#include <GL/glut.h>
#include "glfb.h"
#include "voxscape.h"
+#include "lut.h"
enum {
- INP_FWD = 1,
- INP_BACK = 2,
- INP_LEFT = 4,
- INP_RIGHT = 8
+ INP_FWD = 0x01,
+ INP_BACK = 0x02,
+ INP_LEFT = 0x04,
+ INP_RIGHT = 0x08,
+ INP_LTURN = 0x10,
+ INP_RTURN = 0x20
};
int init(void);
unsigned int fb[FB_W * FB_H];
unsigned int input;
-int32_t pos[2];
+int32_t pos[2], angle;// = 0x4000;
struct voxscape *vox;
int init(void)
{
+ init_lut();
+
pos[0] = 512 << 16;
pos[1] = 512 << 16;
}
vox_framebuf(vox, FB_W, FB_H, fb);
vox_proj(vox, 45, 1, 200);
- vox_view(vox, pos[0], pos[1], 0);
+ vox_view(vox, pos[0], pos[1], angle);
glfb_setup(FB_W, FB_H, GLFB_RGBA32, FB_W * 4);
return 0;
}
#define WALK_SPEED 0x40000
+#define TURN_SPEED 0x100
+
void update(void)
{
if(input & INP_FWD) pos[1] += WALK_SPEED;
if(input & INP_LEFT) pos[0] -= WALK_SPEED;
if(input & INP_RIGHT) pos[0] += WALK_SPEED;
- vox_view(vox, pos[0], pos[1], 0);
+ if(input & INP_LTURN) angle += TURN_SPEED;
+ if(input & INP_RTURN) angle -= TURN_SPEED;
+
+ vox_view(vox, pos[0], pos[1], angle);
}
void display(void)
case 'd':
input |= INP_RIGHT;
break;
+ case 'q':
+ input |= INP_LTURN;
+ break;
+ case 'e':
+ input |= INP_RTURN;
+ break;
default:
break;
case 'd':
input &= ~INP_RIGHT;
break;
+ case 'q':
+ input &= ~INP_LTURN;
+ break;
+ case 'e':
+ input &= ~INP_RTURN;
+ break;
default:
break;