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90f294e0cc
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0fea63c566
7 changed files with 39 additions and 214 deletions
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@ -18,9 +18,7 @@ add_executable(tests_opengl
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src/DataHandling/Texture.h
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src/DataHandling/Model3D.cpp
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src/DataHandling/Model3D.h
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src/types.h
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src/KeyStateManager.cpp
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src/KeyStateManager.h)
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src/types.h)
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target_link_directories(tests_opengl PRIVATE
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src)
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19
README.md
19
README.md
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@ -1,19 +0,0 @@
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# OpenGL course
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The goal of the course is to introduce us to the OpenGL render pipeline and how to use the library.
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The code here was, in part, inspired by the code which was given as part of the course but could not run on windows.
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It is aimed to replace it and serve as a base for my own project as part of the course.
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## TODOs
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- [ ] Camera movement
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- [ ] Entities
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- [ ] Quaternion computations? Maybe use OpenGLMathematics
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- [ ] Loading other file types
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## Dependencies
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The following libraries must be installed and findable by CMake:
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- OpenGL
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- Freeglut 3
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@ -55,24 +55,36 @@ void Model3D::draw_model()
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{
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Vec3i face = faces[i];
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Vec3i* face_texture;
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Vec3i face_texture;
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if (is_textured)
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{
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face_texture = &face_textures[i];
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face_texture = face_textures[i];
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}
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// Draw each vertex and texture it if needed
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for (int j = 0; j < 3; j++)
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// FIXME : Find a better way to draw the three vertices
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Vec3f vertex = vertices[face.x];
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if (is_textured)
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{
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Vec3f& vertex = vertices[face.coordinates[j]];
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if (is_textured)
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{
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Vec2f vertex_texture = texture_coordinates[face_texture->coordinates[j]];
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glTexCoord2f(vertex_texture.x,vertex_texture.y);
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}
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glVertex3f(vertex.x,vertex.y,vertex.z);
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Vec2f vertex_texture = texture_coordinates[face_texture.x];
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glTexCoord2f(vertex_texture.x,vertex_texture.y);
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}
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glVertex3f(vertex.x,vertex.y,vertex.z);
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vertex = vertices[face.y];
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if (is_textured)
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{
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Vec2f vertex_texture = texture_coordinates[face_texture.y];
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glTexCoord2f(vertex_texture.x,vertex_texture.y);
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}
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glVertex3f(vertex.x,vertex.y,vertex.z);
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vertex = vertices[face.z];
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if (is_textured)
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{
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Vec2f vertex_texture = texture_coordinates[face_texture.z];
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glTexCoord2f(vertex_texture.x,vertex_texture.y);
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}
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glVertex3f(vertex.x,vertex.y,vertex.z);
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}
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glEnd();
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@ -1,79 +0,0 @@
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//
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// Created by trotfunky on 07/10/2019.
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//
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#include "KeyStateManager.h"
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#include <iostream>
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std::map<unsigned char,bool> KeyStateManager::ascii_keys_status = {};
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std::map<int,bool> KeyStateManager::special_keys_status = {};
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void KeyStateManager::register_glut_callbacks()
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{
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glutKeyboardFunc(KeyStateManager::key_press);
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glutKeyboardUpFunc(KeyStateManager::key_up);
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glutSpecialFunc(KeyStateManager::special_key_press);
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glutSpecialUpFunc(KeyStateManager::special_key_up);
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}
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bool KeyStateManager::is_key_pressed(unsigned char key)
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{
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if (ascii_keys_status.find(key) == ascii_keys_status.end())
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{
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return false;
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}
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return ascii_keys_status.at(key);
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}
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bool KeyStateManager::is_special_key_pressed(int key)
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{
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if (special_keys_status.find(key) == special_keys_status.end())
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{
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return false;
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}
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return special_keys_status.at(key);
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}
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void KeyStateManager::key_press(unsigned char event_key, int mouse_x, int mouse_y)
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{
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update_key(event_key,true);
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}
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void KeyStateManager::key_up(unsigned char event_key, int mouse_x, int mouse_y)
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{
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update_key(event_key,false);
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}
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void KeyStateManager::special_key_press(int event_key, int mouse_x, int mouse_y)
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{
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update_special_key(event_key,true);
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}
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void KeyStateManager::special_key_up(int event_key, int mouse_x, int mouse_y)
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{
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update_special_key(event_key,false);
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}
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void KeyStateManager::update_key(unsigned char event_key, bool new_status)
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{
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if (ascii_keys_status.find(event_key) != ascii_keys_status.end())
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{
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ascii_keys_status.at(event_key) = new_status;
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}
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else
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{
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ascii_keys_status.insert({event_key,new_status});
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}
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}
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void KeyStateManager::update_special_key(int event_key, bool new_status)
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{
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if (special_keys_status.find(event_key) != special_keys_status.end())
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{
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special_keys_status.at(event_key) = new_status;
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}
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else
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{
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special_keys_status.insert({event_key,new_status});
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}
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}
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@ -1,41 +0,0 @@
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//
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// Created by trotfunky on 07/10/2019.
