Added polies and triangles drawn
/// Project: Mesh Template
// Created: 2019-01-12
// show all errors
SetErrorMode(2)
#constant screenwidth=1024
#constant screenheight=768
#constant fullscreen=0
#constant screenrate=0
#constant size=32 // Size of the chunk in X and Z direction - make this small so the chunk can be quickly rebuilt in processing
#constant renderdistance=0 // how many chunks surrounding each other - call it render distance variable
// set window properties
SetWindowTitle( "Mesh Template" )
SetWindowSize( screenwidth, screenheight, fullscreen )
SetWindowAllowResize( 1 ) // allow the user to resize the window
// set display properties
SetVirtualResolution( screenwidth, screenheight ) // doesn't have to match the window
SetOrientationAllowed( 1, 1, 1, 1 ) // allow both portrait and landscape on mobile devices
SetSyncRate( screenrate, 0 ) // 30fps instead of 60 to save battery
SetScissor( 0,0,0,0 ) // use the maximum available screen space, no black borders
UseNewDefaultFonts( 1 ) // since version 2.0.22 we can use nicer default fonts
global angx#,angy#,startx#,starty#,cube,collisioncoordx,collisioncoordz,collisioncoordy
global numofchunks, numofcubes,chunk
global img,camerax#,cameray#,cameraz#,centrespr, minx,miny,minz,maxx,maxy,maxz, actualverts
global vertexcounter=0
// meshmemblock types
Type Vertex
air as integer
x as float
y as float
z as float
nx as float
ny as float
nz as float
u as float
v as float
endtype
Type Triangle
v1 as integer
v2 as integer
v3 as integer
endtype
Type Mesh
VertexList as Vertex[]
endtype
global MeshID as Mesh
x#=0
y#=0
z#=0
sizex#=10
sizez#=10
c=1
AddVertex(meshid, x# ,y#,z# , 0,1,0, 0 ,0 , c)
AddVertex(meshid, x# ,y#,z#-sizez# , 0,1,0, 0 ,.5 , c)
AddVertex(meshid, x#+sizex# ,y#,z# , 0,1,0, .5 ,0 , c)
AddVertex(meshid, x#+sizex# ,y#,z# , 0,1,0, .5 ,0 , c)
AddVertex(meshid, x# ,y#,z#-sizez# , 0,1,0, 0 ,.5 , c)
AddVertex(meshid, x#+sizex# ,y#,z#-sizez# , 0,1,0, .5 ,.5 , c)
obj=CreateObjectFromMeshWithUVTexturing(meshid,1,0)
startx#=screenwidth/2
starty#=screenheight/2
do
print("Polies "+ str(GetPolygonsDrawn()))
print("Tiangles"+ str(GetPolygonsDrawn()*3))
movecamera()
Print( ScreenFPS() )
Sync()
loop
function movecamera()
fDiffX# = (GetPointerX() - startx#)/4.0
fDiffY# = (GetPointerY() - starty#)/4.0
newX# = angx# + fDiffY#
if ( newX# > 89 ) then newX# = 89
if ( newX# < -89 ) then newX# = -89
SetCameraRotation(1, newX#, angy# + fDiffX#, 0 )
endfunction
function addCubeToMesh(x#,y#,z#,sizex#,sizey#,sizez#,c)
// do adjacent culling check
cx = floor(x#)
cy = floor(y#)
cz = floor(z#)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0, 0 ,0 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0, 0 ,.5 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0, .5 ,0 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0, .5 ,0 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0, 0 ,.5 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0, .5 ,.5 , c)
// BOTTOM face - top right corner texture
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0, 0.5,0 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0, 1,0 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0, 0.5,0.5 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0, 1,0 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0, 1,0.5 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0, 0.5,0.5 , c)
// Left Side - bottom left corner texture
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0, 0,0.5, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0, 0.5,0.5, c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0, 0,1, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0, 0.5,0.5, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0, 0.5,1, c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0, 0,1, c)
