Move the scene out of gamelogic into scene.cpp

This commit is contained in:
Peder Bergebakken Sundt 2019-03-21 01:11:59 +01:00
parent d7df5e5ab1
commit e0253940bd
5 changed files with 239 additions and 228 deletions

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@ -1,4 +1,4 @@
#include "gamelogic.h" #include "gamelogic.hpp"
#include "sceneGraph.hpp" #include "sceneGraph.hpp"
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <SFML/Audio/Sound.hpp> #include <SFML/Audio/Sound.hpp>
@ -11,12 +11,7 @@
#include <iostream> #include <iostream>
#include <string> #include <string>
#include <utilities/glfont.h> #include <utilities/glfont.h>
#include <utilities/glutils.h>
#include <utilities/imageLoader.hpp>
#include <utilities/modelLoader.hpp>
#include <utilities/mesh.h>
#include <utilities/shader.hpp> #include <utilities/shader.hpp>
#include <utilities/shapes.h>
#include <utilities/timeutils.h> #include <utilities/timeutils.h>
using glm::vec3; using glm::vec3;
@ -24,62 +19,16 @@ using glm::vec4;
using glm::mat4; using glm::mat4;
typedef unsigned int uint; typedef unsigned int uint;
uint currentKeyFrame = 0;
uint previousKeyFrame = 0;
SceneNode* rootNode;
SceneNode* plainNode;
SceneNode* carNode;
SceneNode* treeNode;
SceneNode* boxNode;
SceneNode* sphereNode;
SceneNode* hudNode;
SceneNode* textNode;
const uint N_LIGHTS = 3;
SceneNode* lightNode[N_LIGHTS];
// These are heap allocated, because they should not be initialised at the start of the program
sf::Sound* sound; sf::Sound* sound;
sf::SoundBuffer* buffer; sf::SoundBuffer* buffer;
Gloom::Shader* default_shader;
Gloom::Shader* test_shader;
Gloom::Shader* plain_shader;
Gloom::Shader* post_shader;
vec3 cameraPosition = vec3(0, 0, 400);
vec3 cameraLookAt = vec3(500, 500, 0);
vec3 cameraUpward = vec3(0, 0, 1);
CommandLineOptions options;
bool hasStarted = false;
bool hasLost = false;
bool jumpedToNextFrame = false;
// Modify if you want the music to start further on in the track. Measured in seconds.
const float debug_startTime = 45;
double totalElapsedTime = debug_startTime;
// textures
PNGImage t_charmap = loadPNGFile("../res/textures/charmap.png");
PNGImage t_cobble_diff = loadPNGFile("../res/textures/cobble_diff.png");
PNGImage t_cobble_normal = loadPNGFile("../res/textures/cobble_normal.png");
PNGImage t_plain_diff = loadPNGFile("../res/textures/plain_diff.png");
PNGImage t_plain_normal = loadPNGFile("../res/textures/plain_normal.png", true);
PNGImage t_reflection = loadPNGFile("../res/textures/reflection_field.png");
PNGImage t_reflection2 = loadPNGFile("../res/textures/reflection_blurry.png");
PNGImage t_perlin = makePerlinNoisePNG(256, 256, 0.05/16);
void mouseCallback(GLFWwindow* window, double x, double y) { void mouseCallback(GLFWwindow* window, double x, double y) {
int windowWidth, windowHeight; int windowWidth, windowHeight;
glfwGetWindowSize(window, &windowWidth, &windowHeight); glfwGetWindowSize(window, &windowWidth, &windowHeight);
glViewport(0, 0, windowWidth, windowHeight); glViewport(0, 0, windowWidth, windowHeight);
float mousePositionX = x / double(windowHeight); // like the hudNode space mouse_position_cb(x, y, windowWidth, windowHeight);
float mousePositionY = y / double(windowHeight);
/* /*
if(padPositionX > 1) { if(padPositionX > 1) {
padPositionX = 1; padPositionX = 1;
@ -98,178 +47,22 @@ void mouseCallback(GLFWwindow* window, double x, double y) {
*/ */
} }
void initGame(GLFWwindow* window, CommandLineOptions gameOptions) { void initRenderer(GLFWwindow* window, CommandLineOptions options) {
buffer = new sf::SoundBuffer(); buffer = new sf::SoundBuffer();
if (!buffer->loadFromFile("../res/Hall of the Mountain King.ogg")) { if (!buffer->loadFromFile("../res/Hall of the Mountain King.ogg")) {
