|
|
@@ -0,0 +1,272 @@
|
|
|
+/*
|
|
|
+Copyright (c) 2013 Daniele Bartolini, Michele Rossi
|
|
|
+Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
|
|
|
+
|
|
|
+Permission is hereby granted, free of charge, to any person
|
|
|
+obtaining a copy of this software and associated documentation
|
|
|
+files (the "Software"), to deal in the Software without
|
|
|
+restriction, including without limitation the rights to use,
|
|
|
+copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
|
+copies of the Software, and to permit persons to whom the
|
|
|
+Software is furnished to do so, subject to the following
|
|
|
+conditions:
|
|
|
+
|
|
|
+The above copyright notice and this permission notice shall be
|
|
|
+included in all copies or substantial portions of the Software.
|
|
|
+
|
|
|
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
|
|
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
|
|
+OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
|
|
+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
|
|
+HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
|
|
+WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
|
+FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
|
|
+OTHER DEALINGS IN THE SOFTWARE.
|
|
|
+*/
|
|
|
+
|
|
|
+#include "Crown.h"
|
|
|
+#include "FPSSystem.h"
|
|
|
+
|
|
|
+using namespace crown;
|
|
|
+
|
|
|
+Renderer* r;
|
|
|
+IndexBufferId ib;
|
|
|
+VertexBufferId vb;
|
|
|
+GPUProgramId default_program;
|
|
|
+GPUProgramId texture_program;
|
|
|
+Camera* camera;
|
|
|
+FPSSystem* fps;
|
|
|
+
|
|
|
+TextureId grass_texture;
|
|
|
+TextureId lightmap_texture;
|
|
|
+IndexBufferId quad_ib;
|
|
|
+VertexBufferId quad_vb;
|
|
|
+
|
|
|
+UniformId u_albedo_0;
|
|
|
+UniformId u_lightmap_0;
|
|
|
+
|
|
|
+static float quad_vertices[] =
|
|
|
+{
|
|
|
+ -1.0f, -1.0f, 0.0f,
|
|
|
+ 0.0f, 0.0f, 1.0f,
|
|
|
+ 1.0f, 1.0f, 1.0f, 1.0f,
|
|
|
+ 0.0f, 0.0f,
|
|
|
+
|
|
|
+ 1.0f, -1.0f, 0.0f,
|
|
|
+ 0.0f, 0.0f, 1.0f,
|
|
|
+ 1.0f, 1.0f, 1.0f, 1.0f,
|
|
|
+ 1.0f, 0.0f,
|
|
|
+
|
|
|
+ 1.0f, 1.0f, 0.0f,
|
|
|
+ 0.0f, 0.0f, 1.0f,
|
|
|
+ 1.0f, 1.0f, 1.0f, 1.0f,
|
|
|
+ 1.0f, 1.0f,
|
|
|
+
|
|
|
+ -1.0f, 1.0f, 0.0f,
|
|
|
+ 0.0f, 0.0f, 1.0f,
|
|
|
+ 1.0f, 1.0f, 1.0f, 1.0f,
|
|
|
+ 0.0f, 1.0f
|
|
|
+};
|
|
|
+
|
|
|
+static uint16_t quad_indices[] =
|
|
|
+{
|
|
|
+ 0, 1, 3,
|
|
|
+ 1, 2, 3
|
|
|
+};
|
|
|
+
|
|
|
+static const char* default_vertex =
|
|
|
+ "in vec4 a_position;"
|
|
|
+ "in vec4 a_normal;"
|
|
|
+ "in vec2 a_tex_coord0;"
|
|
|
+ "in vec4 a_color;"
|
|
|
+
|
|
|
+ "uniform mat4 u_model;"
|
|
|
+ "uniform mat4 u_model_view_projection;"
|
|
|
+
|
|
|
+ "varying out vec2 tex_coord0;"
|
|
|
+ "varying out vec4 color;"
|
|
|
+
|
|
|
+ "void main(void)"
|
|
|
+ "{"
|
|
|
+ " tex_coord0 = a_tex_coord0;"
|
|
|
+ " color = a_color;"
|
|
|
+ " gl_Position = u_model_view_projection * a_position;"
|
|
|
+ " gl_FrontColor = vec4(vec3(1, 0, 0), 1.0);"
|
|
|
+ "}";
|
|
|
+
|
|
|
+static const char* default_fragment =
|
|
|
+ "void main(void)"
|
|
|
+ "{"
|
|
|
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);"
|
|
|
+ "}";
|
|
|
+
|
|
|
