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test: start writing tutorials and other shit.

legacy
Sam Hocevar sam 13 anni fa
parent
commit
c9aa11c9e3
9 ha cambiato i file con 502 aggiunte e 1 eliminazioni
  1. +3
    -0
      .gitignore
  2. +2
    -0
      configure.ac
  3. +1
    -1
      test/Makefile.am
  4. +23
    -0
      test/tutorial/Makefile.am
  5. +124
    -0
      test/tutorial/tut01.cpp
  6. +196
    -0
      test/tutorial/tut02.cpp
  7. +17
    -0
      test/xolotl/Makefile.am
  8. +78
    -0
      test/xolotl/xolotl.cpp
  9. +58
    -0
      test/xolotl/xolotl.h

+ 3
- 0
.gitignore Vedi File

@@ -56,11 +56,14 @@ deushax/deushax
deushax/editor
monsterz/monsterz
test/testsuite
test/tutorial/tut01
test/tutorial/tut02
test/benchsuite
test/quad
test/sandbox
test/math/pi
test/math/poly
test/math/remez
test/xolotl/xolotl
tools/make-font
# Our data

+ 2
- 0
configure.ac Vedi File

@@ -327,6 +327,8 @@ AC_CONFIG_FILES(
src/Makefile
test/Makefile
test/math/Makefile
test/tutorial/Makefile
test/xolotl/Makefile
gfx/Makefile
gfx/font/Makefile
tools/Makefile


+ 1
- 1
test/Makefile.am Vedi File

@@ -1,5 +1,5 @@

SUBDIRS = math
SUBDIRS = math tutorial xolotl

AM_CPPFLAGS = -I$(top_srcdir)/src



+ 23
- 0
test/tutorial/Makefile.am Vedi File

@@ -0,0 +1,23 @@

AM_CPPFLAGS = -I$(top_srcdir)/src

all-local: $(noinst_PROGRAMS)
test x$(MAKE_FSELF) = xno || make_fself tut01$(EXEEXT) tut01.self
test x$(MAKE_FSELF) = xno || make_fself tut02$(EXEEXT) tut01.self

CLEANFILES = $(noinst_PROGRAMS:%$(EXEEXT)=%.self) \
$(noinst_PROGRAMS:%$(EXEEXT)=%.elf) \
$(noinst_PROGRAMS:%$(EXEEXT)=%.exe)

noinst_PROGRAMS = tut01 tut02

tut01_SOURCES = tut01.cpp
tut01_CPPFLAGS = @LOL_CFLAGS@ @PIPI_CFLAGS@
tut01_LDFLAGS = $(top_builddir)/src/liblol.a @LOL_LIBS@ @PIPI_LIBS@
tut01_DEPENDENCIES = $(top_builddir)/src/liblol.a

tut02_SOURCES = tut02.cpp
tut02_CPPFLAGS = @LOL_CFLAGS@ @PIPI_CFLAGS@
tut02_LDFLAGS = $(top_builddir)/src/liblol.a @LOL_LIBS@ @PIPI_LIBS@
tut02_DEPENDENCIES = $(top_builddir)/src/liblol.a


+ 124
- 0
test/tutorial/tut01.cpp Vedi File

@@ -0,0 +1,124 @@
//
// Lol Engine - Triangle tutorial
//
// Copyright: (c) 2011 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 "lolgl.h"
#include "loldebug.h"

using namespace std;
using namespace lol;

#if USE_SDL && defined __APPLE__
# include <SDL_main.h>
#endif

#if defined _WIN32
# undef main /* FIXME: still needed? */
#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);
}

virtual void TickDraw(float deltams)
{
WorldEntity::TickDraw(deltams);

if (!m_ready)
{
m_shader = Shader::Create(
"#version 120\n"
"attribute vec2 coord2d;"
"void main(void) {"
" gl_Position = vec4(coord2d, 0.0, 1.0);"
"}",

"#version 120\n"
"void main(void) {"
" gl_FragColor[0] = 0.0;"
" gl_FragColor[1] = 0.0;"
" gl_FragColor[2] = 1.0;"
"}");
m_attrib = m_shader->GetAttribLocation("coord2d");
m_ready = true;

#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
/* Method 1: store vertex buffer on the GPU memory */
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices,
GL_STATIC_DRAW);
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
/* Method 2: upload vertex information at each frame */
#else
#endif

/* FIXME: this object never cleans up */
}

m_shader->Bind();
#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glEnableVertexAttribArray(m_attrib);
glVertexAttribPointer(m_attrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
/* Never used for now */
glEnableVertexAttribArray(m_attrib);
glVertexAttribPointer(m_attrib, 2, GL_FLOAT, GL_FALSE, 0, m_vertices);
#else
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, m_vertices);
#endif

glDrawArrays(GL_TRIANGLES, 0, 3);