return; return;
} }
options = gameOptions;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
glfwSetCursorPosCallback(window, mouseCallback); glfwSetCursorPosCallback(window, mouseCallback);
// load shaders init_scene(options);
default_shader = new Gloom::Shader();
default_shader->makeBasicShader("../res/shaders/simple.vert", "../res/shaders/simple.frag");
Mesh box = generateBox(50, 50, 50);
Mesh sphere = generateSphere(10, 100, 100);
Mesh plain = generateSegmentedPlane(1000, 1000, 100, 100, 3);
Mesh hello_world = generateTextGeometryBuffer("Skjer'a bagera?", 1.3, 2);
t_perlin.repeat_mirrored = true;
rootNode = createSceneNode();
hudNode = createSceneNode();
// create and add lights to graph
for (uint i = 0; i<N_LIGHTS; i++) {
lightNode[i] = createSceneNode(POINT_LIGHT);
lightNode[i]->lightID = i;
rootNode->children.push_back(lightNode[i]);
}
//treeNode = loadModelScene("../res/models/fur_tree/scene.gltf");
//treeNode->position = {300, 800, 10};
//rootNode->children.push_back(treeNode);
carNode = loadModelScene("../res/models/beetle/scene.gltf", {
{ 0, Material().diffuse({0.0, 0.0, 1.0}).diffuse_only().reflection_mapped(&t_reflection, 0.15)},// Blue_Metal
{ 1, Material().diffuse(vec3(0.85)).emissive(vec3(0.1)).reflection_mapped(&t_reflection, -1.0)},// Metal (decals)
//{ 2, Material().diffuse({1.0, 1.0, 1.0})},// Front_Light_Glass
// { 3, Material().diffuse({0.2, 0.2, 0.2})},// Black_Rubber
{ 4, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// Mirror
//{ 5, Material().diffuse({1.0, 1.0, 1.0})},// Black_Metal
//{ 6, Material().diffuse({1.0, 1.0, 1.0})},// Plastic
// { 7, Material().diffuse(vec3(0.2)).emissive(vec3(0.25)).specular(vec3(1.0), 70).reflection_mapped(&t_reflection, -0.8)},// Window_Glass
{ 7, Material().diffuse(vec3(0.2)).emissive(vec3(0.25)).specular(vec3(1.0), 70).reflection_mapped(&t_reflection, -0.8)},// Window_Glass
//{ 8, Material().diffuse({1.0, 1.0, 1.0})},// Material
{ 9, Material().diffuse(vec3(1.0)).emissive(vec3(0.2)).specular(vec3(0.4), 70).reflection_mapped(&t_reflection, -1.0)},// Glossy_metal
//{10, Material().diffuse({1.0, 1.0, 1.0})},// Rogh_Metal
// {11, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// License_Plate_Metal
{11, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// License_Plate_Metal
//{12, Material().diffuse({1.0, 1.0, 1.0})},// License_Plate_Frame
//{13, Material().diffuse({1.0, 1.0, 1.0})},//
});
//carNode->setMaterial(Material().reflection_mapped(&t_reflection, 0.0).no_colors().no_texture_reset(), true);
carNode->position = {500, 500, 100};
carNode->scale *= 100;
rootNode->children.push_back(carNode);
//create the scene:
plainNode = createSceneNode();
plainNode->setTexture(&t_plain_diff, &t_plain_normal, &t_perlin);
plainNode->setMesh(&plain);
plainNode->position = {0, 0, 0};
plainNode->shininess = 20;
plainNode->displacementCoefficient = 40;
rootNode->children.push_back(plainNode);
/*
boxNode = createSceneNode();
boxNode->setTexture(&t_cobble_diff, &t_cobble_normal);
boxNode->setMesh(&box);
boxNode->position = {500, 500, 40};
boxNode->referencePoint = {25, 25, 25};
boxNode->scale *= 2;
boxNode->shininess = 20;
boxNode->displacementCoefficient = 40;
rootNode->children.push_back(boxNode);
*/
sphereNode = createSceneNode();
//sphereNode->setTexture(&t_cobble_diff, &t_cobble_normal);
sphereNode->setMesh(&sphere);
sphereNode->position = {500, 500, 100};
sphereNode->scale *= 15;
sphereNode->diffuse_color;
sphereNode->setMaterial(Material().reflection_mapped(&t_reflection, 0.5).no_colors().no_texture_reset(), true);
//rootNode->children.push_back(sphereNode);
lightNode[0]->position = {-600, 1400, 800};
lightNode[0]->attenuation = vec3(1.8, 0.0, 0.0);
