- //
- // Lol Engine - EasyMesh tutorial
- //
- // Copyright: (c) 2011-2013 Sam Hocevar <sam@hocevar.net>
- // (c) 2012-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the Do What The Fuck You Want To
- // Public License, Version 2, as published by Sam Hocevar. See
- // http://www.wtfpl.net/ for more details.
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include "core.h"
-
- using namespace std;
- using namespace lol;
-
- #define USE_CUSTOM_SHADER 1
- #if USE_CUSTOM_SHADER
- LOLFX_RESOURCE_DECLARE(shiny);
- #endif //USE_CUSTOM_SHADER
-
- class EasyMeshTutorial : public WorldEntity
- {
- public:
- EasyMeshTutorial()
- {
- m_gears.Push(EasyMesh(), mat4(1.0f), 0.0f);
- m_gears.Push(EasyMesh(), mat4(1.0f), 0.0f);
- m_gears.Push(EasyMesh(), mat4(1.0f), 180.0f / 18);
- m_gears.Push(EasyMesh(), mat4(1.0f), 180.0f / 18);
- m_gears.Push(EasyMesh(), mat4(1.0f), 180.0f / 18);
-
- m_gears[0].m1.Compile("[sc#00f ab 8 1 8 ty -.25]"
- "[sc#f9f scb#f9f acg 12 10 5 5 20 20 5 5 0.1 0 s .1 .1 .1 ty -.1 csgu]"
- "[sc#fff scb#000 acg 12 10 10 10 20 20 5 5 0.1 0 s .05 .05 .05 tx -1.5 ty .3 csgu]"
- "[sc#00f ab 5 3 9 tx 2.5 csgs]"
- "[[ sc#fff ab 3 1.4 2 tx -2 tz -2 "
- "[sc#fff ab 2.1 .7 1.1 ty .5 tx -1.4 tz -1.4 csgs] mz] csgu]");
- //m_gears[0].m1.Compile("[sc#f9f scb#f9f acg 12 10 5 5 20 20 5 5 0.1 0 s .1 .1 .1 [sc#00f ab 3 1 2 ty .25 tx 1 csgs]]");
- m_gears[1].m1.Compile("sc#ff9 scb#ff9 acg 54 10 95 95 90 90 -5 -5 0.1 0 s .1 .1 .1");
- //m_gears[2].m1.Compile("sc#9ff scb#9ff acg 18 10 5 5 30 30 5 5 0.1 0 s .1 .1 .1 [sc#00f scb#00f ab 2 2 2 tx 1.5]");
- //m_gears[3].m1.Compile("sc#9ff scb#9ff acg 18 10 5 5 30 30 5 5 0.1 0 s .1 .1 .1 [sc#00f scb#00f ab 2 2 2 tx 1.5]");
- //m_gears[4].m1.Compile("sc#9ff scb#9ff acg 18 10 5 5 30 30 5 5 0.1 0 s .1 .1 .1 [sc#00f scb#00f ab 2 2 2 tx 1.5]");
- m_gears[2].m1.Compile("[sc#0f0 ab 2 2 2 t .8 .8 .8 rx 20 ry 20 [sc#00f ab 2 2 2 tx 0 csgu]]");
- m_gears[3].m1.Compile("[sc#0f0 ab 2 2 2 t .8 .8 .8 rx 20 ry 20 [sc#00f ab 2 2 2 tx 0 csgs]]");
- m_gears[4].m1.Compile("[sc#0f0 ab 2 2 2 t .8 .8 .8 rx 20 ry 20 [sc#00f ab 2 2 2 tx 0 csga]]");
-
- m_angle = 0;
-
- m_camera = new Camera();
- m_camera->SetProjection(mat4::perspective(30.f, 960.f, 600.f, .1f, 1000.f));
- m_camera->SetView(mat4::lookat(vec3(-15.f, 5.f, 0.f),
- vec3(0.f, -1.f, 0.f),
- vec3(0.f, 1.f, 0.f)));
- g_scene->PushCamera(m_camera);
-
- /* Add a white directional light */
- m_light1 = new Light();
- m_light1->SetPosition(vec3(0.2f, 0.2f, 0.f));
- m_light1->SetColor(vec4(0.5f, 0.5f, 0.5f, 1.f));
- m_light1->SetType(LightType::Directional);
- Ticker::Ref(m_light1);
-
- /* Add an orangeish point light */
- m_light2 = new Light();
- m_light2->SetPosition(vec3(-15.f, 15.f, 15.f));
- m_light2->SetColor(vec4(0.4f, 0.3f, 0.2f, 1.f));
- m_light2->SetType(LightType::Point);
