get height, camera + cow movement with keys
[demo] / src / main.cc
index e5572e2..d4d4226 100644 (file)
@@ -43,28 +43,29 @@ GLFWwindow *win;
 int win_w = 800;
 int win_h = 600;
 
-float phi = 25;
-float theta = 0;
-float dist = 16;
 
 ShaderManager *sdr_man;
 
 /* variables */
+static bool move_camera;
+
+static float cam_phi = 25;
+static float cam_theta = 0;
+static float cam_dist = 16;
+static Vec3 cam_pos;
 
 static float aspect;
 static OrbitCamera *camera;
 
 static Scene *cow_scene;
+static Object *cow_object;
 static Renderer *cow_rend;
 
-static Scene *ground_scene;
-static Renderer *ground_rend; // default renderer
+static Terrain terrain;
 static Texture *skybox_tex;
-
-static Renderer *terrain_rend;
-static Material terrain_mat;
 static Texture *terrain_tex;
-static Terrain terrain;
+static Material terrain_mat;
+static Renderer *terrain_rend;
 
 /* *** */
 
@@ -121,25 +122,6 @@ static bool init(Gfx_API api)
 
        camera = new OrbitCamera;
 
-       // ground_scene = new Scene;
-       // if(!ground_scene->load("data/ground.obj")) {
-       //      fprintf(stderr, "Failed to load scene: ground.obj.\n");
-       //      return false;
-       // }
-
-       // ground_rend = new Renderer;
-       // ground_rend->camera = camera;
-       // ground_rend->scene = ground_scene;
-
-       // if(!ground_rend->create()) {
-       //      fprintf(stderr, "Failed to create default renderer.\n");
-       //      return false;
-       // }
-
-       // skybox_tex = gfx_create_texture();
-       // skybox_tex->load("data/cubemap/cubemap.hdr");
-       // ground_rend->set_sky_tex(skybox_tex);
-
        cow_scene = new Scene;
        if(!cow_scene->load("data/spot/spot.obj")) {
                fprintf(stderr, "Failed to load scene: spot.obj.\n");
@@ -155,6 +137,8 @@ static bool init(Gfx_API api)
                return false;
        }
 
+       cow_object = cow_scene->objects[0];
+
        terrain_tex = gfx_create_texture();
        if(!terrain_tex->load("data/grass.jpeg")) {
                fprintf(stderr, "Failed to load ground texture.\n");
@@ -168,16 +152,16 @@ static bool init(Gfx_API api)
        }
 
        TerrainParams p;
-       p.xsz = 50;
-       p.ysz = 50;
-       p.max_height = 5;
-       p.xtiles = 20;
-       p.ytiles = 20;
+       p.xsz = 200;
+       p.ysz = 200;
+       p.max_height = 30;
+       p.xtiles = 40;
+       p.ytiles = 40;
        p.tile_usub = 10;
        p.tile_vsub = 10;
        p.num_octaves = 3;
-       p.noise_freq = 10;
-       p.coarse_heightmap = &ter_hmap;
+       p.noise_freq = 5;
+       p.coarse_heightmap = ter_hmap;
 
        terrain.init();
        terrain.generate(p);
@@ -193,20 +177,16 @@ static bool init(Gfx_API api)
        terrain_rend = new Renderer;
        terrain_rend->camera = camera;
        terrain_rend->scene = terrain.get_visible(camera);
+
+       skybox_tex = gfx_create_texture();
+       skybox_tex->load("data/cubemap/cubemap.hdr");
+       terrain_rend->set_sky_tex(skybox_tex);
+
        if(!terrain_rend->create()) {
                fprintf(stderr, "terrain fail\n");
                return false;
        }
 
-
-// TODO delete: debugging
-       // for(size_t i=0; i<ground_scene->objects.size(); ++i) {
-       //      printf("object: %d\n", (int)i);
-       //      printf("mesh: %s\n", ground_scene->objects[i]->mesh->name.c_str());
-       //      printf("material: %s\n", ground_scene->objects[i]->material->name.c_str());
-       //      printf("transform:\n");
-       //      ground_scene->objects[i]->transform.print();
-       // }
        return true;
 }
 
