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/*
* Some GLFW test.
*
* Copyright (C) 2014 Tomasz Kramkowski <tk@the-tk.com>
*
* This program is free software. It is licensed under version 3 of the
* GNU General Public License.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see [http://www.gnu.org/licenses/].
*/
#define GLFW_INCLUDE_GLU
#include <GLFW/glfw3.h>
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <stdbool.h>
#define WIDTH 640
#define HEIGHT 480
#define FOV 70
#define MOUSE_SPEED 2
#define BOOST_MUL 2
#define DEG_RAD(d) ((float)(d) * M_PI / 180)
static float yaw = 0, pitch = 0;
static float x = 0, y = 0, z = 0;
static int forward = 0, up = 0, right = 0;
static bool boost = false;
static bool mouse_grabbed = false;
void error_callback(int, const char*);
void mouse_button_callback(GLFWwindow *, int, int, int);
void key_callback(GLFWwindow *, int, int, int, int);
void mouse_resolve(GLFWwindow *);
void framebuffer_size_callback(GLFWwindow *, int, int);
void display(void);
double get_delta();
int main(int argc, char **argv)
{
GLFWwindow *window;
if (!glfwInit())
return 1;
if (!(window = glfwCreateWindow(640, 480, "Test.", NULL, NULL))) {
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
glfwSetErrorCallback(error_callback);
glEnable(GL_DEPTH_TEST);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetKeyCallback(window, key_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
if (mouse_grabbed)
mouse_resolve(window);
display();
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
void error_callback(int error, const char* description)
{
fputs(description, stderr);
exit(error);
}
void display(void)
{
glClearColor(0.5, 0.5, 0.5, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_DEPTH_BUFFER_BIT);
double delta = get_delta();
float cos_pitch = cosf(DEG_RAD(pitch));
float lx = -cos_pitch * sinf(DEG_RAD(yaw));
float ly = sinf(DEG_RAD(pitch));
float lz = -cos_pitch * cosf(DEG_RAD(yaw));
x += lx * forward * delta * 10;
y += ly * forward * delta * 10;
z += lz * forward * delta * 10;
y += 1.0 * up * delta * 10;
x -= lz * right * delta * 10;
z += lx * right * delta * 10;
glLoadIdentity();
gluLookAt(x, y, z, x + lx, y + ly, z + lz, 0, 1, 0);
glTranslatef(0, 0, -5);
glBegin(GL_QUADS);
glColor3f(1, 0, 0);
glVertex3f(-1, -1, 0);
glColor3f(1, 1, 0);
glVertex3f(1, -1, 0);
glColor3f(0, 1, 1);
glVertex3f(1, 1, 0);
glColor3f(1, 0, 1);
glVertex3f(-1, 1, 0);
glEnd();
glTranslatef(0, -3, 5);
glBegin(GL_QUADS);
glColor3f(0.5, 0, 0);
glVertex3f(-100, 0, -100);
glVertex3f(100, 0, -100);
glColor3f(0, 0.5, 0);
glVertex3f(100, 0, 100);
glVertex3f(-100, 0, 100);
glEnd();
}
double get_delta()
{
static double last_time = 0;
double time = glfwGetTime();
double delta = time - last_time;
last_time = time;
return delta;
}
void mouse_button_callback(GLFWwindow *window, int button, int action, int mods)
{
if (button == GLFW_MOUSE_BUTTON_1 && action == GLFW_PRESS)
mouse_grabbed = !mouse_grabbed;
int cmode = mouse_grabbed ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL;
glfwSetInputMode(window, GLFW_CURSOR, cmode);
}
void cursor_enter_callback(GLFWwindow *window, int entered)
{
if (entered == GL_TRUE) {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
} else {
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
void mouse_resolve(GLFWwindow *window)
{
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
int width, height;
glfwGetWindowSize(window, &width, &height);
glfwSetCursorPos(window, width / 2, height / 2);
float dpp = (float)FOV / (float)width;
int dx = xpos - width / 2;
int dy = ypos - height / 2;
yaw -= dx * dpp * MOUSE_SPEED;
pitch -= dy * dpp * MOUSE_SPEED;
if (yaw > 180) yaw -= 360;
if (yaw <= -180) yaw += 360;
if (pitch > 89.9) pitch = 89.9;
if (pitch < -89.9) pitch = -89.9;
}
void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if (action == GLFW_PRESS) {
action = 1;
} else if (action == GLFW_RELEASE) {
action = -1;
}
switch (key) {
case GLFW_KEY_W: forward += action;
break;
case GLFW_KEY_S: forward -= action;
break;
case GLFW_KEY_Z: up += action;
break;
case GLFW_KEY_X: up -= action;
break;
case GLFW_KEY_D: right += action;
break;
case GLFW_KEY_A: right -= action;
break;
case GLFW_KEY_LEFT_SHIFT: ;
break;
}
if (forward > 1) forward = 1;
if (forward < -1) forward = -1;
if (up > 1) up = 1;
if (up < -1) up = -1;
if (right > 1) right = 1;
if (right < -1) right = -1;
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
if (height == 0)
height = 1;
float ratio = (float)width / (float)height;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, width, height);
gluPerspective(FOV, ratio, 1, 100);
glMatrixMode(GL_MODELVIEW);
}
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