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3d.cpp
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112 lines (93 loc) · 4.06 KB
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#include <iostream>
#include <ctime>
#include <SFML/Graphics.hpp>
int main()
{
int w = 1200;
int h = 900;
int mouseX=0;
int mouseY=0;
float mouseSensitivity = 0.5f;
bool button[6] = { false, false, false, false, false, false };
sf::Vector3f position = sf::Vector3f(-5.0f, 0.0f, 0.0f);
bool mouseHidden = true;
sf::RenderWindow window(sf::VideoMode(w, h), "RayTracing", sf::Style::Titlebar | sf::Style::Close);
window.setFramerateLimit(60);
window.setMouseCursorVisible(false);
sf::Texture tex;
tex.create(w, h);
sf::Sprite spr(tex);
sf::Shader shader1;
shader1.loadFromFile("shader1.frag", sf::Shader::Fragment);
if (!shader1.isAvailable()) {
std::cout << "The shader is not available\n";
}
shader1.setUniform("u_resolution", sf::Vector2f(w, h));
double time = 0;
while(window.isOpen()) {
sf::Event event;
//exit
while(window.pollEvent(event)) {
if(event.type == sf::Event::Closed) {
window.close();
}
else if (event.type == sf::Event::MouseMoved) {
if (mouseHidden) {
int mx = event.mouseMove.x - w / 2;
int my = event.mouseMove.y - h / 2;
mouseX += mx;
mouseY += my;
sf::Mouse::setPosition(sf::Vector2i(w / 2, h / 2), window);
}
}
else if (event.type == sf::Event::MouseButtonPressed) {
window.setMouseCursorVisible(mouseHidden);
mouseHidden=!mouseHidden;
}
else if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::W) button[0] = true;
else if (event.key.code == sf::Keyboard::A) button[1] = true;
else if (event.key.code == sf::Keyboard::S) button[2] = true;
else if (event.key.code == sf::Keyboard::D) button[3] = true;
else if (event.key.code == sf::Keyboard::Space) button[4] = true;
else if (event.key.code == sf::Keyboard::LShift) button[5] = true;
}
else if (event.type == sf::Event::KeyReleased) {
if (event.key.code == sf::Keyboard::W) button[0] = false;
else if (event.key.code == sf::Keyboard::A) button[1] = false;
else if (event.key.code == sf::Keyboard::S) button[2] = false;
else if (event.key.code == sf::Keyboard::D) button[3] = false;
else if (event.key.code == sf::Keyboard::Space) button[4] = false;
else if (event.key.code == sf::Keyboard::LShift) button[5] = false;
}
if (mouseHidden) {
float mx = ((float)mouseX / w - 0.5f) * mouseSensitivity;
float my = ((float)mouseY / h - 0.5f) * mouseSensitivity;
//movement::
sf::Vector3f dir = sf::Vector3f(0.0f, 0.0f, 0.0f);
sf::Vector3f dirTemp;
if (button[0]) dir = sf::Vector3f(1.0f, 0.0f, 0.0f);
else if (button[2]) dir = sf::Vector3f(-1.0f, 0.0f, 0.0f);
if (button[1]) dir += sf::Vector3f(0.0f, -1.0f, 0.0f);
else if (button[3]) dir += sf::Vector3f(0.0f, 1.0f, 0.0f);
dirTemp.z = dir.z * cos(-my) - dir.x * sin(-my);
dirTemp.x = dir.z * sin(-my) + dir.x * cos(-my);
dirTemp.y = dir.y;
dir.x = dirTemp.x * cos(mx) - dirTemp.y * sin(mx);
dir.y = dirTemp.x * sin(mx) + dirTemp.y * cos(mx);
dir.z = dirTemp.z;
position = position + (dir * 0.07f);
if (button[4]) position.z -= 0.07;
else if (button[5]) position.z += 0.07;
shader1.setUniform("u_mouse", sf::Vector2f(mx, my));
shader1.setUniform("u_pos", position);
shader1.setUniform("u_time", (float)time);
}
}
window.clear();
window.draw(spr, &shader1);
window.display();
//time += 0.03;
}
return 0;
}