Files
CrystalPoint/Main.cpp
T

178 lines
3.6 KiB
C++

#include "Header.h"
#include "Model.h"
//Prototypes
void bindFuncOpenGL(void);
void configureOpenGL(void);
void loadModels(void);
static int Width;
static int Height;
float lastFrameTime = 0;
bool keys[255];
vector<Model*> models;
int currentModel = 0;
struct Camera
{
float posX = -30;
float posY = -30;
float posZ = -30;
float rotX = 0;
float rotY = 0;
} camera;
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, 0.5, 300);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(camera.rotX, 1, 0, 0);
glRotatef(camera.rotY, 0, 1, 0);
glTranslatef(camera.posX, camera.posY, camera.posZ);
//Draw here
models[currentModel]->draw();
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}
void move(float angle, float fac, bool heigth)
{
camera.posX += (float)cos((camera.rotY + angle) / 180 * M_PI) * fac;
camera.posZ += (float)sin((camera.rotY + angle) / 180 * M_PI) * fac;
if(heigth)
camera.posY += (float)sin((camera.rotX + angle) / 180 * M_PI) * fac;
}
void idle()
{
float frameTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
float deltaTime = frameTime - lastFrameTime;
lastFrameTime = frameTime;
float speed = 10;
if (keys['a']) move(0, deltaTime*speed, false);
if (keys['d']) move(180, deltaTime*speed, false);
if (keys['w']) move(90, deltaTime*speed, true);
if (keys['s']) move(270, deltaTime*speed, true);
glutPostRedisplay();
}
void mousemotion(int x, int y)
{
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);
}
}
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[])
{
//Init GLUT
glutInit(&argc, argv);
//Configre OpenGL and FreeGLut
configureOpenGL();
//Bind functions
bindFuncOpenGL();
//Init models
loadModels();
//Start the main loop
glutMainLoop();
return 0;
}
void bindFuncOpenGL()
{
glutDisplayFunc(display);
glutIdleFunc(idle);
glutReshapeFunc([](int w, int h) { Width = w; Height= h; glViewport(0, 0, w, h); });
//Keyboard
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboardup);
//Mouse
//glutMouseFunc(mouse);
glutPassiveMotionFunc(mousemotion);
}
void configureOpenGL()
{
//Init window and glut display mode
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Crystal Point");
glutFullScreen();
//Depth testing
glEnable(GL_DEPTH_TEST);
//Alpha blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//Alpha testing
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.01f);
//Lighting
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 50.0 };
GLfloat light_position[] = { 30.0, 30.0, 30.0, 0.0 };
GLfloat light_diffuse[] = { 1.7, 1.7, 1.7, 1.0 };
GLfloat light_ambient[] = { 1.7, 1.7, 1.7, 1.0 };
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
//Cursor
glutWarpPointer(Width / 2, Height / 2);
glutSetCursor(GLUT_CURSOR_NONE);
}
void loadModels()
{
models.push_back(new Model("models/ship/Zwaard.obj"));
}