//functie chemata inainte de a incepe cadrul de desenare, o folosim ca sa updatam situatia scenei ( modelam/simulam scena) void notifyBeginFrame(){ if (up_pressed){ glm::vec3 temp = glm::normalize(cam1.getforward()); printf("%f %f %f \n", temp.x, temp.y, temp.z); //player->translate2(temp*viteza); player->translate2(temp*(-viteza)); cam1.translateForward(viteza); } if (down_pressed){ glm::vec3 temp = glm::normalize(cam1.getforward()); //player->translate2(temp*(-viteza)); player->translate2(temp*viteza); cam1.translateForward(-viteza); } if (right_pressed){ player->rotate(-5.7f, 0, 1, 0); cam1.rotateTPSoY(0.1, -4); } if (left_pressed){ player->rotate(5.7f, 0, 1, 0); cam1.rotateTPSoY(-0.1, -4); } if (enemy_state == 1){ //player->translate(0, 0, viteza); } else{ } //player->rotate(1.0f, 0, 1, 0); }
//tasta apasata void notifyKeyPressed(unsigned char key_pressed, int mouse_x, int mouse_y){ if(key_pressed == 27) lab::glut::close(); //ESC inchide glut si if(key_pressed == 32) { //SPACE reincarca shaderul si recalculeaza locatiile (offseti/pointeri) glDeleteProgram(gl_program_shader); gl_program_shader = lab::loadShader("shadere\\shader_vertex.glsl", "shadere\\shader_fragment.glsl"); } if(key_pressed == 'i'){ static bool wire =true; wire=!wire; glPolygonMode(GL_FRONT_AND_BACK, (wire?GL_LINE:GL_FILL)); } if(key_pressed == 'w') { cam1.translateForward(1.0f); } if(key_pressed == 'a') { cam1.translateRight(-1.0f); } if(key_pressed == 's') { cam1.translateForward(-1.0f); } if(key_pressed == 'd') { cam1.translateRight(1.0f); } if(key_pressed == 'r') { cam1.translateUpword(1.0f); } if(key_pressed == 'f') { cam1.translateUpword(-1.0f); } if(key_pressed == 'q') { cam1.rotateFPSoY(1.0f); } if(key_pressed == 'e') { cam1.rotateFPSoY(-1.0f); } if(key_pressed == 'z') { cam1.rotateFPSoZ(-1.0f); } if(key_pressed == 'c') { cam1.rotateFPSoZ(1.0f); } if(key_pressed == 't') { cam1.rotateFPSoX(1.0f); } if(key_pressed == 'g') { cam1.rotateFPSoX(-1.0f); } if(key_pressed == 'o') { cam1.set(glm::vec3(0,0,40), glm::vec3(0,0,0), glm::vec3(0,1,0)); } if(key_pressed == '1') { cam1.rotateTPSoX(1.0f,40.0f); } if(key_pressed == '2') { cam1.rotateTPSoX(-1.0f,40.0f); } if(key_pressed == '3') { cam1.rotateTPSoY(1.0f,40.0f); } if(key_pressed == '4') { cam1.rotateTPSoY(-1.0f,40.0f); } if(key_pressed == '5') { cam1.rotateTPSoZ(1.0f,40.0f); } if(key_pressed == '6') { cam1.rotateTPSoZ(-1.0f,40.0f); } if (key_pressed == '7') { active_camera = 1; } if (key_pressed == '8') { active_camera = 2; } if (key_pressed == '9') { active_camera = 3; } if (key_pressed == '0') { active_camera = 4; } }