Esempio n. 1
0
	void BSPMap::spawn(scene::Camera& cam, int i) const{
		if(i<-1 || i>=(int)spawnPoints.size())
			throw BadIndexException("Bad index while getting spawn point in BSPMap!");
		if(i == -1)
			i = rand() % spawnPoints.size();
		cam.setPosition(spawnPoints[i]);	
		math::Vector3 v(1, 0, 0);
		Matrix4 m;
		math::Vector3 v2;
		v2[1] = spawnPoints[i].getA() * (3.14/180);
		m.rotate(v2);
		v = v*m;
		cam.setLookAt(spawnPoints[i]+v);
	}
Esempio n. 2
0
	virtual void update() override {
		auto kbd = mEngine->get<Input>()->getKeyboardList().front(); // should mainKeyboard be a thing?
		auto mouse = mEngine->get<Input>()->getMouseList().front(); // should mainMouse be a thing?

		// [WASD keyboard controls]
		{
			auto cameraAxes = mCamera.getDirections();

			glm::vec3 deltaPosition(0.0f, 0.0f, 0.0f);

			if ((*kbd)['W'])
				deltaPosition -= cameraAxes.mForward;
			if ((*kbd)['S'])
				deltaPosition += cameraAxes.mForward;
			if ((*kbd)['A'])
				deltaPosition -= cameraAxes.mRight;
			if ((*kbd)['D'])
				deltaPosition += cameraAxes.mRight;
			if ((*kbd)['Q'])
				deltaPosition += cameraAxes.mUp;
			if ((*kbd)['Z'])
				deltaPosition -= cameraAxes.mUp;

			if ((*kbd)[GLFW_KEY_LEFT_SHIFT])
				deltaPosition *= 5;

			float elapsedSeconds = mEngine->getClock().deltaFrame().count() * 0.001f; // deltaframe is in milliseconds
			float movementSpeed = 1.0f * elapsedSeconds;
			deltaPosition *= movementSpeed;

			mCamera.setPosition(mCamera.getPosition() + deltaPosition);
		}

		// [Mouselook] ~ yaw/pitch based
		{
			static std::pair<double, double> previousMousePosition = std::make_pair(0.0, 0.0);
			auto currentPos = mouse->getPosition();

			if ((previousMousePosition.first == 0.0) && (previousMousePosition.second == 0.0))
				previousMousePosition = currentPos;
			
			float dx = 0.01f * static_cast<float>(currentPos.first - previousMousePosition.first);
			float dy = 0.01f * static_cast<float>(currentPos.second - previousMousePosition.second);
			previousMousePosition = currentPos;

			mCameraYaw += dx;
			mCameraPitch += dy;

			auto yawQ = glm::rotate(mCameraYaw, glm::vec3(0.0f, 1.0f, 0.0f));
			auto pitchQ = glm::rotate(mCameraPitch, glm::vec3(1.0f, 0.0f, 0.0f));

			glm::quat q = glm::quat_cast(pitchQ * yawQ);

			mCamera.setOrientation(q);
		}

		mCamera.update();

		mRenderState.clear();

		// render that skybox
		mSkyBoxProgram.bind();
		mSkyBoxProgram.setUniform("uView", mCamera.getView());
		mSkyBoxProgram.setUniform("uProjection", mCamera.getProjection());
		mSkyBoxProgram.setUniform("uModel", glm::translate(mCamera.getPosition()));
		
		mSkyBoxTexture.bind(0);
		mSkyBoxProgram.setUniform("uCubeMap", 0);
		
		mSkyBox->draw();

		// render the cubes
		mProgram.bind();
		mProgram.setUniform("uView", mCamera.getView());
		mProgram.setUniform("uProjection", mCamera.getProjection());

		mProgram.setUniform("uLightDirection", glm::vec4(0.2, -1, 0.5, 1));
		mProgram.setUniform("uLightAmbient", glm::vec4(0.1, 0.1, 0.1, 1.0));
		mProgram.setUniform("uLightDiffuse", glm::vec4(0.85, 0.85, 0.85, 1.0));
		
		mTexture.bind(0);
		mProgram.setUniform("uTexture", 0);
		
		// draw the cube at 100 different locations
		for (int i = 0; i < 10; ++i)
			for (int j = 0; j < 10; ++j) {
				mProgram.setUniform("uModel", glm::translate(glm::vec3(2 * (i - 5), 0, 2 * (j - 5))));

				mSphere->draw();
				//mCube->draw();
			}
	}