456 lines
16 KiB
C++
Executable File
456 lines
16 KiB
C++
Executable File
#include "Game.h"
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#include "AnimatedModel.h"
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#include "BoneAnimatedModel.h"
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#include "Utils.h"
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#include "OpenGlExtensions.h"
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#include <iostream>
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#include "TextureManager.h"
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#include "TextModel.h"
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#include <random>
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#include <cmath>
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namespace ZL
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{
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#ifdef EMSCRIPTEN
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const char* CONST_ZIP_FILE = "space-game001.zip";
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#else
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const char* CONST_ZIP_FILE = "";
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#endif
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Vector4f generateRandomQuaternion(std::mt19937& gen)
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{
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// Ðàñïðåäåëåíèå äëÿ ãåíåðàöèè ñëó÷àéíûõ êîîðäèíàò êâàòåðíèîíà
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std::normal_distribution<> distrib(0.0, 1.0);
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// Ãåíåðèðóåì ÷åòûðå ñëó÷àéíûõ ÷èñëà èç íîðìàëüíîãî ðàñïðåäåëåíèÿ N(0, 1).
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// Íîðìàëèçàöèÿ ýòîãî âåêòîðà äàåò ðàâíîìåðíîå ðàñïðåäåëåíèå ïî 4D-ñôåðå (ò.å. êâàòåðíèîí åäèíè÷íîé äëèíû).
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Vector4f randomQuat = {
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(float)distrib(gen),
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(float)distrib(gen),
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(float)distrib(gen),
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(float)distrib(gen)
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};
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return randomQuat.normalized();
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}
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// --- Îñíîâíàÿ ôóíêöèÿ ãåíåðàöèè ---
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std::vector<BoxCoords> generateRandomBoxCoords(int N)
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{
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// Êîíñòàíòû
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const float MIN_DISTANCE = 3.0f;
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const float MIN_DISTANCE_SQUARED = MIN_DISTANCE * MIN_DISTANCE; // Ðàáîòàåì ñ êâàäðàòîì ðàññòîÿíèÿ
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const float MIN_COORD = -100.0f;
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const float MAX_COORD = 100.0f;
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const int MAX_ATTEMPTS = 1000; // Îãðàíè÷åíèå íà êîëè÷åñòâî ïîïûòîê, ÷òîáû èçáåæàòü áåñêîíå÷íîãî öèêëà
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std::vector<BoxCoords> boxCoordsArr;
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boxCoordsArr.reserve(N); // Ðåçåðâèðóåì ïàìÿòü
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// 1. Èíèöèàëèçàöèÿ ãåíåðàòîðà ïñåâäîñëó÷àéíûõ ÷èñåë
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// Èñïîëüçóåì Mersenne Twister (mt19937) êàê âûñîêîêà÷åñòâåííûé ãåíåðàòîð
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std::random_device rd;
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std::mt19937 gen(rd());
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// 2. Îïðåäåëåíèå ðàâíîìåðíîãî ðàñïðåäåëåíèÿ äëÿ êîîðäèíàò [MIN_COORD, MAX_COORD]
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std::uniform_real_distribution<> distrib(MIN_COORD, MAX_COORD);
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int generatedCount = 0;
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while (generatedCount < N)
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{
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bool accepted = false;
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int attempts = 0;
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// Ïîïûòêà íàéòè ïîäõîäÿùèå êîîðäèíàòû
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while (!accepted && attempts < MAX_ATTEMPTS)
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{
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// Ãåíåðèðóåì íîâûå ñëó÷àéíûå êîîðäèíàòû
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Vector3f newPos(
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(float)distrib(gen),
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(float)distrib(gen),
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(float)distrib(gen)
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);
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// Ïðîâåðêà ðàññòîÿíèÿ äî âñåõ óæå ñóùåñòâóþùèõ îáúåêòîâ
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accepted = true; // Ïðåäïîëàãàåì, ÷òî ïîäõîäèò, ïîêà íå äîêàçàíî îáðàòíîå
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for (const auto& existingBox : boxCoordsArr)
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{
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// Ðàñ÷åò âåêòîðà ðàçíîñòè
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Vector3f diff = newPos - existingBox.pos;
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// Ðàñ÷åò êâàäðàòà ðàññòîÿíèÿ
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float distanceSquared = diff.squaredNorm();
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// Åñëè êâàäðàò ðàññòîÿíèÿ ìåíüøå êâàäðàòà ìèíèìàëüíîãî ðàññòîÿíèÿ
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if (distanceSquared < MIN_DISTANCE_SQUARED)
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{
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accepted = false; // Îòêëîíÿåì, ñëèøêîì áëèçêî
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break; // Íåò ñìûñëà ïðîâåðÿòü äàëüøå, åñëè îäíî íàðóøåíèå íàéäåíî
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}
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}
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if (accepted)
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{
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// 2. Ãåíåðèðóåì ñëó÷àéíûé êâàòåðíèîí
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Vector4f randomQuat = generateRandomQuaternion(gen);
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// 3. Ïðåîáðàçóåì åãî â ìàòðèöó âðàùåíèÿ
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Matrix3f randomMatrix = QuatToMatrix(randomQuat);
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// 4. Äîáàâëÿåì îáúåêò ñ íîâîé ñëó÷àéíîé ìàòðèöåé
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boxCoordsArr.emplace_back(BoxCoords{ newPos, randomMatrix });
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generatedCount++;
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}
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attempts++;
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}
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// Åñëè ïðåâûøåíî ìàêñèìàëüíîå êîëè÷åñòâî ïîïûòîê, âûõîäèì èç öèêëà,
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// ÷òîáû èçáåæàòü çàâèñàíèÿ, åñëè N ñëèøêîì âåëèêî èëè äèàïàçîí ñëèøêîì ìàë.
