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- //
- // Lol Engine - Framebuffer Object tutorial
- //
- // Copyright: (c) 2012-2013 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.
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include <lol/main.h>
- #include "loldebug.h"
-
- using namespace lol;
-
- LOLFX_RESOURCE_DECLARE(08_fbo);
-
- class FBO : public WorldEntity
- {
- public:
- FBO()
- : m_time(0.f),
- m_ready(false)
- {
- m_vertices << vec2( 1.0, 1.0);
- m_vertices << vec2(-1.0, -1.0);
- m_vertices << vec2( 1.0, -1.0);
- m_vertices << vec2(-1.0, -1.0);
- m_vertices << vec2( 1.0, 1.0);
- m_vertices << vec2(-1.0, 1.0);
- }
-
- virtual void TickGame(float seconds)
- {
- WorldEntity::TickGame(seconds);
-
- m_time += seconds;
- m_hotspot = 0.4f * vec3(lol::sin(m_time * 4.f) + lol::cos(m_time * 5.3f),
- lol::sin(m_time * 5.7f) + lol::cos(m_time * 4.4f),
- lol::sin(m_time * 5.f));
- m_color = 0.25f * vec3(1.1f + lol::sin(m_time * 2.5f + 1.f),
- 1.1f + lol::sin(m_time * 2.8f + 1.3f),
- 1.1f + lol::sin(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 TickDraw(float seconds, Scene &scene)
- {
- WorldEntity::TickDraw(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("in_Flag");
- m_uni_point = m_shader->GetUniformLocation("in_Point");
- m_uni_color = m_shader->GetUniformLocation("in_Color");
- m_uni_texture = m_shader->GetUniformLocation("u_texture");
-
- m_vdecl = new VertexDeclaration(VertexStream<vec2>(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_fbo = new Framebuffer(Video::GetSize());
- m_fbo->Bind();
-
- {
- RenderContext rc;
- rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
- rc.SetClearDepth(1.f);
- g_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 */
- RenderContext rc;
- rc.SetDepthFunc(DepthFunc::Disabled);
-
- m_fbo->Bind();
- m_shader->Bind();
-
- #if _XBOX
- /* FIXME: the Xbox enforces full EDRAM clears on each frame, so
- * we cannot expect the render target contents to be preserved.
- * This code snippet should be moved inside the Framebuffer class. */
- 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();
- #endif
-
- 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;
- Shader *m_shader;
- ShaderAttrib m_coord;
- ShaderUniform m_uni_flag, m_uni_point, m_uni_color, m_uni_texture;
- VertexDeclaration *m_vdecl;
- VertexBuffer *m_vbo;
- Framebuffer *m_fbo;
- double m_time;
- vec3 m_hotspot, m_color;
- bool m_ready;
- };
-
- int main(int argc, char **argv)
- {
- System::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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