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- //
- // Lol Engine — Cube tutorial
- //
- // Copyright © 2011—2019 Sam Hocevar <sam@hocevar.net>
- //
- // Lol Engine is free software. It comes without any warranty, to
- // the extent permitted by applicable law. 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 the WTFPL Task Force.
- // See http://www.wtfpl.net/ for more details.
- //
-
- #if HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include <lol/engine.h>
- #include "loldebug.h"
-
- using namespace lol;
-
- LOLFX_RESOURCE_DECLARE(02_cube);
-
- class Cube : public WorldEntity
- {
- public:
- Cube()
- : m_angle(0),
- m_mesh({ /* Front vertices/colors */
- { vec3(-1.0, -1.0, 1.0), vec3(1.0, 0.0, 1.0) },
- { vec3( 1.0, -1.0, 1.0), vec3(0.0, 1.0, 0.0) },
- { vec3( 1.0, 1.0, 1.0), vec3(1.0, 0.5, 0.0) },
- { vec3(-1.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0) },
- /* Back */
- { vec3(-1.0, -1.0, -1.0), vec3(1.0, 0.0, 0.0) },
- { vec3( 1.0, -1.0, -1.0), vec3(0.0, 0.5, 0.0) },
- { vec3( 1.0, 1.0, -1.0), vec3(0.0, 0.5, 1.0) },
- { vec3(-1.0, 1.0, -1.0), vec3(0.0, 0.0, 1.0) } }),
- m_lines_indices({ 0, 1, 1, 2, 2, 3, 3, 0,
- 4, 5, 5, 6, 6, 7, 7, 4,
- 0, 4, 1, 5, 2, 6, 3, 7, }),
- m_faces_indices({ 0, 1, 2, 2, 3, 0, 1, 5, 6, 6, 2, 1,
- 7, 6, 5, 5, 4, 7, 4, 0, 3, 3, 7, 4,
- 4, 5, 1, 1, 0, 4, 3, 2, 6, 6, 7, 3, }),
- m_ready(false)
- {
- m_camera = new Camera();
- m_camera->SetProjection(mat4::perspective(radians(30.f), 640.f, 480.f, .1f, 1000.f));
- m_camera->SetView(mat4::lookat(vec3(-15.f, 5.f, 0.f),
- vec3(0.f, -1.f, 0.f),
- vec3(0.f, 1.f, 0.f)));
- Scene& scene = Scene::GetScene();
- scene.PushCamera(m_camera);
- Ticker::Ref(m_camera);
-
- }
-
- ~Cube()
- {
- Scene& scene = Scene::GetScene();
- scene.PopCamera(m_camera);
- Ticker::Unref(m_camera);
- }
-
- virtual void tick_game(float seconds)
- {
- WorldEntity::tick_game(seconds);
-
- m_angle += seconds * radians(45.0f);
-
- mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0));
- mat4 model = mat4::translate(vec3(0, 0, -4.5));
- mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0));
- mat4 proj = mat4::perspective(radians(45.0f), 640.0f, 480.0f, 0.1f, 10.0f);
-
- m_matrix = proj * view * model * anim;
-
- {
- auto context0 = Debug::DrawContext::New(Color::red);
- {
- auto context1 = Debug::DrawContext::New(Color::blue);
- Debug::DrawBox(box3(vec3(0.f), vec3(1.2f)));
- Debug::DrawGrid(vec3(0.f), vec3::axis_x, vec3::axis_y, vec3::axis_z, 10.0f);
- {
- auto context2 = Debug::DrawContext::New(context0);
- Debug::DrawBox(box3(vec3(0.f), vec3(1.3f)));
- }
- {
- auto context2 = Debug::DrawContext::New(context0);
- context2.SetColor(Color::yellow);
- Debug::DrawBox(box3(vec3(-1.f), vec3(1.4f)));
- }
- }
- Debug::DrawBox(box3(vec3(0.f), vec3(1.1f)));
- }
- }
-
- virtual void tick_draw(float seconds, Scene &scene)
- {
- WorldEntity::tick_draw(seconds, scene);
-
- if (!m_ready)
- {
- m_shader = Shader::Create(LOLFX_RESOURCE_NAME(02_cube));
-
- m_mvp = m_shader->GetUniformLocation("u_matrix");
- m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0);
- m_color = m_shader->GetAttribLocation(VertexUsage::Color, 0);
-
- m_vdecl = std::make_shared<VertexDeclaration>(
- VertexStream<vec3,vec3>(VertexUsage::Position,
- VertexUsage::Color));
-
- m_vbo = std::make_shared<VertexBuffer>(m_mesh.bytes());
- void *mesh = m_vbo->Lock(0, 0);
- memcpy(mesh, &m_mesh[0], m_mesh.bytes());
- m_vbo->Unlock();
-
- m_lines_ibo = std::make_shared<IndexBuffer>(m_lines_indices.bytes());
- void *indices = m_lines_ibo->Lock(0, 0);
- memcpy(indices, &m_lines_indices[0], m_lines_indices.bytes());
- m_lines_ibo->Unlock();
-
- m_faces_ibo = std::make_shared<IndexBuffer>(m_faces_indices.bytes());
- indices = m_faces_ibo->Lock(0, 0);
- memcpy(indices, &m_faces_indices[0], m_faces_indices.bytes());
- m_faces_ibo->Unlock();
-
- /* FIXME: this object never cleans up */
- m_ready = true;
- }
-
- scene.get_renderer()->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
-
- m_shader->Bind();
- m_vdecl->SetStream(m_vbo, m_coord, m_color);
- m_vdecl->Bind();
-
- m_shader->SetUniform(m_mvp, m_matrix);
- m_lines_ibo->Bind();
- m_vdecl->DrawIndexedElements(MeshPrimitive::Lines, m_lines_indices.count());
- m_lines_ibo->Unbind();
-
- m_shader->SetUniform(m_mvp, m_matrix * mat4::scale(0.5f));
- m_faces_ibo->Bind();
- m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, m_faces_indices.count());
- m_faces_ibo->Unbind();
-
- m_vdecl->Unbind();
- }
-
- private:
- Camera* m_camera = nullptr;
- float m_angle;
- mat4 m_matrix;
- array<vec3,vec3> m_mesh;
- array<uint16_t> m_lines_indices, m_faces_indices;
-
- std::shared_ptr<Shader> m_shader;
- ShaderAttrib m_coord, m_color;
- ShaderUniform m_mvp;
- std::shared_ptr<VertexDeclaration> m_vdecl;
- std::shared_ptr<VertexBuffer> m_vbo;
- std::shared_ptr<IndexBuffer> m_lines_ibo, m_faces_ibo;
-
- bool m_ready;
- };
-
- int main(int argc, char **argv)
- {
- sys::init(argc, argv);
-
- Application app("Tutorial 2: Cube", ivec2(640, 480), 60.0f);
-
- new DebugFps(5, 5);
- new Cube();
-
- app.Run();
-
- return EXIT_SUCCESS;
- }
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