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- //
- // Lol Engine — Input tutorial
- //
- // Copyright © 2011—2019 Sam Hocevar <sam@hocevar.net>
- //
- // 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 <lol/engine.h>
- #include "loldebug.h"
-
- using namespace lol;
-
- LOLFX_RESOURCE_DECLARE(07_input);
-
- class InputTutorial : public WorldEntity
- {
- public:
- InputTutorial()
- {
- 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, 30, 1));
- Ticker::Ref(m_text);
-
- m_ready = false;
- }
-
- ~InputTutorial()
- {
- Ticker::Unref(m_text);
- }
-
- virtual void tick_game(float seconds)
- {
- WorldEntity::tick_game(seconds);
-
- auto mouse = input::mouse();
- auto keyboard = input::keyboard();
-
- /* Handle keyboard */
- if (keyboard->key_pressed(input::key::SC_Space))
- m_autorot = !m_autorot;
-
- /* Handle joystick */
- auto joystick = input::joystick(0);
- if ((bool)joystick)
- {
- if (lol::abs(joystick->axis(input::axis::LeftY)) > 0.2f)
- m_pitch_angle += joystick->axis(input::axis::LeftY) * seconds;
- if (lol::abs(joystick->axis(input::axis::LeftX)) > 0.2f)
- m_yaw_angle += joystick->axis(input::axis::LeftX) * seconds;
- }
-
- /* Handle mouse */
- if (true)
- {
- if (mouse->button(input::button::BTN_Left))
- {
- mouse->capture(true);
- m_pitch_angle += mouse->axis(input::axis::MoveY) * seconds * 0.1f;
- m_yaw_angle += mouse->axis(input::axis::MoveX) * seconds * 0.1f;
- }
- else
- {
- mouse->capture(false);
- if (m_autorot)
- m_yaw_angle += seconds * 0.2f;
- }
-
- m_text->SetText(lol::format(
- "cursor: (%0.3f,%0.3f) - pixel (%d,%d)\n"
- " move: (%0.3f,%0.3f) - pixel (%d,%d)",
- mouse->axis(input::axis::X), mouse->axis(input::axis::Y),
- (int)mouse->axis(input::axis::ScreenX),
- (int)mouse->axis(input::axis::ScreenY),
- mouse->axis(input::axis::MoveX), mouse->axis(input::axis::MoveY),
- (int)mouse->axis(input::axis::ScreenMoveX),
- (int)mouse->axis(input::axis::ScreenMoveY)));
- }
- 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 tick_draw(float seconds, Scene &scene)
- {
- WorldEntity::tick_draw(seconds, scene);
-
- if (!m_ready)
- {
- m_shader = Shader::Create(LOLFX_RESOURCE_NAME(07_input));
-
- m_mvp = m_shader->GetUniformLocation("u_matrix");
- m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0);
- m_color = m_shader->GetAttribLocation(VertexUsage::Color, 0);
-
- m_vdecl = std::make_shared<VertexDeclaration>(
- VertexStream<vec3,vec3>(VertexUsage::Position,
- VertexUsage::Color));
-
- m_vbo = std::make_shared<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 = std::make_shared<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 = std::make_shared<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;
- }
-
- scene.get_renderer()->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, 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, m_faces_indices.count());
- m_faces_ibo->Unbind();
-
- m_vdecl->Unbind();
- }
-
- private:
- bool m_autorot;
- float m_pitch_angle;
- float m_yaw_angle;
- mat4 m_matrix;
- array<vec3,vec3> m_mesh;
- array<uint16_t> m_lines_indices, m_faces_indices;
-
- std::shared_ptr<Shader> m_shader;
- ShaderAttrib m_coord, m_color;
- ShaderUniform m_mvp;
- std::shared_ptr<VertexDeclaration> m_vdecl;
- std::shared_ptr<VertexBuffer> m_vbo;
- std::shared_ptr<IndexBuffer> m_lines_ibo, m_faces_ibo;
-
- Text *m_text;
- bool m_ready;
- };
-
- int main(int argc, char **argv)
- {
- sys::init(argc, argv);
-
- Application app("Tutorial 7: Input", ivec2(640, 480), 60.0f);
-
- new DebugFps(5, 5);
- new InputTutorial();
-
- app.Run();
-
- return EXIT_SUCCESS;
- }
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