@@ -218,19 +198,37 @@ static void cleanup()
        delete cow_scene;
        delete cow_rend;
 
-       // delete ground_scene;
-       // delete ground_rend;
-
 //TODO
        delete terrain_tex;
        delete terrain_rend;
        gfx_cleanup();
 }
 
+static float cow_speed = 10;
+static Vec3 cow_pos;
+static bool keystate[256];
+
 static void clbk_key(GLFWwindow *win, int key, int scancode, int action, int mods)
 {
-       if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
-               glfwSetWindowShouldClose(win, GLFW_TRUE);
+       if(action == GLFW_REPEAT) return;
+
+       if(action == GLFW_PRESS) {
+               switch(key) {
+               case GLFW_KEY_ESCAPE:
+                       glfwSetWindowShouldClose(win, GLFW_TRUE);
+                       return;
+
+               case ' ':
+                       move_camera = !move_camera;
+                       break;
+
+               default:
+                       break;
+               }
+       }
+
+       if(key < 256) {
+               keystate[key] = action == GLFW_PRESS;
        }
 }
 
@@ -246,22 +244,22 @@ static void clbk_motion(GLFWwindow *win, double x, double y)
        prev_y = y;
 
        if(button[0]) {
-               theta += dx * 0.5;
-               phi += dy * 0.5;
+               cam_theta += dx * 0.5;
+               cam_phi += dy * 0.5;
 
-               if(phi < 0)
-                       phi = 0;
-               if(phi > 90)
-                       phi = 90;
+               if(cam_phi < 0)
+                       cam_phi = 0;
+               if(cam_phi > 90)
+                       cam_phi = 90;
        }
 
        if(button[1]) {
-               dist += dy * 0.1;
-               if(dist < 0.0) {
-                       dist = 0.0;
+               cam_dist += dy * 0.1;
+               if(cam_dist < 0.0) {
+                       cam_dist = 0.0;
                }
        }
-}
+ }
 
 static void clbk_mouse(GLFWwindow *win, int bn, int action, int mods)
 {
@@ -279,14 +277,43 @@ static void clbk_reshape(GLFWwindow *win, int width, int height)
        win_w = width;
 }
 
+static void update(float dt)
+{
+       Vec3 dir;
+
+       if(keystate['D'])
+               dir.x += cow_speed * dt;
+       if(keystate['A'])
+               dir.x -= cow_speed * dt;
+       if(keystate['W'])
+               dir.z -= cow_speed * dt;
+       if(keystate['S'])
+               dir.z += cow_speed * dt;
+
+       Vec3 *pos = move_camera ? &cam_pos : &cow_pos;
+       float theta = cam_theta / 180.0 * M_PI;
+       pos->x += dir.x * cos(theta) - dir.z * sin(theta);
+       pos->z += dir.x * sin(theta) + dir.z * cos(theta);
+}
+
 static void display()
 {
-       camera->set_orbit_params(theta, phi, dist);
+       static float prev_tsec;
+       float tsec = glfwGetTime();
+       float dt = tsec - prev_tsec;
+       prev_tsec = tsec;
+
+       update(dt);
+
+       cam_pos.y = terrain.get_height(cam_pos) + 0.5;
+       camera->set_orbit_params(cam_theta, cam_phi, cam_dist);
+       camera->set_position(cam_pos.x, cam_pos.y, cam_pos.z);
 
-       // gfx_clear(0.76, 0.3, 0.43);
        gfx_clear(0.1, 0.1, 0.1);
 
        terrain_rend->draw();
-//     ground_rend->draw();
+
+       cow_pos.y = terrain.get_height(cow_pos);
+       cow_object->transform.translation(cow_pos);
        cow_rend->draw();
 }
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