2018-09-14 22:09:43 +00:00
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#include "MyBuiltinLitScene.h"
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#include "MeshGenerator.h"
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#include "constants.h"
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MyBuiltinLitScene::MyBuiltinLitScene(Application& application)
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: LitScene(application),
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2018-09-15 01:29:05 +00:00
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m_shape(meshgenerator::gen_cube_pn<LitVertex, LitIndex>(DRAW_TRIANGLES, 2.0f, 2.0f, 2.0f), DrawMode::DRAW_TRIANGLES),
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2018-09-14 22:09:43 +00:00
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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)),
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m_batch(add_batch(&m_shape, 1))
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{
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add_prerenderable(&m_camera);
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set_camera(&m_camera);
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2018-09-15 01:29:05 +00:00
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// Something is off here... The light seems to be rotating...
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add_light(Position(0.0f, 2.0f, -2.0f), ColorRGB(0.2f, 0.2f, 0.2f), ColorRGB(1.0f, 1.0f, 1.0f));
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2018-09-14 22:09:43 +00:00
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}
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void MyBuiltinLitScene::update(float delta_time, clock_t clock)
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{
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float brightness;
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float radians;
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clock_t c;
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const clock_t intervals = 512 * CLOCKS_PER_SEC / 100;
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const clock_t half_interval = 256 * CLOCKS_PER_SEC / 100;
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c = clock % intervals;
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if (c < half_interval)
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brightness = (float)c / half_interval;
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else
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brightness = (float)(intervals - c) / half_interval;
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radians = (float)TAU * c / intervals;
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{
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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);
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pose.update_position(vec3(3 * (float)cos(radians), 0.0f, 0.0f));
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}
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vec3 camera_translation(0.0f, 0.0f, 0.0f);
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if (m_input_manager.is_key_down(GLFW_KEY_W)) camera_translation.y += 1;
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if (m_input_manager.is_key_down(GLFW_KEY_S)) camera_translation.y -= 1;
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if (m_input_manager.is_key_down(GLFW_KEY_A)) camera_translation.x -= 1;
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if (m_input_manager.is_key_down(GLFW_KEY_D)) camera_translation.x += 1;
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if (m_input_manager.is_key_down(GLFW_KEY_Q)) camera_translation.z -= 1;
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if (m_input_manager.is_key_down(GLFW_KEY_E)) camera_translation.z += 1;
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float camera_rotation = 0.0f;
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if (m_input_manager.is_key_down(GLFW_KEY_Z)) camera_rotation += 1;
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if (m_input_manager.is_key_down(GLFW_KEY_C)) camera_rotation -= 1;
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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);
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}
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