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if (!accepted) {
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std::cerr << "Ïðåäóïðåæäåíèå: Íå óäàëîñü ñãåíåðèðîâàòü " << N << " îáúåêòîâ. Ñãåíåðèðîâàíî: " << generatedCount << std::endl;
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break;
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}
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}
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return boxCoordsArr;
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}
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Game::Game()
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: window(nullptr)
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, glContext(nullptr)
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, newTickCount(0)
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, lastTickCount(0)
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{
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}
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Game::~Game() {
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if (glContext) {
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SDL_GL_DeleteContext(glContext);
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}
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if (window) {
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SDL_DestroyWindow(window);
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}
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SDL_Quit();
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}
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void Game::setup() {
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glContext = SDL_GL_CreateContext(ZL::Environment::window);
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ZL::BindOpenGlFunctions();
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ZL::CheckGlError();
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// Initialize renderer
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#ifdef EMSCRIPTEN
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renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("env", "./shaders/env.vertex", "./shaders/env_web.fragment", CONST_ZIP_FILE);
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#else
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renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("env", "./shaders/env.vertex", "./shaders/env_desktop.fragment", CONST_ZIP_FILE);
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#endif
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cubemapTexture = std::make_shared<Texture>(
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std::array<TextureDataStruct, 6>{
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CreateTextureDataFromBmp24("./resources/sky/space_rt.bmp", CONST_ZIP_FILE),
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CreateTextureDataFromBmp24("./resources/sky/space_lf.bmp", CONST_ZIP_FILE),
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CreateTextureDataFromBmp24("./resources/sky/space_up.bmp", CONST_ZIP_FILE),
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CreateTextureDataFromBmp24("./resources/sky/space_dn.bmp", CONST_ZIP_FILE),
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CreateTextureDataFromBmp24("./resources/sky/space_bk.bmp", CONST_ZIP_FILE),
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CreateTextureDataFromBmp24("./resources/sky/space_ft.bmp", CONST_ZIP_FILE)
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});
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cubemap.data = ZL::CreateCubemap(500);
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cubemap.RefreshVBO();
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//Load texture
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spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/DefaultMaterial_BaseColor.png", CONST_ZIP_FILE));
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spaceshipBase = LoadFromTextFile02("./resources/spaceship005.txt", CONST_ZIP_FILE);
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spaceshipBase.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundY(M_PI / 2.0)));
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//spaceshipBase.Move(Vector3f{ -0.52998, -13, 0 });
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spaceshipBase.Move(Vector3f{ -0.52998, -10, 10 });
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spaceship.AssignFrom(spaceshipBase);
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spaceship.RefreshVBO();
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//Boxes
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boxTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/box/box.png", CONST_ZIP_FILE));
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boxBase = LoadFromTextFile02("./resources/box/box.txt", CONST_ZIP_FILE);
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boxCoordsArr = generateRandomBoxCoords(50);
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boxRenderArr.resize(boxCoordsArr.size());
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for (int i = 0; i < boxCoordsArr.size(); i++)
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{
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boxRenderArr[i].AssignFrom(boxBase);
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boxRenderArr[i].RefreshVBO();
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}
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renderer.InitOpenGL();
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}
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void Game::drawCubemap()
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{
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(envShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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1, 1000);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.RotateMatrix(Environment::inverseShipMatrix);
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CheckGlError();
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture->getTexID());
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renderer.DrawVertexRenderStruct(cubemap);
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CheckGlError();
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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}
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void Game::drawShip()
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{
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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1, 1000);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
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glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
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renderer.DrawVertexRenderStruct(spaceship);
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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}
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void Game::drawBoxes()
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{
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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1, 1000);
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for (int i = 0; i < boxCoordsArr.size(); i++)
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{
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
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renderer.RotateMatrix(Environment::inverseShipMatrix);
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renderer.TranslateMatrix(-Environment::shipPosition);
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renderer.TranslateMatrix(boxCoordsArr[i].pos);
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renderer.RotateMatrix(boxCoordsArr[i].m);
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glBindTexture(GL_TEXTURE_2D, boxTexture->getTexID());
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renderer.DrawVertexRenderStruct(boxRenderArr[i]);
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renderer.PopMatrix();
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}
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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}
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void Game::drawScene() {
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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glClearColor(0.0f, 0.5f, 1.0f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, Environment::width, Environment::height);
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CheckGlError();
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drawCubemap();
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drawShip();
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drawBoxes();
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CheckGlError();
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}
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void Game::processTickCount() {
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if (lastTickCount == 0) {
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lastTickCount = SDL_GetTicks64();
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return;
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}
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newTickCount = SDL_GetTicks64();
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if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) {
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size_t delta = (newTickCount - lastTickCount > CONST_MAX_TIME_INTERVAL) ?
