#include /// This example is based on the WebGL demo from http://minimal.be/lab/fluGL/ namespace Demo_ExternalShader { Uint32 ParticlesNum = 30000; cWindow * win = NULL; cShaderProgram * ShaderProgram = NULL; bool ShadersSupported = false; eeFloat tw; eeFloat th; eeFloat aspectRatio; void videoResize( cWindow * w ) { /// Video Resize event will re-setup the 2D projection and states, so we must rebuild them. aspectRatio = (eeFloat)win->GetWidth() / (eeFloat)win->GetHeight(); tw = (eeFloat)win->GetWidth() / 2; th = (eeFloat)win->GetHeight() / 2; eeFloat fieldOfView = 30.0; eeFloat nearPlane = 1.0; eeFloat farPlane = 10000.0; eeFloat top = nearPlane * eetan(fieldOfView * EE_PI_360); eeFloat bottom = -top; eeFloat right = top * aspectRatio; eeFloat left = -right; eeFloat a = (right + left) / (right - left); eeFloat b = (top + bottom) / (top - bottom); eeFloat c = (farPlane + nearPlane) / (farPlane - nearPlane); eeFloat d = (2 * farPlane * nearPlane) / (farPlane - nearPlane); eeFloat x = (2 * nearPlane) / (right - left); eeFloat y = (2 * nearPlane) / (top - bottom); GLfloat perspectiveMatrix[16] = { x, 0, a, 0, 0, y, b, 0, 0, 0, c, d, 0, 0, -1, 0 }; /// Load the our default projection GLi->MatrixMode( GL_PROJECTION ); GLi->LoadMatrixf( perspectiveMatrix ); GLi->MatrixMode( GL_MODELVIEW ); /// eepp enables some client states by default, and textures by default GLi->Disable( GL_TEXTURE_2D ); GLi->DisableClientState( GL_TEXTURE_COORD_ARRAY ); /// GL_VERTEX_ARRAY and GL_COLOR_ARRAY are needed, so we keep them enabled GLi->EnableClientState( GL_VERTEX_ARRAY ); GLi->EnableClientState( GL_COLOR_ARRAY ); /// Reset the default blend func ( by default eepp use ALPHA_NORMAL ) BlendMode::SetMode( ALPHA_BLENDONE ); /// Set the line width cGlobalBatchRenderer::instance()->SetLineWidth( 2 ); if ( ShadersSupported ) { /// Rebind the Shader ShaderProgram->Bind(); /// If you want to use the programmable-pipeline renderer you'll need to set up the projection and modelview matrix manually. /// Or if you want to use another name to the projection matrix or the modelview matrix ( eepp programmable-pipeline use /// dgl_ProjectionMatrix and dgl_ModelViewMatrix by default. if ( GLv_2 == GLi->Version() ) { ShaderProgram->SetUniformMatrix( "dgl_ProjectionMatrix", perspectiveMatrix ); /// Get the identity matrix and set it to the modelview matrix GLfloat modelMatrix[16]; GLi->LoadIdentity(); GLi->GetCurrentMatrix( GL_MODELVIEW_MATRIX, modelMatrix ); ShaderProgram->SetUniformMatrix( "dgl_ModelViewMatrix", modelMatrix ); } } } } using namespace Demo_ExternalShader; EE_MAIN_FUNC int main (int argc, char * argv []) { win = cEngine::instance()->CreateWindow( WindowSettings( 960, 640, "eepp - External Shaders" ), ContextSettings( true ) ); if ( win->Created() ) { /// This will work without shaders too ShadersSupported = GLi->ShadersSupported(); cInput * imp = win->GetInput(); /// We really don't need shaders for this, but the purpose of the example is to show how to work with external shaders if ( ShadersSupported ) { /// Disable the automatic shader conversion from fixed-pipeline to programmable-pipeline cShader::Ensure( false ); std::string fs( "#ifdef GL_ES\n\ precision highp float;\n\ #endif\n\ varying vec4 dgl_Color;\n\ void main() { gl_FragColor = dgl_Color; }" ); std::string vs( "#ifdef GL_ES\n\ precision highp float;\n\ #endif\n\ attribute vec3 dgl_Vertex;\n\ attribute vec4 dgl_FrontColor;\n\ varying vec4 dgl_Color;\n\ uniform mat4 dgl_ProjectionMatrix;\n\ uniform mat4 dgl_ModelViewMatrix;\n\ void main() {\n\ dgl_Color = dgl_FrontColor;\n\ gl_Position = dgl_ProjectionMatrix * dgl_ModelViewMatrix * vec4(dgl_Vertex, 1.0);\n\ }"); /// Since fixed-pipeline OpenGL use