-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathwindow.h
executable file
·185 lines (126 loc) · 5.33 KB
/
window.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
//==========================================================================================
//Window construction class
//Created by Gustavo Assunção
//==========================================================================================
#ifndef WINDOW_H
#define WINDOW_H
//-----------------------------------------------------------------------------------------
#include </home/gustavo/Desktop/opengl_prj/glad.h>
#include </home/gustavo/Desktop/opengl_prj/glfw3.h>
#include </home/gustavo/Desktop/opengl_prj/camera.h>
#include <iostream>
//-----------------------------------------------------------------------------------------
// settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
// timing
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
Camera camera(glm::vec3(0.0f, 0.0f, 1.0f));
//-----------------------------------------------------------------------------------------
class Window{
public:
GLFWwindow* window;
//---------------------------------------------------------------------------------
// constructor generates the window
Window(){
// glfw: initialize and configure
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
// glfw window creation
window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "CHIBO v1.0 ©2018 - Gustavo Assuncao", NULL, NULL);
if(window == NULL){
std::cout << "Failed to construct GLFW window" << std::endl;
glfwTerminate();
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
// tell GLFW to capture our mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// glad: load all OpenGL function pointers
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
std::cout << "Failed to initialize GLAD" << std::endl;
}
glEnable(GL_DEPTH_TEST);
}
//---------------------------------------------------------------------------------
void render(){
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
//---------------------------------------------------------------------------------
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
void processInput(){
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
};
//---------------------------------------------------------------------------------
bool windowShouldClose(){
if(glfwWindowShouldClose(window))
return true;
else
return false;
};
//---------------------------------------------------------------------------------
void swapNPoll(){
glfwSwapBuffers(window);
glfwPollEvents();
};
//---------------------------------------------------------------------------------
void windowTerminate(){
// glfw: terminate, clearing all previously allocated GLFW resources.
// ------------------------------------------------------------------
glfwTerminate();
}
//---------------------------------------------------------------------------------
// glfw: whenever the mouse moves, this callback is called
static void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
static void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}
private:
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
static void framebuffer_size_callback(GLFWwindow* window, int width, int height){
// make sure the viewport matches the new window dimensions; note that width and height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
};
#endif
//==========================================================================================