// // Lol Engine — Noise 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 #include "loldebug.h" using namespace lol; LOLFX_RESOURCE_DECLARE(03_noise); class NoiseDemo : public WorldEntity { public: NoiseDemo() : 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(0.0), m_ready(false) { } virtual void tick_draw(float seconds, Scene &scene) { WorldEntity::tick_draw(seconds, scene); m_time += seconds; if (!m_ready) { m_shader = Shader::Create(LOLFX_RESOURCE_NAME(03_noise)); m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0); m_time_uni = m_shader->GetUniformLocation("u_time"); 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_ready = true; /* FIXME: this object never cleans up */ } m_shader->Bind(); m_shader->SetUniform(m_time_uni, m_time); m_vdecl->SetStream(m_vbo, m_coord); m_vdecl->Bind(); m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6); m_vdecl->Unbind(); } private: array m_vertices; std::shared_ptr m_shader; ShaderAttrib m_coord; ShaderUniform m_time_uni; std::shared_ptr m_vdecl; std::shared_ptr m_vbo; float m_time; bool m_ready; }; int main(int argc, char **argv) { sys::init(argc, argv); Application app("Tutorial 3: Noise", ivec2(1280, 720), 60.0f); new NoiseDemo(); app.Run(); return EXIT_SUCCESS; }