added more camera movement
This commit is contained in:
15
src/main.cpp
15
src/main.cpp
@@ -10,6 +10,7 @@
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#include "Shader.hpp"
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#define STB_IMAGE_IMPLEMENTATION
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#include "Camera.hpp"
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#include "FPS_Camera.hpp"
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#include "stb_image.hpp"
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#include "glm/glm.hpp"
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#include "glm/ext/matrix_transform.hpp"
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@@ -92,6 +93,7 @@ int main() {
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);
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SDL_GLContext context = SDL_GL_CreateContext(window);
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SDL_SetWindowRelativeMouseMode(window, true);
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GLenum err = glewInit();
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if (err != GLEW_OK) {
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@@ -170,7 +172,7 @@ int main() {
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auto model = glm::mat4(1.0f);
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model = glm::scale(model, glm::vec3(1.2f));
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Camera camera(90.0f, 800.0f, 600.0f);
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FPSCamera camera(90.0f, 800.0f, 600.0f);
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camera.translate(glm::vec3(0.0f, 0.0f, 5.0f));
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camera.update();
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@@ -182,6 +184,7 @@ int main() {
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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float time = 0.0f;
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float cameraSpeed = 6.0f;
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bool running = true;
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SDL_Event e;
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@@ -211,6 +214,8 @@ int main() {
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case SDLK_D: btnD = false; break;
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default: break;
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}
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} else if (e.type == SDL_EVENT_MOUSE_MOTION) {
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camera.onMouseMoved(e.motion.xrel, e.motion.yrel);
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}
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}
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@@ -219,16 +224,16 @@ int main() {
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time += delta;
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if (btnW) {
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camera.translate(glm::vec3(0.0f, 0.0f, -2.0f*delta));
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camera.moveFront(delta * cameraSpeed);
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}
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if (btnS) {
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camera.translate(glm::vec3(0.0f, 0.0f, 2.0f*delta));
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camera.moveFront(- delta * cameraSpeed);
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}
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if (btnA) {
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camera.translate(glm::vec3(-1.0f*delta, 0.0f, 0.0f));
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camera.moveSideways(- delta * cameraSpeed);
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}
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if (btnD) {
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camera.translate(glm::vec3(1.0f*delta, 0.0f, 0.0f));
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camera.moveSideways(delta * cameraSpeed);
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}
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camera.update();
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