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main
...
feature_ma
21 changed files with 113 additions and 238 deletions
|
@ -15,5 +15,42 @@ set(CMAKE_CXX_STANDARD 14)
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find_package(OpenGL REQUIRED)
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find_package(GLUT REQUIRED)
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add_subdirectory(src)
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add_subdirectory(example)
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if(NOT ${OPENGL_GLU_FOUND})
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message(FATAL_ERROR "Glu not installed!")
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endif()
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add_executable(tests_opengl
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src/main.cpp
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src/displayers.h
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src/displayers.cpp
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src/DataHandling/Texture.cpp
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src/DataHandling/Texture.h
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src/DataHandling/Model3D.cpp
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src/DataHandling/Model3D.h
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src/Vectors.h
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src/InputStatus.cpp
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src/InputStatus.h
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src/Camera.cpp
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src/Camera.h
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src/Quaternion.cpp
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src/Quaternion.h)
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target_link_directories(tests_opengl PRIVATE
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src)
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target_include_directories(tests_opengl PRIVATE
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src)
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target_link_libraries(tests_opengl
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${OPENGL_LIBRARIES}
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${GLUT_LIBRARIES})
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target_include_directories(tests_opengl PRIVATE
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${OPENGL_INCLUDE_DIR}
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${GLUT_INCLUDE_DIR})
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if (CMAKE_COMPILER_IS_GNUCXX)
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target_compile_options(tests_opengl PRIVATE -Wall -Wpedantic -Wextra)
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elseif(MSVC)
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target_compile_options(tests_opengl PRIVATE /W4)
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endif()
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@ -1,19 +0,0 @@
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add_executable(tests_opengl
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main.cpp
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displayers.h
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displayers.cpp)
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target_link_directories(tests_opengl PRIVATE
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${PROJECT_SOURCE_DIR}/src)
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target_include_directories(tests_opengl PRIVATE
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${PROJECT_SOURCE_DIR}/src)
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target_link_libraries(tests_opengl
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${OPENGL_LIBRARIES}
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${GLUT_LIBRARIES}
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engine)
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target_include_directories(tests_opengl PRIVATE
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${OPENGL_INCLUDE_DIR}
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${GLUT_INCLUDE_DIR})
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@ -1,33 +0,0 @@
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add_library(engine
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DataHandling/Texture.cpp
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DataHandling/Texture.h
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DataHandling/Model3D.cpp
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DataHandling/Model3D.h
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Math/Vectors.h
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Math/Quaternion.cpp
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Math/Quaternion.h
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InputStatus.cpp
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InputStatus.h
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Camera.cpp
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Camera.h
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Engine.h)
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target_include_directories(engine PRIVATE
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${PROJECT_SOURCE_DIR}/src)
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target_link_directories(engine PRIVATE
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${PROJECT_SOURCE_DIR}/src)
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target_link_libraries(engine
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${OPENGL_LIBRARIES}
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${GLUT_LIBRARIES})
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target_include_directories(engine PRIVATE
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${OPENGL_INCLUDE_DIR}
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${GLUT_INCLUDE_DIR})
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if (CMAKE_COMPILER_IS_GNUCXX)
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target_compile_options(engine PRIVATE -Wall -Wpedantic -Wextra)
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elseif(MSVC)
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target_compile_options(engine PRIVATE /W4)
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endif()
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@ -17,11 +17,7 @@ Camera::Camera(const Vec3d& eye_pos, const Vec3d& look_direction, const Vec3d& u
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compute_base_change();
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}
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void Camera::translate(const Vec3d &translation) {
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eye = eye + translation;
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}
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void Camera::local_translate(const Vec3d& translation)
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void Camera::translate(const Vec3d& translation)
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{
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eye = eye + translation * rotation_quaternion;
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}
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@ -39,7 +35,7 @@ void Camera::rotate(const Vec3d& rotation)
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gaze = z_rotation * gaze;
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gaze_up = z_rotation * gaze_up;
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Quaternion y_rotation{0,sin(rotation.y/2),0,cos(rotation.y/2)};
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Quaternion y_rotation{0,sin(rotation.y),0,cos(rotation.y)};
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y_rotation.normalize();
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gaze = y_rotation * gaze;
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gaze_up = y_rotation * gaze_up;
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@ -56,22 +52,7 @@ void Camera::look()
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void Camera::set_position(const Vec3d& eye_pos)
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{
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eye = eye_pos;
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}
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const Vec3d& Camera::get_eyepos() const
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{
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return eye;
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}
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const Vec3d& Camera::get_gaze() const
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{
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return gaze;
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}
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const Vec3d& Camera::get_gazeup() const
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{
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return gaze_up;
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gaze = eye_pos;
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}
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void Camera::compute_base_change()
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13
src/Camera.h
13
src/Camera.h
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@ -8,19 +8,16 @@
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#include <cmath>
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#include <GL/glut.h>
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#include "Math/Quaternion.h"
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#include "Math/Vectors.h"
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#include "Quaternion.h"
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#include "Vectors.h"
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class Camera {
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public:
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Camera(const Vec3d& eye_pos,const Vec3d& look_direction,const Vec3d& up_vector);
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/// Translates the camera according to the world axises.
