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- //
- // Lol Engine — Noise tutorial
- //
- // Copyright © 2012—2015 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 "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 TickDraw(float seconds, Scene &scene)
- {
- WorldEntity::TickDraw(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 = 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 */
- }
-
- 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<vec2> m_vertices;
- Shader *m_shader;
- ShaderAttrib m_coord;
- ShaderUniform m_time_uni;
- VertexDeclaration *m_vdecl;
- VertexBuffer *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;
- }
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