#include "MySimpleCubeScene.h" #include #include #include MySimpleCubeScene::MySimpleCubeScene(Application& application) : Scene(application), m_shape(MeshFactory::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; 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); 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); m_camera.rotate(vec3(0.0f, 1.0f, 0.0f), camera_rotation * (float)TAU_1_8 * delta_time); } void MySimpleCubeScene::prerender() { 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(); }