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 | |
---|
11 | #if defined HAVE_CONFIG_H |
---|
12 | # include "config.h" |
---|
13 | #endif |
---|
14 | |
---|
15 | #include "core.h" |
---|
16 | #include "lolgl.h" |
---|
17 | #include "loldebug.h" |
---|
18 | |
---|
19 | using namespace std; |
---|
20 | using namespace lol; |
---|
21 | |
---|
22 | #if USE_SDL && defined __APPLE__ |
---|
23 | # include <SDL_main.h> |
---|
24 | #endif |
---|
25 | |
---|
26 | #if defined _WIN32 |
---|
27 | # undef main /* FIXME: still needed? */ |
---|
28 | #endif |
---|
29 | |
---|
30 | class Cube : public WorldEntity |
---|
31 | { |
---|
32 | public: |
---|
33 | Cube() |
---|
34 | { |
---|
35 | m_angle = 0; |
---|
36 | |
---|
37 | /* Front */ |
---|
38 | m_vertices[0] = vec3(-1.0, -1.0, 1.0); |
---|
39 | m_vertices[1] = vec3( 1.0, -1.0, 1.0); |
---|
40 | m_vertices[2] = vec3( 1.0, 1.0, 1.0); |
---|
41 | m_vertices[3] = vec3(-1.0, 1.0, 1.0); |
---|
42 | /* Back */ |
---|
43 | m_vertices[4] = vec3(-1.0, -1.0, -1.0); |
---|
44 | m_vertices[5] = vec3( 1.0, -1.0, -1.0); |
---|
45 | m_vertices[6] = vec3( 1.0, 1.0, -1.0); |
---|
46 | m_vertices[7] = vec3(-1.0, 1.0, -1.0); |
---|
47 | |
---|
48 | m_colors[0] = vec3(1.0, 0.0, 0.0); |
---|
49 | m_colors[1] = vec3(0.0, 1.0, 0.0); |
---|
50 | m_colors[2] = vec3(0.0, 0.0, 1.0); |
---|
51 | m_colors[3] = vec3(1.0, 1.0, 1.0); |
---|
52 | m_colors[4] = vec3(1.0, 0.0, 0.0); |
---|
53 | m_colors[5] = vec3(0.0, 1.0, 0.0); |
---|
54 | m_colors[6] = vec3(0.0, 0.0, 1.0); |
---|
55 | m_colors[7] = vec3(1.0, 1.0, 1.0); |
---|
56 | |
---|
57 | m_indices[0] = i16vec3(0, 1, 2); |
---|
58 | m_indices[1] = i16vec3(2, 3, 0); |
---|
59 | m_indices[2] = i16vec3(1, 5, 6); |
---|
60 | m_indices[3] = i16vec3(6, 2, 1); |
---|
61 | m_indices[4] = i16vec3(7, 6, 5); |
---|
62 | m_indices[5] = i16vec3(5, 4, 7); |
---|
63 | m_indices[6] = i16vec3(4, 0, 3); |
---|
64 | m_indices[7] = i16vec3(3, 7, 4); |
---|
65 | m_indices[8] = i16vec3(4, 5, 1); |
---|
66 | m_indices[9] = i16vec3(1, 0, 4); |
---|
67 | m_indices[10] = i16vec3(3, 2, 6); |
---|
68 | m_indices[11] = i16vec3(6, 7, 3); |
---|
69 | } |
---|
70 | |
---|
71 | virtual void TickGame(float deltams) |
---|
72 | { |
---|
73 | WorldEntity::TickGame(deltams); |
---|
74 | |
---|
75 | m_angle += deltams / 1000.0f * 45.0f; |
---|
76 | |
---|
77 | mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0)); |
---|
78 | mat4 model = mat4::translate(vec3(0, 0, -4)); |
---|
79 | mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0)); |
---|
80 | mat4 proj = mat4::perspective(45.0f, 640.0f, 480.0f, 0.1f, 10.0f); |
---|
81 | |
---|
82 | m_matrix = proj * view * model * anim; |
---|
83 | } |
---|
84 | |
---|
85 | virtual void TickDraw(float deltams) |
---|
86 | { |
---|
87 | WorldEntity::TickDraw(deltams); |
---|
88 | |
---|
89 | if (!m_ready) |
---|
90 | { |
---|
91 | m_shader = Shader::Create( |
---|
92 | "#version 120\n" |
---|
93 | "attribute vec3 in_Vertex;" |
---|
94 | "attribute vec3 in_Color;" |
---|
95 | "uniform mat4 in_Matrix;" |
---|
96 | "varying vec3 pass_Color;" |
---|
97 | "" |
---|
98 | "void main(void) {" |
---|
99 | " gl_Position = in_Matrix * vec4(in_Vertex, 1.0);" |
---|
100 | " pass_Color = in_Color;" |
---|
101 | "}", |
---|
102 | |
---|
