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#include "Font.h"
#include "ogro.h"
#include "Box.h"
#include "md2model.h"
#include "sstream"
#include "Camera.h"
#include "Time.h"
#include <vector>
using namespace std;
#include "vgl.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/norm.hpp>
using namespace glm;
#define SPACEBAR_KEY 32
#define ESCAPE_KEY 033
Camera* camera;
Ogro* ogro;
//Box* boxes;
Font* font;
string fontText;
vector<GameObject*> gameObjects;
vector<Box * > boxes;
//vector<Box * > boxes;
int treesTapped = 0, points = 0;
float lastTime;
bool keyDown[255];
void timer(int value)
{
glutPostRedisplay();
glutTimerFunc(25, timer, 0);
}
void closeApp()
{
delete camera;
delete font;
for (auto it = gameObjects.begin(); it != gameObjects.end(); ++it)
{
delete (*it);
}
}
void CheckKeyboard()
{
int o = 0;
if (keyDown['a'])
camera->RotateLeft();
if (keyDown['d'])
camera->RotateRight();
if (keyDown['w'])
camera->MoveForward();
if (keyDown['s'])
camera->MoveBackWard();
/*if (keyDown['e'])
camera->StrafeRight();
if (keyDown['q'])
camera->StrafeLeft();*/
vec3 p = camera->getPosition();
camera->Update();
bool collided = false;
for (vector<Box*>::iterator i = boxes.begin(); i != boxes.end(); ++i)
{
if ((*i)->getType() == ObjectType::BOX)
{
if (camera->getPosition().x >= ((*i)->Position.x - (*i)->getXBuffer()) && camera->getPosition().x <= ((*i)->Position.x + (*i)->getXBuffer()))
{
if (camera->getPosition().z >= ((*i)->Position.z - (*i)->getZBuffer()) && camera->getPosition().z <= ((*i)->Position.z + (*i)->getZBuffer())) //change to Z axis and get camera position instead of radius
{
o++;
cout << o << endl;
collided = true;
}
}
}
}
if (collided)
{
camera->position = p;
camera->Update();
}
if (camera->position.x >= 90.0f)
{
camera->position.x = 90.0f;
}
if (camera->position.x <= -90.0f)
{
camera->position.x = -90.0f;
}
if (camera->position.z >= 90.0f)
{
camera->position.z = 90.0f;
}
if (camera->position.z <= -90.0f)
{
camera->position.z = -90.0f;
}
srand(time(NULL));
}
float getElapsedSeconds()
{
float currentTime = float(GetTickCount()) / 1000.0f;
float seconds = float(currentTime - lastTime);
lastTime = currentTime;
return seconds;
}
void keyboardUp(unsigned char key, int x, int y)
{
keyDown[key] = false;
}
void mouseMovement(int x, int y)
{
static bool warp = true;
if (warp)
{
if (x>glutGet(GLUT_WINDOW_WIDTH) / 2)
camera->RotateRight();
else if (x<glutGet(GLUT_WINDOW_WIDTH) / 2)
camera->RotateLeft();
if (y>glutGet(GLUT_WINDOW_HEIGHT) / 2)
camera->RotateUp();
else if (y<glutGet(GLUT_WINDOW_HEIGHT) / 2)
camera->RotateDown();
glutWarpPointer(glutGet(GLUT_WINDOW_WIDTH) / 2, glutGet(GLUT_WINDOW_HEIGHT) / 2);
warp = false;
}
else
warp = true;
}
void mouseWheel(int button, int direction, int x, int y)
{
if (button == 16)
camera->ResetFOV();
else if (direction > 0)
camera->ZoomIn();
else
camera->ZoomOut();
}
void keyboardSpecialKeys(int key, int x, int y)
{
float yaw;
switch (key)
{
case GLUT_KEY_LEFT:
yaw = ((Ogro*)gameObjects[1])->getYaw();
yaw -= 5.0;
((Ogro*)gameObjects[1])->setYaw(yaw);
break;
case GLUT_KEY_RIGHT:
