1 | // |
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2 | // Lol Engine - Framebuffer Object tutorial |
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3 | // |
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4 | // Copyright: (c) 2012 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include "core.h" |
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16 | #include "loldebug.h" |
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17 | |
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18 | using namespace std; |
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19 | using namespace lol; |
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20 | |
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21 | #if defined _WIN32 |
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22 | # include <direct.h> |
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23 | #endif |
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24 | |
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25 | extern char const *lolfx_08_fbo; |
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26 | |
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27 | class FBO : public WorldEntity |
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28 | { |
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29 | public: |
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30 | FBO() |
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31 | { |
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32 | m_vertices << vec2( 1.0, 1.0); |
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33 | m_vertices << vec2(-1.0, -1.0); |
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34 | m_vertices << vec2( 1.0, -1.0); |
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35 | m_vertices << vec2(-1.0, -1.0); |
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36 | m_vertices << vec2( 1.0, 1.0); |
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37 | m_vertices << vec2(-1.0, 1.0); |
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38 | m_ready = false; |
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39 | } |
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40 | |
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41 | virtual void TickGame(float seconds) |
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42 | { |
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43 | WorldEntity::TickGame(seconds); |
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44 | |
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45 | m_time += seconds; |
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46 | m_hotspot = 0.4f * vec3(lol::sin(m_time * 4.f) + lol::cos(m_time * 5.3f), |
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47 | lol::sin(m_time * 5.7f) + lol::cos(m_time * 4.4f), |
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48 | lol::sin(m_time * 5.f)); |
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49 | m_color = 0.25f * vec3(1.1f + lol::sin(m_time * 2.5f + 1.f), |
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50 | 1.1f + lol::sin(m_time * 2.8f + 1.3f), |
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51 | 1.1f + lol::sin(m_time * 2.7f)); |
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52 | /* Saturate dot color */ |
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53 | float x = std::max(m_color.x, std::max(m_color.y, m_color.z)); |
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54 | m_color /= x; |
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55 | } |
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56 | |
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57 | virtual void TickDraw(float seconds) |
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58 | { |
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59 | WorldEntity::TickDraw(seconds); |
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60 | |
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61 | if (!m_ready) |
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62 | { |
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63 | m_shader = Shader::Create(lolfx_08_fbo); |
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64 | m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0); |
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65 | m_uni_flag = m_shader->GetUniformLocation("in_Flag"); |
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66 | m_uni_point = m_shader->GetUniformLocation("in_Point"); |
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67 | m_uni_color = m_shader->GetUniformLocation("in_Color"); |
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68 | m_uni_texture = m_shader->GetUniformLocation("in_Texture"); |
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69 | |
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70 | m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position)); |
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71 | |
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72 | m_vbo = new VertexBuffer(m_vertices.Bytes()); |
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73 | void *vertices = m_vbo->Lock(0, 0); |
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74 | memcpy(vertices, &m_vertices[0], m_vertices.Bytes()); |
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75 | m_vbo->Unlock(); |
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76 | |
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77 | m_fbo = new FrameBuffer(Video::GetSize()); |
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78 | m_fbo->Bind(); |
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79 | Video::SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); |
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80 | Video::SetClearDepth(1.f); |
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81 | Video::Clear(ClearMask::Color | ClearMask::Depth); |
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82 | m_fbo->Unbind(); |
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83 | |
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84 | m_ready = true; |
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85 | |
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86 | /* FIXME: this object never cleans up */ |
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87 | } |
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88 | |
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89 | m_fbo->Bind(); |
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90 | /* FIXME: we should just disable depth test in the shader */ |
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91 | Video::Clear(ClearMask::Depth); |
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92 | m_shader->Bind(); |
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93 | |
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94 | #if _XBOX |
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95 | /* FIXME: the Xbox enforces full EDRAM clears on each frame, so |
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96 | * we cannot expect the render target contents to be preserved. |
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97 | * This code snippet should be moved inside the FrameBuffer class. */ |
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98 | m_shader->SetUniform(m_uni_flag, 1.f); |
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99 | m_shader->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0); |
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100 | m_vdecl->SetStream(m_vbo, m_coord); |
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101 | m_vdecl->Bind(); |
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102 | m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 2); |
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103 | m_vdecl->Unbind(); |
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104 | #endif |
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105 | |
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106 | m_shader->SetUniform(m_uni_flag, 0.f); |
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107 | m_shader->SetUniform(m_uni_point, m_hotspot); |
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108 | m_shader->SetUniform(m_uni_color, m_color); |
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109 | m_vdecl->SetStream(m_vbo, m_coord); |
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110 | m_vdecl->Bind(); |
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111 | m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 2); |
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112 | m_vdecl->Unbind(); |
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113 | m_shader->Unbind(); |
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114 | m_fbo->Unbind(); |
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115 | |
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116 | m_shader->Bind(); |
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117 | m_shader->SetUniform(m_uni_flag, 1.f); |
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118 | m_shader->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0); |
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119 | m_vdecl->SetStream(m_vbo, m_coord); |
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120 | m_vdecl->Bind(); |
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121 | m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 2); |
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122 | m_vdecl->Unbind(); |
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123 | m_shader->Unbind(); |
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124 | } |
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125 | |
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126 | private: |
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127 | Array<vec2> m_vertices; |
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128 | Shader *m_shader; |
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129 | ShaderAttrib m_coord; |
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130 | ShaderUniform m_uni_flag, m_uni_point, m_uni_color, m_uni_texture; |
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131 | VertexDeclaration *m_vdecl; |
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132 | VertexBuffer *m_vbo; |
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133 | FrameBuffer *m_fbo; |
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134 | double m_time; |
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135 | vec3 m_hotspot, m_color; |
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136 | bool m_ready; |
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137 | }; |
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138 | |
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139 | int main(int argc, char **argv) |
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140 | { |
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141 | Application app("Tutorial 08: Framebuffer Object", ivec2(640, 480), 60.0f); |
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142 | |
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143 | #if defined _MSC_VER && !defined _XBOX |
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144 | _chdir(".."); |
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145 | #elif defined _WIN32 && !defined _XBOX |
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146 | _chdir("../.."); |
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147 | #endif |
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148 | |
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149 | new FBO(); |
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150 | |
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151 | app.Run(); |
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152 | return EXIT_SUCCESS; |
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153 | } |
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154 | |
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