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  1. //
  2. // Lol Engine — Shader builder tutorial
  3. //
  4. // Copyright © 2002—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
  5. // © 2012—2019 Sam Hocevar <sam@hocevar.net>
  6. //
  7. // Lol Engine is free software. It comes without any warranty, to
  8. // the extent permitted by applicable law. You can redistribute it
  9. // and/or modify it under the terms of the Do What the Fuck You Want
  10. // to Public License, Version 2, as published by the WTFPL Task Force.
  11. // See http://www.wtfpl.net/ for more details.
  12. //
  13. #if HAVE_CONFIG_H
  14. # include "config.h"
  15. #endif
  16. #include <lol/engine.h>
  17. #include "loldebug.h"
  18. #include <cstdio>
  19. #include <string>
  20. using namespace lol;
  21. class ShaderBuilderDemo : public WorldEntity
  22. {
  23. public:
  24. ShaderBuilderDemo()
  25. {
  26. }
  27. virtual void tick_game(float seconds)
  28. {
  29. WorldEntity::tick_game(seconds);
  30. }
  31. virtual void tick_draw(float seconds, Scene &scene)
  32. {
  33. WorldEntity::tick_draw(seconds, scene);
  34. File file;
  35. file.Open("13_shader_builder_export.txt", FileAccess::Write);
  36. //file.Open("13_shader_builder_export.txt", FileAccess::Read);
  37. std::string code;
  38. ShaderBuilder builder("red_blue_green", "120");
  39. ShaderBlock nothing_vertex("NothingVertex");
  40. ShaderBlock red_pixel("RedPixel");
  41. ShaderBlock green_pixel("GreenPixel");
  42. ShaderBlock blue_pixel("BluePixel");
  43. ShaderVar out_vertex = ShaderVar::GetShaderOut(ShaderProgram::Vertex);
  44. ShaderVar out_pixel = ShaderVar::GetShaderOut(ShaderProgram::Pixel);
  45. ShaderVar in_position = ShaderVar(ShaderVariable::Attribute, ShaderVariableType::Vec3, "position");
  46. ShaderVar in_color = ShaderVar(ShaderVariable::Attribute, ShaderVariableType::Vec4, "color");
  47. ShaderVar pass_color = ShaderVar(ShaderVariable::Varying, ShaderVariableType::Vec4, "color");
  48. nothing_vertex << in_position
  49. << in_color
  50. << pass_color;
  51. nothing_vertex.AddVar(out_vertex);
  52. nothing_vertex.SetMainCode(
  53. pass_color.tostring() + " = " + in_color.tostring() + ";\n" +
  54. out_vertex.tostring() + " = vec4(" + in_position.tostring() + ", 0.f);\n"
  55. );
  56. ShaderVar ambient = ShaderVar(ShaderVariable::InOut, ShaderVariableType::Vec4, "ambient");
  57. red_pixel.AddVar(pass_color);
  58. red_pixel.AddVar(out_pixel);
  59. red_pixel.AddVar(ambient);
  60. red_pixel.SetMainCode(
  61. out_pixel.tostring() + " = " + pass_color.tostring() + ";\n" +
  62. out_pixel.tostring() + ".r = 1.0;\n"
  63. "ambient = vec4(1.0);\n"
  64. );
  65. green_pixel.AddVar(pass_color);
  66. green_pixel.AddVar(out_pixel);
  67. green_pixel.AddVar(ambient);
  68. green_pixel.SetMainCode(
  69. out_pixel.tostring() + " = " + pass_color.tostring() + ";\n" +
  70. out_pixel.tostring() + ".g = 1.0;\n"
  71. "ambient.r = 0.0;\n"
  72. );
  73. blue_pixel.AddVar(pass_color);
  74. blue_pixel.AddVar(out_pixel);
  75. blue_pixel.AddVar(ambient);
  76. blue_pixel.SetCustomCode(
  77. "void SetAmbient(inout vec4 ambient)\n"
  78. "{\n"
  79. " ambient = vec4(1.0, 1.0, 1.0, 1.0);\n"
  80. "}\n");
  81. blue_pixel.SetMainCode(
  82. out_pixel.tostring() + " = " + pass_color.tostring() + ";\n" +
  83. out_pixel.tostring() + ".b = 1.0;\n"
  84. "SetAmbient(ambient);\n" +
  85. out_pixel.tostring() + " *= ambient;\n"
  86. );
  87. builder << ShaderProgram::Vertex
  88. << nothing_vertex
  89. << ShaderProgram::Pixel
  90. << red_pixel
  91. << green_pixel
  92. << blue_pixel;
  93. code = builder.Build();
  94. file.Write(code);
  95. //code = file.ReadString();
  96. file.Close();
  97. std::shared_ptr<Shader> shader = Shader::Create(builder.GetName(), code);
  98. shader = nullptr;
  99. Ticker::Shutdown();
  100. }
  101. };
  102. int main(int argc, char **argv)
  103. {
  104. sys::init(argc, argv);
  105. Application app("Tutorial 13: Shader Builder", ivec2(1280, 720), 60.0f);
  106. new ShaderBuilderDemo();
  107. app.Run();
  108. return EXIT_SUCCESS;
  109. }