Refactored project structure
- Test project is now separated from engine code - Engine code can now initialize OpenGL and GLUT correctly - Moved vectors and quaternions to a Math subdirectory Fixed reorder warning
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14 changed files with 155 additions and 101 deletions
177
src/main.cpp
177
src/main.cpp
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#include <GL/glut.h>
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#include <GL/gl.h>
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#include "displayers.h"
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#include "DataHandling/Texture.h"
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#include "DataHandling/Model3D.h"
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#include "InputStatus.h"
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#include "Camera.h"
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volatile unsigned long long int timer_ticks = 0;
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static double aspect_ratio;
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static Texture tree_texture;
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static Model3D raptor;
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static Texture raptor_texture;
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static Camera camera({10,0,10},{-10,0,-10},{0,1,0});
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void manage_inputs()
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{
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if (InputStatus::is_mouse_button_pressed(GLUT_LEFT_BUTTON))
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{
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glClearColor(0,0,0.5,1);
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}
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else if (InputStatus::is_key_pressed(' '))
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{
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glClearColor(0.5,0,0,1);
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}
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else if (InputStatus::is_key_pressed(0x1B))
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{
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glutDestroyWindow(glutGetWindow());
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exit(EXIT_SUCCESS);
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}
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else
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{
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glClearColor(0,0,0,1);
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}
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if (InputStatus::is_special_key_pressed(GLUT_KEY_RIGHT))
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{
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timer_ticks += 5;
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camera.translate({0,0,0.1});
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}
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if (InputStatus::is_special_key_pressed(GLUT_KEY_LEFT))
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{
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timer_ticks -= 5;
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camera.translate({0,0,-0.1});
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}
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if (InputStatus::is_key_pressed(' '))
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{
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camera.translate({0,0.1,0});
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}
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if (InputStatus::is_special_key_pressed(GLUT_KEY_PAGE_DOWN))
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{
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camera.translate({0,-0.1,0});
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}
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if (InputStatus::is_special_key_pressed(GLUT_KEY_UP))
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{
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camera.translate({0.1,0,0});
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}
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if (InputStatus::is_special_key_pressed(GLUT_KEY_DOWN))
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{
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camera.translate({-0.1,0,0});
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}
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// Get mouse delta since last frame
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static Vec2i mouse_delta;
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mouse_delta = InputStatus::get_mouse_delta(true);
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if (mouse_delta.x != 0 || mouse_delta.y != 0)
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{
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camera.rotate({0,
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-mouse_delta.x / InputStatus::mouse_sensitivity.x,
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-mouse_delta.y / InputStatus::mouse_sensitivity.y});
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}
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}
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void display()
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{
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manage_inputs();
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float angleY = 1*timer_ticks;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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// Prepare view
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glLoadIdentity();
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gluPerspective(60,aspect_ratio,0.1,30000);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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camera.look();
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display_rotating_pyramid(-5,-2,-5,2,4,angleY);
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display_rotating_pyramid(5,-2,0,1,5,angleY);
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display_rotating_pyramid(-2,-2,4,3,2,angleY);
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display_tree(0,-5,0,3,5,tree_texture);
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glPushMatrix();
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glRotatef(angleY,0,-1,0);
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raptor.draw_model();
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glPopMatrix();
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glutSwapBuffers();
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}
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void reshape(int new_x, int new_y)
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{
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glViewport(0,0,new_x,new_y);
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aspect_ratio = (double)new_x/new_y;
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InputStatus::window_size.x = new_x;
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InputStatus::window_size.y = new_y;
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}
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void update_angle(int value)
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{
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timer_ticks++;
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glutTimerFunc(50,update_angle,0);
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}
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int main(int argc, char** argv)
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{
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glutInit(&argc,argv);
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// Generate window with GLUT
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glutInitDisplayMode(GLUT_RGB| GLUT_DEPTH | GLUT_DOUBLE);
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glutCreateWindow("OpenGL custom engine tests");
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glutIgnoreKeyRepeat(true);
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glutSetCursor(GLUT_CURSOR_NONE);
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// Init OpenGL
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glClearColor(0,0,0,1);
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glClearDepth(1.0);
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glEnable(GL_DEPTH_TEST);
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// Setup OPenGL to use textures
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glEnable(GL_TEXTURE_2D);
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glAlphaFunc(GL_GREATER, 0.5);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT/GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT/GL_CLAMP);
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glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// Load and generate tree texture
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tree_texture.load_rgba_tga("resources/arbre.tga","resources/arbre_masque.tga");
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glGenTextures(1,tree_texture.opengl_id);
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// TODO : Put in the Texture class
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glBindTexture(GL_TEXTURE_2D,tree_texture.opengl_id[0]);
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gluBuild2DMipmaps(GL_TEXTURE_2D,GL_RGBA8,tree_texture.width,tree_texture.height,GL_RGBA,GL_UNSIGNED_BYTE,tree_texture.image_data);
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// Load and generate raptor texture
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raptor_texture.load_rgb_tga("resources/RAPTOR.tga");
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glGenTextures(1, raptor_texture.opengl_id);
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// TODO : Put in the Texture class
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glBindTexture(GL_TEXTURE_2D, raptor_texture.opengl_id[0]);
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB8, raptor_texture.width, raptor_texture.height, GL_RGB, GL_UNSIGNED_BYTE, raptor_texture.image_data);
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raptor.load_ascii_off_file("resources/RAPTOR.off");
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raptor.assign_texture(raptor_texture);
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raptor.set_scaling(0.01,0.01,0.01);
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raptor.set_rotation(-90,1,0,0);
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glViewport(0,0,glutGet(GLUT_WINDOW_WIDTH),glutGet(GLUT_WINDOW_HEIGHT));
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glutDisplayFunc(display);
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glutIdleFunc(display);
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glutReshapeFunc(reshape);
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glutTimerFunc(50,update_angle,0);
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InputStatus::register_glut_callbacks();
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// Enters main loop, managed by GLUT
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glutMainLoop();
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return 0;
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}
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