f57c972be0
Currently, this feature breaks a bunch of stuff :(. Have to get poseable to work with the objects.
122 lines
3.3 KiB
C++
122 lines
3.3 KiB
C++
#include "MyObjectOrientedScene.h"
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#include <cmath>
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#include <iostream>
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#include "constants.h"
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#include "Util.h"
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#include "DrawMode.h"
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#include "MeshFactory.h"
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#define FIRST_VERT -50.0f, 50.0f, 0.0f
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MyObjectOrientedScene::MyObjectOrientedScene(Application& application)
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: Scene(application),
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m_shape(MeshFactory<MyBatchTestShaderProgram::Vertex, MyBatchTestShaderProgram::Index>::gen(
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DrawMode::DRAW_TRIANGLES,
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MyBatchTestShaderProgram::Vertex(FIRST_VERT),
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MyBatchTestShaderProgram::Vertex(50.0f, 150.0f, 0.0f),
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MyBatchTestShaderProgram::Vertex(-100.0f, -50.0f, 0.0f),
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MyBatchTestShaderProgram::Vertex(100.0f, -50.0f, 0.0f)
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), DrawMode::DRAW_TRIANGLES),
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m_batch(&m_shape, 2),
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m_camera(vec3(m_screen_size, 4.0f))// TODO: change this back to just m_screen_size
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{
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}
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MyObjectOrientedScene::~MyObjectOrientedScene()
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{
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}
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void MyObjectOrientedScene::init()
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{
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m_batch.init();
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}
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void MyObjectOrientedScene::use()
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{
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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}
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void MyObjectOrientedScene::unuse()
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{
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}
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void MyObjectOrientedScene::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)egm::TAU * c / intervals;
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{
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MyBatchTestShaderProgram::Color& color = m_batch.get_color(0);
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color.r = brightness;
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color.g = brightness;
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color.b = brightness;
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color.a = 1.0f;
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Poseable& pose = m_batch.get_pose(0);
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pose.update_position(vec3(3 * (float)cos(radians), 0.0f, 0.0f));
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}
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{
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MyBatchTestShaderProgram::Color& color = m_batch.get_color(1);
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color.r = 1.0f - brightness;
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color.g = 1.0f - brightness;
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color.b = 1.0f - brightness;
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color.a = 1.0f;
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Poseable& pose = m_batch.get_pose(1);
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pose.update_position(vec3(0.0f, 3 * (float)sin(radians), 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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const mat4& world_to_view = m_camera.get_world_to_view_matrix();
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const mat4& orientation = m_batch.get_pose(0).get_orientation_matrix();
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vec4 first_vert(FIRST_VERT, 1.0f);
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Util::set_console_position(0, 0);
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std::cout << "World to View" << std::endl;
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Util::print_matrix(m_camera.get_world_to_view_matrix());
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std::cout << "Pose 0 Orientation" << std::endl;
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Util::print_matrix(m_batch.get_pose(0).get_orientation_matrix());
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std::cout << "First Vert" << std::endl;
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Util::print_vec(first_vert);
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std::cout << "Projected Position" << std::endl;
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Util::print_vec(world_to_view * orientation * first_vert);
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// TODO: Make a prerender function or move this to render
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m_batch.prerender();
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}
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void MyObjectOrientedScene::render()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_shader_program.use();
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glUniformMatrix4fv(6, 1, GL_FALSE, &m_camera.get_world_to_view_matrix()[0][0]);
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m_batch.render();
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}
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#undef FIRST_VERT |