nuclear@0: #include nuclear@0: #include nuclear@0: #include nuclear@0: #include nuclear@0: #include "opengl.h" nuclear@0: #include "camera.h" nuclear@0: nuclear@0: static bool init(); nuclear@0: static void cleanup(); nuclear@0: static void handle_input(float dt); nuclear@0: static void disp(); nuclear@0: static void idle(); nuclear@0: static void reshape(int x, int y); nuclear@0: static void keypress(unsigned char key, int x, int y); nuclear@0: static void keyrelease(unsigned char key, int x, int y); nuclear@0: static void mouse(int bn, int st, int x, int y); nuclear@0: static void motion(int x, int y); nuclear@0: nuclear@0: static goatgfx::VRFpsCamera cam; nuclear@0: static std::vector keystate(256); nuclear@0: nuclear@0: int main(int argc, char **argv) nuclear@0: { nuclear@0: glutInitWindowSize(800, 600); nuclear@0: glutInit(&argc, argv); nuclear@0: glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); nuclear@0: glutCreateWindow("symmetry"); nuclear@0: nuclear@0: glutDisplayFunc(disp); nuclear@0: glutIdleFunc(idle); nuclear@0: glutReshapeFunc(reshape); nuclear@0: glutKeyboardFunc(keypress); nuclear@0: glutKeyboardUpFunc(keyrelease); nuclear@0: glutMouseFunc(mouse); nuclear@0: glutMotionFunc(motion); nuclear@0: nuclear@0: if(!init()) { nuclear@0: return 1; nuclear@0: } nuclear@0: atexit(cleanup); nuclear@0: nuclear@0: glutMainLoop(); nuclear@0: return 0; nuclear@0: } nuclear@0: nuclear@0: nuclear@0: static bool init() nuclear@0: { nuclear@0: glewInit(); nuclear@0: nuclear@0: glEnable(GL_DEPTH_TEST); nuclear@0: glEnable(GL_CULL_FACE); nuclear@0: nuclear@0: glEnable(GL_LIGHTING); nuclear@0: glEnable(GL_LIGHT0); nuclear@0: nuclear@0: cam.input_move(0, 1.65, 0); nuclear@0: nuclear@0: return true; nuclear@0: } nuclear@0: nuclear@0: static void cleanup() nuclear@0: { nuclear@0: } nuclear@0: nuclear@0: static void disp() nuclear@0: { nuclear@0: unsigned int msec = glutGet(GLUT_ELAPSED_TIME); nuclear@0: static unsigned int prev_msec; nuclear@0: float dt = (float)(msec - prev_msec) / 1000.0f; nuclear@0: nuclear@0: handle_input(dt); nuclear@0: nuclear@0: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); nuclear@0: nuclear@0: glMatrixMode(GL_MODELVIEW); nuclear@0: glLoadIdentity(); nuclear@0: cam.use_inverse(); nuclear@0: nuclear@0: glBegin(GL_QUADS); nuclear@0: glNormal3f(0, 1, 0); nuclear@0: glVertex3f(-5, 0, 5); nuclear@0: glVertex3f(5, 0, 5); nuclear@0: glVertex3f(5, 0, -5); nuclear@0: glVertex3f(-5, 0, -5); nuclear@0: glEnd(); nuclear@0: nuclear@0: glFrontFace(GL_CW); nuclear@0: glutSolidTeapot(1.0); nuclear@0: glFrontFace(GL_CCW); nuclear@0: nuclear@0: glutSwapBuffers(); nuclear@0: assert(glGetError() == GL_NO_ERROR); nuclear@0: } nuclear@0: nuclear@0: nuclear@0: static void handle_input(float dt) nuclear@0: { nuclear@0: Vector3 inpv; nuclear@0: float offs = dt * 2.0; nuclear@0: nuclear@0: if(keystate['w'] || keystate['W']) { nuclear@0: inpv.z -= offs; nuclear@0: } nuclear@0: if(keystate['s'] || keystate['S']) { nuclear@0: inpv.z += offs; nuclear@0: } nuclear@0: if(keystate['d'] || keystate['D']) { nuclear@0: inpv.x += offs; nuclear@0: } nuclear@0: if(keystate['a'] || keystate['A']) { nuclear@0: inpv.x -= offs; nuclear@0: } nuclear@0: nuclear@0: cam.input_move(inpv.x, inpv.y, inpv.z); nuclear@0: } nuclear@0: nuclear@0: static void idle() nuclear@0: { nuclear@0: glutPostRedisplay(); nuclear@0: } nuclear@0: nuclear@0: static void reshape(int x, int y) nuclear@0: { nuclear@0: glViewport(0, 0, x, y); nuclear@0: nuclear@0: glMatrixMode(GL_PROJECTION); nuclear@0: glLoadIdentity(); nuclear@0: gluPerspective(45.0, (float)x / (float)y, 0.5, 500.0); nuclear@0: } nuclear@0: nuclear@0: static void keypress(unsigned char key, int x, int y) nuclear@0: { nuclear@0: keystate[key] = true; nuclear@0: nuclear@0: switch(key) { nuclear@0: case 27: nuclear@0: exit(0); nuclear@0: } nuclear@0: } nuclear@0: nuclear@0: static void keyrelease(unsigned char key, int x, int y) nuclear@0: { nuclear@0: keystate[key] = false; nuclear@0: } nuclear@0: nuclear@0: static int prev_x, prev_y; nuclear@0: static bool bnstate[32]; nuclear@0: nuclear@0: static void mouse(int bn, int st, int x, int y) nuclear@0: { nuclear@0: prev_x = x; nuclear@0: prev_y = y; nuclear@0: bnstate[bn - GLUT_LEFT_BUTTON] = st == GLUT_DOWN; nuclear@0: } nuclear@0: nuclear@0: static void motion(int x, int y) nuclear@0: { nuclear@0: int dx = x - prev_x; nuclear@0: int dy = y - prev_y; nuclear@0: prev_x = x; nuclear@0: prev_y = y; nuclear@0: nuclear@0: if(!dx && !dy) { nuclear@0: return; nuclear@0: } nuclear@0: nuclear@0: if(bnstate[0]) { nuclear@0: float dtheta_deg = dy * 0.5; nuclear@0: float dphi_deg = dx * 0.5; nuclear@0: nuclear@0: cam.input_rotate(DEG_TO_RAD(dtheta_deg), DEG_TO_RAD(dphi_deg), 0); nuclear@0: } nuclear@0: }