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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 "loldebug.h"
  15. using namespace std;
  16. using namespace lol;
  17. #if USE_SDL && defined __APPLE__
  18. # include <SDL_main.h>
  19. #endif
  20. #if defined _WIN32
  21. # undef main /* FIXME: still needed? */
  22. # include <direct.h>
  23. #endif
  24. class Cube : public WorldEntity
  25. {
  26. public:
  27. Cube()
  28. {
  29. m_angle = 0;
  30. /* Front vertices/colors */
  31. m_mesh.Append(vec3(-1.0, -1.0, 1.0), vec3(1.0, 0.0, 1.0));
  32. m_mesh.Append(vec3( 1.0, -1.0, 1.0), vec3(0.0, 1.0, 0.0));
  33. m_mesh.Append(vec3( 1.0, 1.0, 1.0), vec3(1.0, 0.5, 0.0));
  34. m_mesh.Append(vec3(-1.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0));
  35. /* Back */
  36. m_mesh.Append(vec3(-1.0, -1.0, -1.0), vec3(1.0, 0.0, 0.0));
  37. m_mesh.Append(vec3( 1.0, -1.0, -1.0), vec3(0.0, 0.5, 0.0));
  38. m_mesh.Append(vec3( 1.0, 1.0, -1.0), vec3(0.0, 0.5, 1.0));
  39. m_mesh.Append(vec3(-1.0, 1.0, -1.0), vec3(0.0, 0.0, 1.0));
  40. m_indices << i16vec3(0, 1, 2);
  41. m_indices << i16vec3(2, 3, 0);
  42. m_indices << i16vec3(1, 5, 6);
  43. m_indices << i16vec3(6, 2, 1);
  44. m_indices << i16vec3(7, 6, 5);
  45. m_indices << i16vec3(5, 4, 7);
  46. m_indices << i16vec3(4, 0, 3);
  47. m_indices << i16vec3(3, 7, 4);
  48. m_indices << i16vec3(4, 5, 1);
  49. m_indices << i16vec3(1, 0, 4);
  50. m_indices << i16vec3(3, 2, 6);
  51. m_indices << i16vec3(6, 7, 3);
  52. m_ready = false;
  53. }
  54. virtual void TickGame(float deltams)
  55. {
  56. WorldEntity::TickGame(deltams);
  57. m_angle += deltams / 1000.0f * 45.0f;
  58. mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0));
  59. mat4 model = mat4::translate(vec3(0, 0, -4.5));
  60. mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0));
  61. mat4 proj = mat4::perspective(45.0f, 640.0f, 480.0f, 0.1f, 10.0f);
  62. m_matrix = proj * view * model * anim;
  63. }
  64. virtual void TickDraw(float deltams)
  65. {
  66. WorldEntity::TickDraw(deltams);
  67. if (!m_ready)
  68. {
  69. m_shader = Shader::Create(
  70. #if !defined __CELLOS_LV2__ && !defined _XBOX && !defined USE_D3D9
  71. "#version 120\n"
  72. "attribute vec3 in_Vertex;"
  73. "attribute vec3 in_Color;"
  74. "uniform mat4 in_Matrix;"
  75. "varying vec3 pass_Color;"
  76. ""
  77. "void main(void) {"
  78. " gl_Position = in_Matrix * vec4(in_Vertex, 1.0);"
  79. " pass_Color = in_Color;"
  80. "}",
  81. "#version 120\n"
  82. "varying vec3 pass_Color;"
  83. ""
  84. "void main(void) {"
  85. " gl_FragColor = vec4(pass_Color, 1.0);"
  86. "}"
  87. #else
  88. "void main(float3 in_Vertex : POSITION,"
  89. " float3 in_Color : COLOR,"
  90. " uniform float4x4 in_Matrix,"
  91. " out float4 out_Position : POSITION,"
  92. " out float3 pass_Color : COLOR) {"
  93. " pass_Color = in_Color;"
  94. " out_Position = mul(in_Matrix, float4(in_Vertex, 1.0));"
  95. "}",
  96. "void main(float3 pass_Color : COLOR,"
  97. " out float4 out_FragColor : COLOR) {"
  98. " out_FragColor = float4(pass_Color, 1.0);"
  99. "}"
  100. #endif
  101. );
  102. m_mvp = m_shader->GetUniformLocation("in_Matrix");
  103. m_coord = m_shader->GetAttribLocation("in_Vertex",
  104. VertexUsage::Position, 0);
  105. m_color = m_shader->GetAttribLocation("in_Color",
  106. VertexUsage::Color, 0);
  107. m_vdecl =
  108. new VertexDeclaration(VertexStream<vec3,vec3>(VertexUsage::Position,
  109. VertexUsage::Color));
  110. m_vbo = new VertexBuffer(m_mesh.Bytes());
  111. void *mesh = m_vbo->Lock(0, 0);
  112. memcpy(mesh, &m_mesh[0], m_mesh.Bytes());
  113. m_vbo->Unlock();
  114. m_ibo = new IndexBuffer(m_indices.Bytes());
  115. void *indices = m_ibo->Lock(0, 0);
  116. memcpy(indices, &m_indices[0], m_indices.Bytes());
  117. m_ibo->Unlock();
  118. /* FIXME: this object never cleans up */
  119. m_ready = true;
  120. }
  121. Video::SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  122. m_shader->Bind();
  123. m_shader->SetUniform(m_mvp, m_matrix);
  124. m_vdecl->SetStream(m_vbo, m_coord, m_color);
  125. m_vdecl->Bind();
  126. m_ibo->Bind();
  127. m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0,
  128. m_mesh.Count(), 0, m_indices.Count());
  129. m_ibo->Unbind();
  130. m_vdecl->Unbind();
  131. }
  132. private:
  133. float m_angle;
  134. mat4 m_matrix;
  135. Array<vec3,vec3> m_mesh;
  136. Array<i16vec3> m_indices;
  137. Shader *m_shader;
  138. ShaderAttrib m_coord, m_color;
  139. ShaderUniform m_mvp;
  140. VertexDeclaration *m_vdecl;
  141. VertexBuffer *m_vbo;
  142. IndexBuffer *m_ibo;
  143. bool m_ready;
  144. };
  145. int main(int argc, char **argv)
  146. {
  147. Application app("Tutorial 2: Cube", ivec2(640, 480), 60.0f);
  148. #if defined _MSC_VER && !defined _XBOX
  149. _chdir("..");
  150. #elif defined _WIN32 && !defined _XBOX
  151. _chdir("../..");
  152. #endif
  153. new DebugFps(5, 5);
  154. new Cube();
  155. app.Run();
  156. return EXIT_SUCCESS;
  157. }