X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fapp.cpp;h=051a5f0f0975944af4059cc5c06496b8f97a128a;hb=49c81f76b80e0de99ca57db49510eb5e3385e1d1;hp=ff5a3bef59f1a3081b2a5c93ceae49953670ee03;hpb=ea1ce7b0fb7709ae56977480821ac96a231a0686;p=blank.git diff --git a/src/app.cpp b/src/app.cpp index ff5a3be..051a5f0 100644 --- a/src/app.cpp +++ b/src/app.cpp @@ -24,13 +24,20 @@ Application::Application() , 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, @@ -91,6 +98,7 @@ void Application::Run() { void Application::Loop(int dt) { HandleEvents(); + Update(dt); Render(); } @@ -99,11 +107,32 @@ 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); - std::cout << "x: " << event.motion.xrel << ", y: " << event.motion.yrel - << ", pitch: " << cam.Pitch() << ", yaw: " << cam.Yaw() << std::endl; break; case SDL_QUIT: running = false; @@ -123,6 +152,29 @@ 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);