charcoal/Example/MySimpleCubeScene.cpp

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#include "MySimpleCubeScene.h"
#include <charcoal/constants.h>
#include <charcoal/MeshFactory.h>
#include <charcoal/DrawMode.h>
MySimpleCubeScene::MySimpleCubeScene(Application& application)
: Scene(application),
m_shape(MeshFactory<MySimpleShaderProgram::Vertex, MySimpleShaderProgram::Index>::gen_cube(
DrawMode::DRAW_TRIANGLES,
MySimpleShaderProgram::Vertex(-1.0f, 1.0f, -1.0f),
MySimpleShaderProgram::Vertex(-1.0f, -1.0f, -1.0f),
MySimpleShaderProgram::Vertex( 1.0f, 1.0f, -1.0f),
MySimpleShaderProgram::Vertex( 1.0f, -1.0f, -1.0f),
MySimpleShaderProgram::Vertex(-1.0f, 1.0f, 1.0f),
MySimpleShaderProgram::Vertex(-1.0f, -1.0f, 1.0f),
MySimpleShaderProgram::Vertex( 1.0f, 1.0f, 1.0f),
MySimpleShaderProgram::Vertex( 1.0f, -1.0f, 1.0f)
), DrawMode::DRAW_TRIANGLES),
m_batch(&m_shape, 1),
m_camera((float)TAU_1_4, (float)m_screen_size.x / m_screen_size.y, 1.0f, 10.0f, vec3(0.0f, 0.0f, 5.0f))
{}
MySimpleCubeScene::~MySimpleCubeScene()
{}
void MySimpleCubeScene::init()
{
m_batch.init();
}
void MySimpleCubeScene::use()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
}
void MySimpleCubeScene::unuse()
{
}
void MySimpleCubeScene::update(float delta_time, clock_t clock)
{
float brightness;
float radians;
clock_t c;
const clock_t intervals = 512 * CLOCKS_PER_SEC / 100;
const clock_t half_interval = 256 * CLOCKS_PER_SEC / 100;
c = clock % intervals;
if (c < half_interval)
brightness = (float)c / half_interval;
else
brightness = (float)(intervals - c) / half_interval;
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radians = (float)TAU * c / intervals;
{
MySimpleShaderProgram::Color& color = m_batch.get_color(0);
color.r = brightness;
color.g = brightness;
color.b = brightness;
color.a = 1.0f;
Poseable& pose = m_batch.get_pose(0);
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pose.rotate(glm::normalize(vec3(1.0f, 1.0f, 0.0f)), (float)TAU_1_2 * delta_time);
pose.update_position(vec3(3 * (float)cos(radians), 0.0f, 0.0f));
}
vec3 camera_translation(0.0f, 0.0f, 0.0f);
if (m_input_manager.is_key_down(GLFW_KEY_W)) camera_translation.y += 1;
if (m_input_manager.is_key_down(GLFW_KEY_S)) camera_translation.y -= 1;
if (m_input_manager.is_key_down(GLFW_KEY_A)) camera_translation.x -= 1;
if (m_input_manager.is_key_down(GLFW_KEY_D)) camera_translation.x += 1;
if (m_input_manager.is_key_down(GLFW_KEY_Q)) camera_translation.z -= 1;
if (m_input_manager.is_key_down(GLFW_KEY_E)) camera_translation.z += 1;
float camera_rotation = 0.0f;
if (m_input_manager.is_key_down(GLFW_KEY_Z)) camera_rotation += 1;
if (m_input_manager.is_key_down(GLFW_KEY_C)) camera_rotation -= 1;
m_camera.translate(camera_translation * delta_time);
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m_camera.rotate(vec3(0.0f, 1.0f, 0.0f), camera_rotation * (float)TAU_1_8 * delta_time);
}
void MySimpleCubeScene::prerender()
{
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m_camera.prerender();
m_batch.prerender();
}
void MySimpleCubeScene::render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_shader_program.use();
glUniformMatrix4fv(0, 1, GL_FALSE, &m_camera.get_world_to_view_matrix()[0][0]);
m_batch.render();
}