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Snake.cpp
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Snake.cpp
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#include <iostream>
#include <stdlib.h>
#include <time.h>
#define GLEW_STATIC
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "glm/glm.hpp"
#include "glm/glm.hpp"
#include "glm/gtc/type_ptr.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "windows.h"
#include "Shader.hh"
#include "newCamera.h"
#include "Mundo.h"
#include "newCobra.h"
#include <stdlib.h>
//#define GLEW_STATIC
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
// settings
const unsigned int SCR_WIDTH = 1024; //largura da janela de visualização
const unsigned int SCR_HEIGHT = 768; //altura da janela de visualização
newCamera cam;
//center mouse
float lastX = SCR_WIDTH / 2, lastY = SCR_HEIGHT / 2;
bool firstMouse = true;
float yaw = -55.3, pitch = -26.35;
int main()
{
// glfw: initialize and configure
glfwInit();
glfwWindowHint(GLFW_SAMPLES, 16); // anti-aliasing factor
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); //resizable window = false
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy;
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // use modern openGL
// Open a window and create its OpenGL context
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Snake", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
std::cin.get();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); //deal with window resize
//mouse
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Initialize GLEW
if (glewInit() != GLEW_OK) {
std::cout << "Failed to initialize GLEW\n";
std::cin.get();
glfwTerminate();
return -1;
}
Mundo world;
world.createMundo(); //importa as imagens do mundo
newCobra movCobra;
movCobra.createCobra(); //importa as imagem do cobra
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window)) {
processInput(window);
//background Color
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// chama o metodo da classe cobra para desenhar e por argumento é passado o movimento que foi feito no teclado pelo utilizador
movCobra.cobra(cam.moveSnake);
movCobra.Draw(0, SCR_WIDTH, SCR_HEIGHT, cam.cameraPos, cam.cameraFront, cam.cameraUp);
movCobra.cobra(cam.moveSnake2);
movCobra.Draw(1,SCR_WIDTH, SCR_HEIGHT, cam.cameraPos, cam.cameraFront, cam.cameraUp);
movCobra.cobra(cam.moveSnake3);
movCobra.Draw(1,SCR_WIDTH, SCR_HEIGHT, cam.cameraPos, cam.cameraFront, cam.cameraUp);
world.Draw(SCR_WIDTH, SCR_HEIGHT, cam.cameraPos, cam.cameraFront, cam.cameraUp); // cria/desenha o mundo com as transformações
glfwSwapBuffers(window);
glfwPollEvents();
}
world.clear(); //Limpa os objetos da classe q está na calsse mundo
glfwTerminate();
return 0;
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
cam.zoom(window); // usa a camera do teclado para dar zoom
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow* window, double xpos, double ypos)
{
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
cam.cam(lastX, lastY, ypos, xpos, yaw, pitch); // usa a rato/mouse para ver em varios angulos
}