// // Lol Engine - Cube tutorial // // Copyright: (c) 2011-2013 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(02_cube); class Cube : public WorldEntity { public: Cube() { m_angle = 0; /* Front vertices/colors */ m_mesh.Push(vec3(-1.0, -1.0, 1.0), vec3(1.0, 0.0, 1.0)); m_mesh.Push(vec3( 1.0, -1.0, 1.0), vec3(0.0, 1.0, 0.0)); m_mesh.Push(vec3( 1.0, 1.0, 1.0), vec3(1.0, 0.5, 0.0)); m_mesh.Push(vec3(-1.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0)); /* Back */ m_mesh.Push(vec3(-1.0, -1.0, -1.0), vec3(1.0, 0.0, 0.0)); m_mesh.Push(vec3( 1.0, -1.0, -1.0), vec3(0.0, 0.5, 0.0)); m_mesh.Push(vec3( 1.0, 1.0, -1.0), vec3(0.0, 0.5, 1.0)); m_mesh.Push(vec3(-1.0, 1.0, -1.0), vec3(0.0, 0.0, 1.0)); m_faces_indices << 0 << 1 << 2 << 2 << 3 << 0; m_faces_indices << 1 << 5 << 6 << 6 << 2 << 1; m_faces_indices << 7 << 6 << 5 << 5 << 4 << 7; m_faces_indices << 4 << 0 << 3 << 3 << 7 << 4; m_faces_indices << 4 << 5 << 1 << 1 << 0 << 4; m_faces_indices << 3 << 2 << 6 << 6 << 7 << 3; m_lines_indices << 0 << 1 << 1 << 2 << 2 << 3 << 3 << 0; m_lines_indices << 4 << 5 << 5 << 6 << 6 << 7 << 7 << 4; m_lines_indices << 0 << 4 << 1 << 5 << 2 << 6 << 3 << 7; 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) { WorldEntity::TickDraw(seconds); if (!m_ready) { m_shader = Shader::Create(LOLFX_RESOURCE_NAME(02_cube)); m_mvp = m_shader->GetUniformLocation("in_Matrix"); m_coord = m_shader->GetAttribLocation("in_Vertex", VertexUsage::Position, 0); m_color = m_shader->GetAttribLocation("in_Color", VertexUsage::Color, 0); m_vdecl = new VertexDeclaration(VertexStream(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; } g_renderer->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, m_mesh.Count(), 0, 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, m_mesh.Count(), 0, m_faces_indices.Count()); m_faces_ibo->Unbind(); m_vdecl->Unbind(); } private: float m_angle; mat4 m_matrix; Array m_mesh; Array 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; }