Files
CrystalPoint/Main.cpp
T

90 lines
2.2 KiB
C++

#include <GL/freeglut.h>
#include "CrystalPoint.h"
#include <stdio.h>
#include "Vector.h"
void configureOpenGL(void);
CrystalPoint* app;
bool justMoved = false;
int main(int argc, char* argv[])
{
app = new CrystalPoint();
glutInit(&argc, argv);
configureOpenGL();
app->init();
glutDisplayFunc([]() { app->draw(); } );
glutIdleFunc([]() { app->update(); } );
glutReshapeFunc([](int w, int h) { app->width = w; app->height = h; glViewport(0, 0, w, h); });
//Keyboard
glutKeyboardFunc([](unsigned char c, int, int) { app->keyboardState.keys[c] = true; });
glutKeyboardUpFunc([](unsigned char c, int, int) { app->keyboardState.keys[c] = false; });
glutSpecialFunc([](int c, int, int) { app->keyboardState.special[c] = true; });
glutSpecialUpFunc([](int c, int, int) { app->keyboardState.special[c] = false; });
//Mouse
glutPassiveMotionFunc([](int x, int y)
{
if (justMoved)
{
justMoved = false;
return;
}
int dx = x - app->width / 2;
int dy = y - app->height / 2;
if ((dx != 0 || dy != 0) && abs(dx) < 400 && abs(dy) < 400)
{
app->mouseOffset = app->mouseOffset + Vec2f(dx,dy);
glutWarpPointer(app->width / 2, app->height / 2);
justMoved = true;
}
});
glutMainLoop();
return 0;
}
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[] = { 0.2, 0.2, 0.2, 0 };
//GLfloat mat_shininess[] = { 5.0 };
GLfloat light_position[] = { 0.0, 2.0, 1.0, 0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 0 };
GLfloat light_ambient[] = { 0.3, 0.3, 0.3, 0 };
glClearColor(0.7, 0.7, 1.0, 1.0);
//glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
//glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
//glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
//glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glutSetCursor(GLUT_CURSOR_CROSSHAIR);
}