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  1. //
  2. // Lol Engine - Triangle tutorial
  3. //
  4. // Copyright: (c) 2012 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 USE_SDL && defined __APPLE__
  19. # include <SDL_main.h>
  20. #endif
  21. #if defined __native_client__
  22. # define main old_main
  23. #endif
  24. #if defined _WIN32
  25. # undef main /* FIXME: still needed? */
  26. # include <direct.h>
  27. #endif
  28. class Triangle : public WorldEntity
  29. {
  30. public:
  31. Triangle()
  32. {
  33. m_vertices[0] = vec2( 0.0, 0.8);
  34. m_vertices[1] = vec2(-0.8, -0.8);
  35. m_vertices[2] = vec2( 0.8, -0.8);
  36. }
  37. virtual void TickDraw(float deltams)
  38. {
  39. WorldEntity::TickDraw(deltams);
  40. if (!m_ready)
  41. {
  42. m_shader = Shader::Create(
  43. #if !defined __CELLOS_LV2__ && !defined _XBOX
  44. "#version 120\n"
  45. "attribute vec2 coord2d;"
  46. "void main(void) {"
  47. " gl_Position = vec4(coord2d, 0.0, 1.0);"
  48. "}",
  49. "#version 120\n"
  50. "void main(void) {"
  51. " gl_FragColor[0] = 0.0;"
  52. " gl_FragColor[1] = 0.0;"
  53. " gl_FragColor[2] = 1.0;"
  54. "}"
  55. #else
  56. "void main(float2 coord2d : POSITION,"
  57. " out float4 out_Position : POSITION) {"
  58. " out_Position = float4(coord2d, 0.0, 1.0);"
  59. "}",
  60. "void main(out float4 out_FragColor : COLOR) {"
  61. " out_FragColor[0] = 0.0;"
  62. " out_FragColor[0] = 0.0;"
  63. " out_FragColor[0] = 1.0;"
  64. "}"
  65. #endif
  66. );
  67. m_attrib = m_shader->GetAttribLocation("coord2d");
  68. m_ready = true;
  69. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ && !defined _XBOX
  70. /* Method 1: store vertex buffer on the GPU memory */
  71. glGenBuffers(1, &m_vbo);
  72. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  73. glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices,
  74. GL_STATIC_DRAW);
  75. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ && !defined _XBOX
  76. /* Method 2: upload vertex information at each frame */
  77. #elif defined _XBOX
  78. extern D3DDevice *g_d3ddevice;
  79. D3DVERTEXELEMENT9 const elements[3] =
  80. {
  81. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
  82. D3DDECL_END()
  83. };
  84. g_d3ddevice->CreateVertexDeclaration(elements, &m_vdecl);
  85. g_d3ddevice->CreateVertexBuffer(sizeof(m_vertices), D3DUSAGE_WRITEONLY, NULL, D3DPOOL_MANAGED, &m_vbo, NULL);
  86. vec2 *vertices;
  87. m_vbo->Lock(0, 0, (void **)&vertices, 0);
  88. memcpy(vertices, m_vertices, sizeof(m_vertices));
  89. m_vbo->Unlock();
  90. #else
  91. #endif
  92. /* FIXME: this object never cleans up */
  93. }
  94. m_shader->Bind();
  95. #if defined _XBOX
  96. extern D3DDevice *g_d3ddevice;
  97. g_d3ddevice->SetVertexDeclaration(m_vdecl);
  98. g_d3ddevice->SetStreamSource(0, m_vbo, 0, sizeof(*m_vertices));
  99. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  100. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  101. glEnableVertexAttribArray(m_attrib);
  102. glVertexAttribPointer(m_attrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  103. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  104. /* Never used for now */
  105. glEnableVertexAttribArray(m_attrib);
  106. glVertexAttribPointer(m_attrib, 2, GL_FLOAT, GL_FALSE, 0, m_vertices);
  107. #else
  108. glEnableClientState(GL_VERTEX_ARRAY);
  109. glVertexPointer(3, GL_FLOAT, 0, m_vertices);
  110. #endif
  111. #if defined _XBOX
  112. g_d3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
  113. #else
  114. glDrawArrays(GL_TRIANGLES, 0, 3);
  115. #endif
  116. #if defined _XBOX
  117. /* FIXME: do we need to unset anything here? */
  118. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  119. glDisableVertexAttribArray(m_attrib);
  120. glBindBuffer(GL_ARRAY_BUFFER, 0);
  121. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  122. /* Never used for now */
  123. glDisableVertexAttribArray(m_attrib);
  124. #else
  125. glDisableClientState(GL_VERTEX_ARRAY);
  126. #endif
  127. }
  128. private:
  129. vec2 m_vertices[3];
  130. Shader *m_shader;
  131. #if defined _XBOX
  132. D3DVertexDeclaration *m_vdecl;
  133. D3DVertexBuffer *m_vbo;
  134. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  135. GLuint m_vbo;
  136. #endif
  137. int m_attrib;
  138. bool m_ready;
  139. };
  140. int main(int argc, char **argv)
  141. {
  142. Application app("Tutorial 1: Triangle", ivec2(640, 480), 60.0f);
  143. #if defined _MSC_VER && !defined _XBOX
  144. _chdir("..");
  145. #elif defined _WIN32 && !defined _XBOX
  146. _chdir("../..");
  147. #endif
  148. new DebugFps(5, 5);
  149. new Triangle();
  150. app.Run();
  151. return EXIT_SUCCESS;
  152. }