// // Lol Engine - Graphing 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 HAVE_CONFIG_H # include "config.h" #endif #include #include "loldebug.h" using namespace lol; static int const TEXTURE_WIDTH = 256; LOLFX_RESOURCE_DECLARE(04_texture); class TextureDemo : public WorldEntity { public: TextureDemo() : 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_frames(0), m_ready(false) { m_heightmap.Resize(TEXTURE_WIDTH * 1); } virtual void TickGame(float seconds) { WorldEntity::TickGame(seconds); /* Generate a new heightmap at the beginning */ if (m_frames == 0) memset(m_heightmap.Data(), 255, m_heightmap.Bytes()); /* Scroll left */ for (int i = 0; i < m_heightmap.Count() - 1; i++) m_heightmap[i] = m_heightmap[i + 1]; int height = m_heightmap.Last(); height = (height + 127 + 40 * lol::sin(m_frames * 0.03) + rand() % 97 - 38) / 2; height = std::max(15, std::min(height, 240)); m_heightmap.Last() = height; /* Update frame counter */ ++m_frames; } virtual void TickDraw(float seconds, Scene &scene) { WorldEntity::TickDraw(seconds, scene); /* Initialise GPU data */ if (!m_ready) { m_texture = new Texture(ivec2(TEXTURE_WIDTH, 1), PixelFormat::Y_8); m_shader = Shader::Create(LOLFX_RESOURCE_NAME(04_texture)); m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0); m_texture_uni = m_shader->GetUniformLocation("u_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_ready = true; /* FIXME: this object never cleans up */ } /* Send new heightmap to GPU */ m_texture->SetData(m_heightmap.Data()); m_shader->Bind(); m_shader->SetUniform(m_texture_uni, m_texture->GetTextureUniform(), 0); m_vdecl->SetStream(m_vbo, m_coord); m_vdecl->Bind(); m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); m_vdecl->Unbind(); } private: array m_vertices; Texture *m_texture; Shader *m_shader; ShaderAttrib m_coord; ShaderUniform m_texture_uni; VertexDeclaration *m_vdecl; VertexBuffer *m_vbo; array m_heightmap; int m_frames; bool m_ready; }; int main(int argc, char **argv) { System::Init(argc, argv); Application app("Tutorial 4: Texture", ivec2(1280, 720), 60.0f); //new DebugFps(50, 50); new TextureDemo(); app.Run(); return EXIT_SUCCESS; }