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gl9_scene.cpp
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// Example gl_scene
// - Introduces the concept of a dynamic scene of objects
// - Uses abstract object interface for Update and Render steps
// - Creates a simple game scene with Player, Asteroid and Space objects
// - Contains a generator object that does not render but adds Asteroids to the scene
// - Some objects use shared resources and all object deallocations are handled automatically
// - Controls: LEFT, RIGHT, "R" to reset, SPACE to fire
#include <iostream>
#include <map>
#include <list>
#include <ppgso/ppgso.h>
#include "camera.h"
#include "scene.h"
#include "space.h"
#include "Snake.h"
#include "CandyGenerator.h"
using namespace std;
using namespace glm;
using namespace ppgso;
const unsigned int SIZE = 800;
/*!
* Custom windows for our simple game
*/
class SceneWindow : public Window {
private:
Scene scene;
bool animate = true;
unique_ptr<Snake> snake;
/*!
* Reset and initialize the game scene
* Creating unique smart pointers to objects that are stored in the scene object list
*/
void initScene() {
scene.objects.clear();
// Create a camera
auto camera = make_unique<Camera>(60.0f, 1.0f, 0.1f, 100.0f);
camera->position.z = -15.0f;
scene.camera = move(camera);
// Add space background
//scene.objects.push_back(make_unique<Space>());
//Snake snake(scene);
snake = make_unique<Snake>(scene);
scene.objects.push_back(move(snake));
//Add generator to scene
auto generator = make_unique<CandyGenerator>();
generator->position.y = 10.0f;
scene.objects.push_back(move(generator));
//
// // Add player to the scene
// auto player = make_unique<Player>();
// player->position.y = -6;
// scene.objects.push_back(move(player));
}
public:
/*!
* Construct custom game window
*/
SceneWindow() : Window{"gl9_scene", SIZE, SIZE} {
//hideCursor();
glfwSetInputMode(window, GLFW_STICKY_KEYS, 1);
// Initialize OpenGL state
// Enable Z-buffer
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// Enable polygon culling
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
initScene();
}
/*!
* Handles pressed key when the window is focused
* @param key Key code of the key being pressed/released
* @param scanCode Scan code of the key being pressed/released
* @param action Action indicating the key state change
* @param mods Additional modifiers to consider
*/
void onKey(int key, int scanCode, int action, int mods) override {
scene.keyboard[key] = action;
// Reset
if (key == GLFW_KEY_R && action == GLFW_PRESS) {
initScene();
}
// Pause
if (key == GLFW_KEY_P && action == GLFW_PRESS) {
animate = !animate;
}
}
/*!
* Handle cursor position changes
* @param cursorX Mouse horizontal position in window coordinates
* @param cursorY Mouse vertical position in window coordinates
*/
void onCursorPos(double cursorX, double cursorY) override {
scene.cursor.x = cursorX;
scene.cursor.y = cursorY;
}
/*!
* Handle cursor buttons
* @param button Mouse button being manipulated
* @param action Mouse bu
* @param mods
*/
void onMouseButton(int button, int action, int mods) override {
if(button == GLFW_MOUSE_BUTTON_LEFT) {
scene.cursor.left = action == GLFW_PRESS;
if (scene.cursor.left) {
// Convert pixel coordinates to Screen coordinates
float u = (scene.cursor.x / width - 0.5f) * 2.0f;
float v = - (scene.cursor.y / height - 0.5f) * 2.0f;
// Get mouse pick vector in world coordinates
auto direction = scene.camera->cast(u, v);
auto position = scene.camera->position;
// Get all objects in scene intersected by ray
auto picked = scene.intersect(position, direction);
// Go through all objects that have been picked
for (auto &obj: picked) {
// Pass on the click event
obj->onClick(scene);
}
}
}
if(button == GLFW_MOUSE_BUTTON_RIGHT) {
scene.cursor.right = action == GLFW_PRESS;
}
}
/*!
* Window update implementation that will be called automatically from pollEvents
*/
void onIdle() override {
// Track time
static auto time = (float) glfwGetTime();
// Compute time delta
float dt = animate ? (float) glfwGetTime() - time : 0;
time = (float) glfwGetTime();
// Set gray background
glClearColor(.1f, .1f, .1f, 1.0f);
//glClearColor(.5f, .5f, .5f, 0);
// Clear depth and color buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Update and render all objects
scene.update(dt);
scene.render();
}
};
int main() {
// Initialize our window
SceneWindow window;
// Main execution loop
while (window.pollEvents()) {}
return EXIT_SUCCESS;
}
// Example gl_scene
// - Introduces the concept of a dynamic scene of objects
// - Uses abstract object interface for Update and Render steps
// - Creates a simple game scene with Player, Asteroid and Space objects
// - Contains a generator object that does not render but adds Asteroids to the scene
// - Some objects use shared resources and all object deallocations are handled automatically
// - Controls: LEFT, RIGHT, "R" to reset, SPACE to fire
//#include <iostream>
//#include <map>
//#include <list>
//
//#include <ppgso/ppgso.h>
//
//#include "camera.h"
//#include "scene.h"
//#include "generator.h"
//#include "player.h"
//#include "space.h"
//
//using namespace std;
//using namespace glm;
//using namespace ppgso;
//
//const unsigned int SIZE = 1024;
//
///*!
