// // Lol Engine - EasyMesh tutorial // // Copyright: (c) 2011-2012 Sam Hocevar // 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://sam.zoy.org/projects/COPYING.WTFPL for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include "core.h" using namespace std; using namespace lol; class EasyMeshTutorial : public WorldEntity { public: void AddPiece(int x, int y, int h, int dx, int dy, int dh) { m_mesh.OpenBrace(); for (int j = 0; j < y; ++j) for (int i = 0; i < x; ++i) { m_mesh.OpenBrace(); m_mesh.Compile("ad12,2.2,0 ty.1 ac12,.2,2.4,2.2,0,1 ty.8 ac12,1.7,2.4,2.4,0,1 ty2.5"); m_mesh.Translate(vec3(i * 8.f, (h - 1) * 3.2f, j * 8.f)); m_mesh.CloseBrace(); } m_mesh.OpenBrace(); m_mesh.AppendFlatChamfBox(vec3(x * 8.f, h * 3.2f, y * 8.f), -.1f); m_mesh.Translate(vec3((x - 1) * 4.f, (h - 1) * 1.6f, (y - 1) * 4.f)); m_mesh.CloseBrace(); m_mesh.Translate(vec3(dx * 8.f, dh * 3.2f, dy * 8.f)); m_mesh.CloseBrace(); } EasyMeshTutorial() { m_angle = 0; //m_mesh.Compile("sc#e94 scb#964 [asph11 7 7 7 tx10]"); //m_mesh.Compile("sc#94e scb#649 [asph3 7 7 7 tx-6 tz-9]"); //m_mesh.Compile("sc#49e scb#469 [asph31 7 7 7 tx-6 tz9]"); m_mesh.Compile("sc#1c1 scb#1c1"); AddPiece(16, 16, 1, -8, -8, -4); /* Flat white LOL */ m_mesh.Compile("sc#ccc scb#ccc"); AddPiece(1, 4, 1, -7, -7, -3); AddPiece(2, 1, 1, -6, -4, -3); AddPiece(1, 4, 1, -3, -7, -3); AddPiece(2, 1, 1, -2, -7, -3); AddPiece(2, 1, 1, -2, -4, -3); AddPiece(1, 2, 1, -1, -6, -3); AddPiece(1, 4, 1, 1, -7, -3); AddPiece(2, 1, 1, 2, -4, -3); /* High red LOL */ m_mesh.Compile("sc#e33 scb#e33"); AddPiece(3, 1, 3, 3, 4, -3); AddPiece(1, 1, 3, 5, 4, 0); AddPiece(1, 1, 3, 5, 4, 3); AddPiece(1, 1, 3, 5, 4, 6); AddPiece(3, 1, 3, -1, 4, -3); AddPiece(1, 1, 3, 1, 4, 0); AddPiece(1, 1, 3, 1, 4, 3); AddPiece(1, 1, 3, -1, 4, 0); AddPiece(1, 1, 3, -1, 4, 3); AddPiece(3, 1, 3, -1, 4, 6); AddPiece(3, 1, 3, -5, 4, -3); AddPiece(1, 1, 3, -3, 4, 0); AddPiece(1, 1, 3, -3, 4, 3); AddPiece(1, 1, 3, -3, 4, 6); /* Some random crap */ m_mesh.Compile("sc#e0e scb#e0e"); AddPiece(1, 1, 1, -1, 0, 2); m_mesh.Compile("sc#0ee scb#0ee"); AddPiece(2, 1, 1, -1, 0, 1); m_mesh.Compile("sc#e94 scb#e94"); AddPiece(1, 1, 1, 0, 0, 0); m_mesh.Compile("sc#94e scb#94e"); AddPiece(2, 1, 1, 0, 0, -1); m_mesh.Compile("sc#9e4 scb#9e4"); AddPiece(1, 2, 3, -1, -1, -2); m_mesh.Compile("sc#49e scb#49e"); AddPiece(2, 3, 1, 0, -1, -2); m_mesh.Compile("sc#4e9 scb#4e9"); AddPiece(6, 2, 1, -2, 0, -3); m_mesh.Compile("sc#e49 scb#e49"); AddPiece(6, 2, 1, -2, -2, -3); /* Center everything -- is it needed? */ m_mesh.Compile("tx4 tz4"); m_camera = new Camera(vec3(0.f, 600.f, 0.f), vec3(0.f, 0.f, 0.f), vec3(0, 1, 0)); m_camera->SetPerspective(70.f, 960.f, 600.f, .1f, 1000.f); m_camera->SetTarget(vec3(0.f, -10.f, 0.f)); m_camera->SetPosition(vec3(-100.f, 60.f, 0.f)); Ticker::Ref(m_camera); m_ready = false; } virtual void TickGame(float seconds) { WorldEntity::TickGame(seconds); m_angle += seconds * 45.0f; mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0)); mat4 model = mat4::translate(vec3(0, 0, 0)); m_matrix = model * anim; } virtual void TickDraw(float seconds) { WorldEntity::TickDraw(seconds); if (!m_ready) { m_mesh.MeshConvert(); m_ready = true; } Video::SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f)); m_mesh.Render(m_matrix); } private: float m_angle; mat4 m_matrix; EasyMesh m_mesh; Camera *m_camera; bool m_ready; }; int main(int argc, char **argv) { Application app("Tutorial 5: EasyMesh", ivec2(960, 600), 60.0f); new EasyMeshTutorial(); app.Run(); return EXIT_SUCCESS; }