1 | // |
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2 | // Lol Engine - EasyMesh tutorial |
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3 | // |
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4 | // Copyright: (c) 2011-2012 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include "core.h" |
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16 | |
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17 | using namespace std; |
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18 | using namespace lol; |
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19 | |
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20 | class EasyMeshTutorial : public WorldEntity |
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21 | { |
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22 | public: |
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23 | void AddPiece(int x, int y, int h, int dx, int dy, int dh) |
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24 | { |
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25 | m_mesh.OpenBrace(); |
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26 | for (int j = 0; j < y; ++j) |
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27 | for (int i = 0; i < x; ++i) |
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28 | { |
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29 | m_mesh.OpenBrace(); |
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30 | 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"); |
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31 | m_mesh.Translate(vec3(i * 8.f, (h - 1) * 3.2f, j * 8.f)); |
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32 | m_mesh.CloseBrace(); |
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33 | } |
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34 | m_mesh.OpenBrace(); |
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35 | m_mesh.AppendFlatChamfBox(vec3(x * 8.f, h * 3.2f, y * 8.f), -.1f); |
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36 | m_mesh.Translate(vec3((x - 1) * 4.f, (h - 1) * 1.6f, (y - 1) * 4.f)); |
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37 | m_mesh.CloseBrace(); |
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38 | m_mesh.Translate(vec3(dx * 8.f, dh * 3.2f, dy * 8.f)); |
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39 | |
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40 | m_mesh.CloseBrace(); |
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41 | } |
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42 | |
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43 | EasyMeshTutorial() |
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44 | { |
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45 | m_angle = 0; |
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46 | m_mesh.Compile("sc#8d3 [ato40 10 40 rx20 ry130 tx30]"); |
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47 | |
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48 | m_mesh.OpenBrace(); |
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49 | m_mesh.Compile("sc#800 [asph10 25 25 25]"); |
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50 | m_mesh.Compile("ty50"); |
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51 | m_mesh.RadialJitter(0.2f); |
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52 | m_mesh.Compile("ty-50 tx-40"); |
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53 | m_mesh.CloseBrace(); |
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54 | |
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55 | #if 0 |
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56 | //m_mesh.Compile("sc#94e scb#649 [asph3 7 7 7 tx-6 tz-9]"); |
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57 | //m_mesh.Compile("sc#49e scb#469 [asph31 7 7 7 tx-6 tz9]"); |
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58 | m_mesh.Compile("sc#1c1 scb#1c1"); |
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59 | AddPiece(16, 16, 1, -8, -8, -4); |
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60 | |
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61 | /* Flat white LOL */ |
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62 | m_mesh.Compile("sc#ccc scb#ccc"); |
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63 | |
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64 | AddPiece(1, 4, 1, -7, -7, -3); |
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65 | AddPiece(2, 1, 1, -6, -4, -3); |
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66 | |
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67 | AddPiece(1, 4, 1, -3, -7, -3); |
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68 | AddPiece(2, 1, 1, -2, -7, -3); |
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69 | AddPiece(2, 1, 1, -2, -4, -3); |
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70 | AddPiece(1, 2, 1, -1, -6, -3); |
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71 | |
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72 | AddPiece(1, 4, 1, 1, -7, -3); |
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73 | AddPiece(2, 1, 1, 2, -4, -3); |
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74 | |
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75 | /* High red LOL */ |
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76 | m_mesh.Compile("sc#e33 scb#e33"); |
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77 | |
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78 | AddPiece(3, 1, 3, 3, 4, -3); |
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79 | AddPiece(1, 1, 3, 5, 4, 0); |
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80 | AddPiece(1, 1, 3, 5, 4, 3); |
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81 | AddPiece(1, 1, 3, 5, 4, 6); |
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82 | |
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83 | AddPiece(3, 1, 3, -1, 4, -3); |
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84 | AddPiece(1, 1, 3, 1, 4, 0); |
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85 | AddPiece(1, 1, 3, 1, 4, 3); |
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86 | AddPiece(1, 1, 3, -1, 4, 0); |
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87 | AddPiece(1, 1, 3, -1, 4, 3); |
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88 | AddPiece(3, 1, 3, -1, 4, 6); |
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89 | |
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90 | AddPiece(3, 1, 3, -5, 4, -3); |
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91 | AddPiece(1, 1, 3, -3, 4, 0); |