#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
glDisableVertexAttribArray(m_attrib);
glBindBuffer(GL_ARRAY_BUFFER, 0);
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
/* Never used for now */
glDisableVertexAttribArray(m_attrib);
#else
glDisableClientState(GL_VERTEX_ARRAY);
#endif
}

private:
vec2 m_vertices[3];
Shader *m_shader;
#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
GLuint m_vbo;
#endif
int m_attrib;
bool m_ready;
};

int main()
{
Application app("Tutorial 1: Triangle", ivec2(640, 480), 60.0f);

new DebugFps(5, 5);
new Triangle();

app.Run();

return EXIT_SUCCESS;
}


+ 196
- 0
test/tutorial/tut02.cpp Vedi File

@@ -0,0 +1,196 @@
//
// Lol Engine - Cube tutorial
//
// Copyright: (c) 2011 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 "lolgl.h"
#include "loldebug.h"

using namespace std;
using namespace lol;

#if USE_SDL && defined __APPLE__
# include <SDL_main.h>
#endif

#if defined _WIN32
# undef main /* FIXME: still needed? */
#endif

class Cube : public WorldEntity
{
public:
Cube()
{
/* Front */
m_vertices[0] = vec3(-1.0, -1.0, 1.0);
m_vertices[1] = vec3( 1.0, -1.0, 1.0);
m_vertices[2] = vec3( 1.0, 1.0, 1.0);
m_vertices[3] = vec3(-1.0, 1.0, 1.0);
/* Back */
m_vertices[4] = vec3(-1.0, -1.0, -1.0);
m_vertices[5] = vec3( 1.0, -1.0, -1.0);
m_vertices[6] = vec3( 1.0, 1.0, -1.0);
m_vertices[7] = vec3(-1.0, 1.0, -1.0);

m_colors[0] = vec3(1.0, 0.0, 0.0);
m_colors[1] = vec3(0.0, 1.0, 0.0);
m_colors[2] = vec3(0.0, 0.0, 1.0);
m_colors[3] = vec3(1.0, 1.0, 1.0);
m_colors[4] = vec3(1.0, 0.0, 0.0);
m_colors[5] = vec3(0.0, 1.0, 0.0);
m_colors[6] = vec3(0.0, 0.0, 1.0);
m_colors[7] = vec3(1.0, 1.0, 1.0);

m_indices[0] = i16vec3(0, 1, 2);
m_indices[1] = i16vec3(2, 3, 0);
m_indices[2] = i16vec3(1, 5, 6);
m_indices[3] = i16vec3(6, 2, 1);
m_indices[4] = i16vec3(7, 6, 5);
m_indices[5] = i16vec3(5, 4, 7);
m_indices[6] = i16vec3(4, 0, 3);
m_indices[7] = i16vec3(3, 7, 4);
m_indices[8] = i16vec3(4, 5, 1);
m_indices[9] = i16vec3(1, 0, 4);
m_indices[10] = i16vec3(3, 2, 6);
m_indices[11] = i16vec3(6, 7, 3);
}

virtual void TickGame(float deltams)
{
real x(4.08f); x.print();
WorldEntity::TickGame(deltams);

m_angle += deltams;

vec3 axis_y(0, 1, 0);
mat4 anim = mat4::rotate(m_angle * 0.0001f, axis_y);
mat4 model = mat4::translate(vec3(0, 0, -4));
mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0));
mat4 proj = mat4::perspective(M_PI / 4, 640.0f, 480.0f, -10.0f, 10.0f);
anim = mat4(1.0f);
model = mat4(1.0f);
view = mat4(1.0f);
m_matrix = proj * view * model * anim;
proj.printf();
view.printf();
model.printf();
anim.printf();
printf("\n");
m_matrix.printf();
printf("\n");
m_vertices[0].printf();
(m_matrix * vec4(m_vertices[0], 1)).printf();
printf("\n");
}

virtual void TickDraw(float deltams)
{
WorldEntity::TickDraw(deltams);

if (!m_ready)
{
m_shader = Shader::Create(
"#version 120\n"
"attribute vec3 coord3d;"
"attribute vec3 v_color;"
"uniform mat4 mvp;"
"varying vec3 f_color;"
"void main(void) {"
" gl_Position = mvp * vec4(coord3d, 1.0);"
" f_color = v_color;"
"}",

"#version 120\n"
"varying vec3 f_color;"
"void main(void) {"
" gl_FragColor = vec4(f_color, 1.0);"
" gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);"
"}");
m_coord = m_shader->GetAttribLocation("coord3d");
m_color = m_shader->GetAttribLocation("v_color");
m_mvp = m_shader->GetUniformLocation("mvp");
m_ready = true;

#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
/* Method 1: store vertex buffer on the GPU memory */
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices,
GL_STATIC_DRAW);
glGenBuffers(1, &m_cbo);
glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors,
GL_STATIC_DRAW);
glGenBuffers(1, &m_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_indices), m_indices,
GL_STATIC_DRAW);
#else
#endif

