#include "MySimple2DScene.h" #include "stdafx.h" #include #include #include "constants.h" #include "DrawMode.h" #include "MeshFactory.h" MySimple2DScene::MySimple2DScene(Application& application) : Scene(application), m_shape(MeshFactory::gen( DrawMode::DRAW_TRIANGLES, MySimpleShaderProgram::Vertex(-50.0f, 50.0f, 0.0f), MySimpleShaderProgram::Vertex(50.0f, 150.0f, 0.0f), MySimpleShaderProgram::Vertex(-100.0f, -50.0f, 0.0f), MySimpleShaderProgram::Vertex(100.0f, -50.0f, 0.0f) ), DrawMode::DRAW_TRIANGLES), m_batch(&m_shape, 2), m_camera(m_screen_size) {} MySimple2DScene::~MySimple2DScene() {} void MySimple2DScene::init() { m_batch.init(); } void MySimple2DScene::use() { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); } void MySimple2DScene::unuse() { } void MySimple2DScene::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)egm::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.update_position(vec3(cos(radians) * 50, 0.0f, 0.0f)); } { MySimpleShaderProgram::Color& color = m_batch.get_color(1); color.r = 1.0f - brightness; color.g = 1.0f - brightness; color.b = 1.0f - brightness; color.a = 1.0f; Poseable& pose = m_batch.get_pose(1); pose.update_position(vec3(0.0f, sin(radians) * 50, 0.0f)); } vec2 camera_translation(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; m_camera.translate(camera_translation * delta_time * 100.0f); // TODO: Make a prerender function or move this to render m_batch.prerender(); } void MySimple2DScene::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(); }