bool update(float delta_time) {
  // Accumulate time
  total_time += delta_time;
  // Update the scale - base on sin wave
  s = 1.0f + sinf(total_time);
  // Multiply by 5
  s *= 5.0f;
  // Increment theta - half a rotation per second
  theta += pi<float>() * delta_time;
  // Check if key is pressed
  if (glfwGetKey(renderer::get_window(), GLFW_KEY_UP)) {
    pos += vec3(0.0f, 0.0f, -5.0f) * delta_time;
  }
  if (glfwGetKey(renderer::get_window(), GLFW_KEY_DOWN)) {
    pos += vec3(0.0f, 0.0f, 5.0f) * delta_time;
  }
  if (glfwGetKey(renderer::get_window(), GLFW_KEY_LEFT)) {
    pos += vec3(-5.0f, 0.0f, 0.0f) * delta_time;
  }
  if (glfwGetKey(renderer::get_window(), GLFW_KEY_RIGHT)) {
    pos += vec3(5.0f, 0.0f, 0.0f) * delta_time;
  }
  // Update the camera
  cam.update(delta_time);
  return true;
}
bool update(float delta_time) {
  // Update camera
  static float x = 0.0f;
  x += delta_time;
  cam.set_position(vec3(10.0f * sinf(x), 10.0f, 10.0f * cosf(x)));
  cam.update(delta_time);
  return true;
}
bool update(float delta_time) {
  cam.update(delta_time);
  // *********************************
  // Set skybox position to camera position (camera in centre of skybox)

  // rotate the sphere

  // *********************************
  return true;
}
Beispiel #4
0
bool update(float delta_time) {
  // Use up an down to modify the dissolve factor
  if (glfwGetKey(renderer::get_window(), GLFW_KEY_UP))
    dissolve_factor = clamp(dissolve_factor + 0.1f * delta_time, 0.0f, 1.0f);
  if (glfwGetKey(renderer::get_window(), GLFW_KEY_DOWN))
    dissolve_factor = clamp(dissolve_factor - 0.1f * delta_time, 0.0f, 1.0f);
  // Update camera
  cam.update(delta_time);
  uv_scroll += vec2(0, delta_time * 0.05);
  return true;
}
bool update(float delta_time) {
  // Accumulate time
  total_time += delta_time;
  // Update the scale - base on sin wave
  s = 1.0f + sinf(total_time);
  // Multiply by 5
  s *= 5.0f;
  // Increment theta - half a rotation per second
  theta += pi<float>() * delta_time;
  // Update the camera
  cam.update(delta_time);
  return true;
}
bool update(float delta_time)
{
	if (glfwGetKey(renderer::get_window(), GLFW_KEY_UP))
		theta -= pi<float>() * delta_time;
	if (glfwGetKey(renderer::get_window(), GLFW_KEY_DOWN))
		theta += pi<float>() * delta_time;
	if (glfwGetKey(renderer::get_window(), GLFW_KEY_RIGHT))
		rho -= pi<float>() * delta_time;
	if (glfwGetKey(renderer::get_window(), GLFW_KEY_LEFT))
		rho += pi<float>() * delta_time;
	// Update the camera
	cam.update(delta_time);
	return true;
}
bool update(float delta_time) {
  // Range of the point light
  static float range = 20.0f;
  // *********************************












  // WSAD to move point light












  // O and P to change range






  // *********************************

  // Set range
  light.set_range(range);

  // Rotate the sphere
  meshes["sphere"].get_transform().rotate(vec3(0.0f, half_pi<float>(), 0.0f) * delta_time);

  cam.update(delta_time);

  return true;
}
bool update(float delta_time) {
  if (glfwGetKey(renderer::get_window(), '1'))
    cam.set_position(vec3(50, 10, 50));
  if (glfwGetKey(renderer::get_window(), '2'))
    cam.set_position(vec3(-50, 10, 50));
  if (glfwGetKey(renderer::get_window(), '3'))
    cam.set_position(vec3(-50, 10, -50));
  if (glfwGetKey(renderer::get_window(), '4'))
    cam.set_position(vec3(50, 10, -50));

  // Rotate the sphere
  meshes["sphere"].get_transform().rotate(vec3(0.0f, half_pi<float>(), 0.0f) * delta_time);

  cam.update(delta_time);

  return true;
}
bool update(float delta_time) {
  if (glfwGetKey(renderer::get_window(), '1')) {
    cam.set_position(vec3(50, 10, 50));
  }
  if (glfwGetKey(renderer::get_window(), '2')) {
    cam.set_position(vec3(-50, 10, 50));
  }
  if (glfwGetKey(renderer::get_window(), '3')) {
    cam.set_position(vec3(-50, 10, -50));
  }
  if (glfwGetKey(renderer::get_window(), '4')) {
    cam.set_position(vec3(50, 10, -50));
  }

  cam.update(delta_time);

  return true;
}
Beispiel #10
0
bool update(float delta_time) {
  // Rotate the teapot
  meshes["teapot"].get_transform().rotate(vec3(0.0f, 0.0f, half_pi<float>()) * delta_time);

  // *********************************
  // Update the shadow map properties from the spot light


  // *********************************

  // Press s to save
  if (glfwGetKey(renderer::get_window(), 'S') == GLFW_PRESS)
    shadow.buffer->save("test.png");

  cam.update(delta_time);

  return true;
}
bool update(float delta_time) {
  // Update the camera
  cam.update(delta_time);
  return true;
}