- //
- // Lol Engine - Triangle tutorial
- //
- // Copyright: (c) 2012 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://sam.zoy.org/projects/COPYING.WTFPL for more details.
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include "core.h"
- #include "loldebug.h"
-
- using namespace std;
- using namespace lol;
-
- #if USE_SDL && defined __APPLE__
- # include <SDL_main.h>
- #endif
-
- #if defined __native_client__
- # define main old_main
- #endif
-
- #if defined _WIN32
- # undef main /* FIXME: still needed? */
- # include <direct.h>
- #endif
-
- class Triangle : public WorldEntity
- {
- public:
- Triangle()
- {
- m_vertices[0] = vec2( 0.0, 0.8);
- m_vertices[1] = vec2(-0.8, -0.8);
- m_vertices[2] = vec2( 0.8, -0.8);
- m_ready = false;
- }
-
- virtual void TickDraw(float deltams)
- {
- WorldEntity::TickDraw(deltams);
-
- if (!m_ready)
- {
- m_shader = Shader::Create(
- #if !defined __CELLOS_LV2__ && !defined _XBOX && !defined USE_D3D9
- "#version 120\n"
- "attribute vec2 in_Position;"
- "void main(void) {"
- " gl_Position = vec4(in_Position, 0.0, 1.0);"
- "}",
-
- "#version 120\n"
- "void main(void) {"
- " gl_FragColor = vec4(0.7, 0.5, 0.2, 1.0);"
- "}"
- #else
- "void main(float2 in_Position : POSITION,"
- " out float4 out_Position : POSITION) {"
- " out_Position = float4(in_Position, 0.0, 1.0);"
- "}",
-
- "void main(out float4 out_FragColor : COLOR) {"
- " out_FragColor = float4(0.7, 0.5, 0.2, 1.0);"
- "}"
- #endif
- );
- m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0);
-
- m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));
-
- m_vbo = new VertexBuffer(sizeof(m_vertices));
- void *vertices = m_vbo->Lock(0, 0);
- memcpy(vertices, m_vertices, sizeof(m_vertices));
- m_vbo->Unlock();
-
- m_ready = true;
-
- /* FIXME: this object never cleans up */
- }
-
- m_shader->Bind();
- m_vdecl->SetStream(m_vbo, m_coord);
- m_vdecl->Bind();
- m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 1);
- m_vdecl->Unbind();
- }
-
- private:
- vec2 m_vertices[3];
- Shader *m_shader;
- ShaderAttrib m_coord;
- VertexDeclaration *m_vdecl;
- VertexBuffer *m_vbo;
- bool m_ready;
- };
-
- int main(int argc, char **argv)
- {
- Application app("Tutorial 1: Triangle", ivec2(640, 480), 60.0f);
-
- #if defined _MSC_VER && !defined _XBOX
- _chdir("..");
- #elif defined _WIN32 && !defined _XBOX
- _chdir("../..");
- #endif
-
- new DebugFps(5, 5);
- new Triangle();
-
- app.Run();
- return EXIT_SUCCESS;
- }
-
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