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3d_spaceman_sim.cpp
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3d_spaceman_sim.cpp
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// 3d_spaceman_sim.cpp : Defines the entry point for the console application.
//
#ifdef _MSC_VER // Check if MS Visual C compiler
# pragma comment(lib, "opengl32.lib") // Compiler-specific directive to avoid manually configuration
# pragma comment(lib, "glu32.lib") // Link libraries
#endif
#include "stdafx.h"
#include "tools.h"
//#include <stdio.h>
//#include <stdlib.h>
/* Use glew.h instead of gl.h to get all the GL prototypes declared */
//#include <GL/glew.h>
/* Using the GLUT library for the base windowing setup */
//#include <GL/freeglut.h>
/* more maths stuff */
//#include <glm/glm.hpp>
//#include <glm/gtc/matrix_transform.hpp>
//#include <glm/gtc/type_ptr.hpp>
/*textures*/
/// This is a Hello World program for running a basic Bullet physics simulation
int screen_width = 800;
int get_screen_width()
{
return screen_width;
}
int screen_height = 600;
int get_screen_height()
{
return screen_height;
}
long int next_time;
glm::mat4 g_view;
glm::mat4 g_projection;
glm::mat4 g_movement;
/*monkey */
/*std::vector<glm::vec4> suzanne_vertices;
std::vector<glm::vec3> suzanne_normals;
std::vector<GLushort> suzanne_elements;
std::vector<GLushort> suzanne_texture_elements;
std::vector<glm::vec2> suzanne_texture_points;
std::vector<glm::vec3> suzanne_tangents;
std::vector<glm::vec3> suzanne_bitangents;
*/
glm::mat4 get_g_view()
{
return g_view;
}
glm::mat4 get_g_projection()
{
return g_projection;
}
glm::mat4 get_g_movement()
{
return g_movement;
}
glm::vec3 camerapos =glm::vec3(0.0, 1.0 , 7.0);
glm::vec3 get_camerapos()
{
return camerapos;
}
glm::vec3 camerafront;
glm::vec3 get_camerafront()
{
return camerafront;
}
struct character_kinematic * following_character = NULL;
void follow_character(struct character_kinematic * charactor)
{
following_character = charactor;
}
void update_view()
{
//glm::vec3(get_leftright(), 1.0 , -get_updown() + 7.0);
//glm::vec3 camerafront = glm::vec3(0.0, 0.0, -1.0);
glm::vec3 front;
front.x = cos((get_y_rotate())) * cos((get_x_rotate()));
front.y = sin((get_y_rotate()));
front.z = cos((get_y_rotate())) * sin((get_x_rotate()));
camerafront = glm::normalize(front);
glm::vec3 cameraup = glm::vec3(0.0, 1.0, 0.0);
if (!get_noclip()) {
camerapos = get_character_world_transform(following_character);
} else {
camerapos += (get_updown(false)) * camerafront;
camerapos += glm::normalize(glm::cross(camerafront, cameraup)) * (get_leftright(false));
}
g_view = glm::lookAt(camerapos, camerapos + camerafront, cameraup);
//g_view = glm::lookAt(glm::vec3(get_leftright(), get_updown(), 7.0), glm::vec3(get_leftright(), get_updown(), -3.0), glm::vec3(0.0, 1.0, 0.0));
//g_view = glm::lookAt(glm::vec3(0.0, 0.0, 7.0), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0));
//g_view = glm::rotate(glm::mat4(1.0f),get_x_rotate(), glm::vec3(0,1,0)) * glm::rotate(glm::mat4(1.0f),get_y_rotate(), glm::vec3(1,0,0)) * g_view;
g_projection = glm::perspective(glm::radians(45.0f), 1.0f*screen_width/screen_height, 0.1f, 50.0f);
g_movement = glm::translate(glm::mat4(1.0), glm::vec3(0.0,0.0, 0.0));
}
void idle()
{
int last_time = glutGet(GLUT_ELAPSED_TIME);
if (last_time < next_time/1000) {
int sleep = (next_time/1000 - last_time);
if (sleep > 0 && sleep <= (NEXT_CYCLE_US/1000)) // for 60hz
Sleep(sleep);
}
if (last_time > (next_time/1000) + 32) //we've been missing a few frames so reset the base time value
next_time = glutGet(GLUT_ELAPSED_TIME)*1000;
next_time = next_time + NEXT_CYCLE_US;
// printf("idlinging\n");
update_view();
glutPostRedisplay();
phx_step(60.0f, following_character);
check_events_due(glutGet(GLUT_ELAPSED_TIME));
// printf("idlinging done\n");
}
int initilize_engine(int argc, char** argv)
//int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitContextVersion(2,0);
glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH|GLUT_STENCIL);
glutInitWindowSize(screen_width, screen_height);
glutCreateWindow("3d spaceman simulator");
/* Extension wrangler initialising */
GLenum glew_status = glewInit();
if (glew_status != GLEW_OK)
{
fprintf(stderr, "Error: %s\n", glewGetErrorString(glew_status));
return EXIT_FAILURE;
}
if (!GLEW_VERSION_2_0) {
fprintf(stderr, "Error: your graphic card does not support OpenGL 2.0\n");
return 1;
}
next_time = glutGet(GLUT_ELAPSED_TIME) * 1000 + NEXT_CYCLE_US;
/* When all init functions run without errors,
the program can initialise the resources */
printf("done\nInitializing Window... ");
phx_init();
init_character();
if (init_resources())
{
/* We can display it if everything goes OK */
glutDisplayFunc(onDisplay);
glutIdleFunc(idle);
glutKeyboardFunc(keypress);
glutKeyboardUpFunc(keyup);
glutMouseFunc(mouse_input);
glutMotionFunc(mouse_move);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
// Accept fragment if it closer to the camera than the former one
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glutKeyboardUpFunc(keyboard_up);
// glutSetKeyRepeat(GLUT_KEY_REPEAT_OFF);
//glutKeyboardFunc(NULL);
//glutMouseFunc(mousepress);
//update_view();
//glutReshapeFunc(onReshape);
//printf("done\nRunning Game\n");
//glutMainLoop();
}
//getchar();
return 0;
}