|
- //
- // Lol Engine - Cube tutorial
- //
- // Copyright: (c) 2011 Sam Hocevar <sam@hocevar.net>
- // 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 <SDL_main.h>
- #endif
-
- #if defined _WIN32
- # undef main /* FIXME: still needed? */
- #endif
-
- class Cube : public WorldEntity
- {
- public:
- Cube()
- {
- m_angle = 0;
-
- /* Front */
- m_vertices[0] = vec3(-1.0, -1.0, 1.0);
- m_vertices[1] = vec3( 1.0, -1.0, 1.0);
- m_vertices[2] = vec3( 1.0, 1.0, 1.0);
- m_vertices[3] = vec3(-1.0, 1.0, 1.0);
- /* Back */
- m_vertices[4] = vec3(-1.0, -1.0, -1.0);
- m_vertices[5] = vec3( 1.0, -1.0, -1.0);
- m_vertices[6] = vec3( 1.0, 1.0, -1.0);
- m_vertices[7] = vec3(-1.0, 1.0, -1.0);
-
- m_colors[0] = vec3(1.0, 0.0, 0.0);
- m_colors[1] = vec3(0.0, 1.0, 0.0);
- m_colors[2] = vec3(0.0, 0.0, 1.0);
- m_colors[3] = vec3(1.0, 1.0, 1.0);
- m_colors[4] = vec3(1.0, 0.0, 0.0);
- m_colors[5] = vec3(0.0, 1.0, 0.0);
- m_colors[6] = vec3(0.0, 0.0, 1.0);
- m_colors[7] = vec3(1.0, 1.0, 1.0);
-
- m_indices[0] = i16vec3(0, 1, 2);
- m_indices[1] = i16vec3(2, 3, 0);
- m_indices[2] = i16vec3(1, 5, 6);
- m_indices[3] = i16vec3(6, 2, 1);
- m_indices[4] = i16vec3(7, 6, 5);
- m_indices[5] = i16vec3(5, 4, 7);
- m_indices[6] = i16vec3(4, 0, 3);
- m_indices[7] = i16vec3(3, 7, 4);
- m_indices[8] = i16vec3(4, 5, 1);
- m_indices[9] = i16vec3(1, 0, 4);
- m_indices[10] = i16vec3(3, 2, 6);
- m_indices[11] = i16vec3(6, 7, 3);
- }
-
- virtual void TickGame(float deltams)
- {
- WorldEntity::TickGame(deltams);
-
- m_angle += deltams / 1000.0f * 45.0f;
-
- mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0));
- mat4 model = mat4::translate(vec3(0, 0, -4));
- 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 deltams)
- {
- WorldEntity::TickDraw(deltams);
-
- if (!m_ready)
- {
- m_shader = Shader::Create(
- "#version 120\n"
- "attribute vec3 in_Vertex;"
- "attribute vec3 in_Color;"
- "uniform mat4 in_Matrix;"
- "varying vec3 pass_Color;"
- ""
- "void main(void) {"
- " gl_Position = in_Matrix * vec4(in_Vertex, 1.0);"
- " pass_Color = in_Color;"
- "}",
-
- "#version 120\n"
- "varying vec3 pass_Color;"
- ""
- "void main(void) {"
- " gl_FragColor = vec4(pass_Color, 1.0);"
- "}");
- m_coord = m_shader->GetAttribLocation("in_Vertex");
- m_color = m_shader->GetAttribLocation("in_Color");
- m_mvp = m_shader->GetUniformLocation("in_Matrix");
- m_ready = true;
-
- #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
- /* 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);
- glGenBuffers(1, &m_cbo);
- glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors,
- GL_STATIC_DRAW);
- glGenBuffers(1, &m_ibo);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_indices), m_indices,
- GL_STATIC_DRAW);
- #else
- #endif
-
- /* FIXME: this object never cleans up */
- }
-
- m_shader->Bind();
- m_shader->SetUniform(m_mvp, m_matrix);
- #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
- glEnableVertexAttribArray(m_coord);
- glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
- glVertexAttribPointer(m_coord, 3, GL_FLOAT, GL_FALSE, 0, 0);
-
- glEnableVertexAttribArray(m_color);
- glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
- glVertexAttribPointer(m_color, 3, GL_FLOAT, GL_FALSE, 0, 0);
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
- int size;
- glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
-
-
- glDrawElements(GL_TRIANGLES, size / sizeof(uint16_t), GL_UNSIGNED_SHORT, 0);
-
- glDisableVertexAttribArray(m_coord);
- glDisableVertexAttribArray(m_color);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- #else
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(3, GL_FLOAT, 0, m_vertices);
- glDisableClientState(GL_VERTEX_ARRAY);
- #endif
- }
-
- private:
- float m_angle;
- mat4 m_matrix;
- vec3 m_vertices[8];
- vec3 m_colors[8];
- i16vec3 m_indices[12];
- Shader *m_shader;
- #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
- GLuint m_vbo, m_cbo, m_ibo;
- #endif
- int m_coord, m_color, m_mvp;
- bool m_ready;
- };
-
- int main(int argc, char **argv)
- {
- Application app("Tutorial 2: Cube", ivec2(640, 480), 60.0f);
-
- new DebugFps(5, 5);
- new Cube();
-
- app.Run();
-
- return EXIT_SUCCESS;
- }
|