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- //
- // Lol Engine — Graphing tutorial
- //
- // Copyright © 2012—2015 Sam Hocevar <sam@hocevar.net>
- //
- // This program 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 "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 = (int)(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<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_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<vec2> m_vertices;
- Texture *m_texture;
- Shader *m_shader;
- ShaderAttrib m_coord;
- ShaderUniform m_texture_uni;
- VertexDeclaration *m_vdecl;
- VertexBuffer *m_vbo;
- array<uint8_t> 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;
- }
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