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/// \param translation Translation in the world coordinates system.
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void translate(const Vec3d& translation);
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/// Translates the camera relative to its current position and look direction.
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/// \param translation Translation where x is pointing in the direction of vision.
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void local_translate(const Vec3d& translation);
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void translate(const Vec3d& translation);
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/// Rotates the gaze around its local x and z but around global y, relatively to the current orientation.
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/// This is to provide a coherent movement in regards to mouse movement.
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/// \param rotation Angles are radians to rotate about each axis.
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@ -30,10 +27,6 @@ public:
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void look();
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void set_position(const Vec3d& eye_pos);
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const Vec3d& get_eyepos() const;
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const Vec3d& get_gaze() const;
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const Vec3d& get_gazeup() const;
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private:
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Vec3d eye;
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Vec3d gaze;
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@ -5,7 +5,7 @@
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#include "Model3D.h"
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Model3D::Model3D() :is_textured(false), vertex_count(0), face_count(0), texture_count(0)
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Model3D::Model3D() : vertex_count(0), face_count(0), texture_count(0), is_textured(false)
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{}
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Model3D::Model3D(const std::string& file_name) : Model3D()
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@ -30,23 +30,10 @@ Model3D::~Model3D()
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delete(face_textures);
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delete(normals);
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}
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if (has_displaylist)
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{
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glDeleteLists(display_list_index,1);
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}
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}
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void Model3D::draw_model()
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{
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if (has_displaylist)
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{
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glCallList(display_list_index);
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return; // Executing the regular draw calls is unnecessary
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}
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// If there is no display list available, draw each triangles and texture them if necessary.
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if (is_textured)
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{
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glEnable(GL_ALPHA_TEST);
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@ -97,17 +84,6 @@ void Model3D::draw_model()
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}
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}
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void Model3D::prepare_displaylist()
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{
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display_list_index = glGenLists(1);
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glNewList(display_list_index,GL_COMPILE);
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draw_model();
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glEndList();
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has_displaylist = true;
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}
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bool Model3D::load_ascii_off_file(const std::string& file_name)
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{
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std::fstream file_stream(file_name, std::ios_base::in);
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@ -10,7 +10,7 @@
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#include <iostream>
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#include "GL/glut.h"
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#include "Math/Vectors.h"
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#include "Vectors.h"
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#include "Texture.h"
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class Model3D {
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@ -26,13 +26,9 @@ public:
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void set_scaling(float x_scale, float y_scale, float z_scale);
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void set_rotation(float angle, float x, float y, float z);
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/// Draws the model, using a display list if available.