+static const char* texture_fragment =
|
|
|
+ "in vec2 tex_coord0;"
|
|
|
+ "in vec4 color;"
|
|
|
+
|
|
|
+ "uniform sampler2D u_albedo_0;"
|
|
|
+ "uniform sampler2D u_lightmap_0;"
|
|
|
+
|
|
|
+ "void main(void)"
|
|
|
+ "{"
|
|
|
+ " gl_FragColor = texture(u_albedo_0, tex_coord0) * texture(u_lightmap_0, tex_coord0) * color;"
|
|
|
+ "}";
|
|
|
+
|
|
|
+void draw(float dt)
|
|
|
+{
|
|
|
+ Mat4 pose; pose.load_identity();
|
|
|
+
|
|
|
+ fps->update(dt);
|
|
|
+ fps->set_view_by_cursor();
|
|
|
+
|
|
|
+ //-----------------------
|
|
|
+ r->set_layer_view(0, camera->view_matrix());
|
|
|
+ r->set_layer_projection(0, camera->projection_matrix());
|
|
|
+ r->set_layer_viewport(0, 0, 0, 1000, 625);
|
|
|
+ r->set_layer_clear(0, CLEAR_COLOR | CLEAR_DEPTH, Color4::LIGHTBLUE, 1.0f);
|
|
|
+
|
|
|
+ r->set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_CULL_CCW);
|
|
|
+ r->commit(0);
|
|
|
+
|
|
|
+ static uint64_t prim = STATE_PRIMITIVE_TRIANGLES;
|
|
|
+ if (device()->keyboard()->key_pressed(KC_z))
|
|
|
+ {
|
|
|
+ prim = STATE_PRIMITIVE_TRIANGLES;
|
|
|
+ }
|
|
|
+ else if (device()->keyboard()->key_pressed(KC_x))
|
|
|
+ {
|
|
|
+ prim = STATE_PRIMITIVE_POINTS;
|
|
|
+ }
|
|
|
+ else if (device()->keyboard()->key_pressed(KC_c))
|
|
|
+ {
|
|
|
+ prim = STATE_PRIMITIVE_LINES;
|
|
|
+ }
|
|
|
+
|
|
|
+ //-----------------------
|
|
|
+ r->set_state(prim | STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_CULL_CCW);
|
|
|
+ r->set_vertex_buffer(vb);
|
|
|
+ r->set_index_buffer(ib);
|
|
|
+ r->set_program(default_program);
|
|
|
+
|
|
|
+ pose.set_translation(Vec3(-3, 0, -3));
|
|
|
+ r->set_pose(pose);
|
|
|
+ r->commit(0);
|
|
|
+
|
|
|
+ //-----------------------
|
|
|
+ r->set_state(prim | STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_CULL_CCW);
|
|
|
+ r->set_vertex_buffer(vb);
|
|
|
+ r->set_index_buffer(ib);
|
|
|
+ r->set_program(default_program);
|
|
|
+
|
|
|
+ pose.set_translation(Vec3(0, 0, -3));
|
|
|
+ r->set_pose(pose);
|
|
|
+ r->commit(0);
|
|
|
+
|
|
|
+ //-----------------------
|
|
|
+ r->set_state(prim | STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CCW);
|
|
|
+ r->set_vertex_buffer(vb);
|
|
|
+ r->set_index_buffer(ib);
|
|
|
+ r->set_program(default_program);
|
|
|
+
|
|
|
+ pose.set_translation(Vec3(3, 0, -3));
|
|
|
+ r->set_pose(pose);
|
|
|
+ r->commit(0);
|
|
|
+
|
|
|
+ //-----------------------
|
|
|
+ r->set_state(prim | STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CW);
|
|
|
+ r->set_vertex_buffer(quad_vb);
|
|
|
+ r->set_index_buffer(quad_ib);
|
|
|
+ r->set_program(texture_program);
|
|
|
+
|
|
|
+ static uint32_t filter = TEXTURE_FILTER_NEAREST;
|
|
|
+ if (device()->keyboard()->key_pressed(KC_1))
|
|
|
+ {
|
|
|
+ filter = TEXTURE_FILTER_NEAREST;
|
|
|
+ }
|
|
|
+ else if (device()->keyboard()->key_pressed(KC_2))
|
|
|
+ {
|
|
|
+ filter = TEXTURE_FILTER_LINEAR;
|
|
|
+ }
|
|
|
+ else if (device()->keyboard()->key_pressed(KC_3))
|
|
|
+ {
|
|
|
+ filter = TEXTURE_FILTER_BILINEAR;
|
|
|
+ }
|
|
|
+ else if (device()->keyboard()->key_pressed(KC_4))
|
|
|
+ {
|
|
|
+ filter = TEXTURE_FILTER_TRILINEAR;
|
|
|
+ }
|
|
|
