charcoal/OpenGLEngine/My3DScene.cpp
elipzer a6b8382b54 Camera3D Works!
Multiplication for the world to view matrix was just backwards.
2018-09-10 00:42:09 -04:00

112 lines
2.7 KiB
C++

#include "My3DScene.h"
#include "stdafx.h"
#include <cmath>
#include <iostream>
#include "constants.h"
#include "DrawMode.h"
#include "MeshFactory.h"
#include "Util.h"
My3DScene::My3DScene(Application& application)
: Scene(application),
m_shape(MeshFactory<MyBatchTestShaderProgram::Vertex, MyBatchTestShaderProgram::Index>::gen(
DrawMode::DRAW_TRIANGLES,
MyBatchTestShaderProgram::Vertex(-1.0f, 1.0f, 0.0f),
MyBatchTestShaderProgram::Vertex(1.0f, 1.0f, 0.0f),
MyBatchTestShaderProgram::Vertex(-2.0f, -1.0f, 0.0f),
MyBatchTestShaderProgram::Vertex(2.0f, -1.0f, 0.0f)
), DrawMode::DRAW_TRIANGLES),
m_batch(&m_shape, 2),
m_camera((float)egm::TAU_1_4, (float)m_screen_size.x / m_screen_size.y, 1.0f, 10.0f, vec3(0.0f, 0.0f, -5.0f))
{}
My3DScene::~My3DScene()
{}
void My3DScene::init()
{
m_batch.init();
}
void My3DScene::use()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
}
void My3DScene::unuse()
{
}
void My3DScene::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 = 0.5f;
color.g = 0.5f;
color.b = 0.5f;
color.a = 1.0f;
MyBatchTestShaderProgram::Offset& offset = m_batch.get_offset(0);
offset.x = 1.0f;// 200 * (float)cos(radians);
offset.y = -1.0f;
offset.z = 0.0f;
}
{
MyBatchTestShaderProgram::Color& color = m_batch.get_color(1);
color.r = 1.0f;
color.g = 1.0f;
color.b = 1.0f;
color.a = 1.0f;
MyBatchTestShaderProgram::Offset& offset = m_batch.get_offset(1);
offset.x = 0.0f;
offset.y = 0.0f;// 200 * (float)sin(radians);
offset.z = 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;
m_camera.translate(camera_translation * delta_time);
// TODO: Make a prerender function or move this to render
m_batch.prerender();
}
void My3DScene::render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_shader_program.use();
glUniformMatrix4fv(3, 1, GL_FALSE, &m_camera.get_world_to_view_matrix()[0][0]);
m_batch.render();
}
#undef NEAR_PLANE
#undef FAR_PLANE