source: trunk/test/tutorial/tut01.cpp @ 1043

Last change on this file since 1043 was 1043, checked in by sam, 12 years ago

test: start writing tutorials and other shit.

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File size: 3.4 KB
Line 
1//
2// Lol Engine - Triangle 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
19using namespace std;
20using 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
30class Triangle : public WorldEntity
31{
32public:
33    Triangle()
34    {
35        m_vertices[0] = vec2( 0.0,  0.8);
36        m_vertices[1] = vec2(-0.8, -0.8);
37        m_vertices[2] = vec2( 0.8, -0.8);
38    }
39
40    virtual void TickDraw(float deltams)
41    {
42        WorldEntity::TickDraw(deltams);
43
44        if (!m_ready)
45        {
46            m_shader = Shader::Create(
47                "#version 120\n"
48                "attribute vec2 coord2d;"
49                "void main(void) {"
50                "    gl_Position = vec4(coord2d, 0.0, 1.0);"
51                "}",
52
53                "#version 120\n"
54                "void main(void) {"
55                "    gl_FragColor[0] = 0.0;"
56                "    gl_FragColor[1] = 0.0;"
57                "    gl_FragColor[2] = 1.0;"
58                "}");
59            m_attrib = m_shader->GetAttribLocation("coord2d");
60            m_ready = true;
61
62#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
63            /* Method 1: store vertex buffer on the GPU memory */
64            glGenBuffers(1, &m_vbo);
65            glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
66            glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices,
67                         GL_STATIC_DRAW);
68#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
69            /* Method 2: upload vertex information at each frame */
70#else
71#endif
72
73            /* FIXME: this object never cleans up */
74        }
75
76        m_shader->Bind();
77#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
78        glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
79        glEnableVertexAttribArray(m_attrib);
80        glVertexAttribPointer(m_attrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
81#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
82        /* Never used for now */
83        glEnableVertexAttribArray(m_attrib);
84        glVertexAttribPointer(m_attrib, 2, GL_FLOAT, GL_FALSE, 0, m_vertices);
85#else
86        glEnableClientState(GL_VERTEX_ARRAY);
87        glVertexPointer(3, GL_FLOAT, 0, m_vertices);
88#endif
89
90        glDrawArrays(GL_TRIANGLES, 0, 3);
91
92#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
93        glDisableVertexAttribArray(m_attrib);
94        glBindBuffer(GL_ARRAY_BUFFER, 0);
95#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
96        /* Never used for now */
97        glDisableVertexAttribArray(m_attrib);
98#else
99        glDisableClientState(GL_VERTEX_ARRAY);
100#endif
101    }
102
103private:
104    vec2 m_vertices[3];
105    Shader *m_shader;
106#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
107    GLuint m_vbo;
108#endif
109    int m_attrib;
110    bool m_ready;
111};
112
113int main()
114{
115    Application app("Tutorial 1: Triangle", ivec2(640, 480), 60.0f);
116
117    new DebugFps(5, 5);
118    new Triangle();
119
120    app.Run();
121
122    return EXIT_SUCCESS;
123}
124
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