// // Lol Engine — Input tutorial // // Copyright © 2011—2015 Sam Hocevar // // Lol Engine is free software. It comes without any warranty, to // the extent permitted by applicable law. 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 the WTFPL Task Force. // See http://www.wtfpl.net/ for more details. // #if HAVE_CONFIG_H # include "config.h" #endif #include #include "loldebug.h" using namespace lol; LOLFX_RESOURCE_DECLARE(07_input); class InputTutorial : public WorldEntity { public: InputTutorial() { m_controller = new Controller("Default"); # ifdef OLD_SCHOOL m_controller->SetInputCount(KEY_MAX, AXIS_MAX); m_keyboard = InputDevice::Get("Keyboard"); if (m_keyboard) m_controller->GetKey(KEY_MANUAL_ROTATION).Bind("Keyboard", "Space"); m_mouse = InputDevice::Get("Mouse"); if (m_mouse) { m_controller->GetKey(KEY_DRAG_MESH).Bind("Mouse", "Left"); m_controller->GetAxis(AXIS_DRAG_PITCH).Bind("Mouse", "Y"); m_controller->GetAxis(AXIS_DRAG_YAW).Bind("Mouse", "X"); } m_joystick = InputDevice::Get("Joystick1"); if (m_joystick) { m_controller->GetAxis(AXIS_PITCH).Bind("Joystick1", "Axis2"); m_controller->GetAxis(AXIS_YAW).Bind("Joystick1", "Axis1"); } # else m_profile << InputProfile::Keyboard(KEY_MANUAL_ROTATION, "Space") << InputProfile::MouseKey(KEY_DRAG_MESH, "Left") << InputProfile::JoystickAxis(1, AXIS_PITCH, "Axis2") << InputProfile::JoystickAxis(1, AXIS_YAW, "Axis1") << InputProfile::MouseAxis(AXIS_DRAG_PITCH, "Y") << InputProfile::MouseAxis(AXIS_DRAG_YAW, "X"); m_controller->Init(m_profile); m_keyboard = InputDevice::GetKeyboard(); m_mouse = InputDevice::GetMouse(); m_joystick = InputDevice::GetJoystick(1); # endif //OLD_SCHOOL m_pitch_angle = 0; m_yaw_angle = 0; m_autorot = true; /* Front vertices/colors */ m_mesh.push(vec3(-1.0, -1.0, 1.0), vec3(1.0, 0.0, 1.0)); m_mesh.push(vec3( 1.0, -1.0, 1.0), vec3(0.0, 1.0, 0.0)); m_mesh.push(vec3( 1.0, 1.0, 1.0), vec3(1.0, 0.5, 0.0)); m_mesh.push(vec3(-1.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0)); /* Back */ m_mesh.push(vec3(-1.0, -1.0, -1.0), vec3(1.0, 0.0, 0.0)); m_mesh.push(vec3( 1.0, -1.0, -1.0), vec3(0.0, 0.5, 0.0)); m_mesh.push(vec3( 1.0, 1.0, -1.0), vec3(0.0, 0.5, 1.0)); m_mesh.push(vec3(-1.0, 1.0, -1.0), vec3(0.0, 0.0, 1.0)); m_faces_indices << 0 << 1 << 2 << 2 << 3 << 0; m_faces_indices << 1 << 5 << 6 << 6 << 2 << 1; m_faces_indices << 7 << 6 << 5 << 5 << 4 << 7; m_faces_indices << 4 << 0 << 3 << 3 << 7 << 4; m_faces_indices << 4 << 5 << 1 << 1 << 0 << 4; m_faces_indices << 3 << 2 << 6 << 6 << 7 << 3; m_lines_indices << 0 << 1 << 1 << 2 << 2 << 3 << 3 << 0; m_lines_indices << 4 << 5 << 5 << 6 << 6 << 7 << 7 << 4; m_lines_indices << 0 << 4 << 1 << 5 << 2 << 6 << 3 << 7; m_text = new Text("", "data/font/ascii.png"); m_text->SetPos(vec3(5, 5, 1)); Ticker::Ref(m_text); m_ready = false; } ~InputTutorial() { Ticker::Unref(m_text); } virtual void TickGame(float seconds) { WorldEntity::TickGame(seconds); /* Handle keyboard */ if (m_keyboard) { if (m_controller->WasKeyPressedThisFrame(KEY_MANUAL_ROTATION)) m_autorot = !m_autorot; } /* Handle joystick */ if (m_joystick) { if (lol::abs(m_controller->GetAxisValue(AXIS_PITCH)) > 0.2f) m_pitch_angle += m_controller->GetAxisValue(AXIS_PITCH) * seconds * 100; if (lol::abs(m_controller->GetAxisValue(AXIS_YAW)) > 