yaw = ((Ogro*)gameObjects[1])->getYaw();
yaw += 5.0;
((Ogro*)gameObjects[1])->setYaw(yaw);
break;
}
}
void keyboard(unsigned char key, int x, int y)
{
keyDown[key] = true;
switch (key)
{
case ESCAPE_KEY:
exit(EXIT_SUCCESS);
break;
case 'e':
((Box*)gameObjects[1])->ChangeTexture();
treesTapped++;
break;
}
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
CheckKeyboard();
if (fontText.length() != 0)
font->printText(fontText, 350, 550, 25);
float dt = getElapsedSeconds();
for (int i = 0; i <= gameObjects.size() - 1; i++)
{
switch (gameObjects[i]->getType())
{
case ObjectType::BOX:
((Box*)gameObjects[i])->setMVPMatrix(camera->ViewMatrix, camera->ProjectionMatrix);
gameObjects[i]->Draw(dt);
break;
/*case ObjectType::OGRO:
((Ogro*)gameObjects[i])->changeInTime = dt;
((Ogro*)gameObjects[i])->Draw(camera->ViewMatrix, camera->ProjectionMatrix);
break;*/
}
}
std::stringstream ss1;
ss1 << "Trees tapped: " << treesTapped;
font->printText(ss1.str().c_str(), 20, 550, 15);
std::stringstream ss2;
ss2 << "Points: " << points;
font->printText(ss2.str().c_str(), 20, 520, 15);
glutSwapBuffers();
}
void init()
{
glClearColor(0.0f, 0.0f, 0.7f, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
font = new Font();
camera = new Camera();
camera->setPosition(vec3(20.0f, 1.5f, 0.0f));
glutWarpPointer(glutGet(GLUT_WINDOW_WIDTH) / 2, glutGet(GLUT_WINDOW_HEIGHT) / 2);
std::fill(keyDown, keyDown + 255, false);
gameObjects.push_back(new Box(vec3(0.0f, -2.0f, 0.0f), "data/images/grass-1.png", "data/shaders/Texture.vertexshader", "data/shaders/Texture.fragmentshader", "Data\\Models\\Floor.xml", true, 0.1f, vec3(100.0f, 0.1f, 100.0f), true));
gameObjects.push_back(new Box(vec3(0.0f, -2.0f, 0.0f), "data/images/wood.bmp", "data/shaders/Texture.vertexshader", "data/shaders/Texture.fragmentshader", "Data\\Models\\Floor.xml", true, 0.1f, vec3(1.0f, 10.0f, 1.0f), true));
gameObjects.push_back(new Box(vec3(0.0f, 6.0f, 0.0f), "data/images/leaves.jpg", "data/shaders/Texture.vertexshader", "data/shaders/Texture.fragmentshader", "Data\\Models\\Floor.xml", true, 0.1f, vec3(2.5f, 2.5f, 2.5f), true));
/*gameObjects.push_back(new Ogro());
((Ogro*)gameObjects[1])->Initialize();
((Ogro*)gameObjects[1])->setPosition(vec3(0, 0, 0));
((Ogro*)gameObjects[1])->setDirection(vec3(1, 0, 0));
((Ogro*)gameObjects[1])->setYaw(90);
gameObjects.push_back(new Ogro());
((Ogro*)gameObjects[2])->Initialize();
((Ogro*)gameObjects[2])->setYaw(-90);
((Ogro*)gameObjects[2])->setPosition(vec3(0, 0, -3));
((Ogro*)gameObjects[2])->setDirection(vec3(1, 0, 0));*/
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(1024, 768);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutCreateWindow("Model Example1");
if (glewInit())
{
cerr << "Unable to init glew" << endl;
exit(EXIT_FAILURE);
}
init();
glutDisplayFunc(display);
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboardUp);
glutSpecialFunc(keyboardSpecialKeys);
//glutPassiveMotionFunc(mouseMovement);
glutMouseWheelFunc(mouseWheel);
glutTimerFunc(25, timer, 0);
glutMainLoop();
return 0;
}
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