Files
Gists/glut_template.cpp/glut_template.cpp
2023-06-21 21:40:58 -04:00

199 lines
4.8 KiB
C++

#include <iostream>
#include <cstdio>
#include <cstdlib>
#include <glad/glad.h>
#ifndef __APPLE__
#include <GLUT/freeglut.h>
#else
#include <GLUT/glut.h>
#endif
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/string_cast.hpp>
using namespace glm;
static const char * APP_TITLE = "GLUT Template";
const float NEAR_CLIP_PLANE = 0.01f;
const float FAR_CLIP_PLANE = 100.0f;
const float FIELD_OF_VIEW = 45.0f;
const glm::vec4 CLEAR_COLOR = glm::vec4(0.25f, 0.25f, 0.4f, 1.0f);
#define OUTPUT_REDIR
#ifdef OUTPUT_REDIR
static FILE * fout;
static FILE * ferr;
#endif
static int win_width = 800;
static int win_height = 600;
static glm::vec3 g_eye_position = glm::vec3(0.0f, 0.0f, -2.3f);
static int g_mouse_button = -1;
static int g_mouse_x = 0;
static int g_mouse_y = 0;
static float g_zoom_factor = 1.0f;
static float g_rotation_angle = 0.0f;
static float g_fov_mod = 1.0f;
static glm::mat4 g_projection_matrix = glm::mat4();
static glm::mat4 g_model_view_matrix = glm::mat4();
static glm::mat4 g_rotation_matrix = glm::mat4();
static void init_gl(void);
static void reshape(int _w, int _h);
static void keyboard(unsigned char key, int x, int y);
static void release_key(unsigned char key, int x, int y);
static void mouse(int button, int state, int x, int y);
static void motion(int x, int y);
static void idle(void);
static void render_scene(void);
static void clean_up(void);
int main(int argc, char ** argv) {
#ifdef OUTPUT_REDIR
fout = freopen("stdout.txt", "w", stdout);
ferr = freopen("stderr.txt", "w", stderr);
#endif
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowPosition(10, 10);
glutInitWindowSize(win_width, win_height);
glutCreateWindow(APP_TITLE);
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(release_key);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutIdleFunc(idle);
glutDisplayFunc(render_scene);
glutReshapeFunc(reshape);
if (!gladLoadGL()) {
printf("Something went wrong!\n");
exit(EXIT_FAILURE);
}
atexit(clean_up);
init_gl();
glutMainLoop();
return EXIT_SUCCESS;
}
void init_gl(void) {
/* Enable back-face culling. */
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
/* Enable Z-buffer. */
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
/* Set OpenGL state. */
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void reshape(int _w, int _h) {
/* Reset viewport */
win_width = _w;
win_height = _h == 0 ? 1 : _h;
glViewport(0, 0, win_width, win_height);
/* Recalculate projection matrix. */
g_projection_matrix = glm::perspective(
FIELD_OF_VIEW * (g_fov_mod <= 0.5f ? 0.5f : g_fov_mod),
static_cast<float>(win_width) / win_height,
NEAR_CLIP_PLANE,
FAR_CLIP_PLANE
);
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y) {
switch (key) {
case 27:
exit(0);
break;
}
glutPostRedisplay();
}
void release_key(unsigned char key, int x, int y) {
glutPostRedisplay();
}
void mouse(int button, int state, int x, int y) {
if (button == 3) {
// Zoom in when the user moves the mouse wheel up
if (state == GLUT_UP) return;
else g_zoom_factor *= 1.05f;
}
else if (button == 4) {
// Zoom out when the user moves the mouse wheel down
if (state == GLUT_UP) return;
else g_zoom_factor *= 0.95f;
}
else {
// Else, save the state of the mouse
g_mouse_x = x;
g_mouse_y = y;
g_mouse_button = button;
}
glutPostRedisplay();
}
void motion(int x, int y) {
// Compute the movement vector of the mouse
glm::vec2 move_vector = glm::vec2(x - g_mouse_x, y - g_mouse_y);
// Rotate when the user moves the mouse with the left button pressed
if (g_mouse_button == GLUT_LEFT_BUTTON) {
if (abs(x - g_mouse_x) > 0.01f || abs(y - g_mouse_y) > 0.01f) {
// Compute a rotation matrix using the movement vector as axis of rotation, and the length of the vector as the rotation angle
glm::mat4 rotation = glm::rotate(glm::mat4x4(), glm::length(move_vector) * 3.14f / 180.0f, glm::vec3(move_vector.y, move_vector.x, 0.0f));
g_rotation_matrix = rotation * g_rotation_matrix;
}
}
else if (g_mouse_button == GLUT_RIGHT_BUTTON) {
// Compute a translation matrix with 1 percent of the movement vector and translate the eye
glm::mat4 translation_matrix = glm::translate(glm::mat4x4(), glm::vec3(move_vector.x * 0.01f, -move_vector.y * 0.01f, 0.0f));
g_eye_position = translation_matrix * glm::vec4(g_eye_position.x, g_eye_position.y, g_eye_position.z, 1.0f);
}
// Save the current mouse position
g_mouse_x = x;
g_mouse_y = y;
glutPostRedisplay();
}
void idle(void) {
glutPostRedisplay();
}
void render_scene(void) {
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glFlush();
glFinish();
glutSwapBuffers();
}
void clean_up(void) {
#ifdef OUTPUT_REDIR
fclose(fout);
fclose(ferr);
#endif
}