Add simple image sample for now

This commit is contained in:
Joshua Granick
2014-06-18 16:30:03 -07:00
parent 9fb90a59aa
commit 975d58f2fa
6 changed files with 392 additions and 13 deletions

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<?xml version="1.0" encoding="utf-8"?>
<!-- Generator: Adobe Illustrator 17.0.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd" [
<!ENTITY ns_extend "http://ns.adobe.com/Extensibility/1.0/">
<!ENTITY ns_ai "http://ns.adobe.com/AdobeIllustrator/10.0/">
<!ENTITY ns_graphs "http://ns.adobe.com/Graphs/1.0/">
<!ENTITY ns_vars "http://ns.adobe.com/Variables/1.0/">
<!ENTITY ns_imrep "http://ns.adobe.com/ImageReplacement/1.0/">
<!ENTITY ns_sfw "http://ns.adobe.com/SaveForWeb/1.0/">
<!ENTITY ns_custom "http://ns.adobe.com/GenericCustomNamespace/1.0/">
<!ENTITY ns_adobe_xpath "http://ns.adobe.com/XPath/1.0/">
]>
<svg version="1.1" xmlns:x="&ns_extend;" xmlns:i="&ns_ai;" xmlns:graph="&ns_graphs;"
xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" width="1371.6px"
height="1371.6px" viewBox="0 0 1371.6 1371.6" enable-background="new 0 0 1371.6 1371.6" xml:space="preserve">
<metadata>
<sfw xmlns="&ns_sfw;">
<slices></slices>
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<?xml version="1.0" encoding="utf-8"?>
<project version="2">
<!-- Output SWF options -->
<output>
<movie outputType="Application" />
<movie input="" />
<movie path="project.xml" />
<movie fps="30" />
<movie width="800" />
<movie height="600" />
<movie version="3" />
<movie minorVersion="0" />
<movie platform="NME" />
<movie background="#FFFFFF" />
</output>
<!-- Other classes to be compiled into your SWF -->
<classpaths>
<class path="Source" />
</classpaths>
<!-- Build options -->
<build>
<option directives="" />
<option flashStrict="False" />
<option mainClass="Main" />
<option enabledebug="False" />
<option additional="" />
</build>
<!-- haxelib libraries -->
<haxelib>
<library name="lime" />
</haxelib>
<!-- Class files to compile (other referenced classes will automatically be included) -->
<compileTargets>
<!-- example: <compile path="..." /> -->
</compileTargets>
<!-- Assets to embed into the output SWF -->
<library>
<!-- example: <asset path="..." id="..." update="..." glyphs="..." mode="..." place="..." sharepoint="..." /> -->
</library>
<!-- Paths to exclude from the Project Explorer tree -->
<hiddenPaths>
<!-- example: <hidden path="..." /> -->
</hiddenPaths>
<!-- Executed before build -->
<preBuildCommand />
<!-- Executed after build -->
<postBuildCommand alwaysRun="False" />
<!-- Other project options -->
<options>
<option showHiddenPaths="False" />
<option testMovie="Custom" />
<option testMovieCommand="" />
</options>
<!-- Plugin storage -->
<storage />
</project>