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void draw_model();
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/// Sets up an OpenGL display list for the model
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void prepare_displaylist();
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bool is_textured;
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bool has_displaylist = false;
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private:
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uint32_t vertex_count;
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uint32_t face_count;
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@ -55,8 +51,6 @@ private:
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Vec3f scaling{};
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Vec3f rotation_axis{};
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float rotation_angle{};
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GLuint display_list_index;
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};
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@ -73,7 +73,6 @@ bool Texture::load_rgb_tga(const std::string& rgb_filename)
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{
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bool return_value = load_tga(rgb_filename,image_data);
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invert_channels(0,2);
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generate_texture();
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return return_value;
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}
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@ -118,25 +117,9 @@ bool Texture::load_rgba_tga(const std::string& rgb_filename, const std::string&
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// Now we have an RGBA image, update color_bits
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color_bits = 32;
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invert_channels(0,2);
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generate_texture();
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return true;
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}
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void Texture::generate_texture()
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{
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glGenTextures(1,opengl_id);
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glBindTexture(GL_TEXTURE_2D,opengl_id[0]);
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if (color_bits == 24)
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{
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gluBuild2DMipmaps(GL_TEXTURE_2D,GL_RGB8,width,height,GL_RGB,GL_UNSIGNED_BYTE,image_data);
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}
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else if (color_bits == 32)
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{
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gluBuild2DMipmaps(GL_TEXTURE_2D,GL_RGBA8,width,height,GL_RGBA,GL_UNSIGNED_BYTE,image_data);
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}
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}
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void Texture::invert_channels(uint8_t first_channel, uint8_t second_channel)
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{
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uint8_t increment = color_bits/8;
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@ -33,9 +33,6 @@ private:
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/// Load and RGB TGA image file to an array
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bool load_tga(const std::string& filename, uint8_t*& data_array);
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/// Initialize the texture for OpenGL
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void generate_texture();
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void invert_channels(uint8_t first_channel,uint8_t second_channel);
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};
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85
src/Engine.h
85
src/Engine.h
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@ -1,85 +0,0 @@
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//
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// Created by trotFunky on 02/11/2019.
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//
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#ifndef TESTS_OPENGL_ENGINE_H
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#define TESTS_OPENGL_ENGINE_H
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#include <GL/glut.h>
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#include <GL/gl.h>
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#include "InputStatus.h"
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#include "Camera.h"
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/// OpenGL Engine
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namespace OGLE
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{
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/// Display function provided at setup.
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void (*custom_display)();
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static double aspect_ratio;
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static Camera camera({0,0,0},{1,0,0},{0,1,0});
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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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/// Used for glutDisplay. Wraps the custom_display function with the required OpenGL calls.
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void display_wrapper()
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{
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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,OGLE::aspect_ratio,0.1,30000);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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OGLE::camera.look();
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custom_display();
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glutSwapBuffers();
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}
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void setup(int& argc, char** argv, void (*display_callback)(), const std::string& window_name = "OpenGL custom engine")
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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(window_name.c_str());
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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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glViewport(0,0,glutGet(GLUT_WINDOW_WIDTH),glutGet(GLUT_WINDOW_HEIGHT));
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custom_display = display_callback;
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glutDisplayFunc(display_wrapper);
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glutIdleFunc(display_wrapper);