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92 | AddPiece(1, 1, 3, -3, 4, 3); |
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93 | AddPiece(1, 1, 3, -3, 4, 6); |
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94 | |
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95 | /* Some random crap */ |
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96 | m_mesh.Compile("sc#e0e scb#e0e"); |
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97 | AddPiece(1, 1, 1, -1, 0, 2); |
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98 | m_mesh.Compile("sc#0ee scb#0ee"); |
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99 | AddPiece(2, 1, 1, -1, 0, 1); |
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100 | m_mesh.Compile("sc#e94 scb#e94"); |
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101 | AddPiece(1, 1, 1, 0, 0, 0); |
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102 | m_mesh.Compile("sc#94e scb#94e"); |
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103 | AddPiece(2, 1, 1, 0, 0, -1); |
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104 | m_mesh.Compile("sc#9e4 scb#9e4"); |
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105 | AddPiece(1, 2, 3, -1, -1, -2); |
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106 | m_mesh.Compile("sc#49e scb#49e"); |
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107 | AddPiece(2, 3, 1, 0, -1, -2); |
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108 | m_mesh.Compile("sc#4e9 scb#4e9"); |
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109 | AddPiece(6, 2, 1, -2, 0, -3); |
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110 | m_mesh.Compile("sc#e49 scb#e49"); |
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111 | AddPiece(6, 2, 1, -2, -2, -3); |
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112 | #endif |
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113 | |
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114 | /* Center everything -- is it needed? */ |
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115 | // m_mesh.Compile("tx4 tz4"); |
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116 | |
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117 | m_camera = new Camera(vec3(0.f, 600.f, 0.f), |
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118 | vec3(0.f, 0.f, 0.f), |
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119 | vec3(0, 1, 0)); |
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120 | m_camera->SetPerspective(70.f, 960.f, 600.f, .1f, 1000.f); |
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121 | m_camera->SetTarget(vec3(0.f, -10.f, 0.f)); |
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122 | m_camera->SetPosition(vec3(-100.f, 60.f, 0.f)); |
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123 | Ticker::Ref(m_camera); |
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124 | |
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125 | m_ready = false; |
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126 | } |
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127 | |
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128 | virtual void TickGame(float seconds) |
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129 | { |
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130 | WorldEntity::TickGame(seconds); |
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131 | |
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132 | m_angle += seconds * 45.0f; |
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133 | |
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134 | mat4 anim = mat4::rotate(m_angle, vec3(0, 1, 0)); |
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135 | mat4 model = mat4::translate(vec3(0, 0, 0)); |
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136 | |
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137 | m_matrix = model * anim; |
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138 | } |
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139 | |
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140 | virtual void TickDraw(float seconds) |
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141 | { |
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142 | WorldEntity::TickDraw(seconds); |
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143 | |
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144 | if (!m_ready) |
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145 | { |
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146 | m_mesh.MeshConvert(); |
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147 | m_ready = true; |
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148 | } |
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149 | |
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150 | Video::SetClearColor(vec4(0.0f, 0.0f, 0.0f, 1.0f)); |
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151 | |
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152 | m_mesh.Render(m_matrix); |
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153 | } |
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154 | |
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155 | private: |
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156 | float m_angle; |
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157 | mat4 m_matrix; |
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158 | EasyMesh m_mesh; |
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159 | Camera *m_camera; |
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160 | |
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161 | bool m_ready; |
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162 | }; |
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163 | |
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164 | int main(int argc, char **argv) |
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165 | { |
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166 | Application app("Tutorial 5: EasyMesh", ivec2(960, 600), 60.0f); |
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167 | new EasyMeshTutorial(); |
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168 | app.Run(); |
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169 | |
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170 | return EXIT_SUCCESS; |
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171 | } |
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172 | |
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