- Ticker::Ref(m_light2);
-
- m_ready = false;
- }
-
- ~EasyMeshTutorial()
- {
- g_scene->PopCamera(m_camera);
- Ticker::Unref(m_light1);
- Ticker::Unref(m_light2);
- }
-
- virtual void TickGame(float seconds)
- {
- WorldEntity::TickGame(seconds);
-
- m_angle += seconds * 70.0f;
- m_mat = mat4::rotate(10.0f, vec3(0, 0, 1))
- * mat4::rotate(100, vec3(0, 1, 0));
- // * mat4::rotate(m_angle, vec3(0, 1, 0));
-
- m_gears[0].m3 += seconds * 20.0f;
- m_gears[1].m3 += seconds * 20.0f * -2 / 9;
- m_gears[2].m3 += seconds * 20.0f * -2 / 3;
- m_gears[3].m3 += seconds * 20.0f * -2 / 3;
- m_gears[4].m3 += seconds * 20.0f * -2 / 3;
-
- m_gears[0].m2 = mat4::translate(vec3(0, -1, 0))
- * mat4::rotate(m_gears[0].m3 - 130.0f, vec3(0, 1, 0))
- * mat4::rotate(40.0f, vec3(0, 0, 1));
- m_gears[1].m2 = mat4::translate(vec3(0, 0, 0))
- * mat4::rotate(m_gears[1].m3, vec3(0, 1, 0));
- m_gears[2].m2 = mat4::translate(vec3(0, 0, 5.5f))
- * mat4::rotate(m_gears[2].m3 - 40.0f, vec3(0, 1, 0))
- * mat4::rotate(90.0f, vec3(0, 0, 1));
- m_gears[3].m2 = mat4::translate(vec3(5.5f * lol::sqrt(3.f) * 0.5f, 0, -5.5f * 0.5f))
- * mat4::rotate(m_gears[3].m3 - 140.0f, vec3(0, 1, 0))
- * mat4::rotate(-70.0f, vec3(0, 0, 1));
- m_gears[4].m2 = mat4::translate(vec3(-5.5f * lol::sqrt(3.f) * 0.5f, 0, -5.5f * 0.5f))
- * mat4::rotate(m_gears[4].m3 - 80.0f, vec3(0, 1, 0));
- }
-
- virtual void TickDraw(float seconds)
- {
- WorldEntity::TickDraw(seconds);
-
- if (!m_ready)
- {
- #if USE_CUSTOM_SHADER
- //Custom Shader: Init the shader
- m_custom_shader = Shader::Create(LOLFX_RESOURCE_NAME(shiny));
- // any other shader stuf here (Get uniform, mostly, and set texture)
- #endif //USE_CUSTOM_SHADER
-
- g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
- for (int i = 0; i < m_gears.Count(); i++)
- {
- #if USE_CUSTOM_SHADER
- //Custom shader, Convert by setuping a shaderData with the vertex useage.
- //DefaultShaderData is only a basic class, if needed, don't hesitate to create your own
- m_gears[i].m1.MeshConvert(new DefaultShaderData(
- ((1 << VertexUsage::Position) |
- (1 << VertexUsage::Normal) |
- (1 << VertexUsage::Color)),
- m_custom_shader, false));
- #else //USE_CUSTOM_SHADER
- m_gears[i].m1.MeshConvert();
- #endif //USE_CUSTOM_SHADER
- }
- m_ready = true;
- }
-
- for (int i = 0; i < m_gears.Count(); i++)
- m_gears[i].m1.Render(m_mat * m_gears[i].m2);
- }
-
- private:
- Shader* m_custom_shader;
- Array<EasyMesh, mat4, float> m_gears;
- float m_angle;
- mat4 m_mat;
- Camera *m_camera;
- Light *m_light1, *m_light2;
-
- bool m_ready;
- };
-
- int main(int argc, char **argv)
- {
- System::Init(argc, argv);
-
- Application app("Tutorial 5: EasyMesh", ivec2(960, 600), 60.0f);
- new EasyMeshTutorial();
- app.Run();
-
- return EXIT_SUCCESS;
- }
-
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