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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net>
- // 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.
- //
-
- #include <lol/engine-internal.h>
-
- LOLFX_RESOURCE_DECLARE(gradient);
-
- namespace lol
- {
-
- /*
- * Gradient implementation class
- */
-
- class GradientData
- {
- friend class Gradient;
-
- private:
- Shader *shader;
- VertexDeclaration *m_vdecl;
- VertexBuffer *m_vbo, *m_cbo;
- };
-
- /*
- * Public Gradient class
- */
-
- Gradient::Gradient(vec3 aa, vec3 bb)
- : data(new GradientData())
- {
- /* FIXME: this should not be hardcoded */
- m_position = aa;
- m_aabb.aa = aa;
- m_aabb.bb = bb;
-
- data->shader = nullptr;
- }
-
- void Gradient::TickGame(float seconds)
- {
- Entity::TickGame(seconds);
- }
-
- void Gradient::TickDraw(float seconds, Scene &scene)
- {
- Entity::TickDraw(seconds, scene);
-
- float const vertex[] = { m_aabb.aa.x, m_aabb.aa.y, 0.0f,
- m_aabb.bb.x, m_aabb.aa.y, 0.0f,
- m_aabb.aa.x, m_aabb.bb.y, 0.0f,
- m_aabb.bb.x, m_aabb.bb.y, 0.0f,
- m_aabb.aa.x, m_aabb.bb.y, 0.0f,
- m_aabb.bb.x, m_aabb.aa.y, 0.0f, };
-
- float const color[] = { 0.73f, 0.85f, 0.85f, 1.0f,
- 0.73f, 0.85f, 0.85f, 1.0f,
- 0.0f, 0.0f, 1.0f, 1.0f,
- 0.0f, 0.0f, 1.0f, 1.0f,
- 0.0f, 0.0f, 1.0f, 1.0f,
- 0.73f, 0.85f, 0.85f, 1.0f, };
-
- if (!data->shader)
- {
- data->shader = Shader::Create(LOLFX_RESOURCE_NAME(gradient));
-
- data->m_vbo = new VertexBuffer(sizeof(vertex));
- data->m_cbo = new VertexBuffer(sizeof(color));
-
- data->m_vdecl = new VertexDeclaration(VertexStream<vec3>(VertexUsage::Position),
- VertexStream<vec4>(VertexUsage::Color));
- }
-
- mat4 model_matrix = mat4(1.0f);
-
- ShaderUniform uni_mat;
- ShaderAttrib attr_pos, attr_col;
- attr_pos = data->shader->GetAttribLocation(VertexUsage::Position, 0);
- attr_col = data->shader->GetAttribLocation(VertexUsage::Color, 0);
-
- data->shader->Bind();
-
- uni_mat = data->shader->GetUniformLocation("u_projection");
- uni_mat = data->shader->GetUniformLocation("u_view");
- uni_mat = data->shader->GetUniformLocation("u_model");
- data->shader->SetUniform(uni_mat, scene.GetCamera()->GetProjection());
- data->shader->SetUniform(uni_mat, scene.GetCamera()->GetView());
- data->shader->SetUniform(uni_mat, model_matrix);
-
- data->shader->Bind();
- data->m_vdecl->Bind();
-
- void *tmp = data->m_vbo->Lock(0, 0);
- memcpy(tmp, vertex, sizeof(vertex));
- data->m_vbo->Unlock();
-
- tmp = data->m_cbo->Lock(0, 0);
- memcpy(tmp, color, sizeof(color));
- data->m_cbo->Unlock();
-
- /* Bind vertex and color buffers */
- data->m_vdecl->SetStream(data->m_vbo, attr_pos);
- data->m_vdecl->SetStream(data->m_cbo, attr_col);
-
- /* Draw arrays */
- data->m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
- }
-
- Gradient::~Gradient()
- {
- /* FIXME: destroy shader */
- delete data;
- }
-
- } /* namespace lol */
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