light/Sandbox/src/SandboxLayer.h
Light 91a0c92fe7 - ConstantBuffers
- Added ConstantBuffers
- Updated GLAD to have GL_ARB_shading_language_420pack extensions
2021-07-05 14:36:36 +04:30

82 lines
2 KiB
C++

#include <LightEngine.h>
class SandboxLayer : public Light::Layer
{
private:
std::shared_ptr<Light::Texture> m_AwesomefaceTexture;
std::vector<glm::vec3> positions;
std::vector<glm::vec2> sizes;
glm::vec2 m_Direction;
float m_Speed = 1.2f;
Light::Camera m_Camera;
public:
SandboxLayer(const std::string& name)
: Light::Layer(name), m_Camera(glm::vec2(0.0f), 800.0f / 600.0f, 1.0f), m_Direction(glm::vec2(0.0f, 0.0f))
{
Light::ResourceManager::LoadTexture("awesomeface", "res/Textures/awesomeface.png");
m_AwesomefaceTexture = Light::ResourceManager::GetTexture("awesomeface");
for (int i = 0; i < 100; i++)
{
glm::vec3 position = glm::vec3(-1.0f + (-100.0f / 400.0f) + ((rand() % 1000) / 400.0f), -1.0f + (-100.0f / 300.0f) + ((rand() % 800) / 300.0f), 0.0f);
glm::vec2 size = glm::vec2(100 / 400.0f, 100 / 300.0f);
positions.push_back(position);
sizes.push_back(size);
}
}
void OnRender() override
{
m_Camera.CalculateProjection();
m_Camera.CalculateView();
Light::Renderer::BeginScene(m_Camera);
for (int i = 0; i < 100; i++)
Light::Renderer::DrawQuad(positions[i], sizes[i], m_AwesomefaceTexture);
Light::Renderer::EndScene();
}
bool OnKeyPressed(const Light::KeyPressedEvent& event) override
{
if (event.GetKey() == 65) // GLFW_KEY_A
m_Direction.x += -1.0f;
if(event.GetKey() == 68) // GLFW_KEY_D
m_Direction.x += 1.0f;
if (event.GetKey() == 87) // GLFW_KEY_W
m_Direction.y += 1.0f;
if (event.GetKey() == 83) // GLFW_KEY_S
m_Direction.y += -1.0f;
return true;
}
bool OnKeyReleased(const Light::KeyReleasedEvent& event) override
{
// #todo: add input class
if (event.GetKey() == 65) // GLFW_KEY_A
m_Direction.x -= -1.0f;
if (event.GetKey() == 68) // GLFW_KEY_D
m_Direction.x -= 1.0f;
if (event.GetKey() == 87) // GLFW_KEY_W
m_Direction.y -= 1.0f;
if (event.GetKey() == 83) // GLFW_KEY_S
m_Direction.y -= -1.0f;
return true;
}
void OnUpdate(float deltaTime) override
{
m_Camera.Move(m_Direction * m_Speed * deltaTime);
}
};