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- //
- // Lol Engine — Framebuffer Object tutorial
- //
- // Copyright © 2012—2019 Sam Hocevar <sam@hocevar.net>
- //
- // 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 <lol/engine.h>
-
- #include <memory>
-
- 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<VertexDeclaration>(VertexStream<vec2>(VertexUsage::Position));
-
- m_vbo = std::make_shared<VertexBuffer>(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<Framebuffer>(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<vec2> m_vertices;
- std::shared_ptr<Shader> m_shader;
- ShaderAttrib m_coord;
- ShaderUniform m_uni_flag, m_uni_point, m_uni_color, m_uni_texture;
- std::shared_ptr<VertexDeclaration> m_vdecl;
- std::shared_ptr<VertexBuffer> m_vbo;
- std::shared_ptr<Framebuffer> 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;
- }
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