Files
tyra-linux/src/samples/ari/ari.cpp
T
Sandro Sobczyński 138ab762ba removed md2_model
2020-11-01 18:13:24 +01:00

174 lines
5.2 KiB
C++

/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
// SANDRO TODO
// Ogarnac czemu tekstura sie zle wczytuje
// Ogarnac wiele tekstur do skyboxa (wczytywane z .mtl i .obj)
// texture loading for obj and md2
// animation for dff
// TODO obj destructor
// TODO md2 destructor
// TODO dff destructor
#include "ari.hpp"
#include "utils/math.hpp"
// ----
// Constructors/Destructors
// ----
Ari::Ari() {}
Ari::~Ari() {}
// ----
// Methods
// ----
// TEST START
const u8 WATER_TILES_COUNT = 64;
Mesh *island, *islandAddons, *skybox, *test;
Mesh **waterFloors;
Point *spirals;
void calcSpiral(int X, int Y)
{
int x, y, dx;
x = y = dx = 0;
int dy = -1;
int t = X > Y ? X : Y;
int maxI = t * t;
for (int i = 0; i < maxI; i++)
{
if ((-X / 2 <= x) && (x <= X / 2) && (-Y / 2 <= y) && (y <= Y / 2))
{
spirals[i].x = x;
spirals[i].y = y;
}
if ((x == y) || ((x < 0) && (x == -y)) || ((x > 0) && (x == 1 - y)))
{
t = dx;
dx = -dy;
dy = t;
}
x += dx;
y += dy;
}
}
// TEST END
#include "models/mesh_frame.hpp"
#include <vector>
void Ari::onInit()
{
player = new Player();
camera = new Camera(&engine.screen);
engine.renderer->setCameraDefinitions(&camera->worldView, &camera->unitCirclePosition, camera->planes);
engine.audio.init(0);
engine.audio.setVolume(40);
engine.audio.loadSong("MOV-CIRC.WAV");
texRepo = engine.renderer->getTextureRepository();
// engine.audio.play();
// Vector3 islandPos = Vector3(0.0F, 10.0F, 0.0F);
// island = new Mesh();
// island->rotation.x = -1.6F;
// island->loadDff("sunnyisl/", "sunnyisl.dff", islandPos, 0.1F);
// texRepo->addByMesh("sunnyisl/", *island);
// island->shouldBeFrustumCulled = false;
// island->shouldBeBackfaceCulled = true;
test = new Mesh();
Vector3 initPos = Vector3(0.00F, 00.00F, 0.00F);
test->loadMD2("warrior/", "warrior", initPos, 0.2F, true);
texRepo->addByMesh("warrior/", *test);
test->rotation.x = -1.6F;
test->playAnimation(0, 25);
// test->shouldBeBackfaceCulled = false;
// test->shouldBeFrustumCulled = false;
// islandAddons = new Mesh();
// islandAddons->rotation.x = -1.6F;
// islandAddons->loadDff("sunnyisl/", "sunnyisl3.dff", islandPos, 0.1F);
// islandAddons->shouldBeFrustumCulled = false;
// test = new Mesh();
// Vector3 testpos = Vector3(0.0F, 00.0F, 0.0F);
// test->loadObj("pillar/", "pillar", testpos, .1F, 1);
// texRepo->addByMesh("pillar/", *test);
// std::vector<MeshTexture *> *textures = texRepo->getAll();
// textures->at(0)->removeLink(test->id, test->getMaterial(0).getId());
// MeshTexture *tex = texRepo->add("objanim/", "water");
// tex->addLink(test->id, test->getMaterial(0).getId());
// texRepo->removeById(textures->at(0)->getId());
// test->playAnimation(0, 0);
// test->shouldBeBackfaceCulled = true;
// TODO 1 - Merge md2
// TODO 2 - Refactor mesh, loaders
// TODO 3 - const & in parameters
// TODO 4 - Destructor
// TODO 5 - Mesh copy();
// test->shouldBeFrustumCulled = true;
// skybox = new Mesh();
// Vector3 skyboxPos = Vector3(0.0F, 10.0F, 0.0F);
// skybox->loadObj("skybox/", "skybox", skyboxPos, 80.0F, 1, false);
// skybox->shouldBeFrustumCulled = true;
// texRepo->addByMesh("skybox/", *skybox);
// waterFloors = new Mesh *[WATER_TILES_COUNT];
// spirals = new Point[WATER_TILES_COUNT];
// Vector3 initPos = Vector3(0.0F, 8.0F, 0.0F);
// waterFloors[0] = new Mesh();
// // loadObj("water/", "water", initPos, 5.0F,12);
// // loadObj("water/", "water", initPos, 5.0F);
// waterFloors[0]->loadObj("water/", "water", initPos, 5.0F, 2);
// waterFloors[0]->shouldBeFrustumCulled = true;
// for (u8 i = 0; i < WATER_TILES_COUNT; i++)
// {
// spirals[i].x = 1.0F;
// spirals[i].y = 2.0F;
// }
// u32 spiralOffset = (u32)Math::sqrt(WATER_TILES_COUNT);
// calcSpiral(spiralOffset, spiralOffset);
// for (u8 i = 1; i < WATER_TILES_COUNT; i++)
// {
// waterFloors[i] = new Mesh();
// Vector3 nextPos = Vector3(10.0F * spirals[i].x, 8.0F, 10.0F * spirals[i].y);
// waterFloors[i]->setObj(nextPos, waterFloors[0]->obj, waterFloors[0]->spec);
// waterFloors[i]->shouldBeFrustumCulled = true;
// }
}
void Ari::initBulb()
{
bulb.intensity = 15;
bulb.position.set(5.0F, 10.0F, 10.0F);
}
void Ari::onUpdate()
{
if (engine.pad.isCrossClicked)
printf("FPS:%f\n", engine.fps);
camera->update(engine.pad, player->mesh);
engine.renderer->draw(test);
// engine.renderer->draw(skybox);
// engine.renderer->draw(island);
// engine.renderer->draw(islandAddons);
// // engine.renderer->draw(&player->mesh);
// for (u8 i = 0; i < WATER_TILES_COUNT; i++)
// engine.renderer->draw(waterFloors[i]); // TODO
}