Refactored Colors.

Removed PBuffer support.
Abstracted WMInfo.
This commit is contained in:
Martín Lucas Golini
2014-06-14 05:51:39 -03:00
parent 82008b9aee
commit c865d2c09f
132 changed files with 837 additions and 1122 deletions

View File

@@ -11,7 +11,7 @@ void MainLoop()
cPrimitives p;
// Change the color
p.SetColor( eeColorA( 0, 255, 0, 150 ) );
p.SetColor( ColorA( 0, 255, 0, 150 ) );
// Update the input
win->GetInput()->Update();
@@ -38,7 +38,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
// Check if created
if ( win->Created() ) {
// Set window background color
win->BackColor( eeColor( 50, 50, 50 ) );
win->BackColor( RGB( 50, 50, 50 ) );
// Set the MainLoop function and run it
// This is the application loop, it will loop until the window is closed.

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@@ -19,7 +19,7 @@ Float th;
Float aspectRatio;
eeVector3ff * vertices = eeNewArray( eeVector3ff, ParticlesNum );
eeVector3ff * velocities = eeNewArray( eeVector3ff, ParticlesNum );
eeColorAf * colors = eeNewArray( eeColorAf, ParticlesNum );
ColorAf * colors = eeNewArray( ColorAf, ParticlesNum );
void videoResize( cWindow * w ) {
/// Video Resize event will re-setup the 2D projection and states, so we must rebuild them.
@@ -189,7 +189,7 @@ void MainLoop()
GLi->VertexPointer( 3, GL_FLOAT, sizeof(eeVector3ff), reinterpret_cast<char*> ( &vertices[0] ), ParticlesNum * sizeof(float) * 3 );
/// ColorPointer to "dgl_FrontColor"
GLi->ColorPointer( 4, GL_FP, sizeof(eeColorAf), reinterpret_cast<char*> ( &colors[0] ), ParticlesNum * sizeof(Float) * 4 );
GLi->ColorPointer( 4, GL_FP, sizeof(ColorAf), reinterpret_cast<char*> ( &colors[0] ), ParticlesNum * sizeof(Float) * 4 );
/// Draw the lines
GLi->DrawArrays( DM_LINES, 0, ParticlesNum );
@@ -260,7 +260,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
{
vertices[i] = eeVector3ff( 0, 0, 1.83 );
velocities[i] = eeVector3ff( (Math::Randf() * 2 - 1)*.05, (Math::Randf() * 2 - 1)*.05, .93 + Math::Randf()*.02 );
colors[i] = eeColorAf( Math::Randf() * 0.5, 0.1, 0.8, 0.5 );
colors[i] = ColorAf( Math::Randf() * 0.5, 0.1, 0.8, 0.5 );
}
/** Optimized for ARM ( pre-cache sqrt ) */

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@@ -51,7 +51,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
win = cEngine::instance()->CreateWindow( WindowSettings( 960, 640, "eepp - Fonts" ), ContextSettings( true ) );
// Set window background color
win->BackColor( eeColor(255,255,255) );
win->BackColor( RGB(255,255,255) );
// Check if created
if ( win->Created() ) {
@@ -66,15 +66,15 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
TexF2 = cTextureFont::New( "conchars" );
// Load the TTF font
TTF->Load( AppPath + "assets/fonts/DejaVuSansMono.ttf", 18, TTF_STYLE_NORMAL, 128, eeColor(255,255,255), 3, eeColor(0,0,0), true );
TTF->Load( AppPath + "assets/fonts/DejaVuSansMono.ttf", 18, TTF_STYLE_NORMAL, 128, RGB(255,255,255), 3, RGB(0,0,0), true );
// Change the default method to use for outlining the font glyphs
cTTFFont::OutlineMethod = cTTFFont::OutlineFreetype;
// Create the exact same font than before but using the new outlining method
TTFO->Load( AppPath + "assets/fonts/DejaVuSansMono.ttf", 18, TTF_STYLE_NORMAL, 128, eeColor(255,255,255), 3, eeColor(0,0,0), true );
TTFO->Load( AppPath + "assets/fonts/DejaVuSansMono.ttf", 18, TTF_STYLE_NORMAL, 128, RGB(255,255,255), 3, RGB(0,0,0), true );
TTF2->Load( AppPath + "assets/fonts/DejaVuSansMono.ttf", 24, TTF_STYLE_NORMAL, 128, eeColor(255,255,255), 0, eeColor(0,0,0), true );
TTF2->Load( AppPath + "assets/fonts/DejaVuSansMono.ttf", 24, TTF_STYLE_NORMAL, 128, RGB(255,255,255), 0, RGB(0,0,0), true );
// Save the TTF font so then it can be loaded as a cTextureFont
TTF->Save( AppPath + "assets/temp/DejaVuSansMono.png", AppPath + "assets/temp/DejaVuSansMono.fnt" );
@@ -86,7 +86,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
// Load a monospaced texture font from image ( using the texture loader to set the color key )
cTextureLoader TexLoader( AppPath + "assets/fonts/conchars.png" );
TexLoader.SetColorKey( eeColor(0,0,0) );
TexLoader.SetColorKey( RGB(0,0,0) );
TexLoader.Load();;
TexF2->Load( TexLoader.Id(), 32 );
@@ -98,8 +98,8 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
TexF2->SetText( TTF->GetText() );
// Set the font color
TTF2->Color( eeColor(0,0,0) );
TexF->Color( eeColor(0,0,0) );
TTF2->Color( RGB(0,0,0) );
TexF->Color( RGB(0,0,0) );
// Create a new text string
String Txt( "Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum." );
@@ -109,7 +109,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
// Create a new text cache to draw on screen
// The cached text will
TxtCache = eeNew( cTextCache, ( TTF2, Txt, eeColorA(0,0,0,255) ) );
TxtCache = eeNew( cTextCache, ( TTF2, Txt, ColorA(0,0,0,255) ) );
// Set the text cache to be centered
TxtCache->Flags( FONT_DRAW_CENTER );
@@ -120,7 +120,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
size_t size = TxtCache->Text().size();
for ( size_t i = 0; i < size; i++ ) {
TxtCache->Color( eeColorA(255*i/size,0,0,255), i, i+1 );
TxtCache->Color( ColorA(255*i/size,0,0,255), i, i+1 );
}
// Application loop