lightNode[1]->position = {500, 0, 80};
lightNode[1]->referencePoint = {0, 500, 0};
lightNode[1]->scale *= 0.8;
lightNode[1]->light_color = vec3(0.0);
lightNode[1]->attenuation = vec3(1.0, 0.0, 0.000005);
lightNode[2]->position = {400, -200, 300};
lightNode[2]->nodeType = SPOT_LIGHT;
lightNode[2]->attenuation = vec3(1, 0, 0);
lightNode[2]->spot_target = lightNode[1];
textNode = createSceneNode();
textNode->setTexture(&t_charmap);
textNode->setMesh(&hello_world);
textNode->position = vec3(-1.0, -1.0, 0.0);
textNode->isIlluminated = false;
textNode->isInverted = true;
hudNode->children.push_back(textNode);
// init
getTimeDeltaSeconds(); getTimeDeltaSeconds();
std::cout << "Ready. Click to start!" << std::endl;
}
void stepScene(double timeDelta) {
static double timeAcc = 0; // shrug
timeAcc += timeDelta;
plainNode->uvOffset.x += timeDelta*0.5;
plainNode->uvOffset.y -= timeDelta*0.5;
if (boxNode) boxNode->rotation.z += timeDelta;
lightNode[1]->rotation.z -= timeDelta;
//lightNode[1]->position.z = 80 + 40*glm::sin(5 * lightNode[1]->rotation.z);
//if(carNode) carNode->rotation.z += timeDelta;
/*
if(!hasStarted) {
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1)) {
if (options.enableMusic) {
sound = new sf::Sound();
sound->setBuffer(*buffer);
sf::Time startTime = sf::seconds(debug_startTime);
sound->setPlayingOffset(startTime);
sound->play();
}
totalElapsedTime = debug_startTime;
hasStarted = true;
}
} else {
// I really should calculate this using the std::chrono timestamp for this
// You definitely end up with a cumulative error when doing lots of small additions like this
// However, for a game that lasts only a few minutes this is fine.
totalElapsedTime += timeDelta;
if(hasLost) {
//ballRadius += 200 * timeDelta;
//if(ballRadius > 999999) {
// ballRadius = 999999;
//}
} else {
for (uint i = currentKeyFrame; i < keyFrameTimeStamps.size(); i++) {
if (totalElapsedTime < keyFrameTimeStamps.at(i)) {
continue;
}
currentKeyFrame = i;
}
jumpedToNextFrame = currentKeyFrame != previousKeyFrame;
previousKeyFrame = currentKeyFrame;
}
}
*/
} }
// traverses and updates matricies
void updateNodeTransformations(SceneNode* node, mat4 transformationThusFar, mat4 const& V, mat4 const& P) { void updateNodeTransformations(SceneNode* node, mat4 transformationThusFar, mat4 const& V, mat4 const& P) {
mat4 transformationMatrix mat4 transformationMatrix
= glm::translate(mat4(1.0), node->position) = glm::translate(mat4(1.0), node->position)
@ -290,14 +83,16 @@ void updateNodeTransformations(SceneNode* node, mat4 transformationThusFar, mat4
updateNodeTransformations(child, M, V, P); updateNodeTransformations(child, M, V, P);
} }
// step
void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) { void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
double timeDelta = getTimeDeltaSeconds(); double timeDelta = getTimeDeltaSeconds();
stepScene(timeDelta);
float aspect = float(windowWidth) / float(windowHeight); float aspect = float(windowWidth) / float(windowHeight);
// main action:
step_scene(timeDelta);
// calculate camera
mat4 projection = glm::perspective( mat4 projection = glm::perspective(
glm::radians(45.0f), // fovy glm::radians(45.0f), // fovy
aspect, // aspect aspect, // aspect
@ -307,6 +102,7 @@ void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
mat4 cameraTransform mat4 cameraTransform
= glm::lookAt(cameraPosition, cameraLookAt, cameraUpward); = glm::lookAt(cameraPosition, cameraLookAt, cameraUpward);
// update scene with camera
updateNodeTransformations(rootNode, mat4(1.0), cameraTransform, projection); updateNodeTransformations(rootNode, mat4(1.0), cameraTransform, projection);
// We orthographic now, bitches! // We orthographic now, bitches!
