d63f341d89
Got the builtin basicscene to render. For some reason, it seems like the model matrices are not working correctly. The two shapes that are supposed to be rendering on screen are not moving around as they should be.
56 lines
1.5 KiB
C++
56 lines
1.5 KiB
C++
#include "MyBuiltinCubeScene.h"
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#include "MeshFactory.h"
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MyBuiltinCubeScene::MyBuiltinCubeScene(Application& application)
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: BasicScene(application),
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m_shape(MeshFactory<BasicVertex, BasicIndex>::gen(
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DrawMode::DRAW_TRIANGLES,
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BasicVertex({ -50.0f, 50.0f, 0.0f }),
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BasicVertex({ 50.0f, 150.0f, 0.0f }),
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BasicVertex({ -100.0f, -50.0f, 0.0f }),
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BasicVertex({ 100.0f, -50.0f, 0.0f })
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), DrawMode::DRAW_TRIANGLES),
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m_camera(m_screen_size),
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m_batch(add_batch(&m_shape, 2))
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{
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set_camera(&m_camera);
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}
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void MyBuiltinCubeScene::update(float delta_time, clock_t clock)
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{
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float brightness;
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float radians;
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clock_t c;
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const clock_t intervals = 512 * CLOCKS_PER_SEC / 100;
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const clock_t half_interval = 256 * CLOCKS_PER_SEC / 100;
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c = clock % intervals;
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if (c < half_interval)
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brightness = (float)c / half_interval;
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else
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brightness = (float)(intervals - c) / half_interval;
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radians = (float)TAU * c / intervals;
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{
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Poseable& pose = m_batch.get_pose(0);
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pose.update_position(vec3(cos(radians) * 50, 0.0f, 0.0f));
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}
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{
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Poseable& pose = m_batch.get_pose(1);
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pose.update_position(vec3(0.0f, sin(radians) * 50, 0.0f));
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}
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vec2 camera_translation(0.0f, 0.0f);
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if (m_input_manager.is_key_down(GLFW_KEY_W)) camera_translation.y += 1;
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if (m_input_manager.is_key_down(GLFW_KEY_S)) camera_translation.y -= 1;
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if (m_input_manager.is_key_down(GLFW_KEY_A)) camera_translation.x -= 1;
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if (m_input_manager.is_key_down(GLFW_KEY_D)) camera_translation.x += 1;
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m_camera.translate(camera_translation * delta_time * 100.0f);
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}
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