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CONST_MAX_TIME_INTERVAL : newTickCount - lastTickCount;
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//gameObjects.updateScene(delta);
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if (Environment::tapDownHold) {
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float diffx = Environment::tapDownCurrentPos.v[0] - Environment::tapDownStartPos.v[0];
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float diffy = Environment::tapDownCurrentPos.v[1] - Environment::tapDownStartPos.v[1];
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if (abs(diffy) > 5.0 || abs(diffx) > 5.0) //threshold
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{
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float rotationPower = sqrtf(diffx * diffx + diffy * diffy);
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//std::cout << rotationPower << std::endl;
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float deltaAlpha = rotationPower * delta * M_PI / 500000.f;
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Vector3f rotationDirection = { diffy, diffx, 0 };
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rotationDirection = rotationDirection.normalized();
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Vector4f rotateQuat = {
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rotationDirection.v[0] * sin(deltaAlpha * 0.5f),
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rotationDirection.v[1] * sin(deltaAlpha * 0.5f),
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rotationDirection.v[2] * sin(deltaAlpha * 0.5f),
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cos(deltaAlpha * 0.5f) };
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Matrix3f rotateMat = QuatToMatrix(rotateQuat);
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Environment::shipMatrix = MultMatrixMatrix(Environment::shipMatrix, rotateMat);
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Environment::inverseShipMatrix = InverseMatrix(Environment::shipMatrix);
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}
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}
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if (fabs(Environment::shipVelocity) > 0.01f)
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{
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Vector3f velocityDirection = { 0,0, -Environment::shipVelocity*delta / 1000.f };
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Vector3f velocityDirectionAdjusted = MultMatrixVector(Environment::shipMatrix, velocityDirection);
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Environment::shipPosition = Environment::shipPosition + velocityDirectionAdjusted;
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}
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lastTickCount = newTickCount;
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}
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}
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void Game::render() {
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SDL_GL_MakeCurrent(ZL::Environment::window, glContext);
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ZL::CheckGlError();
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glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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drawScene();
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processTickCount();
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SDL_GL_SwapWindow(ZL::Environment::window);
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}
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void Game::update() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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Environment::exitGameLoop = true;
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}
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else if (event.type == SDL_MOUSEBUTTONDOWN) {
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// 1. Îáðàáîòêà íàæàòèÿ êíîïêè ìûøè
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Environment::tapDownHold = true;
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// Êîîðäèíàòû íà÷àëüíîãî íàæàòèÿ
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Environment::tapDownStartPos.v[0] = event.button.x;
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Environment::tapDownStartPos.v[1] = event.button.y;
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// Íà÷àëüíàÿ ïîçèöèÿ òàêæå ñòàíîâèòñÿ òåêóùåé
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Environment::tapDownCurrentPos.v[0] = event.button.x;
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Environment::tapDownCurrentPos.v[1] = event.button.y;
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}
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else if (event.type == SDL_MOUSEBUTTONUP) {
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// 2. Îáðàáîòêà îòïóñêàíèÿ êíîïêè ìûøè
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Environment::tapDownHold = false;
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}
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else if (event.type == SDL_MOUSEMOTION) {
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// 3. Îáðàáîòêà ïåðåìåùåíèÿ ìûøè
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if (Environment::tapDownHold) {
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// Îáíîâëåíèå òåêóùåé ïîçèöèè, åñëè êíîïêà óäåðæèâàåòñÿ
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Environment::tapDownCurrentPos.v[0] = event.motion.x;
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Environment::tapDownCurrentPos.v[1] = event.motion.y;
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}
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}
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else if (event.type == SDL_MOUSEWHEEL) {
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static const float zoomstep = 2.0f;
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if (event.wheel.y > 0) {
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Environment::zoom -= zoomstep;
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|
}
|
|
else if (event.wheel.y < 0) {
|
|
Environment::zoom += zoomstep;
|
|
}
|
|
if (Environment::zoom < zoomstep) {
|
|
Environment::zoom = zoomstep;
|
|
}
|
|
}
|
|
else if (event.type == SDL_KEYUP)
|
|
{
|
|
if (event.key.keysym.sym == SDLK_i)
|
|
{
|
|
Environment::shipVelocity += 1.f;
|
|
}
|
|
if (event.key.keysym.sym == SDLK_k)
|
|
{
|
|
Environment::shipVelocity -= 1.f;
|
|
}
|
|
}
|
|
}
|
|
render();
|
|
}
|
|
|
|
} // namespace ZL
|