1 | // |
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2 | // Lol Engine - Cube tutorial |
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3 | // |
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4 | // Copyright: (c) 2011 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include "core.h" |
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16 | #include "lolgl.h" |
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17 | #include "loldebug.h" |
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18 | |
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19 | using namespace std; |
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20 | using namespace lol; |
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21 | |
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22 | #if USE_SDL && defined __APPLE__ |
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23 | # include <SDL_main.h> |
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24 | #endif |
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25 | |
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26 | #if defined _WIN32 |
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27 | # undef main /* FIXME: still needed? */ |
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28 | #endif |
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29 | |
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30 | class Cube : public WorldEntity |
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31 | { |
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32 | public: |
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33 | Cube() |
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34 | { |
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35 | /* Front */ |
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36 | m_vertices[0] = vec3(-1.0, -1.0, 1.0); |
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37 | m_vertices[1] = vec3( 1.0, -1.0, 1.0); |
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38 | m_vertices[2] = vec3( 1.0, 1.0, 1.0); |
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39 | m_vertices[3] = vec3(-1.0, 1.0, 1.0); |
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40 | /* Back */ |
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41 | m_vertices[4] = vec3(-1.0, -1.0, -1.0); |
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42 | m_vertices[5] = vec3( 1.0, -1.0, -1.0); |
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43 | m_vertices[6] = vec3( 1.0, 1.0, -1.0); |
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44 | m_vertices[7] = vec3(-1.0, 1.0, -1.0); |
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45 | |
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46 | m_colors[0] = vec3(1.0, 0.0, 0.0); |
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47 | m_colors[1] = vec3(0.0, 1.0, 0.0); |
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48 | m_colors[2] = vec3(0.0, 0.0, 1.0); |
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49 | m_colors[3] = vec3(1.0, 1.0, 1.0); |
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50 | m_colors[4] = vec3(1.0, 0.0, 0.0); |
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51 | m_colors[5] = vec3(0.0, 1.0, 0.0); |
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52 | m_colors[6] = vec3(0.0, 0.0, 1.0); |
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53 | m_colors[7] = vec3(1.0, 1.0, 1.0); |
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54 | |
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55 | m_indices[0] = i16vec3(0, 1, 2); |
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56 | m_indices[1] = i16vec3(2, 3, 0); |
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57 | m_indices[2] = i16vec3(1, 5, 6); |
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58 | m_indices[3] = i16vec3(6, 2, 1); |
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59 | m_indices[4] = i16vec3(7, 6, 5); |
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60 | m_indices[5] = i16vec3(5, 4, 7); |
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61 | m_indices[6] = i16vec3(4, 0, 3); |
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62 | m_indices[7] = i16vec3(3, 7, 4); |
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63 | m_indices[8] = i16vec3(4, 5, 1); |
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64 | m_indices[9] = i16vec3(1, 0, 4); |
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65 | m_indices[10] = i16vec3(3, 2, 6); |
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66 | m_indices[11] = i16vec3(6, 7, 3); |
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67 | } |
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68 | |
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69 | virtual void TickGame(float deltams) |
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70 | { |
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71 | real x(4.08f); x.print(); |
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72 | WorldEntity::TickGame(deltams); |
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73 | |
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74 | m_angle += deltams; |
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75 | |
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76 | vec3 axis_y(0, 1, 0); |
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77 | mat4 anim = mat4::rotate(m_angle * 0.0001f, axis_y); |
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78 | mat4 model = mat4::translate(vec3(0, 0, -4)); |
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79 | mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0)); |
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80 | mat4 proj = mat4::perspective(M_PI / 4, 640.0f, 480.0f, -10.0f, 10.0f); |
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81 | anim = mat4(1.0f); |
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82 | model = mat4(1.0f); |
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83 | view = mat4(1.0f); |
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84 | m_matrix = proj * view * model * anim; |
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85 | proj.printf(); |
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86 | view.printf(); |
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87 | model.printf(); |
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88 | anim.printf(); |
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89 | printf("\n"); |
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90 | m_matrix.printf(); |
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91 | printf("\n"); |
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92 | m_vertices[0].printf(); |
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93 | (m_matrix * vec4(m_vertices[0], 1)).printf(); |
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94 | printf("\n"); |
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95 | } |
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96 | |
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97 | virtual void TickDraw(float deltams) |
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98 | { |
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99 | WorldEntity::TickDraw(deltams); |
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100 | |
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101 | if (!m_ready) |
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102 | { |
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103 | m_shader = Shader::Create( |
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104 | "#version 120\n" |
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105 | "attribute vec3 coord3d;" |