@ -328,7 +124,8 @@ void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
} }
void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader) { // traverses and renders one and one node
void renderNode(SceneNode* node, Gloom::Shader* parent_shader) {
struct Light { // lights as stored in the shader struct Light { // lights as stored in the shader
// coordinates in MV space // coordinates in MV space
vec3 position; // MV vec3 position; // MV
@ -417,9 +214,11 @@ void renderNode(SceneNode* node, Gloom::Shader* parent_shader = default_shader)
} }
} }
// draw
void renderFrame(GLFWwindow* window, int windowWidth, int windowHeight) { void renderFrame(GLFWwindow* window, int windowWidth, int windowHeight) {
glViewport(0, 0, windowWidth, windowHeight); glViewport(0, 0, windowWidth, windowHeight);
renderNode(rootNode); // externs from scene.hpp, they must have shaders set
renderNode(hudNode); renderNode(rootNode, nullptr);
renderNode(hudNode, nullptr);
} }

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@ -1,8 +1,12 @@
#pragma once #pragma once
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <utilities/shader.hpp>
#include <utilities/window.hpp> #include <utilities/window.hpp>
#include "sceneGraph.hpp"
void initGame(GLFWwindow* window, CommandLineOptions options); // further divied into:
#include "scene.hpp"
void initRenderer(GLFWwindow* window, CommandLineOptions options);
void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight); void updateFrame(GLFWwindow* window, int windowWidth, int windowHeight);
void renderFrame(GLFWwindow* window, int windowWidth, int windowHeight); void renderFrame(GLFWwindow* window, int windowWidth, int windowHeight);

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@ -1,7 +1,7 @@
// Local headers // Local headers
#include "program.hpp" #include "program.hpp"
#include "utilities/window.hpp" #include "utilities/window.hpp"
#include "gamelogic.h" #include "gamelogic.hpp"
#include <glm/glm.hpp> #include <glm/glm.hpp>
// glm::translate, glm::rotate, glm::scale, glm::perspective // glm::translate, glm::rotate, glm::scale, glm::perspective
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
@ -31,7 +31,7 @@ void runProgram(GLFWwindow* window, CommandLineOptions options)
// Set default colour after clearing the colour buffer // Set default colour after clearing the colour buffer
glClearColor(0.3f, 0.5f, 0.8f, 1.0f); glClearColor(0.3f, 0.5f, 0.8f, 1.0f);
initGame(window, options); initRenderer(window, options);
// Rendering Loop // Rendering Loop
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))

190
src/scene.cpp Normal file
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@ -0,0 +1,190 @@
#include "scene.hpp"
#include "gamelogic.hpp"
#include "sceneGraph.hpp"
#include <GLFW/glfw3.h>
#include <chrono>
#include <glad/glad.h>
#include <iostream>
#include <utilities/imageLoader.hpp>
#include <utilities/modelLoader.hpp>
#include <utilities/mesh.h>
#include <utilities/shader.hpp>
#include <utilities/shapes.h>
#include <utilities/timeutils.h>
#include <utilities/glfont.h>
using std::cout;
using std::endl;
typedef unsigned int uint;
vec3 cameraPosition = vec3(0, 0, 400);
vec3 cameraLookAt = vec3(500, 500, 0);
vec3 cameraUpward = vec3(0, 0, 1);
SceneNode* rootNode;
SceneNode* hudNode;
SceneNode* lightNode[N_LIGHTS];
SceneNode* plainNode;
SceneNode* carNode;
