// // Lol Engine - Triangle tutorial // // Copyright: (c) 2012-2013 Sam Hocevar // 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 defined HAVE_CONFIG_H # include "config.h" #endif #include "core.h" #include "loldebug.h" using namespace std; using namespace lol; LOLFX_RESOURCE_DECLARE(01_triangle); class Triangle : public WorldEntity { public: Triangle() { m_vertices << vec2( 0.0, 0.8); m_vertices << vec2(-0.8, -0.8); m_vertices << vec2( 0.8, -0.8); m_ready = false; } virtual void TickDraw(float seconds, Scene &scene) { WorldEntity::TickDraw(seconds, scene); if (!m_ready) { m_shader = Shader::Create(LOLFX_RESOURCE_NAME(01_triangle)); m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0); m_vdecl = new VertexDeclaration(VertexStream(VertexUsage::Position)); m_vbo = new VertexBuffer(m_vertices.Bytes()); void *vertices = m_vbo->Lock(0, 0); memcpy(vertices, &m_vertices[0], m_vertices.Bytes()); 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, 3); m_vdecl->Unbind(); } private: Array m_vertices; Shader *m_shader; ShaderAttrib m_coord; VertexDeclaration *m_vdecl; VertexBuffer *m_vbo; bool m_ready; }; int main(int argc, char **argv) { System::Init(argc, argv); Application app("Tutorial 1: Triangle", ivec2(640, 480), 60.0f); new DebugFps(5, 5); new Triangle(); app.Run(); return EXIT_SUCCESS; }