#include "MyBuiltinLitScene.h" #include "MeshGenerator.h" #include "constants.h" MyBuiltinLitScene::MyBuiltinLitScene(Application& application) : LitScene(application), m_shape(meshgenerator::gen_cube_p(DRAW_TRIANGLES, 2.0f, 2.0f, 2.0f), DrawMode::DRAW_TRIANGLES), 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)), m_batch(add_batch(&m_shape, 1)) { add_prerenderable(&m_camera); set_camera(&m_camera); add_light(ColorRGB(0.0f, 0.0f, 1.0f)); add_light(ColorRGB(0.0f, 1.0f, 0.0f)); } void MyBuiltinLitScene::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; { 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); }