0.2f) m_yaw_angle += m_controller->GetAxisValue(AXIS_YAW) * seconds * 100; } /* Handle mouse */ if (m_mouse) { if (m_controller->IsKeyPressed(KEY_DRAG_MESH)) { InputDevice::CaptureMouse(true); m_pitch_angle -= m_controller->GetAxisValue(AXIS_DRAG_PITCH) * seconds * 100; m_yaw_angle += m_controller->GetAxisValue(AXIS_DRAG_YAW) * seconds * 100; } else { InputDevice::CaptureMouse(false); if (m_autorot) m_yaw_angle += seconds * 20; } m_text->SetText(String::format( "cursor: (%0.3f, %0.3f) - pixel (%d, %d)", m_mouse->GetCursor(0).x, m_mouse->GetCursor(0).y, m_mouse->GetCursorPixel(0).x, m_mouse->GetCursorPixel(0).y)); } else { m_text->SetText("no mouse detected"); } mat4 anim = mat4::fromeuler_yxz(m_yaw_angle, m_pitch_angle, 0.f); mat4 model = mat4::translate(vec3(0, 0, -4.5)); mat4 view = mat4::lookat(vec3(0, 2, 0), vec3(0, 0, -4), vec3(0, 1, 0)); mat4 proj = mat4::perspective(radians(45.0f), 640.0f, 480.0f, 0.1f, 10.0f); m_matrix = proj * view * model * anim; } virtual void TickDraw(float seconds, Scene &scene) { WorldEntity::TickDraw(seconds, scene); if (!m_ready) { m_shader = Shader::Create(LOLFX_RESOURCE_NAME(07_input)); m_mvp = m_shader->GetUniformLocation("in_Matrix"); m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0); m_color = m_shader->GetAttribLocation(VertexUsage::Color, 0); m_vdecl = new VertexDeclaration(VertexStream(VertexUsage::Position, VertexUsage::Color)); m_vbo = new VertexBuffer(m_mesh.bytes()); void *mesh = m_vbo->Lock(0, 0); memcpy(mesh, &m_mesh[0], m_mesh.bytes()); m_vbo->Unlock(); m_lines_ibo = new IndexBuffer(m_lines_indices.bytes()); void *indices = m_lines_ibo->Lock(0, 0); memcpy(indices, &m_lines_indices[0], m_lines_indices.bytes()); m_lines_ibo->Unlock(); m_faces_ibo = new IndexBuffer(m_faces_indices.bytes()); indices = m_faces_ibo->Lock(0, 0); memcpy(indices, &m_faces_indices[0], m_faces_indices.bytes()); m_faces_ibo->Unlock(); /* FIXME: this object never cleans up */ m_ready = true; } Renderer::Get()->SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f)); m_shader->Bind(); m_vdecl->SetStream(m_vbo, m_coord, m_color); m_vdecl->Bind(); m_shader->SetUniform(m_mvp, m_matrix); m_lines_ibo->Bind(); m_vdecl->DrawIndexedElements(MeshPrimitive::Lines, 0, 0, m_mesh.count(), 0, m_lines_indices.count()); m_lines_ibo->Unbind(); m_shader->SetUniform(m_mvp, m_matrix * mat4::scale(0.5f)); m_faces_ibo->Bind(); m_vdecl->DrawIndexedElements(MeshPrimitive::Triangles, 0, 0, m_mesh.count(), 0, m_faces_indices.count()); m_faces_ibo->Unbind(); m_vdecl->Unbind(); } private: enum { KEY_MANUAL_ROTATION, KEY_DRAG_MESH, KEY_MAX }; enum { AXIS_DRAG_PITCH, AXIS_DRAG_YAW, AXIS_PITCH, AXIS_YAW, AXIS_MAX }; InputDevice *m_keyboard, *m_mouse, *m_joystick; Controller *m_controller; InputProfile m_profile; bool m_autorot; float m_pitch_angle; float m_yaw_angle; mat4 m_matrix; array m_mesh; array m_lines_indices, m_faces_indices; Shader *m_shader; ShaderAttrib m_coord, m_color; ShaderUniform m_mvp; VertexDeclaration *m_vdecl; VertexBuffer *m_vbo; IndexBuffer *m_lines_ibo, *m_faces_ibo; Text *m_text; bool m_ready; }; int main(int argc, char **argv) { System::Init(argc, argv); Application app("Tutorial 7: Input", ivec2(640, 480), 60.0f); new DebugFps(5, 5); new InputTutorial(); app.Run(); return EXIT_SUCCESS; }