void Tutorial18::KeyboardCB(OGLDEV_KEY OgldevKey, OGLDEV_KEY_STATE OgldevKeyState)
{
  switch (OgldevKey) {
  case OGLDEV_KEY_ESCAPE:
  case OGLDEV_KEY_q:
    GLUTBackendLeaveMainLoop();
    break;

  case OGLDEV_KEY_a:
    m_directionalLight.AmbientIntensity += 0.05f;
    break;

  case OGLDEV_KEY_s:
    m_directionalLight.AmbientIntensity -= 0.05f;
    break;

  case OGLDEV_KEY_z:
    m_directionalLight.DiffuseIntensity += 0.05f;
    break;

  case OGLDEV_KEY_x:
    m_directionalLight.DiffuseIntensity -= 0.05f;
    break;
  }
}
Beispiel #2
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    virtual void KeyboardCB(OGLDEV_KEY OgldevKey)
    {
        switch (OgldevKey) {
		case OGLDEV_KEY_ESCAPE:
		case OGLDEV_KEY_q:
			GLUTBackendLeaveMainLoop();
			break;

            case OGLDEV_KEY_PLUS:
                m_tessellationLevel += 1.0f;
                break;
                
            case OGLDEV_KEY_MINUS:
                if (m_tessellationLevel >= 2.0f) {
                    m_tessellationLevel -= 1.0f;                    
                }
                break;
                
            case OGLDEV_KEY_z:
                m_isWireframe = !m_isWireframe;
                
                if (m_isWireframe) {
                    glPolygonMode(GL_FRONT, GL_LINE);
                }
                else {
                    glPolygonMode(GL_FRONT, GL_FILL);
                }  
				break;
			default:
				m_pGameCamera->OnKeyboard(OgldevKey);
        }
    }
Beispiel #3
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    virtual void KeyboardCB(OGLDEV_KEY OgldevKey)
    {
        switch (OgldevKey) {
			case OGLDEV_KEY_ESCAPE:
			case OGLDEV_KEY_q:
				GLUTBackendLeaveMainLoop();
				break;

            case 'a':
                m_directionalLight.AmbientIntensity += 0.05f;
                break;

            case 's':
                m_directionalLight.AmbientIntensity -= 0.05f;
                break;

            case 'z':
                m_directionalLight.DiffuseIntensity += 0.05f;
                break;

            case 'x':
                m_directionalLight.DiffuseIntensity -= 0.05f;
                break;
			default:
				m_pGameCamera->OnKeyboard(OgldevKey);
        }
    }
Beispiel #4
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	void KeyboardCB(OGLDEV_KEY OgldevKey)
	{
		switch (OgldevKey) {
		case OGLDEV_KEY_ESCAPE:
		case OGLDEV_KEY_q:
			GLUTBackendLeaveMainLoop();
			break;
		default:
			m_pGameCamera->OnKeyboard(OgldevKey);
		}
	}
Beispiel #5
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void OgldevBackendLeaveMainLoop()
{
    switch (sBackendType) {
    case OGLDEV_BACKEND_TYPE_GLUT:
        GLUTBackendLeaveMainLoop();
        break;
    case OGLDEV_BACKEND_TYPE_GLFW:
        GLFWBackendLeaveMainLoop();
        break;
    default:
        assert(0);
    }
}
Beispiel #6
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	virtual void KeyboardCB(OGLDEV_KEY OgldevKey)
	{
		switch (OgldevKey) {
		case OGLDEV_KEY_ESCAPE:
		case OGLDEV_KEY_q:
			GLUTBackendLeaveMainLoop();
			break;

		case OGLDEV_KEY_a:
			m_directionalLight.AmbientIntensity += 0.05f;
			break;

		case OGLDEV_KEY_s:
			m_directionalLight.AmbientIntensity -= 0.05f;
			break;
		}
	}
Beispiel #7
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 void KeyboardCB(OGLDEV_KEY OgldevKey, OGLDEV_KEY_STATE State)
 {
     switch (OgldevKey) {
     case OGLDEV_KEY_ESCAPE:
     case OGLDEV_KEY_q:
         GLUTBackendLeaveMainLoop();
         break;
     case OGLDEV_KEY_a:
         m_directionalLight.AmbientIntensity += 0.05f;
         break;
     case OGLDEV_KEY_s:
         m_directionalLight.AmbientIntensity -= 0.05f;
         break;
     case OGLDEV_KEY_z:
         m_directionalLight.DiffuseIntensity += 0.05f;
         break;
     case OGLDEV_KEY_x:
         m_directionalLight.DiffuseIntensity -= 0.05f;
         break;
     default:
         m_pGameCamera->OnKeyboard(OgldevKey);				
     }
 }
	void KeyboardCB(HAN_KEY HANKey)
	{
		switch (HANKey) {
		case HAN_KEY_ESCAPE:
		case HAN_KEY_q:
			GLUTBackendLeaveMainLoop();
			break;
		case HAN_KEY_a:
			m_directionalLight.AmbientIntensity += 0.05f;
			break;
		case HAN_KEY_s:
			m_directionalLight.AmbientIntensity -= 0.05f;
			break;
		case HAN_KEY_z:
			m_directionalLight.DiffuseIntensity += 0.05f;
			break;
		case HAN_KEY_x:
			m_directionalLight.DiffuseIntensity -= 0.05f;
			break;
		default:
			m_pGameCamera->OnKeyboard(HANKey);
		}
	}