source: trunk/tutorial/02_cube.cpp @ 2497

Last change on this file since 2497 was 2497, checked in by sam, 7 years ago

gpu: add MeshPrimitive::Lines enum and modify the cube tutorial
to show how it can be used.

  • Property svn:keywords set to Id
File size: 4.8 KB
Line 
1//
2// Lol Engine - Cube tutorial
3//
4// Copyright: (c) 2011-2013 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://www.wtfpl.net/ for more details.
9//
10
11#if defined HAVE_CONFIG_H
12#   include "config.h"
13#endif
14
15#include "core.h"
16#include "loldebug.h"
17
18using namespace std;
19using namespace lol;
20
21LOLFX_RESOURCE_DECLARE(02_cube);
22
23class Cube : public WorldEntity
24{
25public:
26    Cube()
27    {
28        m_angle = 0;
29
30        /* Front vertices/colors */
31        m_mesh.Push(vec3(-1.0, -1.0,  1.0), vec3(1.0, 0.0, 1.0));
32        m_mesh.Push(vec3( 1.0, -1.0,  1.0), vec3(0.0, 1.0, 0.0));
33        m_mesh.Push(vec3( 1.0,  1.0,  1.0), vec3(1.0, 0.5, 0.0));
34        m_mesh.Push(vec3(-1.0,  1.0,  1.0), vec3(1.0, 1.0, 0.0));
35        /* Back */
36        m_mesh.Push(vec3(-1.0, -1.0, -1.0), vec3(1.0, 0.0, 0.0));
37        m_mesh.Push(vec3( 1.0, -1.0, -1.0), vec3(0.0, 0.5, 0.0));
38        m_mesh.Push(vec3( 1.0,  1.0, -1.0), vec3(0.0, 0.5, 1.0));
39        m_mesh.Push(vec3(-1.0,  1.0, -1.0), vec3(0.0, 0.0, 1.0));
40
41        m_faces_indices << 0 << 1 << 2 << 2 << 3 << 0;
42        m_faces_indices << 1 << 5 << 6 << 6 << 2 << 1;
43        m_faces_indices << 7 << 6 << 5 << 5 << 4 << 7;
44        m_faces_indices << 4 << 0 << 3 << 3 << 7 << 4;
45        m_faces_indices << 4 << 5 << 1 << 1 << 0 << 4;
46        m_faces_indices << 3 << 2 << 6 << 6 << 7 << 3;
47
48        m_lines_indices << 0 << 1 << 1 << 2 << 2 << 3 << 3 << 0;
49        m_lines_indices << 4 << 5 << 5 << 6 << 6 << 7 << 7 << 4;
50        m_lines_indices << 0 << 4 << 1 << 5 << 2 << 6 << 3 << 7;
51
52        m_ready = false;
53    }
54
55    virtual void TickGame(float seconds)
56    {
57        WorldEntity::TickGame(seconds);
58
59        m_angle += seconds * 45.0f;
60
61        mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0));
62        mat4 model = mat4::translate(vec3(0, 0, -4.5));
63        mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0));
64        mat4 proj = mat4::perspective(45.0f, 640.0f, 480.0f, 0.1f, 10.0f);
65
66        m_matrix = proj * view * model * anim;
67    }
68
69    virtual void TickDraw(float seconds)
70    {
71        WorldEntity::TickDraw(seconds);
72
73        if (!m_ready)
74        {
75            m_shader = Shader::Create(LOLFX_RESOURCE_NAME(02_cube));
76
77            m_mvp = m_shader->GetUniformLocation("in_Matrix");
78            m_coord = m_shader->GetAttribLocation("in_Vertex",
79                                                  VertexUsage::Position, 0);
80            m_color = m_shader->GetAttribLocation("in_Color",
81                                                  VertexUsage::Color, 0);
82
83            m_vdecl =
84              new VertexDeclaration(VertexStream<vec3,vec3>(VertexUsage::Position,
85                                                            VertexUsage::Color));
86
87            m_vbo = new VertexBuffer(m_mesh.Bytes());
88            void *mesh = m_vbo->Lock(0, 0);
89            memcpy(mesh, &m_mesh[0], m_mesh.Bytes());
90            m_vbo->Unlock();
91
92            m_lines_ibo = new IndexBuffer(m_lines_indices.Bytes());
93            void *indices = m_lines_ibo->Lock(0, 0);
94            memcpy(indices, &m_lines_indices[0], m_lines_indices.Bytes());
95            m_lines_ibo->Unlock();
96
97            m_faces_ibo = new IndexBuffer(m_faces_indices.Bytes());
98            indices = m_faces_ibo->Lock(0, 0);
99            memcpy(indices, &m_faces_indices[0], m_faces_indices.Bytes());
100            m_faces_ibo->Unlock();
101
102            /* FIXME: this object never cleans up */
103            m_ready = true;
104        }
105
106        Video::SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
107
108        m_shader->Bind();
109        m_vdecl->SetStream(m_vbo, m_coord, m_color);
110        m_vdecl->Bind();
111
112        m_shader->SetUniform(m_mvp, m_matrix);
113        m_lines_ibo->Bind();
114        m_vdecl->DrawIndexedElements(MeshPrimitive::Lines, 0, 0,
115                                     m_mesh.Count(), 0, m_lines_indices.Count());
116        m_lines_ibo->Unbind();
117
118        m_shader->SetUniform(m_mvp, m_matrix * mat4::scale(0.5f));
119        m_faces_ibo->Bind();
120        m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0,
121                                     m_mesh.Count(), 0, m_faces_indices.Count());
122        m_faces_ibo->Unbind();
123
124        m_vdecl->Unbind();
125    }
126
127private:
128    float m_angle;
129    mat4 m_matrix;
130    Array<vec3,vec3> m_mesh;
131    Array<uint16_t> m_lines_indices, m_faces_indices;
132
133    Shader *m_shader;
134    ShaderAttrib m_coord, m_color;
135    ShaderUniform m_mvp;
136    VertexDeclaration *m_vdecl;
137    VertexBuffer *m_vbo;
138    IndexBuffer *m_lines_ibo, *m_faces_ibo;
139
140    bool m_ready;
141};
142
143int main(int argc, char **argv)
144{
145    System::Init(argc, argv);
146
147    Application app("Tutorial 2: Cube", ivec2(640, 480), 60.0f);
148
149    new DebugFps(5, 5);
150    new Cube();
151
152    app.Run();
153
154    return EXIT_SUCCESS;
155}
156
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