glGetActiveUniformsiv(handle, 1, &uniform_index, GL_UNIFORM_OFFSET, &offset);
		//		glGetActiveUniformsiv(handle, 1, &uniform_index, GL_UNIFORM_SIZE, &singleSize);
		//		if ((uniform_type != GL_FLOAT_VEC3) || (offset !=0) || (singleSize != 1))
		//		{
		//			throw Exception("well it seems it does not work");
		//		}
		//}


	while (!quit)
	{
		gc.clear(Colorf(0.1f, 0.1f, 0.2f));
		OpenGL::check_error();


		for (int test_run_y=0; test_run_y < 16; test_run_y++)
		{
			shader.set_uniform_block("TestBlock", block, test_run_y*block_size);
			for (int test_run_x=0; test_run_x < 16; test_run_x++)
			{
				Vec2f positions[3];
				float size = 32.0f;
				positions[0].x = test_run_x * size;
				positions[0].y = test_run_y * size + size;
				positions[1].x = test_run_x * size + size;
				positions[1].y = test_run_y * size + size;
				positions[2].x = test_run_x * size + size;
				positions[2].y = test_run_y * size;

				PrimitivesArray prim_array(gc);
				prim_array.set_attributes(0, positions);
				gc.set_program_object(shader, cl_program_matrix_modelview_projection);
				gc.draw_primitives(cl_triangles, 3, prim_array);
				gc.reset_program_object();
			}
		}
		font.draw_text(gc, 32, 200, "Hello World");
		window.flip(1);

		KeepAlive::process();
	}

	return 0;
}