275 行
8.8 KiB

  1. //
  2. // Lol Engine - Cube tutorial
  3. //
  4. // Copyright: (c) 2011 Sam Hocevar <sam@hocevar.net>
  5. // This program is free software; you can redistribute it and/or
  6. // modify it under the terms of the Do What The Fuck You Want To
  7. // Public License, Version 2, as published by Sam Hocevar. See
  8. // http://sam.zoy.org/projects/COPYING.WTFPL for more details.
  9. //
  10. #if defined HAVE_CONFIG_H
  11. # include "config.h"
  12. #endif
  13. #include "core.h"
  14. #include "lolgl.h"
  15. #include "loldebug.h"
  16. using namespace std;
  17. using namespace lol;
  18. #if defined _WIN32 && defined USE_D3D9
  19. # define FAR
  20. # define NEAR
  21. # include <d3d9.h>
  22. #endif
  23. #if USE_SDL && defined __APPLE__
  24. # include <SDL_main.h>
  25. #endif
  26. #if defined _WIN32
  27. # undef main /* FIXME: still needed? */
  28. # include <direct.h>
  29. #endif
  30. #if defined USE_D3D9
  31. extern IDirect3DDevice9 *g_d3ddevice;
  32. #elif defined _XBOX
  33. extern D3DDevice *g_d3ddevice;
  34. #endif
  35. class Cube : public WorldEntity
  36. {
  37. public:
  38. Cube()
  39. {
  40. m_angle = 0;
  41. /* Front */
  42. m_vertices[0] = vec3(-1.0, -1.0, 1.0);
  43. m_vertices[1] = vec3( 1.0, -1.0, 1.0);
  44. m_vertices[2] = vec3( 1.0, 1.0, 1.0);
  45. m_vertices[3] = vec3(-1.0, 1.0, 1.0);
  46. /* Back */
  47. m_vertices[4] = vec3(-1.0, -1.0, -1.0);
  48. m_vertices[5] = vec3( 1.0, -1.0, -1.0);
  49. m_vertices[6] = vec3( 1.0, 1.0, -1.0);
  50. m_vertices[7] = vec3(-1.0, 1.0, -1.0);
  51. m_colors[0] = vec3(1.0, 0.0, 0.0);
  52. m_colors[1] = vec3(0.0, 1.0, 0.0);
  53. m_colors[2] = vec3(0.0, 0.0, 1.0);
  54. m_colors[3] = vec3(1.0, 1.0, 1.0);
  55. m_colors[4] = vec3(1.0, 0.0, 0.0);
  56. m_colors[5] = vec3(0.0, 1.0, 0.0);
  57. m_colors[6] = vec3(0.0, 0.0, 1.0);
  58. m_colors[7] = vec3(1.0, 1.0, 1.0);
  59. m_indices[0] = i16vec3(0, 1, 2);
  60. m_indices[1] = i16vec3(2, 3, 0);
  61. m_indices[2] = i16vec3(1, 5, 6);
  62. m_indices[3] = i16vec3(6, 2, 1);
  63. m_indices[4] = i16vec3(7, 6, 5);
  64. m_indices[5] = i16vec3(5, 4, 7);
  65. m_indices[6] = i16vec3(4, 0, 3);
  66. m_indices[7] = i16vec3(3, 7, 4);
  67. m_indices[8] = i16vec3(4, 5, 1);
  68. m_indices[9] = i16vec3(1, 0, 4);
  69. m_indices[10] = i16vec3(3, 2, 6);
  70. m_indices[11] = i16vec3(6, 7, 3);
  71. m_ready = false;
  72. }
  73. virtual void TickGame(float deltams)
  74. {
  75. WorldEntity::TickGame(deltams);
  76. m_angle += deltams / 1000.0f * 45.0f;
  77. mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0));
  78. mat4 model = mat4::translate(vec3(0, 0, -4));
  79. mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0));
  80. mat4 proj = mat4::perspective(45.0f, 640.0f, 480.0f, 0.1f, 10.0f);
  81. m_matrix = proj * view * model * anim;
  82. }
  83. virtual void TickDraw(float deltams)
  84. {
  85. WorldEntity::TickDraw(deltams);
  86. if (!m_ready)
  87. {
  88. m_shader = Shader::Create(
  89. #if !defined __CELLOS_LV2__ && !defined _XBOX && !defined USE_D3D9
  90. "#version 120\n"
  91. "attribute vec3 in_Vertex;"
  92. "attribute vec3 in_Color;"
  93. "uniform mat4 in_Matrix;"
  94. "varying vec3 pass_Color;"
  95. ""
  96. "void main(void) {"
  97. " gl_Position = in_Matrix * vec4(in_Vertex, 1.0);"
  98. " pass_Color = in_Color;"
  99. "}",
  100. "#version 120\n"
  101. "varying vec3 pass_Color;"
  102. ""
  103. "void main(void) {"
  104. " gl_FragColor = vec4(pass_Color, 1.0);"
  105. "}"
  106. #else
  107. "void main(float3 in_Vertex : POSITION,"
  108. " float3 in_Color : COLOR,"
  109. " uniform float4x4 in_Matrix,"
  110. " out float4 out_Position : POSITION,"
  111. " out float3 pass_Color : COLOR) {"
  112. " pass_Color = in_Color;"
  113. " out_Position = mul(in_Matrix, float4(in_Vertex, 1.0));"
  114. "}",
  115. "void main(float3 pass_Color : COLOR,"
  116. " out float4 out_FragColor : COLOR) {"
  117. " out_FragColor = float4(pass_Color, 1.0);"
  118. "}"
  119. #endif
  120. );
  121. #if !defined _XBOX && !defined USE_D3D9
  122. m_coord = m_shader->GetAttribLocation("in_Vertex");
  123. m_color = m_shader->GetAttribLocation("in_Color");
  124. #endif
  125. m_mvp = m_shader->GetUniformLocation("in_Matrix");
  126. m_ready = true;
  127. m_vdecl =
  128. new VertexDeclaration(VertexStream<vec3>(VertexUsage::Position),
