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test: create the bases for a new tutorial, with texture uploads.

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Sam Hocevar sam 13 年之前
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共有 3 個文件被更改,包括 206 次插入2 次删除
  1. +1
    -0
      .gitignore
  2. +8
    -2
      test/tutorial/Makefile.am
  3. +197
    -0
      test/tutorial/tut03.cpp

+ 1
- 0
.gitignore 查看文件

@@ -58,6 +58,7 @@ monsterz/monsterz
test/testsuite
test/tutorial/tut01
test/tutorial/tut02
test/tutorial/tut03
test/benchsuite
test/quad
test/sandbox


+ 8
- 2
test/tutorial/Makefile.am 查看文件

@@ -3,13 +3,14 @@ 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$(EXEEXT) tut01.self
test x$(MAKE_FSELF) = xno || make_fself tut02$(EXEEXT) tut02.self
test x$(MAKE_FSELF) = xno || make_fself tut03$(EXEEXT) tut03.self

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

noinst_PROGRAMS = tut01 tut02
noinst_PROGRAMS = tut01 tut02 tut03

tut01_SOURCES = tut01.cpp
tut01_CPPFLAGS = @LOL_CFLAGS@ @PIPI_CFLAGS@
@@ -21,3 +22,8 @@ tut02_CPPFLAGS = @LOL_CFLAGS@ @PIPI_CFLAGS@
tut02_LDFLAGS = $(top_builddir)/src/liblol.a @LOL_LIBS@ @PIPI_LIBS@
tut02_DEPENDENCIES = $(top_builddir)/src/liblol.a

tut03_SOURCES = tut03.cpp
tut03_CPPFLAGS = @LOL_CFLAGS@ @PIPI_CFLAGS@
tut03_LDFLAGS = $(top_builddir)/src/liblol.a @LOL_LIBS@ @PIPI_LIBS@
tut03_DEPENDENCIES = $(top_builddir)/src/liblol.a


+ 197
- 0
test/tutorial/tut03.cpp 查看文件

@@ -0,0 +1,197 @@
//
// Lol Engine - Fractal 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 <cstring>

#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 Fractal : public WorldEntity
{
public:
Fractal(ivec2 const &size)
{
m_size = size;
m_pixels = new u8vec4[size.x * size.y];
m_angle = 0.0f;
m_ready = false;
}

~Fractal()
{
delete m_pixels;
}

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

static float const vertices[] =
{
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
1.0f, 1.0f,
-1.0f, 1.0f,
-1.0f, -1.0f,
};

static float const texcoords[] =
{
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
};

if (!m_ready)
{
glGenTextures(1, &m_texid);
glBindTexture(GL_TEXTURE_2D, m_texid);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.x, m_size.y, 0,
GL_RGBA, GL_UNSIGNED_BYTE, m_pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

m_shader = Shader::Create(
"#version 120\n"
"attribute vec2 in_TexCoord;\n"
"attribute vec2 in_Vertex;"
"void main(void) {"
" gl_Position = vec4(in_Vertex, 0.0, 1.0);"
" gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n"
"}",

"#version 120\n"
"uniform sampler2D in_Texture;\n"
"void main(void) {"
" gl_FragColor = texture2D(in_Texture, gl_TexCoord[0].xy);"
"}");
m_vertexattrib = m_shader->GetAttribLocation("in_Vertex");
m_texattrib = m_shader->GetAttribLocation("in_TexCoord");
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(vertices), vertices,
GL_STATIC_DRAW);
glGenBuffers(1, &m_tbo);
glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
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_angle += deltams * 0.001f;

cmplx r0(cosf(m_angle), 0.3f * sinf(m_angle));
for (int j = 0; j < m_size.y; j++)
for (int i = 0; i < m_size.x; i++)
{
cmplx x0(4.0f / m_size.x * i - 2.5f, 3.0f / m_size.y * j - 1.5f);
cmplx r = x0 * r0;
int iter = 20;
for (cmplx z = r; iter && z.sqlen() < 4.0f; z = z * z + r)
--iter;
m_pixels[j * m_size.x + i] = u8vec4(0, iter * 12, iter * 12, 0);
}

glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_texid);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_size.x, m_size.y,
GL_RGBA, GL_UNSIGNED_BYTE, m_pixels);

m_shader->Bind();
#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glEnableVertexAttribArray(m_vertexattrib);
glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);

glBindBuffer(GL_ARRAY_BUFFER, m_tbo);
glEnableVertexAttribArray(m_texattrib);
glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
/* Never used for now */
//glEnableVertexAttribArray(m_vertexattrib);
//glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
#else
//glEnableClientState(GL_VERTEX_ARRAY);
//glVertexPointer(2, GL_FLOAT, 0, vertices);
//glEnableClientState(GL_VERTEX_ARRAY);
//glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
#endif

glDrawArrays(GL_TRIANGLES, 0, 6);

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

private:
ivec2 m_size;
u8vec4 *m_pixels;
Shader *m_shader;
GLuint m_texid;
#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
GLuint m_vbo, m_tbo;
GLuint m_tco;
#endif
int m_vertexattrib, m_texattrib;
float m_angle;
bool m_ready;
};

int main()
{
Application app("Tutorial 3: Fractal", ivec2(640, 480), 60.0f);

new DebugFps(5, 5);
new Fractal(ivec2(640, 480));

app.Run();

return EXIT_SUCCESS;
}


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