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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. #endif
  24. class Cube : public WorldEntity
  25. {
  26. public:
  27. Cube()
  28. {
  29. /* Front */
  30. m_vertices[0] = vec3(-1.0, -1.0, 1.0);
  31. m_vertices[1] = vec3( 1.0, -1.0, 1.0);
  32. m_vertices[2] = vec3( 1.0, 1.0, 1.0);
  33. m_vertices[3] = vec3(-1.0, 1.0, 1.0);
  34. /* Back */
  35. m_vertices[4] = vec3(-1.0, -1.0, -1.0);
  36. m_vertices[5] = vec3( 1.0, -1.0, -1.0);
  37. m_vertices[6] = vec3( 1.0, 1.0, -1.0);
  38. m_vertices[7] = vec3(-1.0, 1.0, -1.0);
  39. m_colors[0] = vec3(1.0, 0.0, 0.0);
  40. m_colors[1] = vec3(0.0, 1.0, 0.0);
  41. m_colors[2] = vec3(0.0, 0.0, 1.0);
  42. m_colors[3] = vec3(1.0, 1.0, 1.0);
  43. m_colors[4] = vec3(1.0, 0.0, 0.0);
  44. m_colors[5] = vec3(0.0, 1.0, 0.0);
  45. m_colors[6] = vec3(0.0, 0.0, 1.0);
  46. m_colors[7] = vec3(1.0, 1.0, 1.0);
  47. m_indices[0] = i16vec3(0, 1, 2);
  48. m_indices[1] = i16vec3(2, 3, 0);
  49. m_indices[2] = i16vec3(1, 5, 6);
  50. m_indices[3] = i16vec3(6, 2, 1);
  51. m_indices[4] = i16vec3(7, 6, 5);
  52. m_indices[5] = i16vec3(5, 4, 7);
  53. m_indices[6] = i16vec3(4, 0, 3);
  54. m_indices[7] = i16vec3(3, 7, 4);
  55. m_indices[8] = i16vec3(4, 5, 1);
  56. m_indices[9] = i16vec3(1, 0, 4);
  57. m_indices[10] = i16vec3(3, 2, 6);
  58. m_indices[11] = i16vec3(6, 7, 3);
  59. }
  60. virtual void TickGame(float deltams)
  61. {
  62. real x(4.08f); x.print();
  63. WorldEntity::TickGame(deltams);
  64. m_angle += deltams;
  65. vec3 axis_y(0, 1, 0);
  66. mat4 anim = mat4::rotate(m_angle * 0.0001f, axis_y);
  67. mat4 model = mat4::translate(vec3(0, 0, -4));
  68. mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0));
  69. mat4 proj = mat4::perspective(M_PI / 4, 640.0f, 480.0f, -10.0f, 10.0f);
  70. anim = mat4(1.0f);
  71. model = mat4(1.0f);
  72. view = mat4(1.0f);
  73. m_matrix = proj * view * model * anim;
  74. proj.printf();
  75. view.printf();
  76. model.printf();
  77. anim.printf();
  78. printf("\n");
  79. m_matrix.printf();
  80. printf("\n");
  81. m_vertices[0].printf();
  82. (m_matrix * vec4(m_vertices[0], 1)).printf();
  83. printf("\n");
  84. }
  85. virtual void TickDraw(float deltams)
  86. {
  87. WorldEntity::TickDraw(deltams);
  88. if (!m_ready)
  89. {
  90. m_shader = Shader::Create(
  91. "#version 120\n"
  92. "attribute vec3 coord3d;"
  93. "attribute vec3 v_color;"
  94. "uniform mat4 mvp;"
  95. "varying vec3 f_color;"
  96. "void main(void) {"
  97. " gl_Position = mvp * vec4(coord3d, 1.0);"
  98. " f_color = v_color;"
  99. "}",
  100. "#version 120\n"
  101. "varying vec3 f_color;"
  102. "void main(void) {"
  103. " gl_FragColor = vec4(f_color, 1.0);"
  104. " gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);"
  105. "}");
  106. m_coord = m_shader->GetAttribLocation("coord3d");
  107. m_color = m_shader->GetAttribLocation("v_color");
  108. m_mvp = m_shader->GetUniformLocation("mvp");
  109. m_ready = true;
  110. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  111. /* Method 1: store vertex buffer on the GPU memory */
  112. glGenBuffers(1, &m_vbo);
  113. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  114. glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices,
  115. GL_STATIC_DRAW);
  116. glGenBuffers(1, &m_cbo);
  117. glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
  118. glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors,
  119. GL_STATIC_DRAW);
  120. glGenBuffers(1, &m_ibo);
  121. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
  122. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_indices), m_indices,
  123. GL_STATIC_DRAW);
  124. #else
  125. #endif
  126. /* FIXME: this object never cleans up */
  127. }
  128. m_shader->Bind();
  129. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  130. glEnableVertexAttribArray(m_coord);
  131. glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
  132. glVertexAttribPointer(m_coord, 3, GL_FLOAT, GL_FALSE, 0, 0);
  133. glEnableVertexAttribArray(m_color);
  134. glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
  135. glVertexAttribPointer(m_color, 3, GL_FLOAT, GL_FALSE, 0, 0);
  136. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
  137. int size;
  138. glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size);
  139. glDrawElements(GL_TRIANGLES, size / sizeof(GLushort), GL_UNSIGNED_SHORT, 0);
  140. glDisableVertexAttribArray(m_coord);
  141. glDisableVertexAttribArray(m_color);
  142. glBindBuffer(GL_ARRAY_BUFFER, 0);
  143. #else
  144. glEnableClientState(GL_VERTEX_ARRAY);
  145. glVertexPointer(3, GL_FLOAT, 0, m_vertices);
  146. glDisableClientState(GL_VERTEX_ARRAY);
  147. #endif
  148. }
  149. private:
  150. float m_angle;
  151. mat4 m_matrix;
  152. vec3 m_vertices[8];
  153. vec3 m_colors[8];
  154. i16vec3 m_indices[12];
  155. Shader *m_shader;
  156. #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
  157. GLuint m_vbo, m_cbo, m_ibo;
  158. #endif
  159. int m_coord, m_color, m_mvp;
  160. bool m_ready;
  161. };
  162. int main()
  163. {
  164. Application app("Tutorial 2: Cube", ivec2(640, 480), 60.0f);
  165. new DebugFps(5, 5);
  166. new Cube();
  167. app.Run();
  168. return EXIT_SUCCESS;
  169. }