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//
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#ifndef TESTS_OPENGL_KEYSTATEMANAGER_H
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#define TESTS_OPENGL_KEYSTATEMANAGER_H
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#include <map>
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#include <GL/glut.h>
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/// Handles the key events from glut and keep the status of keys up to date.
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/// "Static class"
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class KeyStateManager {
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public:
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KeyStateManager() = delete;
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static void register_glut_callbacks();
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// FIXME: Not happy with having two functions : char auto promoted to int if same name
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static bool is_key_pressed(unsigned char key);
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static bool is_special_key_pressed(int key);
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// Glut callbacks for input events
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static void key_press(unsigned char event_key, int mouse_x, int mouse_y);
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static void key_up(unsigned char event_key, int mouse_x, int mouse_y);
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static void special_key_press(int event_key, int mouse_x, int mouse_y);
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static void special_key_up(int event_key, int mouse_x, int mouse_y);
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private:
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// The maps are used to keep track of the keys which were pressed or released during runtime.
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static std::map<unsigned char,bool> ascii_keys_status;
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static std::map<int,bool> special_keys_status;
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// These functions are called by *_press and *_up to update their values
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static void update_key(unsigned char event_key, bool new_status);
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static void update_special_key(int event_key, bool new_status);
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};
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#endif //TESTS_OPENGL_KEYSTATEMANAGER_H
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27
src/main.cpp
27
src/main.cpp
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@ -4,38 +4,15 @@
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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 "KeyStateManager.h"
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volatile unsigned long long int timer_ticks = 0;
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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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void manage_inputs()
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{
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if (KeyStateManager::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
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{
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glClearColor(0,0,0,1);
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}
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if (KeyStateManager::is_special_key_pressed(GLUT_KEY_RIGHT))
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{
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timer_ticks += 5;
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}
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if (KeyStateManager::is_special_key_pressed(GLUT_KEY_LEFT))
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{
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timer_ticks -= 5;
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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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// Generate window with GLUT
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glutInitDisplayMode(GLUT_RGB| GLUT_DEPTH | GLUT_DOUBLE);
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glutCreateWindow("Hello");
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glutIgnoreKeyRepeat(true);
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// Init OpenGL
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glClearColor(0,0,0,1);
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glutIdleFunc(display);
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glutTimerFunc(50,update_angle,0);
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KeyStateManager::register_glut_callbacks();
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// Enters main loop, managed by GLUT
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glutMainLoop();
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47
src/types.h
47
src/types.h
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#include <fstream>
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/// Group of coordinates with the input operator overloaded.
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/// \tparam T Content of the vector
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/// \tparam N Number of coordinates
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template <typename T, unsigned int N>
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struct CoordinatesVector
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{
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T coordinates[N];
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friend std::fstream& operator>>(std::fstream& stream, CoordinatesVector<T,N>& vector)
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{
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for (unsigned int i = 0;i<N;i++)
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{
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stream >> vector.coordinates[i];
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}
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return stream;
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}
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};
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template <typename T>
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struct CoordinatesVector<T,2>
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struct Vec2
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{
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T coordinates[2];
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T& x = coordinates[0];
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T& y = coordinates[1];
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T x;
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T y;
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friend std::fstream& operator>>(std::fstream& stream, CoordinatesVector<T,2>& vec2)
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friend std::fstream& operator>>(std::fstream& stream, Vec2& vec2)
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{
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stream >> vec2.x >> vec2.y;
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return stream;
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};
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template <typename T>
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struct CoordinatesVector<T,3>
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struct Vec3
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{
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T coordinates[3];
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T x;
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T y;
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T z;
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T& x = coordinates[0];
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T& y = coordinates[1];
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T& z = coordinates[2];
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friend std::fstream& operator>>(std::fstream& stream, CoordinatesVector<T,3>& vec3)
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friend std::fstream& operator>>(std::fstream& stream, Vec3& vec3)
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{
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stream >> vec3.x >> vec3.y >> vec3.z;
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return stream;
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// Define aliases for common types
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typedef CoordinatesVector<int,2> Vec2i;
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typedef CoordinatesVector<float,2> Vec2f;
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typedef Vec2<int> Vec2i;
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typedef Vec2<float> Vec2f;
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typedef CoordinatesVector<int,3> Vec3i;
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typedef CoordinatesVector<float,3> Vec3f;
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typedef Vec3<int> Vec3i;
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typedef Vec3<float> Vec3f;
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#endif //TESTS_OPENGL_TYPES_H
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