mirror of
https://github.com/Kbz-8/42_vox.git
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119 lines
3.6 KiB
C++
119 lines
3.6 KiB
C++
#include <ScriptSubRoutines.h>
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constexpr const float SPEED = 40.0f;
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void WireframeHandler(Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& inputs)
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{
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static bool key_pressed_last_frame = false;
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if(inputs.IsKeyPressed(SDL_SCANCODE_F))
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key_pressed_last_frame = true;
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else if(key_pressed_last_frame)
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{
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scene->GetForwardData().wireframe = !scene->GetForwardData().wireframe;
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Scop::RenderCore::Get().WaitDeviceIdle();
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scene->GetPipeline().Destroy();
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key_pressed_last_frame = false;
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}
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static Scop::Vec3f rotations{ 0.0f, 0.0f, 0.0f };
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}
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void MovementHandler(Scop::NonOwningPtr<Scop::Actor> actor, Scop::Inputs& inputs, float delta)
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{
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static Scop::Vec3f position{ 0.0f, 0.0f, 0.0f };
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if(inputs.IsKeyPressed(SDL_SCANCODE_I))
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position.x += SPEED * delta;
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if(inputs.IsKeyPressed(SDL_SCANCODE_K))
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position.x -= SPEED * delta;
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if(inputs.IsKeyPressed(SDL_SCANCODE_L))
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position.z += SPEED * delta;
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if(inputs.IsKeyPressed(SDL_SCANCODE_J))
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position.z -= SPEED * delta;
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if(inputs.IsKeyPressed(SDL_SCANCODE_U))
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position.y += SPEED * delta;
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if(inputs.IsKeyPressed(SDL_SCANCODE_O))
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position.y -= SPEED * delta;
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actor->SetPosition(position);
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}
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void ColorsTransitionHandler(Scop::NonOwningPtr<Scop::Actor> actor, Scop::Inputs& inputs, float delta, Scop::MaterialData& data)
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{
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static bool colors_transition = false;
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static bool colors_key_pressed_last_frame = false;
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static std::uint8_t colors_transition_way = 0;
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if(inputs.IsKeyPressed(SDL_SCANCODE_C) && !colors_transition)
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colors_key_pressed_last_frame = true;
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else if(colors_key_pressed_last_frame)
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{
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colors_key_pressed_last_frame = false;
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colors_transition = true;
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colors_transition_way = (data.dissolve_black_white_colors_factor >= 0.5f);
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}
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if(colors_transition)
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{
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if(colors_transition_way == 1)
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{
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data.dissolve_black_white_colors_factor -= 1.0f * delta;
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colors_transition = (data.dissolve_black_white_colors_factor > 0.0f);
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}
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else
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{
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data.dissolve_black_white_colors_factor += 1.0f * delta;
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colors_transition = (data.dissolve_black_white_colors_factor < 1.0f);
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}
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}
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static bool normals_transition = false;
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static bool normals_key_pressed_last_frame = false;
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static std::uint8_t normals_transition_way = 0;
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if(inputs.IsKeyPressed(SDL_SCANCODE_N) && !normals_transition)
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normals_key_pressed_last_frame = true;
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else if(normals_key_pressed_last_frame)
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{
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normals_key_pressed_last_frame = false;
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normals_transition = true;
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normals_transition_way = (data.dissolve_normals_colors_factor >= 0.5f);
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}
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if(normals_transition)
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{
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if(normals_transition_way == 1)
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{
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data.dissolve_normals_colors_factor -= 1.0f * delta;
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normals_transition = (data.dissolve_normals_colors_factor > 0.0f);
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}
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else
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{
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data.dissolve_normals_colors_factor += 1.0f * delta;
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normals_transition = (data.dissolve_normals_colors_factor < 1.0f);
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}
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}
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}
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void TextureTransitionHandler(Scop::NonOwningPtr<Scop::Actor> actor, Scop::Inputs& inputs, float delta, Scop::MaterialData& data)
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{
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static bool texture_transition = false;
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static bool key_pressed_last_frame = false;
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static std::uint8_t transition_way = 0;
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if(inputs.IsKeyPressed(SDL_SCANCODE_T) && !texture_transition)
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key_pressed_last_frame = true;
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else if(key_pressed_last_frame)
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{
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texture_transition = true;
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key_pressed_last_frame = false;
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transition_way = (data.dissolve_texture_factor >= 0.5f);
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}
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if(texture_transition)
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{
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if(transition_way == 1)
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{
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data.dissolve_texture_factor -= 1.0f * delta;
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texture_transition = (data.dissolve_texture_factor > 0.0f);
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}
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else
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{
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data.dissolve_texture_factor += 1.0f * delta;
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texture_transition = (data.dissolve_texture_factor < 1.0f);
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}
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}
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}
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