Clean up camera code.
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@@ -1,21 +1,20 @@
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#include <GL/glut.h>
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#include <cmath>
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#include <sstream>
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#include "camera.hpp"
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using namespace fmri;
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using namespace std;
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static float yaw, pitch;
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static float pos[3];
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static Camera& camera = Camera::instance();
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static void handleMouseMove(int x, int y)
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{
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const float width = glutGet(GLUT_WINDOW_WIDTH) / 2;
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const float height = glutGet(GLUT_WINDOW_HEIGHT) / 2;
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yaw = (x - width) / width * 180;
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pitch = (y - height) / height * 90;
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camera.angle[0] = (x - width) / width * 180;
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camera.angle[1] = (y - height) / height * 90;
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}
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static void move(unsigned char key)
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@@ -38,7 +37,7 @@ static void move(unsigned char key)
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}
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for (unsigned int i = 0; i < 3; ++i) {
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pos[i] += speed * dir[i];
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camera.pos[i] += speed * dir[i];
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}
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}
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@@ -62,27 +61,41 @@ static void handleKeys(unsigned char key, int, int)
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}
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}
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void fmri::registerCameraControls()
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std::string Camera::infoLine()
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{
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resetCamera();
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glutPassiveMotionFunc(handleMouseMove);
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glutKeyboardFunc(handleKeys);
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stringstream buffer;
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buffer << "Pos(x,y,z) = (" << pos[0] << ", " << pos[1] << ", " << pos[2] << ")\n";
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buffer << "Angle(p,y) = (" << angle[0] << ", " << angle[1] << ")\n";
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return buffer.str();
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}
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void fmri::resetCamera()
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void Camera::reset()
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{
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pitch = 0;
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yaw = 0;
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pos[0] = 0;
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pos[1] = 0;
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pos[2] = 10;
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angle[0] = 0;
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angle[1] = 0;
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}
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void fmri::configureCamera()
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void Camera::configureRenderingContext()
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{
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glLoadIdentity();
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glRotatef(yaw, 0, 1, 0);
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glRotatef(pitch, 1, 0, 0);
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glRotatef(angle[0], 0, 1, 0);
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glRotatef(angle[1], 1, 0, 0);
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glTranslatef(-pos[0], -pos[1], -pos[2]);
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}
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Camera &Camera::instance()
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{
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static Camera camera;
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return camera;
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}
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void Camera::registerControls()
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{
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reset();
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glutPassiveMotionFunc(handleMouseMove);
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glutKeyboardFunc(handleKeys);
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}
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@@ -1,10 +1,21 @@
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#pragma once
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#include <string>
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namespace fmri
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{
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void registerCameraControls();
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struct Camera {
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float pos[3];
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float angle[2];
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void configureCamera();
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void reset();
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void configureRenderingContext();
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void registerControls();
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std::string infoLine();
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void resetCamera();
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static Camera& instance();
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private:
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Camera() = default;
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};
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}
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10
src/main.cpp
10
src/main.cpp
@@ -48,7 +48,9 @@ static void render()
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// Clear Color and Depth Buffers
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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configureCamera();
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auto& camera = Camera::instance();
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camera.configureRenderingContext();
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glBegin(GL_TRIANGLES);
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glVertex3f(-2.0f, -2.0f, 0.0f);
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@@ -56,6 +58,9 @@ static void render()
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glVertex3f(0.0f, 2.0f, 0.0);
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glEnd();
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// Draw the status line on screen
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glRasterPos2i(0, 0);
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glutSwapBuffers();
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}
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@@ -109,7 +114,8 @@ int main(int argc, char *argv[])
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glutDisplayFunc(render);
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glutIdleFunc(render);
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glutReshapeFunc(changeWindowSize);
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registerCameraControls();
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Camera::instance().registerControls();
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glewInit();
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if (!GLEW_VERSION_2_0) {
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