SceneNode* treeNode;
SceneNode* grassNode;
SceneNode* boxNode;
SceneNode* sphereNode;
SceneNode* textNode;
Gloom::Shader* default_shader;
Gloom::Shader* plain_shader;
Gloom::Shader* post_shader;
// todo: const the following:
// meshes
Mesh m_box = generateBox(50, 50, 50);
Mesh m_sphere = generateSphere(10, 100, 100);
Mesh m_plain = generateSegmentedPlane(1000, 1000, 100, 100, 3);
Mesh m_hello_world = generateTextGeometryBuffer("Skjer'a bagera?", 1.3, 2);
// textures
PNGImage t_charmap = loadPNGFile("../res/textures/charmap.png");
PNGImage t_cobble_diff = loadPNGFile("../res/textures/cobble_diff.png");
PNGImage t_cobble_normal = loadPNGFile("../res/textures/cobble_normal.png");
PNGImage t_plain_diff = loadPNGFile("../res/textures/plain_diff.png");
PNGImage t_plain_normal = loadPNGFile("../res/textures/plain_normal.png", true);
PNGImage t_reflection = loadPNGFile("../res/textures/reflection_field.png");
PNGImage t_reflection2 = loadPNGFile("../res/textures/reflection_blurry.png");
PNGImage t_perlin = makePerlinNoisePNG(256, 256, 0.05/16);
void init_scene(CommandLineOptions options) {
default_shader = new Gloom::Shader();
default_shader->makeBasicShader("../res/shaders/simple.vert", "../res/shaders/simple.frag");
rootNode = createSceneNode();
hudNode = createSceneNode();
rootNode->shader = default_shader;
hudNode->shader = default_shader;
t_perlin.repeat_mirrored = true; // no const for me ;(
// create and add lights to graph
for (uint i = 0; i<N_LIGHTS; i++) {
lightNode[i] = createSceneNode(POINT_LIGHT);
lightNode[i]->lightID = i;
rootNode->children.push_back(lightNode[i]);
}
//treeNode = loadModelScene("../res/models/fur_tree/scene.gltf");
//treeNode->position = {300, 800, 10};
//rootNode->children.push_back(treeNode);
carNode = loadModelScene("../res/models/beetle/scene.gltf", {
{ 0, Material().diffuse({0.0, 0.0, 1.0}).diffuse_only().reflection_mapped(&t_reflection, 0.15)},// Blue_Metal
{ 1, Material().diffuse(vec3(0.85)).emissive(vec3(0.1)).reflection_mapped(&t_reflection, -1.0)},// Metal (decals)
//{ 2, Material().diffuse({1.0, 1.0, 1.0})},// Front_Light_Glass
// { 3, Material().diffuse({0.2, 0.2, 0.2})},// Black_Rubber
{ 4, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// Mirror
//{ 5, Material().diffuse({1.0, 1.0, 1.0})},// Black_Metal
//{ 6, Material().diffuse({1.0, 1.0, 1.0})},// Plastic
// { 7, Material().diffuse(vec3(0.2)).emissive(vec3(0.25)).specular(vec3(1.0), 70).reflection_mapped(&t_reflection, -0.8)},// Window_Glass
{ 7, Material().diffuse(vec3(0.2)).emissive(vec3(0.25)).specular(vec3(1.0), 70).reflection_mapped(&t_reflection, -0.8)},// Window_Glass
//{ 8, Material().diffuse({1.0, 1.0, 1.0})},// Material
{ 9, Material().diffuse(vec3(1.0)).emissive(vec3(0.2)).specular(vec3(0.4), 70).reflection_mapped(&t_reflection, -1.0)},// Glossy_metal
//{10, Material().diffuse({1.0, 1.0, 1.0})},// Rogh_Metal
// {11, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// License_Plate_Metal
{11, Material().no_colors().reflection_mapped(&t_reflection, 1.0)},// License_Plate_Metal
//{12, Material().diffuse({1.0, 1.0, 1.0})},// License_Plate_Frame
//{13, Material().diffuse({1.0, 1.0, 1.0})},//
});
//carNode->setMaterial(Material().reflection_mapped(&t_reflection, 0.0).no_colors().no_texture_reset(), true);
carNode->position = {500, 500, 100};
carNode->scale *= 100;
