// // Lol Engine — Framebuffer Object tutorial // // Copyright © 2012—2019 Sam Hocevar // // Lol Engine is free software. It comes without any warranty, to // the extent permitted by applicable law. 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 the WTFPL Task Force. // See http://www.wtfpl.net/ for more details. // #if HAVE_CONFIG_H # include "config.h" #endif #include #include using namespace lol; LOLFX_RESOURCE_DECLARE(08_fbo); class FBO : public WorldEntity { public: FBO() : m_vertices { vec2( 1.0, 1.0), vec2(-1.0, -1.0), vec2( 1.0, -1.0), vec2(-1.0, -1.0), vec2( 1.0, 1.0), vec2(-1.0, 1.0), }, m_time(0.f), m_ready(false) { } virtual void tick_game(float seconds) { WorldEntity::tick_game(seconds); m_time += seconds; m_hotspot = 0.4f * vec3( lol::sin((float)m_time * 4.f) + lol::cos((float)m_time * 5.3f), lol::sin((float)m_time * 5.7f) + lol::cos((float)m_time * 4.4f), lol::sin((float)m_time * 5.f)); m_color = 0.25f * vec3(1.1f + lol::sin((float)m_time * 2.5f + 1.f), 1.1f + lol::sin((float)m_time * 2.8f + 1.3f), 1.1f + lol::sin((float)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 tick_draw(float seconds, Scene &scene) { WorldEntity::tick_draw(seconds, scene); if (!m_ready) { m_shader = Shader::Create(LOLFX_RESOURCE_NAME(08_fbo)); m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0); m_uni_flag = m_shader->GetUniformLocation("u_flag"); m_uni_point = m_shader->GetUniformLocation("u_point"); m_uni_color = m_shader->GetUniformLocation("u_color"); m_uni_texture = m_shader->GetUniformLocation("u_texture"); m_vdecl = std::make_shared(VertexStream(VertexUsage::Position)); m_vbo = std::make_shared(m_vertices.bytes()); void *vertices = m_vbo->Lock(0, 0); memcpy(vertices, &m_vertices[0], m_vertices.bytes()); m_vbo->Unlock(); m_fbo = std::make_shared(Video::GetSize()); m_fbo->Bind(); { render_context rc(scene.get_renderer()); rc.clear_color(vec4(0.f, 0.f, 0.f, 1.f)); rc.clear_depth(1.f); scene.get_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 */ render_context rc(scene.get_renderer()); rc.depth_func(DepthFunc::Disabled); /* FIXME: this no longer works because we don’t restore the * actually bound framebuffer. */ m_fbo->Bind(); m_shader->Bind(); 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->GetTextureUniform(), 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; std::shared_ptr m_shader; ShaderAttrib m_coord; ShaderUniform m_uni_flag, m_uni_point, m_uni_color, m_uni_texture; std::shared_ptr m_vdecl; std::shared_ptr m_vbo; std::shared_ptr m_fbo; double m_time; vec3 m_hotspot, m_color; bool m_ready; }; int main(int argc, char **argv) { sys::init(argc, argv); Application app("Tutorial 08: Framebuffer Object", ivec2(512, 512), 60.0f); new FBO(); app.Run(); return EXIT_SUCCESS; }