gl_FrontColor for glColorPointer, we need to replace the color attribute /// This is all to show how it works, in a real world scenario, you will choose to work fixed-pipeline or programmable-pipeline. if ( GLi->Version() == GLv_2 ) { String::ReplaceSubStr( fs, "gl_FragColor = dgl_Color", "gl_FragColor = gl_FrontColor" ); } /// Create the new shader program ShaderProgram = cShaderProgram::New( vs.c_str(), vs.size(), fs.c_str(), fs.size() ); } /// Set the projection videoResize( win ); /// Push a window resize callback the reset the projection when needed win->PushResizeCallback( cb::Make1( &videoResize ) ); Uint32 i; eeVector3ff * vertices = eeNewArray( eeVector3ff, ParticlesNum ); eeVector3ff * velocities = eeNewArray( eeVector3ff, ParticlesNum ); eeColorAf * colors = eeNewArray( eeColorAf, ParticlesNum ); for (i = 0; i < ParticlesNum; i++ ) { 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 ); } /** Optimized for ARM ( pre-cache sqrt ) */ #ifdef EE_ARM static eeFloat sqrt_aprox[20001]; eeFloat tFloat = 0; for ( int i = 0; i <= 20000; i++ ) { sqrt_aprox[i] = eesqrt( tFloat ); tFloat += 0.001; } #endif while ( win->Running() ) { imp->Update(); if ( imp->IsKeyDown( KEY_ESCAPE ) ) { win->Close(); } if ( imp->IsKeyUp( KEY_F ) ) { if ( win->Windowed() ) { win->Size( win->GetDesktopResolution().Width(), win->GetDesktopResolution().Height(), false ); } else { win->Size( 960, 640, true ); win->Center(); } } eeFloat p; eeVector2f mf = imp->GetMousePosf(); eeFloat tratio = tw / th; eeFloat touchX = ( mf.x / tw - 1 ) * tratio; eeFloat touchY = -( mf.y / th - 1 ); bool touch = imp->MouseLeftPressed(); for( i = 0; i < ParticlesNum; i+=2 ) { // copy old positions vertices[i].x = vertices[i+1].x; vertices[i].y = vertices[i+1].y; // inertia velocities[i].x *= velocities[i].z; velocities[i].y *= velocities[i].z; // horizontal p = vertices[i+1].x; p += velocities[i].x; if ( p < -aspectRatio ) { p = -aspectRatio; velocities[i].x = eeabs(velocities[i].x); } else if ( p > aspectRatio ) { p = aspectRatio; velocities[i].x = -eeabs(velocities[i].x); } vertices[i+1].x = p; // vertical p = vertices[i+1].y; p += velocities[i].y; if ( p < -aspectRatio ) { p = -aspectRatio; velocities[i].y = eeabs(velocities[i].y); } else if ( p > aspectRatio ) { p = aspectRatio; velocities[i].y = -eeabs(velocities[i].y); } vertices[i+1].y = p; if ( touch ) { eeFloat dx = touchX - vertices[i].x; eeFloat dy = touchY - vertices[i].y; eeFloat distance = dx * dx + dy * dy; #ifndef EE_ARM eeFloat d = eesqrt( distance ); #else eeFloat d = sqrt_aprox[ (Int32)(distance * 1000) ]; #endif if ( d < 2.f ) { if ( d < 0.03f ) { vertices[i+1].x = Math::Randf( -1, 1 ) * aspectRatio; vertices[i+1].y = Math::Randf( -1, 1 ); velocities[i].x = 0; velocities[i].y = 0; } else { dx /= d; dy /= d; d = ( 2 - d ) * 0.5; d *= d; velocities[i].x += dx * d * .01; velocities[i].y += dy * d * .01; } } } } /// VertexPointer assigns values by default to the attribute "dgl_Vertex" /// TextureCoordPointer to "dgl_MultiTexCoord0" GLi->VertexPointer( 3, GL_FLOAT, sizeof(eeVector3ff), reinterpret_cast ( &vertices[0] ) ); /// ColorPointer to "dgl_FrontColor" GLi->ColorPointer( 4, GL_FP, sizeof(eeColorAf), reinterpret_cast ( &colors[0] ) ); /// Draw the lines GLi->DrawArrays( DM_LINES, 0, ParticlesNum ); /// Stop the simulation if the window is not visible while ( !win->Visible() ) { imp->Update(); /// To get the real state of the window you need to update the window input Sys::Sleep( 100 ); /// Sleep 100 ms } win->Display(); } eeSAFE_DELETE_ARRAY( vertices ); eeSAFE_DELETE_ARRAY( velocities ); eeSAFE_DELETE_ARRAY( colors ); } cEngine::DestroySingleton(); EE::MemoryManager::ShowResults(); return EXIT_SUCCESS; }