  129. VertexStream<vec3>(VertexUsage::Color));
  130. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ && !defined _XBOX && !defined USE_D3D9
  131. /* Method 1: store vertex buffer on the GPU memory */
  132. glGenBuffers(1, &m_vbo);
  133. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  134. glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices,
  135. GL_STATIC_DRAW);
  136. glGenBuffers(1, &m_cbo);
  137. glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
  138. glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors,
  139. GL_STATIC_DRAW);
  140. glGenBuffers(1, &m_ibo);
  141. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
  142. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_indices), m_indices,
  143. GL_STATIC_DRAW);
  144. #elif defined _XBOX || defined USE_D3D9
  145. if (FAILED(g_d3ddevice->CreateVertexBuffer(sizeof(m_vertices), D3DUSAGE_WRITEONLY, NULL, D3DPOOL_MANAGED, &m_vbo, NULL)))
  146. exit(0);
  147. vec3 *vertices;
  148. if (FAILED(m_vbo->Lock(0, 0, (void **)&vertices, 0)))
  149. exit(0);
  150. memcpy(vertices, m_vertices, sizeof(m_vertices));
  151. m_vbo->Unlock();
  152. if (FAILED(g_d3ddevice->CreateVertexBuffer(sizeof(m_colors), D3DUSAGE_WRITEONLY, NULL, D3DPOOL_MANAGED, &m_cbo, NULL)))
  153. exit(0);
  154. vec3 *colors;
  155. if (FAILED(m_cbo->Lock(0, 0, (void **)&colors, 0)))
  156. exit(0);
  157. memcpy(colors, m_colors, sizeof(m_colors));
  158. m_cbo->Unlock();
  159. int16_t *indices;
  160. if (FAILED(g_d3ddevice->CreateIndexBuffer(sizeof(m_indices), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &m_ibo, NULL)))
  161. exit(0);
  162. if (FAILED(m_ibo->Lock(0, 0, (void **)&indices, 0)))
  163. exit(0);
  164. memcpy(indices, m_indices, sizeof(m_indices));
  165. m_ibo->Unlock();
  166. #else
  167. /* TODO */
  168. #endif
  169. /* FIXME: this object never cleans up */
  170. }
  171. m_shader->Bind();
  172. m_shader->SetUniform(m_mvp, m_matrix);
  173. m_vdecl->Bind();
  174. #if defined _XBOX || defined USE_D3D9
  175. g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
  176. g_d3ddevice->SetStreamSource(0, m_vbo, 0, sizeof(*m_vertices));
  177. g_d3ddevice->SetStreamSource(1, m_cbo, 0, sizeof(*m_colors));
  178. g_d3ddevice->SetIndices(m_ibo);
  179. g_d3ddevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, sizeof(m_indices) / sizeof(*m_indices));
  180. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  181. glEnableVertexAttribArray(m_coord);
  182. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  183. glVertexAttribPointer(m_coord, 3, GL_FLOAT, GL_FALSE, 0, 0);
  184. glEnableVertexAttribArray(m_color);
  185. glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
  186. glVertexAttribPointer(m_color, 3, GL_FLOAT, GL_FALSE, 0, 0);
  187. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
  188. int size;
  189. glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
  190. glDrawElements(GL_TRIANGLES, size / sizeof(uint16_t), GL_UNSIGNED_SHORT, 0);
  191. glDisableVertexAttribArray(m_coord);
  192. glDisableVertexAttribArray(m_color);
  193. glBindBuffer(GL_ARRAY_BUFFER, 0);
  194. #else
  195. glEnableClientState(GL_VERTEX_ARRAY);
  196. glVertexPointer(3, GL_FLOAT, 0, m_vertices);
  197. glDisableClientState(GL_VERTEX_ARRAY);
  198. #endif
  199. }
  200. private:
  201. float m_angle;
  202. mat4 m_matrix;
  203. vec3 m_vertices[8];
  204. vec3 m_colors[8];
  205. i16vec3 m_indices[12];
  206. Shader *m_shader;
  207. VertexDeclaration *m_vdecl;
  208. #if defined USE_D3D9
  209. IDirect3DVertexBuffer9 *m_vbo, *m_cbo;
  210. IDirect3DIndexBuffer9 *m_ibo;
  211. #elif defined _XBOX
  212. D3DVertexBuffer *m_vbo, *m_cbo;
  213. D3DIndexBuffer *m_ibo;
  214. #else
  215. int m_coord, m_color;
  216. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  217. GLuint m_vbo, m_cbo, m_ibo;
  218. #endif
  219. #endif
  220. ShaderUniform m_mvp;
  221. bool m_ready;
  222. };
  223. int main(int argc, char **argv)
  224. {
  225. Application app("Tutorial 2: Cube", ivec2(640, 480), 60.0f);
  226. #if defined _MSC_VER && !defined _XBOX
  227. _chdir("..");
  228. #elif defined _WIN32 && !defined _XBOX
  229. _chdir("../..");
  230. #endif
  231. new DebugFps(5, 5);
  232. new Cube();
  233. app.Run();
  234. return EXIT_SUCCESS;
  235. }