void ColoredCubeApp::updateScene(float dt) { D3DApp::updateScene(dt); xLine.update(dt); yLine.update(dt); zLine.update(dt); quad1.update(dt); quad2.update(dt); quad3.update(dt); quad4.update(dt); quad5.update(dt); for(int i = 0; i < WALL_SIZE; ++i) { wall[i].update(dt); } D3DXVECTOR3 pos(0.0f,0.0f,15.0f); D3DXVECTOR3 target(0.0f, 0.0f, 0.0f); D3DXVECTOR3 up(0.0f, 1.0f, 0.0f); D3DXMatrixLookAtLH(&mView, &pos, &target, &up); }
int main() { std::string dataRoot; #ifdef DATA_ROOT dataRoot = DATA_ROOT; #else std::cerr << "No DATA_ROOT path found" << std::endl; return -1; #endif GLFWwindow *window = nullptr; if (initWindow(window)) { return -1; } Shader shader(dataRoot + "/data/shaders/shader.vert", dataRoot + "/data/shaders/shader.frag"); Texture textures(dataRoot + "/data/assets/textures.png"); Texture normals(dataRoot + "/data/assets/normals.png"); std::vector<GLfloat> vertices; std::vector<GLuint> indices; std::vector<Quad> quads; Map map(10, 10); for (int x = 0; x < map.getWidth(); ++x) { for (int y = 0; y < map.getHeight(); ++y) { if (map.isPassable(x, y)) { quads.push_back(Quad(glm::vec3(x, 0, -y), glm::vec3(0, 0, -1), glm::vec3(1, 0, 0), 0.5f, 0.0f)); quads.push_back(Quad(glm::vec3(x, 1, -y), glm::vec3(1, 0, 0), glm::vec3(0, 0, -1), 0.0f, 0.5f)); } for (int direction = 0; direction < 4; ++direction) { int cx = x + dx[direction]; int cy = y + dy[direction]; if (map.isPassable(x, y) && !map.isPassable(cx, cy)) { quads.push_back(Quad( glm::vec3(x, 0, -y) + WALL_SHIFT[direction], glm::vec3(0, 1, 0), WALL_DIRECTION[direction], 0.0f, 0.0f )); } } } } for (int index = 0; index < quads.size(); ++index) { Quad quad = quads[index]; quad.update(vertices); indices.push_back(GLuint(4 * index + 0)); indices.push_back(GLuint(4 * index + 1)); indices.push_back(GLuint(4 * index + 2)); indices.push_back(GLuint(4 * index + 2)); indices.push_back(GLuint(4 * index + 3)); indices.push_back(GLuint(4 * index + 0)); } GLuint VBO, VAO, EBO; createBuffers(VBO, VAO, EBO, vertices, indices); glm::mat4 projection = glm::perspective(45.0f, WIDTH / (float) HEIGHT, 0.1f, 100.0f); glm::vec3 lamp(map.getWidth() / 2, 0.9f, -map.getHeight() / 2); float time = (float) glfwGetTime(); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); float cTime = (float) glfwGetTime(); float delta = cTime - time; time = cTime; update(map, delta); glClearColor(117 / 255.0f, 187 / 255.0f, 253 / 255.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shader.use(); GLint textureLocation = glGetUniformLocation(shader.get(), "textureSampler"); glUniform1i(textureLocation, 0); GLint normalLocation = glGetUniformLocation(shader.get(), "normalSampler"); glUniform1i(normalLocation, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures.get()); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, normals.get()); GLfloat timeValue = (GLfloat) glfwGetTime(); GLfloat xValue = (GLfloat) (sin(timeValue) / 4) + 0.25f; GLint xValueLocation = glGetUniformLocation(shader.get(), "xValue"); glUniform1f(xValueLocation, xValue); GLfloat yValue = (GLfloat) (cos(timeValue + 0.2) / 4) + 0.25f; GLint yValueLocation = glGetUniformLocation(shader.get(), "yValue"); glUniform1f(yValueLocation, yValue); glm::mat4 model; model = glm::rotate(model, rotation, glm::vec3(0.0f, 1.0f, 0.0f)); model = glm::translate(model, -cameraPos); GLint modelLocation = glGetUniformLocation(shader.get(), "model"); glUniformMatrix4fv(modelLocation, 1, GL_FALSE, glm::value_ptr(model)); glm::mat4 view; glm::vec3 eye(0.0f, 0.5f, 0.0f); view = glm::lookAt(eye, eye + cameraFront, cameraUp); GLint viewLocation = glGetUniformLocation(shader.get(), "view"); glUniformMatrix4fv(viewLocation, 1, GL_FALSE, glm::value_ptr(view)); GLint projectionLocation = glGetUniformLocation(shader.get(), "projection"); glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, glm::value_ptr(projection)); GLint lightSourceLocation = glGetUniformLocation(shader.get(), "lightSource"); if (spotlight) { glUniform3f(lightSourceLocation, cameraPos.x, cameraPos.y + 0.5f, cameraPos.z); } else { glUniform3f(lightSourceLocation, lamp.x, lamp.y, lamp.z); } glm::vec3 lookDirection = glm::normalize(glm::rotate(cameraFront, -rotation, cameraUp)); GLint lookDirectionLocation = glGetUniformLocation(shader.get(), "lookDirection"); glUniform3f(lookDirectionLocation, lookDirection.x, lookDirection.y, lookDirection.z); GLint spotlightLocation = glGetUniformLocation(shader.get(), "spotlight"); glUniform1i(spotlightLocation, spotlight); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, (GLuint) indices.size(), GL_UNSIGNED_INT, 0); glBindVertexArray(0); glfwSwapBuffers(window); } disposeBuffers(VBO, VAO, EBO); glfwTerminate(); return 0; }