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@@ -633,7 +633,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
if ( mWindow->Created() ) {
KM = mWindow->GetInput();
mWindow->BackColor( eeColor( 255, 255, 255 ) );
mWindow->BackColor( RGB( 255, 255, 255 ) );
PhysicsCreate();

View File

@@ -77,11 +77,11 @@ void MainLoop()
Blindy->Draw();
// Draw the Rock Axis-Aligned Bounding Box
P.SetColor( eeColorA( 255, 255, 255, 255 ) );
P.SetColor( ColorA( 255, 255, 255, 255 ) );
P.DrawRectangle( Rock->GetAABB() );
// Draw the Rock Quad
P.SetColor( eeColorA( 255, 0, 0, 255 ) );
P.SetColor( ColorA( 255, 0, 0, 255 ) );
P.DrawQuad( Rock->GetQuad() );
// Draw frame

View File

@@ -51,7 +51,7 @@ void MainLoop()
// Draw the frame buffer many times
for ( int y = 0; y < 5; y++ ) {
for ( int x = 0; x < 5; x++ ) {
FBO->GetTexture()->Draw( x * 200, y * 200, -ang, eeVector2f::One, eeColorA(255,255,255,100) );
FBO->GetTexture()->Draw( x * 200, y * 200, -ang, eeVector2f::One, ColorA(255,255,255,100) );
}
}
@@ -84,7 +84,7 @@ void MainLoop()
Float tmpy = (Float)y * 32.f;
// Add the quad to the batch
Batch->QuadsSetColor( eeColorA( z * 16, 255, 255, 150 ) );
Batch->QuadsSetColor( ColorA( z * 16, 255, 255, 150 ) );
Batch->BatchQuadFree( TmpQuad[0].x + tmpx, TmpQuad[0].y + tmpy, TmpQuad[1].x + tmpx, TmpQuad[1].y + tmpy, TmpQuad[2].x + tmpx, TmpQuad[2].y + tmpy, TmpQuad[3].x + tmpx, TmpQuad[3].y + tmpy );
}
}
@@ -116,7 +116,7 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
win = cEngine::instance()->CreateWindow( WindowSettings( 1024, 768, "eepp - VBO - FBO and Batch Rendering" ), ContextSettings( true ) );
// Set window background color
win->BackColor( eeColor( 50, 50, 50 ) );
win->BackColor( RGB( 50, 50, 50 ) );
// Check if created
if ( win->Created() ) {
@@ -131,14 +131,14 @@ EE_MAIN_FUNC int main (int argc, char * argv [])
if ( NULL != VBO && NULL != VBO2 ) {
for ( Uint32 i = 0; i < Poly.Size(); i++ ) {
VBO->AddVertex( Poly[i] );
VBO->AddColor( eeColorA( 100 + i, 255 - i, 150 + i, 100 ) );
VBO->AddColor( ColorA( 100 + i, 255 - i, 150 + i, 100 ) );
}
Poly.Rotate( 90, Poly.ToAABB().Center() );
for ( Uint32 i = 0; i < Poly.Size(); i++ ) {
VBO2->AddVertex( Poly[i] );
VBO2->AddColor( eeColorA( 100 + i, 255 - i, 150 + i, 100 ) );
VBO2->AddColor( ColorA( 100 + i, 255 - i, 150 + i, 100 ) );
}
// Compile the Vertex Buffer, this uploads the data to the GPU