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- #include <GL/freeglut.h>
- #include "JancoProject.h"
- #include <stdio.h>
- #define STB_IMAGE_IMPLEMENTATION
- #include "stb_image.h"
- void configureOpenGL(void);
- CrystalPoint* app;
- bool justMoved = false;
- int main(int argc, char* argv[])
- {
- app = new CrystalPoint();
- glutInit(&argc, argv);
- srand (time(NULL));
- 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; });
-
- //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("Janco");
- 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);
- glutWarpPointer(app->width / 2, app->height / 2);
- }
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