rootNode->children.push_back(carNode);
//create the scene:
plainNode = createSceneNode();
plainNode->setTexture(&t_plain_diff, &t_plain_normal, &t_perlin);
plainNode->setMesh(&m_plain);
plainNode->position = {0, 0, 0};
plainNode->shininess = 20;
plainNode->displacementCoefficient = 40;
rootNode->children.push_back(plainNode);
/*
boxNode = createSceneNode();
boxNode->setTexture(&t_cobble_diff, &t_cobble_normal);
boxNode->setMesh(&m_box);
boxNode->position = {500, 500, 40};
boxNode->referencePoint = {25, 25, 25};
boxNode->scale *= 2;
boxNode->shininess = 20;
boxNode->displacementCoefficient = 40;
rootNode->children.push_back(boxNode);
*/
sphereNode = createSceneNode();
//sphereNode->setTexture(&t_cobble_diff, &t_cobble_normal);
sphereNode->setMesh(&m_sphere);
sphereNode->position = {500, 500, 100};
sphereNode->scale *= 15;
sphereNode->diffuse_color;
sphereNode->setMaterial(Material().reflection_mapped(&t_reflection, 0.5).no_colors().no_texture_reset(), true);
//rootNode->children.push_back(sphereNode);
lightNode[0]->position = {-600, 1400, 800};
lightNode[0]->attenuation = vec3(1.8, 0.0, 0.0);
/*
lightNode[1]->position = {500, 0, 80};
lightNode[1]->referencePoint = {0, 500, 0};
lightNode[1]->scale *= 0.8;
lightNode[1]->light_color = vec3(0.0);
lightNode[1]->attenuation = vec3(1.0, 0.0, 0.000005);
lightNode[2]->position = {400, -200, 300};
lightNode[2]->nodeType = SPOT_LIGHT;
lightNode[2]->attenuation = vec3(1, 0, 0);
lightNode[2]->spot_target = lightNode[1];
*/
textNode = createSceneNode();
textNode->setTexture(&t_charmap);
textNode->setMesh(&m_hello_world);
textNode->position = vec3(-1.0, -1.0, 0.0);
textNode->isIlluminated = false;
textNode->isInverted = true;
hudNode->children.push_back(textNode);
}
void mouse_position_cb(double x, double y, int winw, int winh) {
float mousePositionX = x / double(winw); // like the hudNode space
float mousePositionY = y / double(winh);
}
void step_scene(double timeDelta) {
static double timeAcc = 0; // shrug
timeAcc += timeDelta;
plainNode->uvOffset.x += timeDelta*0.5;
plainNode->uvOffset.y -= timeDelta*0.5;
if (boxNode) boxNode->rotation.z += timeDelta;
lightNode[1]->rotation.z -= timeDelta;
//lightNode[1]->position.z = 80 + 40*glm::sin(5 * lightNode[1]->rotation.z);
if(carNode) carNode->rotation.z += timeDelta;
/*
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1)) {
if (options.enableMusic) {
sound = new sf::Sound();
sound->setBuffer(*buffer);
sf::Time startTime = sf::seconds(debug_startTime);
sound->setPlayingOffset(startTime);
sound->play();
}
// I really should calculate this using the std::chrono timestamp for this
// You definitely end up with a cumulative error when doing lots of small additions like this
// However, for a game that lasts only a few minutes this is fine.
totalElapsedTime += timeDelta;
}
*/
}

18
src/scene.hpp Normal file
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@ -0,0 +1,18 @@
#pragma once
#include <GLFW/glfw3.h>
#include "sceneGraph.hpp"
#include "utilities/window.hpp"
const uint N_LIGHTS = 3;
extern SceneNode* rootNode;
extern SceneNode* hudNode;
extern SceneNode* lightNode[N_LIGHTS];
extern glm::vec3 cameraPosition;
extern glm::vec3 cameraLookAt;
extern glm::vec3 cameraUpward;
void init_scene(CommandLineOptions options);
void mouse_position_cb(double x, double y, int winw, int winh);
void step_scene(double timeDelta);