text: //
  //  Lol Engine — EasyMesh tutorial
  //
  //  Copyright © 2011—2015 Sam Hocevar <sam@hocevar.net>
  //            © 2012—2013 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
  //
  //  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 <lol/lua.h>
  
  using namespace lol;
  
  #define USE_CUSTOM_SHADER 1
  #if USE_CUSTOM_SHADER
  LOLFX_RESOURCE_DECLARE(easymesh_shiny);
  #endif //USE_CUSTOM_SHADER
  
  class EasyMeshTutorial : public WorldEntity
  {
  public:
      EasyMeshTutorial()
      {
          EasyMeshLuaLoader EzMhLoader;
          EzMhLoader.ExecLuaFile("05_easymesh.lua");
  
          EasyMeshLuaObject* gears0 = EzMhLoader.GetPtr<EasyMeshLuaObject>("g0");
          EasyMeshLuaObject* gears1 = EzMhLoader.GetPtr<EasyMeshLuaObject>("g1");
          EasyMeshLuaObject* gears2 = EzMhLoader.GetPtr<EasyMeshLuaObject>("g2");
          EasyMeshLuaObject* gears3 = EzMhLoader.GetPtr<EasyMeshLuaObject>("g3");
          EasyMeshLuaObject* gears4 = EzMhLoader.GetPtr<EasyMeshLuaObject>("g4");
  
          m_gears.push(gears0->GetMesh(), mat4(1.0f), 0.0f);
          m_gears.push(gears1->GetMesh(), mat4(1.0f), 0.0f);
          m_gears.push(gears2->GetMesh(), mat4(1.0f), 180.0f / 18);
          m_gears.push(gears3->GetMesh(), mat4(1.0f), 180.0f / 18);
          m_gears.push(gears4->GetMesh(), 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[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#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(radians(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)));
          Scene& scene = Scene::GetScene();
          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()
      {
          Scene& scene = Scene::GetScene();
          scene.PopCamera(m_camera);
          Ticker::Unref(m_light1);
          Ticker::Unref(m_light2);
      }
  
      virtual void TickGame(float seconds)
      {
          WorldEntity::TickGame(seconds);
  
          m_angle += seconds * radians(70.0f);
          m_mat = mat4::rotate(radians(10.0f), vec3(0, 0, 1))
                  * mat4::rotate(radians(100.f), vec3(0, 1, 0));
          //      * mat4::rotate(m_angle, vec3(0, 1, 0));
  
          m_gears[0].m3 += seconds * radians(20.0f);
          m_gears[1].m3 += seconds * radians(20.0f) * -2 / 9;
          m_gears[2].m3 += seconds * radians(20.0f) * -2 / 3;
          m_gears[3].m3 += seconds * radians(20.0f) * -2 / 3;
          m_gears[4].m3 += seconds * radians(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)
          {
              Renderer::Get()->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(easymesh_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++)
          {
              m_gears[i].m1.Render(scene, m_mat * m_gears[i].m2);
          }
      }
  
  private:
      Shader* m_custom_shader;
      array<EasyMesh, mat4, float> 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)
  {
      sys::init(argc, argv);
  
      Application app("Tutorial 5: EasyMesh", ivec2(960, 600), 60.0f);
      new EasyMeshTutorial();
      app.Run();
  
      return EXIT_SUCCESS;
  }
  
  