#include "MyObjectOrientedScene.h" #include #include #include "constants.h" #include "Util.h" #include "DrawMode.h" #include "MeshFactory.h" #define FIRST_VERT -50.0f, 50.0f, 0.0f MyObjectOrientedScene::MyObjectOrientedScene(Application& application) : Scene(application), m_shape(MeshFactory::gen( DrawMode::DRAW_TRIANGLES, MyBatchTestShaderProgram::Vertex(FIRST_VERT), MyBatchTestShaderProgram::Vertex(50.0f, 150.0f, 0.0f), MyBatchTestShaderProgram::Vertex(-100.0f, -50.0f, 0.0f), MyBatchTestShaderProgram::Vertex(100.0f, -50.0f, 0.0f) ), DrawMode::DRAW_TRIANGLES), m_batch(&m_shape, 2), m_camera(vec3(m_screen_size, 4.0f))// TODO: change this back to just m_screen_size { } MyObjectOrientedScene::~MyObjectOrientedScene() { } void MyObjectOrientedScene::init() { m_batch.init(); } void MyObjectOrientedScene::use() { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); } void MyObjectOrientedScene::unuse() { } void MyObjectOrientedScene::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; { MyBatchTestShaderProgram::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(3 * (float)cos(radians), 0.0f, 0.0f)); } { MyBatchTestShaderProgram::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, 3 * (float)sin(radians), 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); const mat4& world_to_view = m_camera.get_world_to_view_matrix(); const mat4& orientation = m_batch.get_pose(0).get_orientation_matrix(); vec4 first_vert(FIRST_VERT, 1.0f); Util::set_console_position(0, 0); std::cout << "World to View" << std::endl; Util::print_matrix(m_camera.get_world_to_view_matrix()); std::cout << "Pose 0 Orientation" << std::endl; Util::print_matrix(m_batch.get_pose(0).get_orientation_matrix()); std::cout << "First Vert" << std::endl; Util::print_vec(first_vert); std::cout << "Projected Position" << std::endl; Util::print_vec(world_to_view * orientation * first_vert); // TODO: Make a prerender function or move this to render m_batch.prerender(); } void MyObjectOrientedScene::render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_shader_program.use(); glUniformMatrix4fv(6, 1, GL_FALSE, &m_camera.get_world_to_view_matrix()[0][0]); m_batch.render(); } #undef FIRST_VERT