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https://github.com/rwengine/openrw.git
synced 2024-11-22 10:22:52 +01:00
Added simple but ugly player control, I have no idea what I'm doing
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@ -17,6 +17,8 @@
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constexpr int WIDTH = 800,
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HEIGHT = 600;
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constexpr double PiOver180 = 3.1415926535897932384626433832795028/180;
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sf::Window window;
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const char *vertexShaderSource = "#version 130\n"
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@ -51,6 +53,9 @@ std::map<std::string, std::unique_ptr<Model>> models;
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Model *selectedModel;
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glm::vec3 selectedModelCenter;
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glm::vec3 plyPos;
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glm::vec2 plyLook;
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GLuint compileShader(GLenum type, const char *source)
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{
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GLuint shader = glCreateShader(type);
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@ -158,6 +163,7 @@ void init(std::string gtapath)
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};
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}
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selectedModelCenter /= iplLoader.m_instances.size();
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plyPos = selectedModelCenter;
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} else {
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printf("IPL failed to load.\n");
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exit(1);
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@ -170,18 +176,54 @@ void init(std::string gtapath)
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void update()
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{
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float dt = 1.0/60.0; // we'll be fine
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static int i = 0;
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constexpr float rotspeed = 80;
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constexpr float moveSpeed = 20;
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sf::Vector2i screenCenter{sf::Vector2i{window.getSize()} / 2};
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sf::Vector2i mousePos = sf::Mouse::getPosition(window);
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sf::Vector2i deltaMouse = mousePos - screenCenter;
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sf::Mouse::setPosition(screenCenter, window);
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plyLook.x += deltaMouse.x / 10.0;
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plyLook.y += deltaMouse.y / 10.0;
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if (plyLook.y > 90)
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plyLook.y = 90;
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else if (plyLook.y < -90)
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plyLook.y = -90;
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bool doMove = false;
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int direction = 1;
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int strafeDirection = 0;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
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doMove = true;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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doMove = true;
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direction = -1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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doMove = true;
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strafeDirection = -1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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doMove = true;
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strafeDirection = 1;
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}
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if (doMove) {
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plyPos += dt * moveSpeed * direction * glm::vec3{
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sin((plyLook.x + 90*strafeDirection) * PiOver180),
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cos((plyLook.x + 90*strafeDirection) * PiOver180),
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-sin(plyLook.y * PiOver180),
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};
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}
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glm::mat4 view;
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glm::vec3 pos{
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-selectedModelCenter.x + cos(i / rotspeed) * 400,
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-selectedModelCenter.y + sin(i / rotspeed) * 400,
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-selectedModelCenter.z - 200,
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};
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view = glm::rotate(view, -50.f, glm::vec3(1, 0, 0));
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view = glm::rotate(view, (i/(6.28f*rotspeed))*360 - 90, glm::vec3(0, 0, -1));
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view = glm::translate(view, pos);
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view = glm::rotate(view, -90.f, glm::vec3(1, 0, 0));
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view = glm::rotate(view, plyLook.y, glm::vec3(1, 0, 0));
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view = glm::rotate(view, plyLook.x, glm::vec3(0, 0, 1));
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view = glm::translate(view, -plyPos);
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glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
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i++;
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