source: trunk/tutorial/08_fbo.cpp @ 1574

Last change on this file since 1574 was 1574, checked in by sam, 8 years ago

tutorial: start working on an FBO example.

File size: 2.6 KB
Line 
1//
2// Lol Engine - Framebuffer Object tutorial
3//
4// Copyright: (c) 2012 Sam Hocevar <sam@hocevar.net>
5//   This program is free software; you can redistribute it and/or
6//   modify it under the terms of the Do What The Fuck You Want To
7//   Public License, Version 2, as published by Sam Hocevar. See
8//   http://sam.zoy.org/projects/COPYING.WTFPL for more details.
9//
10
11#if defined HAVE_CONFIG_H
12#   include "config.h"
13#endif
14
15#include "core.h"
16#include "loldebug.h"
17
18using namespace std;
19using namespace lol;
20
21#if USE_SDL && defined __APPLE__
22#   include <SDL_main.h>
23#endif
24
25#if defined _WIN32
26#   undef main /* FIXME: still needed? */
27#   include <direct.h>
28#endif
29
30extern char const *lolfx_08_fbo;
31
32class FBO : public WorldEntity
33{
34public:
35    FBO()
36    {
37        m_vertices << vec2( 0.0,  0.8);
38        m_vertices << vec2(-0.8, -0.8);
39        m_vertices << vec2( 0.8, -0.8);
40        m_ready = false;
41    }
42
43    virtual void TickDraw(float seconds)
44    {
45        WorldEntity::TickDraw(seconds);
46
47        if (!m_ready)
48        {
49            m_shader = Shader::Create(lolfx_08_fbo);
50            m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0);
51
52            m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));
53
54            m_vbo = new VertexBuffer(m_vertices.Bytes());
55            void *vertices = m_vbo->Lock(0, 0);
56            memcpy(vertices, &m_vertices[0], m_vertices.Bytes());
57            m_vbo->Unlock();
58
59            m_fbo = new FrameBuffer(Video::GetSize());
60
61            m_ready = true;
62
63            /* FIXME: this object never cleans up */
64        }
65
66        m_fbo->Bind();
67        m_shader->Bind();
68        m_vdecl->SetStream(m_vbo, m_coord);
69        m_vdecl->Bind();
70        m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 1);
71        m_vdecl->Unbind();
72        m_shader->Unbind();
73        m_fbo->Unbind();
74
75        m_shader->Bind();
76        m_vdecl->SetStream(m_vbo, m_coord);
77        m_vdecl->Bind();
78        m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 1);
79        m_vdecl->Unbind();
80        m_shader->Unbind();
81    }
82
83private:
84    Array<vec2> m_vertices;
85    Shader *m_shader;
86    ShaderAttrib m_coord;
87    VertexDeclaration *m_vdecl;
88    VertexBuffer *m_vbo;
89    FrameBuffer *m_fbo;
90    bool m_ready;
91};
92
93int main(int argc, char **argv)
94{
95    Application app("Tutorial 08: Framebuffer Object", ivec2(640, 480), 60.0f);
96
97#if defined _MSC_VER && !defined _XBOX
98    _chdir("..");
99#elif defined _WIN32 && !defined _XBOX
100    _chdir("../..");
101#endif
102
103    new DebugFps(5, 5);
104    new FBO();
105
106    app.Run();
107    return EXIT_SUCCESS;
108}
109
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