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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. m_ready = false;
  37. }
  38. virtual void TickDraw(float deltams)
  39. {
  40. WorldEntity::TickDraw(deltams);
  41. if (!m_ready)
  42. {
  43. m_shader = Shader::Create(
  44. #if !defined __CELLOS_LV2__ && !defined _XBOX
  45. "#version 120\n"
  46. "attribute vec2 coord2d;"
  47. "void main(void) {"
  48. " gl_Position = vec4(coord2d, 0.0, 1.0);"
  49. "}",
  50. "#version 120\n"
  51. "void main(void) {"
  52. " gl_FragColor[0] = 0.0;"
  53. " gl_FragColor[1] = 0.0;"
  54. " gl_FragColor[2] = 1.0;"
  55. "}"
  56. #else
  57. "void main(float2 coord2d : POSITION,"
  58. " out float4 out_Position : POSITION) {"
  59. " out_Position = float4(coord2d, 0.0, 1.0);"
  60. "}",
  61. "void main(out float4 out_FragColor : COLOR) {"
  62. " out_FragColor[0] = 0.0;"
  63. " out_FragColor[0] = 0.0;"
  64. " out_FragColor[0] = 1.0;"
  65. "}"
  66. #endif
  67. );
  68. m_attrib = m_shader->GetAttribLocation("coord2d");
  69. m_ready = true;
  70. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ && !defined _XBOX
  71. /* Method 1: store vertex buffer on the GPU memory */
  72. glGenBuffers(1, &m_vbo);
  73. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  74. glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices,
  75. GL_STATIC_DRAW);
  76. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ && !defined _XBOX
  77. /* Method 2: upload vertex information at each frame */
  78. #elif defined _XBOX
  79. extern D3DDevice *g_d3ddevice;
  80. D3DVERTEXELEMENT9 const elements[3] =
  81. {
  82. { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
  83. D3DDECL_END()
  84. };
  85. g_d3ddevice->CreateVertexDeclaration(elements, &m_vdecl);
  86. g_d3ddevice->CreateVertexBuffer(sizeof(m_vertices), D3DUSAGE_WRITEONLY, NULL, D3DPOOL_MANAGED, &m_vbo, NULL);
  87. vec2 *vertices;
  88. m_vbo->Lock(0, 0, (void **)&vertices, 0);
  89. memcpy(vertices, m_vertices, sizeof(m_vertices));
  90. m_vbo->Unlock();
  91. #else
  92. #endif
  93. /* FIXME: this object never cleans up */
  94. }
  95. m_shader->Bind();
  96. #if defined _XBOX
  97. extern D3DDevice *g_d3ddevice;
  98. g_d3ddevice->SetVertexDeclaration(m_vdecl);
  99. g_d3ddevice->SetStreamSource(0, m_vbo, 0, sizeof(*m_vertices));
  100. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  101. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  102. glEnableVertexAttribArray(m_attrib);
  103. glVertexAttribPointer(m_attrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
  104. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  105. /* Never used for now */
  106. glEnableVertexAttribArray(m_attrib);
  107. glVertexAttribPointer(m_attrib, 2, GL_FLOAT, GL_FALSE, 0, m_vertices);
  108. #else
  109. glEnableClientState(GL_VERTEX_ARRAY);
  110. glVertexPointer(3, GL_FLOAT, 0, m_vertices);
  111. #endif
  112. #if defined _XBOX
  113. g_d3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
  114. #else
  115. glDrawArrays(GL_TRIANGLES, 0, 3);
  116. #endif
  117. #if defined _XBOX
  118. /* FIXME: do we need to unset anything here? */
  119. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  120. glDisableVertexAttribArray(m_attrib);
  121. glBindBuffer(GL_ARRAY_BUFFER, 0);
  122. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  123. /* Never used for now */
  124. glDisableVertexAttribArray(m_attrib);
  125. #else
  126. glDisableClientState(GL_VERTEX_ARRAY);
  127. #endif
  128. }
  129. private:
  130. vec2 m_vertices[3];
  131. Shader *m_shader;
  132. #if defined _XBOX
  133. D3DVertexDeclaration *m_vdecl;
  134. D3DVertexBuffer *m_vbo;
  135. #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  136. GLuint m_vbo;
  137. #endif
  138. int m_attrib;
  139. bool m_ready;
  140. };
  141. int main(int argc, char **argv)
  142. {
  143. Application app("Tutorial 1: Triangle", ivec2(640, 480), 60.0f);
  144. #if defined _MSC_VER && !defined _XBOX
  145. _chdir("..");
  146. #elif defined _WIN32 && !defined _XBOX
  147. _chdir("../..");
  148. #endif
  149. new DebugFps(5, 5);
  150. new Triangle();
  151. app.Run();
  152. return EXIT_SUCCESS;
  153. }