[EDIT] camera controls
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@@ -9,24 +9,42 @@ namespace entities
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void Camera::Move(GLFWwindow* window)
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{
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float movement_speed = 0;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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{
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position.z -= SPEED;
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movement_speed -= SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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{
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position.z += SPEED;
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movement_speed += SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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{
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position.x += SPEED;
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rotation.y += ROT_SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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{
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position.x -= SPEED;
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rotation.y -= ROT_SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
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rotation.x -= ROT_SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
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{
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rotation.x += ROT_SPEED;
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}
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float dx = glm::cos(glm::radians(rotation.y + 90)) * movement_speed;
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float dz = glm::sin(glm::radians(rotation.y + 90)) * movement_speed;
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position.x += dx;
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position.z += dz;
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}
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}
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@@ -14,6 +14,7 @@ namespace entities
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private:
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// The movement speed of the camera
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const float SPEED = 0.52f;
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const float ROT_SPEED = 1.0f;
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glm::vec3 position;
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glm::vec3 rotation;
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@@ -99,12 +99,12 @@ int main(void)
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// Update
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const double delta = UpdateDelta();
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camera.Move(window);
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button.Update(window);
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// Render
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render_engine::renderer::Prepare();
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// Start rendering the entities
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shader.Start();
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shader.LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader.LoadLights(lights);
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@@ -119,7 +119,6 @@ int main(void)
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// Stop rendering the entities
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shader.Stop();
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// Render GUI items
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render_engine::renderer::Render(guis, gui_shader);
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