#include #include #define _USE_MATH_DEFINES #include #include #include "ObjModel.h" #include "HeightMap.h" float lastFrameTime = 0; int width, height; int currentModel = 0; vector models; HeightMap *heightmap; struct Camera { float posX = 0; float posY = -4; float posZ = 0; float rotX = 0; float rotY = 0; } camera; bool keys[255]; struct Vertex { float x, y, z; float nx, ny, nz; float r, g, b, a; }; std::vector cubeVertices; void drawCube() { glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(Vertex), ((float*)cubeVertices.data()) + 0); glNormalPointer(GL_FLOAT, sizeof(Vertex), ((float*)cubeVertices.data()) + 3); glColorPointer(4, GL_FLOAT, sizeof(Vertex), ((float*)cubeVertices.data()) + 6); glDrawArrays(GL_QUADS, 0, cubeVertices.size()); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); } void display() { glClearColor(0.6f, 0.6f, 1, 1); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0f, (float)width/height, 0.1, 15000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(camera.rotX, 1, 0, 0); glRotatef(camera.rotY, 0, 1, 0); glTranslatef(camera.posX, camera.posZ, camera.posY); float pos[4] = { 0.5, 1, -1, 0 }; glLightfv(GL_LIGHT0, GL_POSITION, pos); /* glColor3f(0.1f, 1.0f, 0.2f); glBegin(GL_QUADS); glVertex3f(-15, -1, -15); glVertex3f( 15, -1, -15); glVertex3f( 15, -1, 15); glVertex3f(-15, -1, 15); glEnd(); for (int x = -10; x <= 10; x += 5) { for (int y = -10; y <= 10; y += 5) { glPushMatrix(); glTranslatef((float)x, 0.0f, (float)y); drawCube(); glPopMatrix(); } } glColor3f(0.1f, 1.0f, 1.0f); models[currentModel]->draw(); */ glColor3f(1.0f, 1.0f, 1.0f); heightmap->Draw(); glutSwapBuffers(); } void move(float angle, float fac) { camera.posX += (float)cos((camera.rotY + angle) / 180 * M_PI) * fac; camera.posY += (float)sin((camera.rotY + angle) / 180 * M_PI) * fac; } void moveVert(float angle, float fac) { camera.posZ += angle * fac; } void idle() { float frameTime = glutGet(GLUT_ELAPSED_TIME)/1000.0f; float deltaTime = frameTime - lastFrameTime; lastFrameTime = frameTime; const float speed = 500; if (keys['a']) move(0, deltaTime*speed); if (keys['d']) move(180, deltaTime*speed); if (keys['w']) move(90, deltaTime*speed); if (keys['s']) move(270, deltaTime*speed); if (keys['q']) moveVert(1, deltaTime*speed); if (keys['e']) moveVert(-1, deltaTime*speed); glutPostRedisplay(); } bool justMoved = false; void mousePassiveMotion(int x, int y) { if (justMoved) { justMoved = false; return; } int dx = x - width / 2; int dy = y - height / 2; if ((dx != 0 || dy != 0) && abs(dx) < 400 && abs(dy) < 400) { camera.rotY += dx / 10.0f; camera.rotX += dy / 10.0f; glutWarpPointer(width / 2, height / 2); justMoved = true; } } void keyboard(unsigned char key, int, int) { if (key == 27) exit(0); keys[key] = true; } void keyboardUp(unsigned char key, int,int) { keys[key] = false; } int main(int argc, char* argv[]) { width = 800; height = 600; glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(width, height); glutInit(&argc, argv); glutCreateWindow("Hello World"); memset(keys, 0, sizeof(keys)); glEnable(GL_DEPTH_TEST); //glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glutIdleFunc(idle); glutDisplayFunc(display); glutReshapeFunc([](int w, int h) { width = w; height = h; glViewport(0, 0, w, h); }); glutKeyboardFunc(keyboard); glutKeyboardUpFunc(keyboardUp); glutPassiveMotionFunc(mousePassiveMotion); heightmap = new HeightMap("worlds/HMCSHeightmap.gif"); cubeVertices.push_back(Vertex{ -1, -1, -1, 0,0,1, 1,1,1,1 }); cubeVertices.push_back(Vertex{ -1, 1, -1, 0,0,1, 1,1,1,1 }); cubeVertices.push_back(Vertex{ 1, 1, -1, 0,0,1, 1,1,1,1 }); cubeVertices.push_back(Vertex{ 1, -1, -1, 0,0,1, 1,1,1,1 }); cubeVertices.push_back(Vertex{ -1, -1, 1, 0,0,-1, 1,1,1,1 }); cubeVertices.push_back(Vertex{ -1, 1, 1, 0,0,-1, 1,1,1,1 }); cubeVertices.push_back(Vertex{ 1, 1, 1, 0,0,-1, 1,1,1,1 }); cubeVertices.push_back(Vertex{ 1, -1, 1, 0,0,-1, 1,1,1,1 }); cubeVertices.push_back(Vertex{ -1, -1, -1, 0,-1,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ -1, -1, 1, 0,-1,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ 1, -1, 1, 0,-1,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ 1, -1, -1, 0,-1,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ -1, 1, -1, 0,1,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ -1, 1, 1, 0,1,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ 1, 1, 1, 0,1,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ 1, 1, -1, 0,1,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ -1, -1, -1, -1,0,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ -1, -1, 1, -1,0,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ -1, 1, 1, -1,0,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ -1, 1, -1, -1,0,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ 1, -1, -1, 1,0,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ 1, -1, 1, 1,0,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ 1, 1, 1, 1,0,0, 1,1,1,1 }); cubeVertices.push_back(Vertex{ 1, 1, -1, 1,0,0, 1,1,1,1 }); models.push_back(new ObjModel("models/ship/shipA_OBJ.obj")); glutWarpPointer(width / 2, height / 2); glutMainLoop(); return 0; }