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glutReshapeFunc(reshape);
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InputStatus::register_glut_callbacks();
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}
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}
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#endif //TESTS_OPENGL_ENGINE_H
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@ -9,7 +9,7 @@
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#include <iostream>
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#include <GL/glut.h>
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#include "Math/Vectors.h"
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#include "Vectors.h"
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|
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/// Handles the key and mouse events from glut and keep their status up to date.
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|
|
|
@ -1,7 +1,6 @@
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#include <GL/glut.h>
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#include <GL/gl.h>
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||||
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#include "Engine.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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|
@ -9,9 +8,11 @@
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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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||||
|
@ -36,30 +37,30 @@ void manage_inputs()
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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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OGLE::camera.local_translate({0, 0, 0.1});
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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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OGLE::camera.local_translate({0, 0, -0.1});
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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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OGLE::camera.local_translate({0, 0.1, 0});
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camera.translate({0,0.1,0});
|
||||
}
|
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if (InputStatus::is_special_key_pressed(GLUT_KEY_PAGE_DOWN))
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||||
{
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OGLE::camera.local_translate({0, -0.1, 0});
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camera.translate({0,-0.1,0});
|
||||
}
|
||||
|
||||
if (InputStatus::is_special_key_pressed(GLUT_KEY_UP))
|
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{
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OGLE::camera.local_translate({0.1, 0, 0});
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camera.translate({0.1,0,0});
|
||||
}
|
||||
|
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if (InputStatus::is_special_key_pressed(GLUT_KEY_DOWN))
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||||
{
|
||||
OGLE::camera.local_translate({-0.1, 0, 0});
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camera.translate({-0.1,0,0});
|
||||
}
|
||||
|
||||
// Get mouse delta since last frame
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||||
|
@ -67,7 +68,7 @@ void manage_inputs()
|
|||
mouse_delta = InputStatus::get_mouse_delta(true);
|
||||
if (mouse_delta.x != 0 || mouse_delta.y != 0)
|
||||
{
|
||||
OGLE::camera.rotate({0,
|
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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});
|
||||
}
|
||||
|
@ -78,6 +79,16 @@ void display()
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|||
manage_inputs();
|
||||
|
||||
float angleY = 1*timer_ticks;
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
// Prepare view
|
||||
glLoadIdentity();
|
||||
gluPerspective(60,aspect_ratio,0.1,30000);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
camera.look();
|
||||
|
||||
display_rotating_pyramid(-5,-2,-5,2,4,angleY);
|
||||
display_rotating_pyramid(5,-2,0,1,5,angleY);
|
||||
|
@ -89,6 +100,17 @@ void display()
|
|||
glRotatef(angleY,0,-1,0);
|
||||
raptor.draw_model();
|
||||
glPopMatrix();
|
||||
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
void reshape(int new_x, int new_y)
|
||||
{
|
||||
glViewport(0,0,new_x,new_y);
|
||||
|
||||
aspect_ratio = (double)new_x/new_y;
|
||||
InputStatus::window_size.x = new_x;
|
||||
InputStatus::window_size.y = new_y;
|
||||
}
|
||||
|
||||
void update_angle(int value)
|
||||
|
@ -99,26 +121,55 @@ void update_angle(int value)
|
|||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
OGLE::setup(argc,argv,display);
|
||||
glutInit(&argc,argv);
|
||||
// Generate window with GLUT
|
||||
glutInitDisplayMode(GLUT_RGB| GLUT_DEPTH | GLUT_DOUBLE);
|
||||
glutCreateWindow("OpenGL custom engine tests");
|
||||
glutIgnoreKeyRepeat(true);
|
||||
glutSetCursor(GLUT_CURSOR_NONE);
|
||||
|
||||
// Init OpenGL
|
||||
glClearColor(0,0,0,1);
|
||||
glClearDepth(1.0);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
// Setup OPenGL to use textures
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glAlphaFunc(GL_GREATER, 0.5);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT/GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT/GL_CLAMP);
|
||||
glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
// Load and generate tree texture
|
||||
tree_texture.load_rgba_tga("resources/arbre.tga","resources/arbre_masque.tga");
|
||||
glGenTextures(1,tree_texture.opengl_id);
|
||||
// TODO : Put in the Texture class
|
||||
glBindTexture(GL_TEXTURE_2D,tree_texture.opengl_id[0]);
|
||||
gluBuild2DMipmaps(GL_TEXTURE_2D,GL_RGBA8,tree_texture.width,tree_texture.height,GL_RGBA,GL_UNSIGNED_BYTE,tree_texture.image_data);
|
||||
|
||||
// Load and generate raptor texture
|
||||
raptor_texture.load_rgb_tga("resources/RAPTOR.tga");
|
||||
glGenTextures(1, raptor_texture.opengl_id);
|
||||
// TODO : Put in the Texture class
|
||||
glBindTexture(GL_TEXTURE_2D, raptor_texture.opengl_id[0]);
|
||||
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB8, raptor_texture.width, raptor_texture.height, GL_RGB, GL_UNSIGNED_BYTE, raptor_texture.image_data);
|
||||
|
||||
|
||||
// Load raptor model
|
||||
raptor.load_ascii_off_file("resources/RAPTOR.off");
|
||||
raptor.assign_texture(raptor_texture);
|
||||
raptor.set_scaling(0.01,0.01,0.01);
|
||||
raptor.set_rotation(-90,1,0,0);
|
||||
raptor.prepare_displaylist();
|
||||
|
||||
glViewport(0,0,glutGet(GLUT_WINDOW_WIDTH),glutGet(GLUT_WINDOW_HEIGHT));
|
||||
|
||||
glutDisplayFunc(display);
|
||||
glutIdleFunc(display);
|
||||
glutReshapeFunc(reshape);
|
||||
glutTimerFunc(50,update_angle,0);
|
||||
|
||||
OGLE::camera.set_position({10,0,10});
|
||||
OGLE::camera.rotate({0,1.5*M_PI_4,0});
|
||||
InputStatus::register_glut_callbacks();
|
||||
|
||||
// Enters main loop, managed by GLUT
|
||||
glutMainLoop();
|
Loading…
Add table
Add a link
Reference in a new issue