// // Lol Engine - Triangle tutorial // // Copyright: (c) 2012 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://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 #endif #if defined __native_client__ # define main old_main #endif #if defined _WIN32 # undef main /* FIXME: still needed? */ # include #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 "#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 ); #if !defined _XBOX m_attrib = m_shader->GetAttribLocation("in_Position"); #endif m_ready = true; #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ && !defined _XBOX /* 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__ && !defined _XBOX /* Method 2: upload vertex information at each frame */ #elif defined _XBOX extern D3DDevice *g_d3ddevice; D3DVERTEXELEMENT9 const elements[2] = { { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, D3DDECL_END() }; g_d3ddevice->CreateVertexDeclaration(elements, &m_vdecl); if (FAILED(g_d3ddevice->CreateVertexBuffer(sizeof(m_vertices), D3DUSAGE_WRITEONLY, NULL, D3DPOOL_MANAGED, &m_vbo, NULL))) exit(0); vec2 *vertices; if (FAILED(m_vbo->Lock(0, 0, (void **)&vertices, 0))) exit(0); memcpy(vertices, m_vertices, sizeof(m_vertices)); m_vbo->Unlock(); #else #endif /* FIXME: this object never cleans up */ } m_shader->Bind(); #if defined _XBOX extern D3DDevice *g_d3ddevice; g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW); g_d3ddevice->SetVertexDeclaration(m_vdecl); g_d3ddevice->SetStreamSource(0, m_vbo, 0, sizeof(*m_vertices)); #elif !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 #if defined _XBOX g_d3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1); #else glDrawArrays(GL_TRIANGLES, 0, 3); #endif #if defined _XBOX /* FIXME: do we need to unset anything here? */ #elif !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 _XBOX D3DVertexDeclaration *m_vdecl; D3DVertexBuffer *m_vbo; #else int m_attrib; # if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ GLuint m_vbo; # endif #endif 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; }