// * Custom windows for our simple game
// */
//class SceneWindow : public Window {
//private:
// Scene scene;
// bool animate = true;
//
// /*!
// * Reset and initialize the game scene
// * Creating unique smart pointers to objects that are stored in the scene object list
// */
// void initScene() {
// scene.objects.clear();
//
// // Create a camera
// auto camera = make_unique<Camera>(60.0f, 1.0f, 0.1f, 100.0f);
// camera->position.z = -15.0f;
// scene.camera = move(camera);
//
// // Add space background
// scene.objects.push_back(make_unique<Space>());
//
// //Add generator to scene
// auto generator = make_unique<Generator>();
// generator->position.y = 10.0f;
// scene.objects.push_back(move(generator));
//
// // Add player to the scene
// auto player = make_unique<Player>();
// player->position.y = -6;
// scene.objects.push_back(move(player));
// }
//
//public:
// /*!
// * Construct custom game window
// */
// SceneWindow() : Window{"gl9_scene", SIZE, SIZE} {
// //hideCursor();
// glfwSetInputMode(window, GLFW_STICKY_KEYS, 1);
//
// // Initialize OpenGL state
// // Enable Z-buffer
// glEnable(GL_DEPTH_TEST);
// glDepthFunc(GL_LEQUAL);
//
// // Enable polygon culling
// glEnable(GL_CULL_FACE);
// glFrontFace(GL_CCW);
// glCullFace(GL_BACK);
//
// initScene();
// }
//
// /*!
// * Handles pressed key when the window is focused
// * @param key Key code of the key being pressed/released
// * @param scanCode Scan code of the key being pressed/released
// * @param action Action indicating the key state change
// * @param mods Additional modifiers to consider
// */
// void onKey(int key, int scanCode, int action, int mods) override {
// scene.keyboard[key] = action;
//
// // Reset
// if (key == GLFW_KEY_R && action == GLFW_PRESS) {
// initScene();
// }
//
// // Pause
// if (key == GLFW_KEY_P && action == GLFW_PRESS) {
// animate = !animate;
// }
// }
//
// /*!
// * Handle cursor position changes
// * @param cursorX Mouse horizontal position in window coordinates
// * @param cursorY Mouse vertical position in window coordinates
// */
// void onCursorPos(double cursorX, double cursorY) override {
// scene.cursor.x = cursorX;
// scene.cursor.y = cursorY;
// }
//
// /*!
// * Handle cursor buttons
// * @param button Mouse button being manipulated
// * @param action Mouse bu
// * @param mods
// */
// void onMouseButton(int button, int action, int mods) override {
// if(button == GLFW_MOUSE_BUTTON_LEFT) {
// scene.cursor.left = action == GLFW_PRESS;
// if (scene.cursor.left) {
// // Convert pixel coordinates to Screen coordinates
// float u = (scene.cursor.x / width - 0.5f) * 2.0f;
// float v = - (scene.cursor.y / height - 0.5f) * 2.0f;
//
// // Get mouse pick vector in world coordinates
// auto direction = scene.camera->cast(u, v);
// auto position = scene.camera->position;
//
// // Get all objects in scene intersected by ray
// auto picked = scene.intersect(position, direction);
//
// // Go through all objects that have been picked
// for (auto &obj: picked) {
// // Pass on the click event
// obj->onClick(scene);
// }
// }
// }
// if(button == GLFW_MOUSE_BUTTON_RIGHT) {
// scene.cursor.right = action == GLFW_PRESS;
// }
// }
//
// /*!
// * Window update implementation that will be called automatically from pollEvents
// */
// void onIdle() override {
// // Track time
// static auto time = (float) glfwGetTime();
//
// // Compute time delta
// float dt = animate ? (float) glfwGetTime() - time : 0;
//
// time = (float) glfwGetTime();
//
// // Set gray background
// glClearColor(.5f, .5f, .5f, 0);
// // Clear depth and color buffers
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//
// // Update and render all objects
// scene.update(dt);
// scene.render();
// }
//};
//
//int main() {
// // Initialize our window
// SceneWindow window;
//
// // Main execution loop
// while (window.pollEvents()) {}
//
// return EXIT_SUCCESS;
//}