getting started on the lights

This commit is contained in:
MitchellHansen
2017-02-02 22:37:27 -08:00
parent 03a7ee43fd
commit 3f0a99a435
8 changed files with 291 additions and 100 deletions

View File

@@ -37,6 +37,7 @@
#include "Input.h"
#include "Pub_Sub.h"
#include "NetworkInput.h"
#include "light.h"
const int WINDOW_X = 1000;
const int WINDOW_Y = 1000;
@@ -123,10 +124,11 @@ int main() {
float h = 90.0;
// Light for the currently non functional Bling Phong shader
Light l;
l.direction_cartesian = sf::Vector3f(-1.0f, -1.0f, -1.5f);
l.position = sf::Vector3f(256.0f, 256.0f, 256.0f);
l.rgbi = sf::Vector4f(0.3f, 0.4f, 0.3f, 1.0f);
Light l(
sf::Vector3f(256.0f, 256.0f, 256.0f),
sf::Vector3f(-1.0f, -1.0f, -1.5f),
&window
);
std::vector<Light> light_vec;
light_vec.push_back(l);
@@ -198,34 +200,31 @@ int main() {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::F11)) {
while (raycaster->debug_quick_recompile() != 0);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
light_vec.at(0).position.x -= delta_time * 100;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
light_vec.at(0).position.x += delta_time * 100;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
light_vec.at(0).position.y += delta_time * 100;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
light_vec.at(0).position.y -= delta_time * 100;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Home)) {
light_vec.at(0).position.z += delta_time * 100;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::End)) {
light_vec.at(0).position.z -= delta_time * 100;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt)) {
light_vec.at(0).position = camera->get_position();
light_vec.at(0).direction_cartesian = SphereToCart(camera->get_direction());
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::O)) {
light_vec.at(0).orbit_around_center(timer_accumulator += delta_time);
}
//if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
// light_vec.at(0).position.x -= delta_time * 100;
//}
//if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
// light_vec.at(0).position.x += delta_time * 100;
//}
//if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
// light_vec.at(0).position.y += delta_time * 100;
//}
//if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
// light_vec.at(0).position.y -= delta_time * 100;
//}
//if (sf::Keyboard::isKeyPressed(sf::Keyboard::Home)) {
// light_vec.at(0).position.z += delta_time * 100;
//}
//if (sf::Keyboard::isKeyPressed(sf::Keyboard::End)) {
// light_vec.at(0).position.z -= delta_time * 100;
//}
//if (sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt)) {
// light_vec.at(0).position = camera->get_position();
// light_vec.at(0).direction_cartesian = SphereToCart(camera->get_direction());
//}
//if (sf::Keyboard::isKeyPressed(sf::Keyboard::O)) {
// light_vec.at(0).orbit_around_center(timer_accumulator += delta_time);
//}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Num0)) {
std::string path = "../assets/";