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  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 USE_SDL && defined __APPLE__
  19. # include <SDL_main.h>
  20. #endif
  21. #if defined _WIN32
  22. # undef main /* FIXME: still needed? */
  23. # include <direct.h>
  24. #endif
  25. class Cube : public WorldEntity
  26. {
  27. public:
  28. Cube()
  29. {
  30. m_angle = 0;
  31. /* Front */
  32. m_vertices[0] = vec3(-1.0, -1.0, 1.0);
  33. m_vertices[1] = vec3( 1.0, -1.0, 1.0);
  34. m_vertices[2] = vec3( 1.0, 1.0, 1.0);
  35. m_vertices[3] = vec3(-1.0, 1.0, 1.0);
  36. /* Back */
  37. m_vertices[4] = vec3(-1.0, -1.0, -1.0);
  38. m_vertices[5] = vec3( 1.0, -1.0, -1.0);
  39. m_vertices[6] = vec3( 1.0, 1.0, -1.0);
  40. m_vertices[7] = vec3(-1.0, 1.0, -1.0);
  41. m_colors[0] = vec3(1.0, 0.0, 0.0);
  42. m_colors[1] = vec3(0.0, 1.0, 0.0);
  43. m_colors[2] = vec3(0.0, 0.0, 1.0);
  44. m_colors[3] = vec3(1.0, 1.0, 1.0);
  45. m_colors[4] = vec3(1.0, 0.0, 0.0);
  46. m_colors[5] = vec3(0.0, 1.0, 0.0);
  47. m_colors[6] = vec3(0.0, 0.0, 1.0);
  48. m_colors[7] = vec3(1.0, 1.0, 1.0);
  49. m_indices[0] = i16vec3(0, 1, 2);
  50. m_indices[1] = i16vec3(2, 3, 0);
  51. m_indices[2] = i16vec3(1, 5, 6);
  52. m_indices[3] = i16vec3(6, 2, 1);
  53. m_indices[4] = i16vec3(7, 6, 5);
  54. m_indices[5] = i16vec3(5, 4, 7);
  55. m_indices[6] = i16vec3(4, 0, 3);
  56. m_indices[7] = i16vec3(3, 7, 4);
  57. m_indices[8] = i16vec3(4, 5, 1);
  58. m_indices[9] = i16vec3(1, 0, 4);
  59. m_indices[10] = i16vec3(3, 2, 6);
  60. m_indices[11] = i16vec3(6, 7, 3);
  61. m_ready = false;
  62. }
  63. virtual void TickGame(float deltams)
  64. {
  65. WorldEntity::TickGame(deltams);
  66. m_angle += deltams / 1000.0f * 45.0f;
  67. mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0));
  68. mat4 model = mat4::translate(vec3(0, 0, -4));
  69. mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0));
  70. mat4 proj = mat4::perspective(45.0f, 640.0f, 480.0f, 0.1f, 10.0f);
  71. m_matrix = proj * view * model * anim;
  72. }
  73. virtual void TickDraw(float deltams)
  74. {
  75. WorldEntity::TickDraw(deltams);
  76. if (!m_ready)
  77. {
  78. m_shader = Shader::Create(
  79. "#version 120\n"
  80. "attribute vec3 in_Vertex;"
  81. "attribute vec3 in_Color;"
  82. "uniform mat4 in_Matrix;"
  83. "varying vec3 pass_Color;"
  84. ""
  85. "void main(void) {"
  86. " gl_Position = in_Matrix * vec4(in_Vertex, 1.0);"
  87. " pass_Color = in_Color;"
  88. "}",
  89. "#version 120\n"
  90. "varying vec3 pass_Color;"
  91. ""
  92. "void main(void) {"
  93. " gl_FragColor = vec4(pass_Color, 1.0);"
  94. "}");
  95. m_coord = m_shader->GetAttribLocation("in_Vertex");
  96. m_color = m_shader->GetAttribLocation("in_Color");
  97. m_mvp = m_shader->GetUniformLocation("in_Matrix");
  98. m_ready = true;
  99. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  100. /* Method 1: store vertex buffer on the GPU memory */
  101. glGenBuffers(1, &m_vbo);
  102. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  103. glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices,
  104. GL_STATIC_DRAW);
  105. glGenBuffers(1, &m_cbo);
  106. glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
  107. glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors,
  108. GL_STATIC_DRAW);
  109. glGenBuffers(1, &m_ibo);
  110. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
  111. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_indices), m_indices,
  112. GL_STATIC_DRAW);
  113. #else
  114. #endif
  115. /* FIXME: this object never cleans up */
  116. }
  117. m_shader->Bind();
  118. m_shader->SetUniform(m_mvp, m_matrix);
  119. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  120. glEnableVertexAttribArray(m_coord);
  121. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  122. glVertexAttribPointer(m_coord, 3, GL_FLOAT, GL_FALSE, 0, 0);
  123. glEnableVertexAttribArray(m_color);
  124. glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
  125. glVertexAttribPointer(m_color, 3, GL_FLOAT, GL_FALSE, 0, 0);
  126. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
  127. int size;
  128. glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
  129. glDrawElements(GL_TRIANGLES, size / sizeof(uint16_t), GL_UNSIGNED_SHORT, 0);
  130. glDisableVertexAttribArray(m_coord);
  131. glDisableVertexAttribArray(m_color);
  132. glBindBuffer(GL_ARRAY_BUFFER, 0);
  133. #else
  134. glEnableClientState(GL_VERTEX_ARRAY);
  135. glVertexPointer(3, GL_FLOAT, 0, m_vertices);
  136. glDisableClientState(GL_VERTEX_ARRAY);
  137. #endif
  138. }
  139. private:
  140. float m_angle;
  141. mat4 m_matrix;
  142. vec3 m_vertices[8];
  143. vec3 m_colors[8];
  144. i16vec3 m_indices[12];
  145. Shader *m_shader;
  146. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  147. GLuint m_vbo, m_cbo, m_ibo;
  148. #endif
  149. int m_coord, m_color, m_mvp;
  150. bool m_ready;
  151. };
  152. int main(int argc, char **argv)
  153. {
  154. Application app("Tutorial 2: Cube", ivec2(640, 480), 60.0f);
  155. #if defined _MSC_VER
  156. _chdir("..");
  157. #elif defined _WIN32
  158. _chdir("../..");
  159. #endif
  160. new DebugFps(5, 5);
  161. new Cube();
  162. app.Run();
  163. return EXIT_SUCCESS;
  164. }