| @@ -57,8 +57,18 @@ void Camera::TickGame(float seconds) | |||||
| { | { | ||||
| WorldEntity::TickGame(seconds); | WorldEntity::TickGame(seconds); | ||||
| int updown = Input::GetButtonState(273 /*SDLK_UP*/) | |||||
| - Input::GetButtonState(274 /*SDLK_DOWN*/); | |||||
| int rightleft = Input::GetButtonState(275 /*SDLK_RIGHT*/) | |||||
| - Input::GetButtonState(276 /*SDLK_LEFT*/); | |||||
| int pgupdown = Input::GetButtonState(280 /*SDLK_PAGEUP*/) | |||||
| - Input::GetButtonState(281 /*SDLK_PAGEDOWN*/); | |||||
| m_position += vec3(rightleft, pgupdown, -updown) * 200.f * seconds; | |||||
| m_target += vec3(rightleft, 0, -updown) * 200.f * seconds; | |||||
| m_view_matrix = mat4::lookat(m_position, m_target, m_up); | m_view_matrix = mat4::lookat(m_position, m_target, m_up); | ||||
| m_proj_matrix = mat4::perspective(45.0f, 640.0f, 480.0f, 1.f, 1000.0f); | |||||
| m_proj_matrix = mat4::perspective(45.0f, 640.0f, 480.0f, 1.f, 10000.0f); | |||||
| //m_proj_matrix = mat4::ortho(-160, 160, -120, 120, .1f, 2000.0f); | //m_proj_matrix = mat4::ortho(-160, 160, -120, 120, .1f, 2000.0f); | ||||
| } | } | ||||