#include "MyBuiltinTexturedScene.h" #include #include #include #include #include MyBuiltinTexturedScene::MyBuiltinTexturedScene(Application& application) : Scene(application), m_sprite_image(image_loader::load_file(IMAGE_PATH "uber.png")), m_cube( meshgenerator::gen_cube_pt(DRAW_TRIANGLES, 2.0f, 2.0f, 2.0f), DRAW_TRIANGLES, texturegenerator::gen_quick_cube_texture(), texturegenerator::gen_quick_sampler() ), m_sprite( meshgenerator::gen_rect_pt(DRAW_TRIANGLES, 2.0f, 2.0f), DRAW_TRIANGLES, TextureFactory::gen_image_texture(m_sprite_image), texturegenerator::gen_quick_sampler() ), 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), vec3(0.0f, 0.0f, -1.0f)), m_cube_batch(&m_cube, 2), m_sprite_batch(&m_sprite, 1) { m_pipeline.add_batch(&m_cube_batch); m_pipeline.add_batch(&m_sprite_batch); m_pipeline.set_camera(&m_camera); } void MyBuiltinTexturedScene::init() { m_cube_batch.init(); m_sprite_batch.init(); } void MyBuiltinTexturedScene::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; radians = (float)TAU * c / intervals; m_cube_pose_a.rotate(glm::normalize(vec3(1.0f, 1.0f, 0.0f)), (float)TAU_1_2 * delta_time); m_cube_pose_a.update_position(vec3(3 * (float)cos(radians), 1.0f, 0.0f)); m_cube_pose_b.rotate(glm::normalize(vec3(1.0f, 1.0f, 0.0f)), (float)TAU_1_2 * delta_time); m_cube_pose_b.update_position(vec3(-3 * (float)cos(radians), -1.0f, 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); m_camera.rotate(vec3(0.0f, 1.0f, 0.0f), camera_rotation * (float)TAU_1_8 * delta_time); m_cube_batch.reset_rendered(); m_cube_batch.add_rendered(m_cube_pose_a); m_cube_batch.add_rendered(m_cube_pose_b); m_sprite_batch.reset_rendered(); m_sprite_batch.add_rendered(m_sprite_pose); } void MyBuiltinTexturedScene::prerender() { m_camera.prerender(); m_cube_batch.prerender(); m_sprite_batch.prerender(); } void MyBuiltinTexturedScene::render() { glutil::clear_screen(); m_pipeline.render(); }