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  1. //
  2. // Lol Engine — Shader builder tutorial
  3. //
  4. // Copyright © 2012—2015 Sam Hocevar <sam@hocevar.net>
  5. //
  6. // Lol Engine is free software. It comes without any warranty, to
  7. // the extent permitted by applicable law. You can redistribute it
  8. // and/or modify it under the terms of the Do What the Fuck You Want
  9. // to Public License, Version 2, as published by the WTFPL Task Force.
  10. // See http://www.wtfpl.net/ for more details.
  11. //
  12. #if HAVE_CONFIG_H
  13. # include "config.h"
  14. #endif
  15. #include <lol/engine.h>
  16. #include "loldebug.h"
  17. #include <cstdio>
  18. using namespace lol;
  19. #define Line(x) ((x) + "\n")
  20. class ShaderBuilderDemo : public WorldEntity
  21. {
  22. public:
  23. ShaderBuilderDemo()
  24. {
  25. }
  26. virtual void TickGame(float seconds)
  27. {
  28. WorldEntity::TickGame(seconds);
  29. }
  30. virtual void TickDraw(float seconds, Scene &scene)
  31. {
  32. WorldEntity::TickDraw(seconds, scene);
  33. File file;
  34. file.Open("13_shader_builder_export.txt", FileAccess::Write);
  35. //file.Open("13_shader_builder_export.txt", FileAccess::Read);
  36. String code;
  37. ShaderBuilder builder("red_blue_green", "120");
  38. ShaderBlock nothing_vertex("NothingVertex");
  39. ShaderBlock red_pixel("RedPixel");
  40. ShaderBlock green_pixel("GreenPixel");
  41. ShaderBlock blue_pixel("BluePixel");
  42. ShaderVar out_vertex = ShaderVar::GetShaderOut(ShaderProgram::Vertex);
  43. ShaderVar out_pixel = ShaderVar::GetShaderOut(ShaderProgram::Pixel);
  44. ShaderVar in_position = ShaderVar(ShaderVariable::Attribute, ShaderVariableType::Vec3, "position");
  45. ShaderVar in_color = ShaderVar(ShaderVariable::Attribute, ShaderVariableType::Vec4, "color");
  46. ShaderVar pass_color = ShaderVar(ShaderVariable::Varying, ShaderVariableType::Vec4, "color");
  47. nothing_vertex << in_position
  48. << in_color
  49. << pass_color;
  50. nothing_vertex.AddVar(out_vertex);
  51. nothing_vertex.SetMainCode(String() +
  52. Line(pass_color + " = " + in_color + ";") +
  53. Line(out_vertex + " = vec4(" + in_position + ", 0.f);")
  54. );
  55. ShaderVar ambient = ShaderVar(ShaderVariable::InOut, ShaderVariableType::Vec4, "ambient");
  56. red_pixel.AddVar(pass_color);
  57. red_pixel.AddVar(out_pixel);
  58. red_pixel.AddVar(ambient);
  59. red_pixel.SetMainCode(String() +
  60. out_pixel + " = " + pass_color + ";\n" +
  61. out_pixel + ".r = 1.0;\n" +
  62. "ambient = vec4(1.0);\n"
  63. );
  64. green_pixel.AddVar(pass_color);
  65. green_pixel.AddVar(out_pixel);
  66. green_pixel.AddVar(ambient);
  67. green_pixel.SetMainCode(String() +
  68. out_pixel + " = " + pass_color + ";\n" +
  69. out_pixel + ".g = 1.0;\n" +
  70. "ambient.r = 0.0;\n"
  71. );
  72. blue_pixel.AddVar(pass_color);
  73. blue_pixel.AddVar(out_pixel);
  74. blue_pixel.AddVar(ambient);
  75. blue_pixel.SetCustomCode(String() +
  76. "void SetAmbient(inout vec4 ambient)\n" +
  77. "{\n" +
  78. " ambient = vec4(1.0, 1.0, 1.0, 1.0);\n" +
  79. "}\n");
  80. blue_pixel.SetMainCode(String() +
  81. out_pixel + " = " + pass_color + ";\n" +
  82. out_pixel + ".b = 1.0;\n" +
  83. "SetAmbient(ambient);\n" +
  84. out_pixel + " *= ambient;\n"
  85. );
  86. builder << ShaderProgram::Vertex
  87. << nothing_vertex
  88. << ShaderProgram::Pixel
  89. << red_pixel
  90. << green_pixel
  91. << blue_pixel;
  92. builder.Build(code);
  93. file.WriteString(code);
  94. //code = file.ReadString();
  95. file.Close();
  96. Shader* shader = Shader::Create(builder.GetName(), code);
  97. Shader::Destroy(shader);
  98. Ticker::Shutdown();
  99. }
  100. };
  101. int main(int argc, char **argv)
  102. {
  103. sys::init(argc, argv);
  104. Application app("Tutorial 13: Shader Builder", ivec2(1280, 720), 60.0f);
  105. new ShaderBuilderDemo();
  106. app.Run();
  107. return EXIT_SUCCESS;
  108. }