- //
- // Lol Engine - Cube tutorial
- //
- // Copyright: (c) 2011-2013 Sam Hocevar <sam@hocevar.net>
- // This program is free software; 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 Sam Hocevar. 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(02_cube);
-
- class Cube : public WorldEntity
- {
- public:
- Cube()
- : m_angle(0),
- m_mesh({ /* Front vertices/colors */
- { vec3(-1.0, -1.0, 1.0), vec3(1.0, 0.0, 1.0) },
- { vec3( 1.0, -1.0, 1.0), vec3(0.0, 1.0, 0.0) },
- { vec3( 1.0, 1.0, 1.0), vec3(1.0, 0.5, 0.0) },
- { vec3(-1.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0) },
- /* Back */
- { vec3(-1.0, -1.0, -1.0), vec3(1.0, 0.0, 0.0) },
- { vec3( 1.0, -1.0, -1.0), vec3(0.0, 0.5, 0.0) },
- { vec3( 1.0, 1.0, -1.0), vec3(0.0, 0.5, 1.0) },
- { vec3(-1.0, 1.0, -1.0), vec3(0.0, 0.0, 1.0) } }),
- m_lines_indices({ 0, 1, 1, 2, 2, 3, 3, 0,
- 4, 5, 5, 6, 6, 7, 7, 4,
- 0, 4, 1, 5, 2, 6, 3, 7, }),
- m_faces_indices({ 0, 1, 2, 2, 3, 0, 1, 5, 6, 6, 2, 1,
- 7, 6, 5, 5, 4, 7, 4, 0, 3, 3, 7, 4,
- 4, 5, 1, 1, 0, 4, 3, 2, 6, 6, 7, 3, }),
- m_ready(false)
- {
- }
-
- virtual void TickGame(float seconds)
- {
- WorldEntity::TickGame(seconds);
-
- m_angle += seconds * 45.0f;
-
- mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0));
- mat4 model = mat4::translate(vec3(0, 0, -4.5));
- mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0));
- mat4 proj = mat4::perspective(45.0f, 640.0f, 480.0f, 0.1f, 10.0f);
-
- m_matrix = proj * view * model * anim;
- }
-
- virtual void TickDraw(float seconds, Scene &scene)
- {
- WorldEntity::TickDraw(seconds, scene);
-
- if (!m_ready)
- {
- m_shader = Shader::Create(LOLFX_RESOURCE_NAME(02_cube));
-
- m_mvp = m_shader->GetUniformLocation("in_Matrix");
- m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0);
- m_color = m_shader->GetAttribLocation(VertexUsage::Color, 0);
-
- m_vdecl =
- new VertexDeclaration(VertexStream<vec3,vec3>(VertexUsage::Position,
- VertexUsage::Color));
-
- m_vbo = new VertexBuffer(m_mesh.Bytes());
- void *mesh = m_vbo->Lock(0, 0);
- memcpy(mesh, &m_mesh[0], m_mesh.Bytes());
- m_vbo->Unlock();
-
- m_lines_ibo = new IndexBuffer(m_lines_indices.Bytes());
- void *indices = m_lines_ibo->Lock(0, 0);
- memcpy(indices, &m_lines_indices[0], m_lines_indices.Bytes());
- m_lines_ibo->Unlock();
-
- m_faces_ibo = new IndexBuffer(m_faces_indices.Bytes());
- indices = m_faces_ibo->Lock(0, 0);
- memcpy(indices, &m_faces_indices[0], m_faces_indices.Bytes());
- m_faces_ibo->Unlock();
-
- /* FIXME: this object never cleans up */
- m_ready = true;
- }
-
- Renderer::Get()->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
-
- m_shader->Bind();
- m_vdecl->SetStream(m_vbo, m_coord, m_color);
- m_vdecl->Bind();
-
- m_shader->SetUniform(m_mvp, m_matrix);
- m_lines_ibo->Bind();
- m_vdecl->DrawIndexedElements(MeshPrimitive::Lines, 0, 0,
- (int)m_mesh.Count(), 0, (int)m_lines_indices.Count());
- m_lines_ibo->Unbind();
-
- m_shader->SetUniform(m_mvp, m_matrix * mat4::scale(0.5f));
- m_faces_ibo->Bind();
- m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0,
- (int)m_mesh.Count(), 0, (int)m_faces_indices.Count());
- m_faces_ibo->Unbind();
-
- m_vdecl->Unbind();
- }
-
- private:
- float m_angle;
- mat4 m_matrix;
- array<vec3,vec3> m_mesh;
- array<uint16_t> m_lines_indices, m_faces_indices;
-
- Shader *m_shader;
- ShaderAttrib m_coord, m_color;
- ShaderUniform m_mvp;
- VertexDeclaration *m_vdecl;
- VertexBuffer *m_vbo;
- IndexBuffer *m_lines_ibo, *m_faces_ibo;
-
- bool m_ready;
- };
-
- int main(int argc, char **argv)
- {
- System::Init(argc, argv);
-
- Application app("Tutorial 2: Cube", ivec2(640, 480), 60.0f);
-
- new DebugFps(5, 5);
- new Cube();
-
- app.Run();
-
- return EXIT_SUCCESS;
- }
-
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