/* FIXME: this object never cleans up */
}

m_shader->Bind();
#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
glEnableVertexAttribArray(m_coord);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glVertexAttribPointer(m_coord, 3, GL_FLOAT, GL_FALSE, 0, 0);

glEnableVertexAttribArray(m_color);
glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
glVertexAttribPointer(m_color, 3, GL_FLOAT, GL_FALSE, 0, 0);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
int size;
glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);

glDrawElements(GL_TRIANGLES, size / sizeof(GLushort), GL_UNSIGNED_SHORT, 0);

glDisableVertexAttribArray(m_coord);
glDisableVertexAttribArray(m_color);
glBindBuffer(GL_ARRAY_BUFFER, 0);
#else
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, m_vertices);
glDisableClientState(GL_VERTEX_ARRAY);
#endif
}

private:
float m_angle;
mat4 m_matrix;
vec3 m_vertices[8];
vec3 m_colors[8];
i16vec3 m_indices[12];
Shader *m_shader;
#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
GLuint m_vbo, m_cbo, m_ibo;
#endif
int m_coord, m_color, m_mvp;
bool m_ready;
};

int main()
{
Application app("Tutorial 2: Cube", ivec2(640, 480), 60.0f);

new DebugFps(5, 5);
new Cube();

app.Run();

return EXIT_SUCCESS;
}


+ 17
- 0
test/xolotl/Makefile.am Vedi File

@@ -0,0 +1,17 @@

AM_CPPFLAGS = -I$(top_srcdir)/src

all-local: $(noinst_PROGRAMS)
test x$(MAKE_FSELF) = xno || make_fself xolotl$(EXEEXT) xolotl.self

CLEANFILES = $(noinst_PROGRAMS:%$(EXEEXT)=%.self) \
$(noinst_PROGRAMS:%$(EXEEXT)=%.elf) \
$(noinst_PROGRAMS:%$(EXEEXT)=%.exe)

noinst_PROGRAMS = xolotl

xolotl_SOURCES = xolotl.cpp xolotl.h
xolotl_CPPFLAGS = @LOL_CFLAGS@ @PIPI_CFLAGS@
xolotl_LDFLAGS = $(top_builddir)/src/liblol.a @LOL_LIBS@ @PIPI_LIBS@
xolotl_DEPENDENCIES = $(top_builddir)/src/liblol.a


+ 78
- 0
test/xolotl/xolotl.cpp Vedi File

@@ -0,0 +1,78 @@
//
// Lol Engine - Xolotl algorithm test
//
// Copyright: (c) 2011 Soren Renner
// (c) 2011 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 "lolgl.h"
#include "loldebug.h"

using namespace std;
using namespace lol;

#if USE_SDL && defined __APPLE__
# include <SDL_main.h>
#endif

#if defined _WIN32
# undef main /* FIXME: still needed? */
#endif

#include "xolotl.h"

class Xolotl : public WorldEntity
{
public:
Xolotl()
{
for(int i = 0; i < 2000; i++) {
float x = (i - 1000.0) / 100.0;
graph[i].x = x;
graph[i].y = sin(x * 10.0) / (1.0 + x * x);
}
}

virtual ~Xolotl()
{

}

virtual char const *GetName() { return "Xolotl"; }

virtual void TickGame(float deltams)
{

}

virtual void TickDraw(float deltams)
{

}

private:
vec2 graph[2000];
};

int main()
{
Application app("Xolotl", ivec2(640, 480), 60.0f);

/* Register some debug stuff */
new DebugFps(5, 5);

Cell<3> c;
app.Run();

return EXIT_SUCCESS;
}


+ 58
- 0
test/xolotl/xolotl.h Vedi File

@@ -0,0 +1,58 @@
//
// Lol Engine - Xolotl algorithm test
//
// Copyright: (c) 2011 Soren Renner
// (c) 2011 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.
//

using namespace lol;

struct Voxel
{
bool passable, lock, copymarker;
struct Voxel *imposter;
};

struct MSV : public Voxel
{
};

struct Ray
{
float theta, phi;
vec3 origin, xyz, dxyz, ddxyz, lxyz, popdelta;
struct Voxel *terminalvoxel;
bool terminate;
ivec3 counter;
int scale;
float length;
bool di, dj, dk, changed, traced, far;
int face;
vec3 normal, bloxnorm, corner;
int dtl;
};

template <int M> struct Cell : public MSV
{
Voxel blox[M * M * M];
vec3 bloxnorm[M * M * M];
int m;

void Serp(Voxel v, Voxel w)
{
for (int i = 0; i < M; i++)
for (int j = 0; j < M; j++)
for (int k = 0; k < M; k++)
if ((i == M_2) + (j == M_2) + (k == M_2) >= 2)
blox[(i * M + j) * M + k] = v;
else
blox[(i * M + j) * M + k] = w;
}

static const int M_2 = M / 2;
};


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