103 | "#version 120\n" |
---|
104 | "varying vec3 pass_Color;" |
---|
105 | "" |
---|
106 | "void main(void) {" |
---|
107 | " gl_FragColor = vec4(pass_Color, 1.0);" |
---|
108 | "}"); |
---|
109 | m_coord = m_shader->GetAttribLocation("in_Vertex"); |
---|
110 | m_color = m_shader->GetAttribLocation("in_Color"); |
---|
111 | m_mvp = m_shader->GetUniformLocation("in_Matrix"); |
---|
112 | m_ready = true; |
---|
113 | |
---|
114 | #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ |
---|
115 | /* Method 1: store vertex buffer on the GPU memory */ |
---|
116 | glGenBuffers(1, &m_vbo); |
---|
117 | glBindBuffer(GL_ARRAY_BUFFER, m_vbo); |
---|
118 | glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, |
---|
119 | GL_STATIC_DRAW); |
---|
120 | glGenBuffers(1, &m_cbo); |
---|
121 | glBindBuffer(GL_ARRAY_BUFFER, m_cbo); |
---|
122 | glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors, |
---|
123 | GL_STATIC_DRAW); |
---|
124 | glGenBuffers(1, &m_ibo); |
---|
125 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo); |
---|
126 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_indices), m_indices, |
---|
127 | GL_STATIC_DRAW); |
---|
128 | #else |
---|
129 | #endif |
---|
130 | |
---|
131 | /* FIXME: this object never cleans up */ |
---|
132 | } |
---|
133 | |
---|
134 | m_shader->Bind(); |
---|
135 | m_shader->SetUniform(m_mvp, m_matrix); |
---|
136 | #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ |
---|
137 | glEnableVertexAttribArray(m_coord); |
---|
138 | glBindBuffer(GL_ARRAY_BUFFER, m_vbo); |
---|
139 | glVertexAttribPointer(m_coord, 3, GL_FLOAT, GL_FALSE, 0, 0); |
---|
140 | |
---|
141 | glEnableVertexAttribArray(m_color); |
---|
142 | glBindBuffer(GL_ARRAY_BUFFER, m_cbo); |
---|
143 | glVertexAttribPointer(m_color, 3, GL_FLOAT, GL_FALSE, 0, 0); |
---|
144 | |
---|
145 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo); |
---|
146 | int size; |
---|
147 | glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); |
---|
148 | |
---|
149 | |
---|
150 | glDrawElements(GL_TRIANGLES, size / sizeof(uint16_t), GL_UNSIGNED_SHORT, 0); |
---|
151 | |
---|
152 | glDisableVertexAttribArray(m_coord); |
---|
153 | glDisableVertexAttribArray(m_color); |
---|
154 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
---|
155 | #else |
---|
156 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
157 | glVertexPointer(3, GL_FLOAT, 0, m_vertices); |
---|
158 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
159 | #endif |
---|
160 | } |
---|
161 | |
---|
162 | private: |
---|
163 | float m_angle; |
---|
164 | mat4 m_matrix; |
---|
165 | vec3 m_vertices[8]; |
---|
166 | vec3 m_colors[8]; |
---|
167 | i16vec3 m_indices[12]; |
---|
168 | Shader *m_shader; |
---|
169 | #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ |
---|
170 | GLuint m_vbo, m_cbo, m_ibo; |
---|
171 | #endif |
---|
172 | int m_coord, m_color, m_mvp; |
---|
173 | bool m_ready; |
---|
174 | }; |
---|
175 | |
---|
176 | int main(int argc, char **argv) |
---|
177 | { |
---|
178 | Application app("Tutorial 2: Cube", ivec2(640, 480), 60.0f); |
---|
179 | |
---|
180 | new DebugFps(5, 5); |
---|
181 | new Cube(); |
---|
182 | |
---|
183 | app.Run(); |
---|
184 | |
---|
185 | return EXIT_SUCCESS; |
---|
186 | } |
---|
187 | |
---|