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package;
import lime.app.Application;
import lime.graphics.opengl.GLBuffer;
import lime.graphics.opengl.GLProgram;
import lime.graphics.opengl.GLTexture;
import lime.graphics.ImageData;
import lime.graphics.GLRenderContext;
import lime.graphics.RenderContext;
import lime.utils.Float32Array;
import lime.Assets;
#if html5
@:access(lime.graphics.opengl.GL)
#end
class Main extends Application {
private var image:ImageData;
private var initialized:Bool;
private var shaderProgram:GLProgram;
private var texCoordBuffer:GLBuffer;
private var texture:GLTexture;
private var vertexBuffer:GLBuffer;
public function new () {
super ();
image = Assets.getImageData ("assets/lime.png");
}
private function initialize (context:RenderContext):Void {
switch (context) {
case DOM (element):
var div = element.ownerDocument.createElement ("div");
div.style.width = image.width + "px";
div.style.height = image.height + "px";
div.style.backgroundImage = "url('" + Assets.getPath ("assets/lime.png") + ")";
element.appendChild (image.data);
case OPENGL (gl):
// Initialize shaders
var vertexShaderSource =
"attribute vec3 aVertexPosition;
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
uniform mat4 uModelViewMatrix;
uniform mat4 uProjectionMatrix;
void main(void) {
vTexCoord = aTexCoord;
gl_Position = uProjectionMatrix * uModelViewMatrix * vec4 (aVertexPosition, 1.0);
}";
var vertexShader = gl.createShader (gl.VERTEX_SHADER);
gl.shaderSource (vertexShader, vertexShaderSource);
gl.compileShader (vertexShader);
if (gl.getShaderParameter (vertexShader, gl.COMPILE_STATUS) == 0) {
throw "Error compiling vertex shader";
}
var fragmentShaderSource =
#if !desktop
"precision mediump float;" +
#end
"varying vec2 vTexCoord;
uniform sampler2D uImage0;
void main(void)
{
gl_FragColor = texture2D (uImage0, vTexCoord);
}";
var fragmentShader = gl.createShader (gl.FRAGMENT_SHADER);
gl.shaderSource (fragmentShader, fragmentShaderSource);
gl.compileShader (fragmentShader);
if (gl.getShaderParameter (fragmentShader, gl.COMPILE_STATUS) == 0) {
throw "Error compiling fragment shader";
}
shaderProgram = gl.createProgram ();
gl.attachShader (shaderProgram, vertexShader);
gl.attachShader (shaderProgram, fragmentShader);
gl.linkProgram (shaderProgram);
if (gl.getProgramParameter (shaderProgram, gl.LINK_STATUS) == 0) {
throw "Unable to initialize the shader program.";
}
// Create buffers
var vertices = [
image.width, image.height, 0,
0, image.height, 0,
image.width, 0, 0,
0, 0, 0
];
vertexBuffer = gl.createBuffer ();
gl.bindBuffer (gl.ARRAY_BUFFER, vertexBuffer);
gl.bufferData (gl.ARRAY_BUFFER, new Float32Array (cast vertices), gl.STATIC_DRAW);
gl.bindBuffer (gl.ARRAY_BUFFER, null);
var texCoords = [
1, 1,
0, 1,
1, 0,
0, 0,
];
texCoordBuffer = gl.createBuffer ();
gl.bindBuffer (gl.ARRAY_BUFFER, texCoordBuffer);
gl.bufferData (gl.ARRAY_BUFFER, new Float32Array (cast texCoords), gl.STATIC_DRAW);
gl.bindBuffer (gl.ARRAY_BUFFER, null);
// Create texture
texture = gl.createTexture ();
gl.bindTexture (gl.TEXTURE_2D, texture);
gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
#if html5
lime.graphics.opengl.GL.context.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image.data);
#else
gl.texImage2D (gl.TEXTURE_2D, 0, gl.RGBA, image.width, image.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, image.data);
#end
gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri (gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.bindTexture (gl.TEXTURE_2D, null);
default:
}
}
public override function render (context:RenderContext):Void {
if (!initialized) {
initialize (context);
initialized = true;
}
switch (context) {
case CANVAS (context):
context.drawImage (image.data, 0, 0, image.width, image.height);
case DOM (element):
// still visible
case FLASH (sprite):
sprite.graphics.beginBitmapFill (image.data);
sprite.graphics.drawRect (0, 0, image.width, image.height);
case OPENGL (gl):
gl.clearColor (1.0, 1.0, 1.0, 1.0);
gl.clear (gl.COLOR_BUFFER_BIT);
var vertexAttribute = gl.getAttribLocation (shaderProgram, "aVertexPosition");
var texCoordAttribute = gl.getAttribLocation (shaderProgram, "aTexCoord");
var projectionMatrixUniform = gl.getUniformLocation (shaderProgram, "uProjectionMatrix");
var modelViewMatrixUniform = gl.getUniformLocation (shaderProgram, "uModelViewMatrix");
var imageUniform = gl.getUniformLocation (shaderProgram, "uImage0");
var positionX = 0;
var positionY = 0;
var width = config.width;
var height = config.height;
var projectionMatrix = new Float32Array ([ 2 / width, 0, 0, 0, 0, 2 / height, 0, 0, 0, 0, -0.0001, 0, -1, -1, 1, 1 ]);
var rotation = 0;
var scale = 1;
var theta = rotation * Math.PI / 180;
var c = Math.cos (theta);
var s = Math.sin (theta);
var modelViewMatrix = new Float32Array ([ c * scale, -s * scale, 0, 0, s * scale, c * scale, 0, 0, 0, 0, 1, 0, positionX, positionY, 0, 1 ]);
gl.useProgram (shaderProgram);
gl.enableVertexAttribArray (vertexAttribute);
gl.enableVertexAttribArray (texCoordAttribute);
gl.activeTexture (gl.TEXTURE0);
gl.bindTexture (gl.TEXTURE_2D, texture);
#if desktop
gl.enable (gl.TEXTURE_2D);
#end
gl.bindBuffer (gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer (vertexAttribute, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer (gl.ARRAY_BUFFER, texCoordBuffer);
gl.vertexAttribPointer (texCoordAttribute, 2, gl.FLOAT, false, 0, 0);
gl.uniformMatrix4fv (projectionMatrixUniform, false, projectionMatrix);
gl.uniformMatrix4fv (modelViewMatrixUniform, false, modelViewMatrix);
gl.uniform1i (imageUniform, 0);
gl.drawArrays (gl.TRIANGLE_STRIP, 0, 4);
gl.bindBuffer (gl.ARRAY_BUFFER, null);
gl.bindTexture (gl.TEXTURE_2D, null);
#if desktop
gl.disable (gl.TEXTURE_2D);
#end
gl.disableVertexAttribArray (vertexAttribute);
gl.disableVertexAttribArray (texCoordAttribute);
gl.useProgram (null);
default:
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<project>
<meta title="Simple Image" package="org.openfl.lime.samples.simpleimage" version="1.0.0" company="OpenFL Technologies" />
<app main="Main" path="Export" file="SimpleImage" />
<source path="Source" />
<haxelib name="lime" />
<assets path="Assets" rename="assets" exclude="*.svg" />
<icon path="Assets/lime.svg" />
</project>