// Right Side - bottom left corner texture
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0, 0,0.5, c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0, 0,1, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0, 0.5,0.5, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0, 0.5,0.5, c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0, 0,1, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0, 0.5,1, c)
// Front Side - bottom left corner texture
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0 , 0 , 0.5, c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0 , 0 , 1 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0 , .5 , 1 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0 , .5 , 1, c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0 , .5 , .5 , c)
AddVertex(meshid, x#-(sizex#/2) ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0 , 0 , .5 , c)
// Back Side - bottom left corner texture
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0 , 0 , 0.5, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0 , .5 , 1 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2) , 0,1,0 , 0 , 1 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2)-sizey# ,z#+(sizez#/2)-sizez# , 0,1,0 , .5 , 1, c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2) , 0,1,0 , 0 , .5 , c)
AddVertex(meshid, x#-(sizex#/2)+sizex# ,y#+(sizey#/2) ,z#+(sizez#/2)-sizez# , 0,1,0 , .5 , .5 , c)
endfunction
function emptymesh()
meshid.VertexList.length=-1
endfunction
Function AddVertex(m ref as Mesh, x as float, y as float, z as float, nx as float, ny as float, nz as float, u as float, v as float, air as integer)
vert as vertex
vert.x = x
vert.y = y
vert.z = z
vert.nx = nx
vert.ny = ny
vert.nz = nz
vert.u = u
vert.v = v
vert.air = air
m.VertexList.Insert(vert)
endfunction
Function CreateObjectFromMeshWithUVTexturing(m ref as mesh, MeshIndex,texture)
DeleteMemblock(chunkmesh)
VertexCount = m.VertexList.Length + 1
IndexCount = 0
IndexOffset = 60 + VertexCount*36
chunkmesh = CreateMemblock(IndexOffset+IndexCount*4)
SetMemblockInt(chunkmesh,0,VertexCount)
SetMemblockInt(chunkmesh,4,IndexCount)
SetMemblockInt(chunkmesh,8,3)
SetMemblockInt(chunkmesh,12,32) // no color - 36 if color
SetmemblockInt(chunkmesh,16,60)
SetMemblockInt(chunkmesh,20,IndexOffset)
SetMemblockInt(chunkmesh,24,0x0c000300)
SetMemblockString(chunkmesh,28,"position")
SetMemblockInt(chunkmesh,40,0x08000300)
SetMemblockString(chunkmesh,44,"normal")
SetMemblockInt(chunkmesh,52,0x04000200)
SetMemblockString(chunkmesh,56,"uv")
//SetMemblockInt(memblock,60,0x08010401) // maybe one day or year in 2019 lol
//SetMemblockString(memblock,64,"color") // maybe one day or year in 2019 lol
for i = 0 to m.VertexList.Length
if m.VertexList[i].air = 1 // has a block there
SetMemblockFloat(chunkmesh,60+i*32,m.VertexList[i].x)
SetMemblockFloat(chunkmesh,64+i*32,m.VertexList[i].y)
SetMemblockFloat(chunkmesh,68+i*32,m.VertexList[i].z)
SetMemblockFloat(chunkmesh,72+i*32,m.VertexList[i].nx)
SetMemblockFloat(chunkmesh,76+i*32,m.VertexList[i].ny)
SetMemblockFloat(chunkmesh,80+i*32,m.VertexList[i].nz)
SetMemblockFloat(chunkmesh,84+i*32,m.VertexList[i].u)
SetMemblockFloat(chunkmesh,88+i*32,m.VertexList[i].v)
endif
//SetMemblockInt(memblock,104+i*36,m.VertexList[i].color) //maybe one day or year in 2019 lol
next
// DeleteAllObjects()
DeleteObject(1)
CreateObjectFromMeshMemblock(1,chunkmesh)
SetObjectImage(1,texture,0)
SetObjectColor(1,255,255,255,10)
endfunction 1
Catch up tomoz