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main.cpp
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main.cpp
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#include <GLEW/glew.h>
#include <GLFW/glfw3.h>
//#include <glm/glm.hpp>
//#include <glm/gtc/matrix_transform.hpp>
//#include <glm/gtc/type_ptr.hpp>
#include "obj/camera.h"
#include "obj/model.h"
#include "fish.h"
#include "fishmanager.h"
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
// camera
Camera camera;
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
GLFWwindow* window;
void init(){
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, NULL);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
exit(-1);
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
exit(-1);
}
glEnable(GL_DEPTH_TEST);
}
int main()
{
init();
FishManager fishM;
while (!glfwWindowShouldClose(window)) {
auto currentFrame = float(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(window);
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 更新对象
fishM.update(deltaTime);
fishM.draw(camera);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
//void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
//{
// if (action != GLFW_PRESS)
// return;
// camera.onKeyBoard(key, deltaTime);
//}
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.onKeyBoard('W', deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.onKeyBoard('S', deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.onKeyBoard('A', deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.onKeyBoard('D', deltaTime);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
// if (firstMouse)
// {
// lastX = xpos;
// lastY = ypos;
// firstMouse = false;
// }
//
// float xoffset = xpos - lastX;
// float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
//
// lastX = xpos;
// lastY = ypos;
camera.onMouseMove(xpos, ypos);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.onMouseScroll(yoffset);
}