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106 | "attribute vec3 v_color;" |
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107 | "uniform mat4 mvp;" |
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108 | "varying vec3 f_color;" |
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109 | "void main(void) {" |
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110 | " gl_Position = mvp * vec4(coord3d, 1.0);" |
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111 | " f_color = v_color;" |
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112 | "}", |
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113 | |
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114 | "#version 120\n" |
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115 | "varying vec3 f_color;" |
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116 | "void main(void) {" |
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117 | " gl_FragColor = vec4(f_color, 1.0);" |
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118 | " gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);" |
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119 | "}"); |
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120 | m_coord = m_shader->GetAttribLocation("coord3d"); |
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121 | m_color = m_shader->GetAttribLocation("v_color"); |
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122 | m_mvp = m_shader->GetUniformLocation("mvp"); |
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123 | m_ready = true; |
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124 | |
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125 | #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ |
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126 | /* Method 1: store vertex buffer on the GPU memory */ |
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127 | glGenBuffers(1, &m_vbo); |
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128 | glBindBuffer(GL_ARRAY_BUFFER, m_vbo); |
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129 | glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, |
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130 | GL_STATIC_DRAW); |
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131 | glGenBuffers(1, &m_cbo); |
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132 | glBindBuffer(GL_ARRAY_BUFFER, m_cbo); |
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133 | glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors, |
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134 | GL_STATIC_DRAW); |
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135 | glGenBuffers(1, &m_ibo); |
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136 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo); |
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137 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_indices), m_indices, |
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138 | GL_STATIC_DRAW); |
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139 | #else |
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140 | #endif |
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141 | |
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142 | /* FIXME: this object never cleans up */ |
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143 | } |
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144 | |
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145 | m_shader->Bind(); |
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146 | #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ |
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147 | glEnableVertexAttribArray(m_coord); |
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148 | glBindBuffer(GL_ARRAY_BUFFER, m_vbo); |
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149 | glVertexAttribPointer(m_coord, 3, GL_FLOAT, GL_FALSE, 0, 0); |
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150 | |
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151 | glEnableVertexAttribArray(m_color); |
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152 | glBindBuffer(GL_ARRAY_BUFFER, m_cbo); |
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153 | glVertexAttribPointer(m_color, 3, GL_FLOAT, GL_FALSE, 0, 0); |
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154 | |
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155 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo); |
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156 | int size; |
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157 | glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); |
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158 | |
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159 | glDrawElements(GL_TRIANGLES, size / sizeof(GLushort), GL_UNSIGNED_SHORT, 0); |
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160 | |
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161 | glDisableVertexAttribArray(m_coord); |
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162 | glDisableVertexAttribArray(m_color); |
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163 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
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164 | #else |
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165 | glEnableClientState(GL_VERTEX_ARRAY); |
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166 | glVertexPointer(3, GL_FLOAT, 0, m_vertices); |
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167 | glDisableClientState(GL_VERTEX_ARRAY); |
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168 | #endif |
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169 | } |
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170 | |
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171 | private: |
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172 | float m_angle; |
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173 | mat4 m_matrix; |
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174 | vec3 m_vertices[8]; |
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175 | vec3 m_colors[8]; |
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176 | i16vec3 m_indices[12]; |
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177 | Shader *m_shader; |
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178 | #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ |
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179 | GLuint m_vbo, m_cbo, m_ibo; |
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180 | #endif |
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181 | int m_coord, m_color, m_mvp; |
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182 | bool m_ready; |
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183 | }; |
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184 | |
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185 | int main() |
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186 | { |
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187 | Application app("Tutorial 2: Cube", ivec2(640, 480), 60.0f); |
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188 | |
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189 | new DebugFps(5, 5); |
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190 | new Cube(); |
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191 | |
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192 | app.Run(); |
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193 | |
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194 | return EXIT_SUCCESS; |
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195 | } |
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196 | |
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