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  1. //
  2. // Lol Engine - EasyMesh tutorial
  3. //
  4. // Copyright: (c) 2011-2013 Sam Hocevar <sam@hocevar.net>
  5. // (c) 2012-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
  6. // This program is free software; you can redistribute it and/or
  7. // modify it under the terms of the Do What The Fuck You Want To
  8. // Public License, Version 2, as published by Sam Hocevar. See
  9. // http://www.wtfpl.net/ for more details.
  10. //
  11. #if HAVE_CONFIG_H
  12. # include "config.h"
  13. #endif
  14. #include <lol/engine.h>
  15. using namespace lol;
  16. #define USE_CUSTOM_SHADER 1
  17. #if USE_CUSTOM_SHADER
  18. LOLFX_RESOURCE_DECLARE(shiny);
  19. #endif //USE_CUSTOM_SHADER
  20. class EasyMeshTutorial : public WorldEntity
  21. {
  22. public:
  23. EasyMeshTutorial()
  24. {
  25. m_gears.Push(EasyMesh(), mat4(1.0f), 0.0f);
  26. m_gears.Push(EasyMesh(), mat4(1.0f), 0.0f);
  27. m_gears.Push(EasyMesh(), mat4(1.0f), 180.0f / 18);
  28. m_gears.Push(EasyMesh(), mat4(1.0f), 180.0f / 18);
  29. m_gears.Push(EasyMesh(), mat4(1.0f), 180.0f / 18);
  30. m_gears[0].m1.Compile("[sc#00f ab 8 1 8 ty -.25]"
  31. "[sc#f9f scb#f9f acg 12 10 5 5 20 20 5 5 0.1 0 s .1 .1 .1 ty -.1 csgu]"
  32. "[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]"
  33. "[sc#00f ab 5 3 9 tx 2.5 csgs]"
  34. "[[ sc#fff ab 3 1.4 2 tx -2 tz -2 "
  35. "[sc#fff ab 2.1 .7 1.1 ty .5 tx -1.4 tz -1.4 csgs] mz] csgu]");
  36. //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]]");
  37. 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");
  38. //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]");
  39. //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]");
  40. //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]");
  41. 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]]");
  42. 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]]");
  43. 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]]");
  44. m_angle = 0;
  45. m_camera = new Camera();
  46. m_camera->SetProjection(mat4::perspective(30.f, 960.f, 600.f, .1f, 1000.f));
  47. m_camera->SetView(mat4::lookat(vec3(-15.f, 5.f, 0.f),
  48. vec3(0.f, -1.f, 0.f),
  49. vec3(0.f, 1.f, 0.f)));
  50. g_scene->PushCamera(m_camera);
  51. /* Add a white directional light */
  52. m_light1 = new Light();
  53. m_light1->SetPosition(vec3(0.2f, 0.2f, 0.f));
  54. m_light1->SetColor(vec4(0.5f, 0.5f, 0.5f, 1.f));
  55. m_light1->SetType(LightType::Directional);
  56. Ticker::Ref(m_light1);
  57. /* Add an orangeish point light */
  58. m_light2 = new Light();
  59. m_light2->SetPosition(vec3(-15.f, 15.f, 15.f));
  60. m_light2->SetColor(vec4(0.4f, 0.3f, 0.2f, 1.f));
  61. m_light2->SetType(LightType::Point);
  62. Ticker::Ref(m_light2);
  63. m_ready = false;
  64. }
  65. ~EasyMeshTutorial()
  66. {
  67. g_scene->PopCamera(m_camera);
  68. Ticker::Unref(m_light1);
  69. Ticker::Unref(m_light2);
  70. }
  71. virtual void TickGame(float seconds)
  72. {
  73. WorldEntity::TickGame(seconds);
  74. m_angle += seconds * 70.0f;
  75. m_mat = mat4::rotate(10.0f, vec3(0, 0, 1))
  76. * mat4::rotate(100, vec3(0, 1, 0));
  77. // * mat4::rotate(m_angle, vec3(0, 1, 0));
  78. m_gears[0].m3 += seconds * 20.0f;
  79. m_gears[1].m3 += seconds * 20.0f * -2 / 9;
  80. m_gears[2].m3 += seconds * 20.0f * -2 / 3;
  81. m_gears[3].m3 += seconds * 20.0f * -2 / 3;
  82. m_gears[4].m3 += seconds * 20.0f * -2 / 3;
  83. m_gears[0].m2 = mat4::translate(vec3(0, -1, 0))
  84. * mat4::rotate(m_gears[0].m3 - 130.0f, vec3(0, 1, 0))
  85. * mat4::rotate(40.0f, vec3(0, 0, 1));
  86. m_gears[1].m2 = mat4::translate(vec3(0, 0, 0))
  87. * mat4::rotate(m_gears[1].m3, vec3(0, 1, 0));
  88. m_gears[2].m2 = mat4::translate(vec3(0, 0, 5.5f))
  89. * mat4::rotate(m_gears[2].m3 - 40.0f, vec3(0, 1, 0))
  90. * mat4::rotate(90.0f, vec3(0, 0, 1));
  91. m_gears[3].m2 = mat4::translate(vec3(5.5f * lol::sqrt(3.f) * 0.5f, 0, -5.5f * 0.5f))
  92. * mat4::rotate(m_gears[3].m3 - 140.0f, vec3(0, 1, 0))
  93. * mat4::rotate(-70.0f, vec3(0, 0, 1));
  94. m_gears[4].m2 = mat4::translate(vec3(-5.5f * lol::sqrt(3.f) * 0.5f, 0, -5.5f * 0.5f))
  95. * mat4::rotate(m_gears[4].m3 - 80.0f, vec3(0, 1, 0));
  96. }
  97. virtual void TickDraw(float seconds, Scene &scene)
  98. {
  99. WorldEntity::TickDraw(seconds, scene);
  100. if (!m_ready)
  101. {
  102. g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f));
  103. /* Upload vertex data to GPU */
  104. for (int i = 0; i < m_gears.Count(); i++)
  105. m_gears[i].m1.MeshConvert();
  106. #if USE_CUSTOM_SHADER
  107. /* Custom Shader: Init the shader */
  108. Shader *custom_shader = Shader::Create(LOLFX_RESOURCE_NAME(shiny));
  109. // any other shader stuf here (Get uniform, mostly, and set texture)
  110. for (int i = 0; i < m_gears.Count(); i++)
  111. m_gears[i].m1.SetMaterial(custom_shader);
  112. #endif
  113. m_ready = true;
  114. }
  115. for (int i = 0; i < m_gears.Count(); i++)
  116. {
  117. scene.AddPrimitive(m_gears[i].m1, m_mat * m_gears[i].m2);
  118. }
  119. }
  120. private:
  121. Shader* m_custom_shader;
  122. array<EasyMesh, mat4, float> m_gears;
  123. float m_angle;
  124. mat4 m_mat;
  125. Camera *m_camera;
  126. Light *m_light1, *m_light2;
  127. bool m_ready;
  128. };
  129. int main(int argc, char **argv)
  130. {
  131. System::Init(argc, argv);
  132. Application app("Tutorial 5: EasyMesh", ivec2(960, 600), 60.0f);
  133. new EasyMeshTutorial();
  134. app.Run();
  135. return EXIT_SUCCESS;
  136. }