117 lines
2.8 KiB
C++
117 lines
2.8 KiB
C++
#include <GL/freeglut.h>
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#include "CrystalPoint.h"
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#include <stdio.h>
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#include "Vector.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "Cursor.h"
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void configureOpenGL(void);
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CrystalPoint* app;
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bool justMoved = false;
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int main(int argc, char* argv[])
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{
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app = new CrystalPoint();
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glutInit(&argc, argv);
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configureOpenGL();
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app->init();
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glutDisplayFunc([]() { app->draw(); } );
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glutIdleFunc([]() { app->update(); } );
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glutReshapeFunc([](int w, int h) { CrystalPoint::width = w; CrystalPoint::height = h; glViewport(0, 0, w, h); });
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//Keyboard
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glutKeyboardFunc([](unsigned char c, int, int) { app->keyboardState.keys[c] = true; });
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glutKeyboardUpFunc([](unsigned char c, int, int) { app->keyboardState.keys[c] = false; });
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glutSpecialFunc([](int c, int, int) { app->keyboardState.special[c] = true; });
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glutSpecialUpFunc([](int c, int, int) { app->keyboardState.special[c] = false; });
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auto mousemotion = [](int x, int y)
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{
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if (justMoved)
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{
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justMoved = false;
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return;
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}
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int dx = x - app->width / 2;
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int dy = y - app->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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app->mouseOffset = app->mouseOffset + Vec2f(dx, dy);
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glutWarpPointer(app->width / 2, app->height / 2);
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justMoved = true;
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}
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};
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//Mouse
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glutPassiveMotionFunc(mousemotion);
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glutMotionFunc(mousemotion);
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auto mouseclick = [](int button, int state,
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int x, int y)
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{
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if (button == GLUT_LEFT_BUTTON)
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Cursor::getInstance()->state = state;
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//std::cout << "Left button is down" << std::endl;
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};
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glutMouseFunc(mouseclick);
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CrystalPoint::height = GLUT_WINDOW_HEIGHT;
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CrystalPoint::width = GLUT_WINDOW_WIDTH;
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glutMainLoop();
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delete app;
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return 0;
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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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//glutInitWindowPosition(glutGet(GLUT_WINDOW_WIDTH) / 2 - 800/2, glutGet(GLUT_WINDOW_HEIGHT) / 2 - 600/2);
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glutCreateWindow("Crystal Point");
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//glutFullScreen();
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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[] = { 0.2, 0.2, 0.2, 0 };
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//GLfloat mat_shininess[] = { 5.0 };
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GLfloat light_position[] = { 0.0, 2.0, 1.0, 0 };
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GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 0 };
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GLfloat light_ambient[] = { 0.3, 0.3, 0.3, 0 };
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glClearColor(0.7, 0.7, 1.0, 1.0);
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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_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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//glEnable(GL_COLOR_MATERIAL);
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glutSetCursor(GLUT_CURSOR_NONE);
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} |