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| 1 | +#include "Game.hpp" |
| 2 | +#include "OBJ.hpp" |
| 3 | +#include "check_gl.hpp" |
| 4 | + |
| 5 | +struct Game::Private { |
| 6 | + OBJ monkey; |
| 7 | +}; |
| 8 | + |
| 9 | +Game::Game(GLFWwindow *window) : m_private(new Private), m_window(window) { |
| 10 | + glfwSetWindowUserPointer(window, this); |
| 11 | +} |
| 12 | + |
| 13 | +Game::~Game() = default; |
| 14 | + |
| 15 | +void Game::render() { |
| 16 | + int width, height; |
| 17 | + glfwGetWindowSize(m_window, &width, &height); |
| 18 | + CHECK_GL(glViewport(0, 0, width, height)); |
| 19 | + |
| 20 | + CHECK_GL(glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)); |
| 21 | + |
| 22 | + glm::mat4x4 projection = glm::perspective(glm::radians(40.0f), (float)width / height, 0.01f, 100.0f); |
| 23 | + /* projection = glm::ortho(-2.0f, 2.0f, -2.0f, 2.0f, 0.0f, 100.0f); */ |
| 24 | + /* projection = glm::frustum(-0.005f, 0.005f, -0.005f, 0.005f, 0.01f, 100.0f); */ |
| 25 | + CHECK_GL(glMatrixMode(GL_PROJECTION)); |
| 26 | + CHECK_GL(glLoadMatrixf(glm::value_ptr(projection))); |
| 27 | + |
| 28 | + glm::vec3 eye(0, 0, 5); |
| 29 | + glm::vec3 center(0, 0, 0); |
| 30 | + glm::vec3 up(0, 1, 0); |
| 31 | + glm::mat4x4 view = glm::lookAt(eye, center, up); |
| 32 | + |
| 33 | + static float angle = 0.0f; |
| 34 | + glm::mat4x4 model(1.0f); |
| 35 | + model = glm::rotate(model, glm::radians(angle), glm::vec3(0.0f, 1.0f, 0.0f)); |
| 36 | + model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f)); |
| 37 | + angle += 0.5f; |
| 38 | + |
| 39 | + CHECK_GL(glMatrixMode(GL_MODELVIEW)); |
| 40 | + CHECK_GL(glLoadMatrixf(glm::value_ptr(view * model))); |
| 41 | + |
| 42 | + m_monkey.draw_obj(); |
| 43 | +} |
| 44 | + |
| 45 | +void Game::mouse_button_callback(int button, int action, int mods) { |
| 46 | + double xpos, ypos; |
| 47 | + int width, height; |
| 48 | + glfwGetCursorPos(m_window, &xpos, &ypos); |
| 49 | + glfwGetWindowSize(m_window, &width, &height); |
| 50 | + |
| 51 | + float x = (float)(2 * xpos / width - 1); |
| 52 | + float y = (float)(2 * (height - ypos) / height - 1); |
| 53 | + |
| 54 | + if ( button == GLFW_MOUSE_BUTTON_LEFT |
| 55 | + && action == GLFW_PRESS |
| 56 | + ) { // when left mouse button is pressed: |
| 57 | + } |
| 58 | +} |
| 59 | + |
| 60 | +void Game::initialize() { |
| 61 | + m_private->monkey.load_obj("/home/bate/Codes/opengltutor/assets/monkey.obj"); |
| 62 | + CHECK_GL(glEnable(GL_DEPTH_TEST)); |
| 63 | + CHECK_GL(glEnable(GL_MULTISAMPLE)); |
| 64 | + CHECK_GL(glEnable(GL_BLEND)); |
| 65 | + CHECK_GL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); |
| 66 | + CHECK_GL(glEnable(GL_LIGHTING)); |
| 67 | + CHECK_GL(glEnable(GL_LIGHT0)); |
| 68 | + CHECK_GL(glEnable(GL_COLOR_MATERIAL)); |
| 69 | + CHECK_GL(glEnable(GL_CULL_FACE)); |
| 70 | + CHECK_GL(glCullFace(GL_BACK)); |
| 71 | + CHECK_GL(glFrontFace(GL_CCW)); |
| 72 | +} |
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