+ r->set_texture(0, u_albedo_0, grass_texture, filter | TEXTURE_WRAP_CLAMP);
|
|
|
+ r->set_texture(1, u_lightmap_0, lightmap_texture, filter | TEXTURE_WRAP_CLAMP);
|
|
|
+
|
|
|
+ pose.set_translation(Vec3(0, 0, -1));
|
|
|
+ r->set_pose(pose);
|
|
|
+ r->commit(0);
|
|
|
+}
|
|
|
+
|
|
|
+int main(int argc, char** argv)
|
|
|
+{
|
|
|
+ os::init_os();
|
|
|
+
|
|
|
+ Device* engine = device();
|
|
|
+ engine->init(argc, argv);
|
|
|
+
|
|
|
+ // Load mesh
|
|
|
+ ResourceManager* resman = engine->resource_manager();
|
|
|
+ ResourceId mesh = resman->load("mesh", "monkey");
|
|
|
+ ResourceId texture = resman->load("texture", "grass");
|
|
|
+ ResourceId lightmap = resman->load("texture", "lightmap");
|
|
|
+ resman->flush();
|
|
|
+
|
|
|
+ MeshResource* mesh_resource = (MeshResource*)resman->data(mesh);
|
|
|
+ TextureResource* texture_resource = (TextureResource*)resman->data(texture);
|
|
|
+ TextureResource* lightmap_resource = (TextureResource*)resman->data(lightmap);
|
|
|
+
|
|
|
+ // Create vb/ib
|
|
|
+ r = engine->renderer();
|
|
|
+ vb = r->create_vertex_buffer(mesh_resource->m_vertex_count / 3, VERTEX_P3, mesh_resource->m_vertices);
|
|
|
+ ib = r->create_index_buffer(mesh_resource->m_index_count, mesh_resource->m_indices);
|
|
|
+
|
|
|
+ // Create texture
|
|
|
+ grass_texture = r->create_texture(texture_resource->width(), texture_resource->height(), texture_resource->format(),
|
|
|
+ texture_resource->data());
|
|
|
+ lightmap_texture = r->create_texture(lightmap_resource->width(), lightmap_resource->height(), lightmap_resource->format(),
|
|
|
+ lightmap_resource->data());
|
|
|
+
|
|
|
+ quad_vb = r->create_vertex_buffer(4, VERTEX_P3_N3_C4_T2, quad_vertices);
|
|
|
+ quad_ib = r->create_index_buffer(6, quad_indices);
|
|
|
+
|
|
|
+ ShaderId default_vs = r->create_shader(SHADER_VERTEX, default_vertex);
|
|
|
+ ShaderId default_fs = r->create_shader(SHADER_FRAGMENT, default_fragment);
|
|
|
+ ShaderId texture_fs = r->create_shader(SHADER_FRAGMENT, texture_fragment);
|
|
|
+
|
|
|
+ u_albedo_0 = r->create_uniform("u_albedo_0", UNIFORM_INTEGER_1, 1);
|
|
|
+ u_lightmap_0 = r->create_uniform("u_lightmap_0", UNIFORM_INTEGER_1, 1);
|
|
|
+
|
|
|
+ default_program = r->create_gpu_program(default_vs, default_fs);
|
|
|
+ texture_program = r->create_gpu_program(default_vs, texture_fs);
|
|
|
+
|
|
|
+ // Create camera
|
|
|
+ TempAllocator2048 alloc;
|
|
|
+ camera = CE_NEW(alloc, Camera)(Vec3(0, 0, 3), 90.0f, 16.0f/9.0f);
|
|
|
+ fps = CE_NEW(alloc, FPSSystem)(camera, 3.0f, 2.5f);
|
|
|
+
|
|
|
+ while (engine->is_running())
|
|
|
+ {
|
|
|
+ engine->frame(draw);
|
|
|
+ }
|
|
|
+
|
|
|
+ resman->unload(mesh);
|
|
|
+ resman->unload(texture);
|
|
|
+ resman->unload(lightmap);
|
|
|
+ r->destroy_index_buffer(ib);
|
|
|
+ r->destroy_vertex_buffer(vb);
|
|
|
+ r->destroy_shader(default_vs);
|
|
|
+ r->destroy_shader(default_fs);
|
|
|
+ r->destroy_shader(texture_fs);
|
|
|
+ r->destroy_gpu_program(default_program);
|
|
|
+ r->destroy_gpu_program(texture_program);
|
|
|
+ r->destroy_vertex_buffer(quad_vb);
|
|
|
+ r->destroy_index_buffer(quad_ib);
|
|
|
+
|
|
|
+ engine->shutdown();
|
|
|
+}
|