Add Input system for keyboard movement

This commit is contained in:
karl 2021-03-21 19:31:49 +01:00
parent fc4d263a21
commit 7b6a9c7b45
4 changed files with 57 additions and 7 deletions

15
Input.h Normal file
View File

@ -0,0 +1,15 @@
#include <map>
class Input {
public:
inline static std::map<int, bool> keys_down;
static void set_key_down(int key, bool down) {
keys_down[key] = down;
}
static bool is_key_down(int key) {
return keys_down[key];
}
};

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@ -1,5 +1,6 @@
#include "MCRenderer.h"
#include "Framebuffer3D.h"
#include "Input.h"
#include "VertexBuffer.h"
#include <glm/ext/matrix_transform.hpp>
@ -25,7 +26,26 @@ void MCRenderer::render(float delta) {
noise_shader.use();
noise.bind_and_clear();
noise_shader.setFloat("height", 0);
if (Input::is_key_down(GLFW_KEY_E)) {
height += delta;
}
if (Input::is_key_down(GLFW_KEY_Q)) {
height -= delta;
}
if (Input::is_key_down(GLFW_KEY_W)) {
camera.translate(glm::vec3(0.0, 0.0, -delta * 20.0));
}
if (Input::is_key_down(GLFW_KEY_S)) {
camera.translate(glm::vec3(0.0, 0.0, delta * 20.0));
}
if (Input::is_key_down(GLFW_KEY_D)) {
camera.rotate(-delta * 90.0, glm::vec3(0.0, 1.0, 0.0));
}
if (Input::is_key_down(GLFW_KEY_A)) {
camera.rotate(delta * 90.0, glm::vec3(0.0, 1.0, 0.0));
}
noise_shader.setFloat("height", height);
for (int i = 0; i < size_z; i++) {
// Create one layer
@ -47,9 +67,6 @@ void MCRenderer::render(float delta) {
glClearColor(0.6f, 0.9f, 0.9f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set the camera position
camera.rotate(delta, glm::vec3(0.0, 1.0, 0.0));
// Bind the camera to the rendering shader
render_shader.setMat4("proj", camera.get_projection());
render_shader.setMat4("view", camera.get_view());

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@ -16,6 +16,8 @@ class MCRenderer {
int size_y;
int size_z;
float height = 0.0;
Shader render_shader;
Shader noise_shader;

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@ -6,11 +6,18 @@
#include <iostream>
#include "Framebuffer3D.h"
#include "Input.h"
#include "MCRenderer.h"
#include "Shader.h"
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GLFW_TRUE);
Input::set_key_down(key, action == GLFW_RELEASE ? false : true);
}
// settings
const unsigned int SCR_WIDTH = 1920;
const unsigned int SCR_HEIGHT = 1080;
@ -44,6 +51,9 @@ int main() {
return -1;
}
// Keyboard input processing function
glfwSetKeyCallback(window, key_callback);
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
@ -52,16 +62,22 @@ int main() {
MCRenderer renderer = MCRenderer(128, 128, 128);
// render loop
// -----------
double timeInLastFrame = glfwGetTime();
double elapsed_time = 0.0;
while (!glfwWindowShouldClose(window)) {
renderer.render(0.1); // TODO: Proper delta
// Delta time handling
double delta = glfwGetTime() - timeInLastFrame;
timeInLastFrame = glfwGetTime();
elapsed_time += delta;
renderer.render(delta);
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}