187 lines
3.9 KiB
C++
187 lines
3.9 KiB
C++
#include "Header.h"
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#include "Model.h"
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#include "Player.h"
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#include "StateHandler.h"
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#include "State.h"
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//Prototypes
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void bindFuncOpenGL(void);
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void configureOpenGL(void);
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void loadModels(void);
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static int Width;
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static int Height;
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float lastFrameTime = 0;
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bool keys[255];
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//vector<Model*> models;
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//int currentModel = 0;
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StateHandler *statehandler;
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void display()
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{
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glClearColor(0.6f, 0.6f, 1, 1);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0f, (float)Width / Height, 0.5, 300);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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/*glRotatef(player.eyes.rotX, 1, 0, 0);
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glRotatef(player.eyes.rotY, 0, 1, 0);
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glTranslatef(player.eyes.posX, player.eyes.posY, player.eyes.posZ);
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glPushMatrix();
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glScalef(0.5f, 0.5f, 0.5f);
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glRotatef(180, 1, 0, 0);
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glRotatef(45, 0, 0, 1);
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glRotatef(90, 0, 1, 0);
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models[currentModel]->draw();
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glPopMatrix();*/
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//Draw here
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statehandler->GetCurrentState()->Display();
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//player->Display();
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//glutSolidCube(10.0);
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glDisable(GL_TEXTURE_2D);
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glutSwapBuffers();
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}
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void idle()
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{
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float frameTime = glutGet(GLUT_ELAPSED_TIME) / 1000.0f;
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float deltaTime = frameTime - lastFrameTime;
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lastFrameTime = frameTime;
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statehandler->GetCurrentState()->Keyboard(keys,deltaTime);
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statehandler->GetCurrentState()->Idle(deltaTime);
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glutPostRedisplay();
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}
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void mousemotion(int x, int y)
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{
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int dx = x - Width / 2;
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int dy = y - Height / 2;
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if ((dx != 0 || dy != 0) && abs(dx) < 400 && abs(dy) < 400)
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{
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statehandler->GetCurrentState()->MouseMove(x, y, dx, dy);
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glutWarpPointer(Width / 2, Height / 2);
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}
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}
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void mouse(int button, int type, int x, int y)
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{
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statehandler->GetCurrentState()->MouseClick(button, type, x, y);
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}
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void keyboard(unsigned char key, int, int)
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{
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if (key == 27)
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exit(0);
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//std::cout << key << std::endl;
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keys[key] = true;
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}
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void keyboardup(unsigned char key, int, int)
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{
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keys[key] = false;
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}
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int main(int argc, char* argv[])
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{
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//Init GLUT
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glutInit(&argc, argv);
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//Configre OpenGL and FreeGLut
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configureOpenGL();
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//Bind functions
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bindFuncOpenGL();
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//Init models
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loadModels();
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//Start the main loop
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glutMainLoop();
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return 0;
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}
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void bindFuncOpenGL()
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{
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glutDisplayFunc(display);
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glutIdleFunc(idle);
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glutReshapeFunc([](int w, int h) { Width = w; Height= h; glViewport(0, 0, w, h); });
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//Keyboard
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glutKeyboardFunc(keyboard);
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glutKeyboardUpFunc(keyboardup);
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//Mouse
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glutMouseFunc(mouse);
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glutPassiveMotionFunc(mousemotion);
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}
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void configureOpenGL()
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{
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//Init window and glut display mode
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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glutInitWindowSize(800, 600);
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glutCreateWindow("Crystal Point");
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glutFullScreen();
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//glutPositionWindow((glutGet(GLUT_SCREEN_WIDTH) / 2) - (glutGet(GLUT_WINDOW_WIDTH) / 2), (glutGet(GLUT_SCREEN_HEIGHT) / 2) - (glutGet(GLUT_WINDOW_HEIGHT) / 2));
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//Depth testing
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glEnable(GL_DEPTH_TEST);
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//Alpha blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//Alpha testing
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.01f);
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//Lighting
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat mat_shininess[] = { 20.0 };
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GLfloat light_position[] = { 30.0, 30.0, 30.0, 1.0 };
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GLfloat light_diffuse[] = { 2.0, 2.0, 2.0, 1.0 };
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GLfloat light_ambient[] = { 2.0, 2.0, 2.0, 1.0 };
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glShadeModel(GL_SMOOTH);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
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glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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//Cursor
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glutWarpPointer(Width / 2, Height / 2);
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glutSetCursor(GLUT_CURSOR_CROSSHAIR);
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}
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void loadModels()
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{
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statehandler = new StateHandler();
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statehandler->Navigate(statehandler->WORLD_STATE);
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//models.push_back(new Model("models/weapons/ZwaardMetTextures/TextureZwaard.obj"));
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} |