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program.cpp
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63 lines (58 loc) · 2.4 KB
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#include "program.hpp"
#include <SDL2/SDL.h>
namespace pr
{
void program::start()
{
renderer.load_height_map(1024, 1024, "../res/hmap6.png", "../res/colormap51.png", "../shadow_baking/build/shadowmap.ppm");
renderer.start_rendering();
SDL_Event event_sdl;
bool no_close_event = true;
auto start = SDL_GetTicks();
while (no_close_event)
{
auto dtms = SDL_GetTicks() - start;
start = SDL_GetTicks();
float dt = float(dtms) / 1000.0f;
while (SDL_PollEvent(&event_sdl))
{
if (event_sdl.type == SDL_QUIT || event_sdl.key.keysym.sym == SDLK_ESCAPE)
no_close_event = false;
}
auto state = SDL_GetKeyboardState(nullptr);
if (state[SDL_SCANCODE_SPACE])
renderer.camera_pos.y += 50 * dt;
if (state[SDL_SCANCODE_LCTRL])
renderer.camera_pos.y -= 50 * dt;
if (state[SDL_SCANCODE_E])
renderer.camera_rotation += 2.f * dt;
if (state[SDL_SCANCODE_Q])
renderer.camera_rotation -= 2.f * dt;
if (state[SDL_SCANCODE_W])
{
glm::vec2 dir = glm::vec2(0, 1);
float r = renderer.camera_rotation;
const glm::mat2 rotation = glm::mat2(
glm::cos(r), -glm::sin(r),
glm::sin(r), glm::cos(r));
dir = rotation * dir;
renderer.camera_pos.x += dir.x * 50 * dt;
renderer.camera_pos.z += dir.y * 50 * dt;
}
if (state[SDL_SCANCODE_S])
{
glm::vec2 dir = glm::vec2(0, 1);
float r = renderer.camera_rotation;
const glm::mat2 rotation = glm::mat2(
glm::cos(r), -glm::sin(r),
glm::sin(r), glm::cos(r));
dir = rotation * dir;
renderer.camera_pos.x -= dir.x * 50 * dt;
renderer.camera_pos.z -= dir.y * 50 * dt;
}
if(renderer.camera_pos.y < renderer.hmap.get_point(renderer.camera_pos.x, renderer.camera_pos.z) * renderer.terrain_scale + 1.0f)
renderer.camera_pos.y = renderer.hmap.get_point(renderer.camera_pos.x, renderer.camera_pos.z) * renderer.terrain_scale + 1.0f;
}
renderer.close_rendering();
}
}