]> git.localhorst.tv Git - blank.git/blobdiff - src/app.cpp
lousy implementation of camera movement
[blank.git] / src / app.cpp
index de7a39ea48add859bcebda28a3f9fcfbe6efe00a..051a5f0f0975944af4059cc5c06496b8f97a128a 100644 (file)
@@ -7,9 +7,9 @@
 namespace {
 
 constexpr GLfloat vtx_coords[] = {
-       -1.0f, -1.0f, -5.0f,
-        1.0f, -1.0f, -5.0f,
-        0.0f,  1.0f, -5.0f,
+       -1.0f, -1.0f, 0.0f,
+        1.0f, -1.0f, 0.0f,
+        0.0f,  1.0f, 0.0f,
 };
 
 }
@@ -18,15 +18,26 @@ namespace blank {
 
 Application::Application()
 : init_sdl()
+, init_img()
 , init_gl()
 , window()
 , ctx(window.CreateContext())
 , init_glew()
 , program()
+, move_velocity(0.001f)
+, pitch_sensitivity(-0.0025f)
+, yaw_sensitivity(-0.001f)
 , cam()
+, model()
 , vtx_buf(0)
 , mvp_handle(0)
-, running(false) {
+, running(false)
+, front(false)
+, back(false)
+, left(false)
+, right(false)
+, up(false)
+, down(false) {
        GLContext::EnableVSync();
        program.LoadShader(
                GL_VERTEX_SHADER,
@@ -60,6 +71,9 @@ Application::Application()
        glBindBuffer(GL_ARRAY_BUFFER, vtx_buf);
        glBufferData(GL_ARRAY_BUFFER, sizeof(vtx_coords), vtx_coords, GL_STATIC_DRAW);
 
+       model.Position(glm::vec3(0, 0, -4));
+       cam.Position(glm::vec3(0, 0, 4));
+
        mvp_handle = program.UniformLocation("MVP");
 
        glClearColor(0.0, 0.0, 0.0, 1.0);
@@ -73,6 +87,7 @@ Application::~Application() {
 void Application::Run() {
        running = true;
        Uint32 last = SDL_GetTicks();
+       window.GrabMouse();
        while (running) {
                Uint32 now = SDL_GetTicks();
                int delta = now - last;
@@ -83,6 +98,7 @@ void Application::Run() {
 
 void Application::Loop(int dt) {
        HandleEvents();
+       Update(dt);
        Render();
 }
 
@@ -91,6 +107,33 @@ void Application::HandleEvents() {
        SDL_Event event;
        while (SDL_PollEvent(&event)) {
                switch (event.type) {
+                       case SDL_KEYDOWN:
+                       case SDL_KEYUP:
+                               switch (event.key.keysym.sym) {
+                                       case SDLK_w:
+                                               front = event.key.state == SDL_PRESSED;
+                                               break;
+                                       case SDLK_s:
+                                               back = event.key.state == SDL_PRESSED;
+                                               break;
+                                       case SDLK_a:
+                                               left = event.key.state == SDL_PRESSED;
+                                               break;
+                                       case SDLK_d:
+                                               right = event.key.state == SDL_PRESSED;
+                                               break;
+                                       case SDLK_q:
+                                               up = event.key.state == SDL_PRESSED;
+                                               break;
+                                       case SDLK_e:
+                                               down = event.key.state == SDL_PRESSED;
+                                               break;
+                               }
+                               break;
+                       case SDL_MOUSEMOTION:
+                               cam.RotateYaw(event.motion.xrel * yaw_sensitivity);
+                               cam.RotatePitch(event.motion.yrel * pitch_sensitivity);
+                               break;
                        case SDL_QUIT:
                                running = false;
                                break;
@@ -109,13 +152,35 @@ void Application::HandleEvents() {
        }
 }
 
+void Application::Update(int dt) {
+       glm::vec3 vel;
+       if (right && !left) {
+               vel.x = move_velocity;
+       } else if (left && !right) {
+               vel.x = -move_velocity;
+       }
+       if (up && !down) {
+               vel.y = move_velocity;
+       } else if (down && !up) {
+               vel.y = -move_velocity;
+       }
+       if (back && !front) {
+               vel.z = move_velocity;
+       } else if (front && !back) {
+               vel.z = -move_velocity;
+       }
+       cam.Velocity(vel);
+
+       cam.Update(dt);
+       model.Update(dt);
+}
+
 void Application::Render() {
        glClear(GL_COLOR_BUFFER_BIT);
 
        program.Use();
 
-       glm::mat4 model(1.0f); // identity: no transformation
-       glm::mat4 mvp(cam.MakeMVP(model));
+       glm::mat4 mvp(cam.MakeMVP(model.Transform()));
        glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
 
        glEnableVertexAttribArray(0);