// // Lol Engine - Framebuffer Object tutorial // // Copyright: (c) 2012-2013 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include "core.h" #include "loldebug.h" using namespace std; using namespace lol; LOLFX_RESOURCE_DECLARE(08_fbo); class FBO : public WorldEntity { public: FBO() : m_time(0.f), m_ready(false) { m_vertices << vec2( 1.0, 1.0); m_vertices << vec2(-1.0, -1.0); m_vertices << vec2( 1.0, -1.0); m_vertices << vec2(-1.0, -1.0); m_vertices << vec2( 1.0, 1.0); m_vertices << vec2(-1.0, 1.0); } virtual void TickGame(float seconds) { WorldEntity::TickGame(seconds); m_time += seconds; m_hotspot = 0.4f * vec3(lol::sin(m_time * 4.f) + lol::cos(m_time * 5.3f), lol::sin(m_time * 5.7f) + lol::cos(m_time * 4.4f), lol::sin(m_time * 5.f)); m_color = 0.25f * vec3(1.1f + lol::sin(m_time * 2.5f + 1.f), 1.1f + lol::sin(m_time * 2.8f + 1.3f), 1.1f + lol::sin(m_time * 2.7f)); /* Saturate dot color */ float x = std::max(m_color.x, std::max(m_color.y, m_color.z)); m_color /= x; } virtual void TickDraw(float seconds) { WorldEntity::TickDraw(seconds); if (!m_ready) { m_shader = Shader::Create(LOLFX_RESOURCE_NAME(08_fbo)); m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0); m_uni_flag = m_shader->GetUniformLocation("in_Flag"); m_uni_point = m_shader->GetUniformLocation("in_Point"); m_uni_color = m_shader->GetUniformLocation("in_Color"); m_uni_texture = m_shader->GetUniformLocation("in_Texture"); m_vdecl = new VertexDeclaration(VertexStream(VertexUsage::Position)); m_vbo = new VertexBuffer(m_vertices.Bytes()); void *vertices = m_vbo->Lock(0, 0); memcpy(vertices, &m_vertices[0], m_vertices.Bytes()); m_vbo->Unlock(); m_fbo = new Framebuffer(Video::GetSize()); m_fbo->Bind(); { RenderContext rc; rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f)); rc.SetClearDepth(1.f); g_renderer->Clear(ClearMask::Color | ClearMask::Depth); } m_fbo->Unbind(); m_ready = true; /* FIXME: this object never cleans up */ } /* FIXME: we should just disable depth test in the shader */ RenderContext rc; rc.SetDepthFunc(DepthFunc::Disabled); m_fbo->Bind(); m_shader->Bind(); #if _XBOX /* FIXME: the Xbox enforces full EDRAM clears on each frame, so * we cannot expect the render target contents to be preserved. * This code snippet should be moved inside the Framebuffer class. */ m_shader->SetUniform(m_uni_flag, 1.f); m_shader->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0); m_vdecl->SetStream(m_vbo, m_coord); m_vdecl->Bind(); m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); m_vdecl->Unbind(); #endif m_shader->SetUniform(m_uni_flag, 0.f); m_shader->SetUniform(m_uni_point, m_hotspot); m_shader->SetUniform(m_uni_color, m_color); m_vdecl->SetStream(m_vbo, m_coord); m_vdecl->Bind(); m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); m_vdecl->Unbind(); m_shader->Unbind(); m_fbo->Unbind(); m_shader->Bind(); m_shader->SetUniform(m_uni_flag, 1.f); m_shader->SetUniform(m_uni_texture, m_fbo->GetTexture(), 0); m_vdecl->SetStream(m_vbo, m_coord); m_vdecl->Bind(); m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); m_vdecl->Unbind(); m_shader->Unbind(); } private: Array m_vertices; Shader *m_shader; ShaderAttrib m_coord; ShaderUniform m_uni_flag, m_uni_point, m_uni_color, m_uni_texture; VertexDeclaration *m_vdecl; VertexBuffer *m_vbo; Framebuffer *m_fbo; double m_time; vec3 m_hotspot, m_color; bool m_ready; }; int main(int argc, char **argv) { System::Init(argc, argv); Application app("Tutorial 08: Framebuffer Object", ivec2(512, 512), 60.0f); new FBO(); app.Run(); return EXIT_SUCCESS; }