// // Lol Engine - EasyMesh tutorial // // Copyright: (c) 2011-2013 Sam Hocevar // (c) 2012-2013 Benjamin "Touky" Huet // 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, Scene &scene) { WorldEntity::TickDraw(seconds, scene); if (!m_ready) { g_renderer->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f)); /* Upload vertex data to GPU */ for (int i = 0; i < m_gears.Count(); i++) m_gears[i].m1.MeshConvert(); #if USE_CUSTOM_SHADER /* Custom Shader: Init the shader */ Shader *custom_shader = Shader::Create(LOLFX_RESOURCE_NAME(shiny)); // any other shader stuf here (Get uniform, mostly, and set texture) for (int i = 0; i < m_gears.Count(); i++) m_gears[i].m1.SetMaterial(custom_shader); #endif m_ready = true; } for (int i = 0; i < m_gears.Count(); i++) { scene.AddPrimitive(m_gears[i].m1, m_mat * m_gears[i].m2); } } private: Shader* m_custom_shader; Array 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; }