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  1. //
  2. // Lol Engine - Graphing tutorial
  3. //
  4. // Copyright: (c) 2012-2013 Sam Hocevar <sam@hocevar.net>
  5. // This program is free software; you can redistribute it and/or
  6. // modify it under the terms of the Do What The Fuck You Want To
  7. // Public License, Version 2, as published by Sam Hocevar. See
  8. // http://www.wtfpl.net/ for more details.
  9. //
  10. #if HAVE_CONFIG_H
  11. # include "config.h"
  12. #endif
  13. #include <lol/engine.h>
  14. #include "loldebug.h"
  15. #include <cstdio>
  16. using namespace lol;
  17. #define Line(x) ((x) + "\n")
  18. class ShaderBuilderDemo : public WorldEntity
  19. {
  20. public:
  21. ShaderBuilderDemo()
  22. {
  23. }
  24. virtual void TickGame(float seconds)
  25. {
  26. WorldEntity::TickGame(seconds);
  27. }
  28. virtual void TickDraw(float seconds, Scene &scene)
  29. {
  30. WorldEntity::TickDraw(seconds, scene);
  31. File file;
  32. file.Open("13_shader_builder_export.txt", FileAccess::Write);
  33. //file.Open("13_shader_builder_export.txt", FileAccess::Read);
  34. String code;
  35. ShaderBuilder builder("red_blue_green", "120");
  36. ShaderBlock nothing_vertex("NothingVertex");
  37. ShaderBlock red_pixel("RedPixel");
  38. ShaderBlock green_pixel("GreenPixel");
  39. ShaderBlock blue_pixel("BluePixel");
  40. ShaderVar out_vertex = ShaderVar::GetShaderOut(ShaderProgram::Vertex);
  41. ShaderVar out_pixel = ShaderVar::GetShaderOut(ShaderProgram::Pixel);
  42. ShaderVar in_position = ShaderVar(ShaderVariable::Attribute, ShaderVariableType::Vec3, "position");
  43. ShaderVar in_color = ShaderVar(ShaderVariable::Attribute, ShaderVariableType::Vec4, "color");
  44. ShaderVar pass_color = ShaderVar(ShaderVariable::Varying, ShaderVariableType::Vec4, "color");
  45. nothing_vertex << in_position
  46. << in_color
  47. << pass_color;
  48. nothing_vertex.AddVar(out_vertex);
  49. nothing_vertex.SetMainCode(String() +
  50. Line(pass_color + " = " + in_color + ";") +
  51. Line(out_vertex + " = vec4(" + in_position + ", 0.f);")
  52. );
  53. ShaderVar ambient = ShaderVar(ShaderVariable::InOut, ShaderVariableType::Vec4, "ambient");
  54. red_pixel.AddVar(pass_color);
  55. red_pixel.AddVar(out_pixel);
  56. red_pixel.AddVar(ambient);
  57. red_pixel.SetMainCode(String() +
  58. out_pixel + " = " + pass_color + ";\n" +
  59. out_pixel + ".r = 1.0;\n" +
  60. "ambient = vec4(1.0);\n"
  61. );
  62. green_pixel.AddVar(pass_color);
  63. green_pixel.AddVar(out_pixel);
  64. green_pixel.AddVar(ambient);
  65. green_pixel.SetMainCode(String() +
  66. out_pixel + " = " + pass_color + ";\n" +
  67. out_pixel + ".g = 1.0;\n" +
  68. "ambient.r = 0.0;\n"
  69. );
  70. blue_pixel.AddVar(pass_color);
  71. blue_pixel.AddVar(out_pixel);
  72. blue_pixel.AddVar(ambient);
  73. blue_pixel.SetCustomCode(String() +
  74. "void SetAmbient(inout vec4 ambient)\n" +
  75. "{\n" +
  76. " ambient = vec4(1.0, 1.0, 1.0, 1.0);\n" +
  77. "}\n");
  78. blue_pixel.SetMainCode(String() +
  79. out_pixel + " = " + pass_color + ";\n" +
  80. out_pixel + ".b = 1.0;\n" +
  81. "SetAmbient(ambient);\n" +
  82. out_pixel + " *= ambient;\n"
  83. );
  84. builder << ShaderProgram::Vertex
  85. << nothing_vertex
  86. << ShaderProgram::Pixel
  87. << red_pixel
  88. << green_pixel
  89. << blue_pixel;
  90. builder.Build(code);
  91. file.WriteString(code);
  92. //code = file.ReadString();
  93. file.Close();
  94. Shader* shader = Shader::Create(builder.GetName(), code);
  95. Shader::Destroy(shader);
  96. Ticker::Shutdown();
  97. }
  98. };
  99. int main(int argc, char **argv)
  100. {
  101. System::Init(argc, argv);
  102. Application app("Tutorial 13: Shader Builder", ivec2(1280, 720), 60.0f);
  103. new ShaderBuilderDemo();
  104. app.Run();
  105. return EXIT_SUCCESS;
  106. }