#include "Sandbox.h" #include #include #include #include #include static kp3d::Texture tex; static std::vector points; Sandbox::Sandbox(const std::string& path): kp3d::Game(path, "sandbox-cfg.json", "sandbox-log.txt") { tex.Load("logo.png"); m_projection.InitPerspective(70.0f, (float) GetWidth() / (float) GetHeight()); map.Init(); using namespace ksi; kp3d::console::environment.Set("spawn-thingy", {CELL_FUNCTION_CPP, [&](std::list args) -> Cell { float x = FromCell(args.front()); float y = FromCell(args.back()); points.push_back({x, y}); return {CELL_VOID}; }}); } Sandbox::~Sandbox() { } void Sandbox::Update() { // Console shortcut if (IsKeyDown(kp3d::KEY_GRAVE)) { kp3d::console::open ^= 1; SetMouseLockEnabled(!GetMouseLockEnabled()); KeyReset(kp3d::KEY_GRAVE); } if (IsKeyDown(kp3d::KEY_F1)) { map.render_wireframe ^= 1; KeyReset(kp3d::KEY_F1); } if (IsKeyDown(kp3d::KEY_F2)) { map.Rebuild(kp3d::GEN_NORMALS); KeyReset(kp3d::KEY_F2); } if (IsKeyDown(kp3d::KEY_F3)) { map.Rebuild(kp3d::GEN_SMOOTH_NORMALS); KeyReset(kp3d::KEY_F3); } if (IsKeyDown(kp3d::KEY_B)) { map.Init(); //map.Rebuild(kp3d::GEN_NORMALS); //KeyReset(kp3d::KEY_B); } if (IsKeyDown(kp3d::KEY_Y)) map.test_u += 0.1f; if (IsKeyDown(kp3d::KEY_H)) map.test_u -= 0.1f; if (IsKeyDown(kp3d::KEY_U)) map.test_l += 0.1f; if (IsKeyDown(kp3d::KEY_J)) map.test_l -= 0.1f; // Mouse-look if (IsKeyDown(kp3d::KEY_ESCAPE)) { SetMouseLockEnabled(!GetMouseLockEnabled()); KeyReset(kp3d::KEY_ESCAPE); } float qerf_speed = 1.0f; float move_speed = 0.2f; if (IsKeyDown(kp3d::KEY_W)) m_camera.Move(m_camera.forward, move_speed); if (IsKeyDown(kp3d::KEY_S)) m_camera.Move(m_camera.forward, -move_speed); if (IsKeyDown(kp3d::KEY_A)) m_camera.Move(m_camera.right, move_speed); if (IsKeyDown(kp3d::KEY_D)) m_camera.Move(m_camera.right, -move_speed); if (IsKeyDown(kp3d::KEY_SPACE)) m_camera.position.y += move_speed; if (IsKeyDown(kp3d::KEY_LSHIFT)) m_camera.position.y -= move_speed; if (IsKeyDown(kp3d::KEY_Q)) m_camera.Rotate(kp3d::Camera::AXIS_X, qerf_speed); if (IsKeyDown(kp3d::KEY_E)) m_camera.Rotate(kp3d::Camera::AXIS_X, -qerf_speed); if (IsKeyDown(kp3d::KEY_R)) m_camera.Rotate(kp3d::Camera::AXIS_Y, qerf_speed); if (IsKeyDown(kp3d::KEY_F)) m_camera.Rotate(kp3d::Camera::AXIS_Y, -qerf_speed); ResetMouseCursor([&](float x, float y) { m_camera.UpdateMouseLook({x, y}); }); m_camera.UpdateMatrix(); } void Sandbox::Render() { glClearColor(0.0f, 0.1f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 3D scene kp3d::Renderer3D::Begin(m_camera, m_projection); map.Render(); kp3d::Renderer3D::DrawBillboard(tex, {}, {1, 1}); kp3d::Renderer3D::End(); // 2D scene kp3d::Renderer2D::Begin(); for (auto& p: points) kp3d::Renderer2D::DrawTexture(tex, p.x, p.y, 50, 50); kp3d::Renderer2D::End(); // UI kp3d::console::Render(); }