add fps and more
This commit is contained in:
commit
af80490484
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@ -0,0 +1,3 @@
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build
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build-noblending
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.vscode
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@ -1,22 +1,16 @@
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cmake_minimum_required(VERSION 3.5)
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project(jungle)
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FILE (STRINGS "./deps/bullet3/VERSION" BULLET_VERSION)
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set(BUILD_BULLET3 ON)
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#set(BULLET_VERSION 3.26)
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include_directories(jungle PRIVATE ./deps/bullet3/src/)
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add_subdirectory(./deps/glfw/)
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add_subdirectory(./deps/bullet3/)
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add_subdirectory(./deps/bullet3/src/)
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add_subdirectory(./deps/glm)
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##jungle target##
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#add_executable(opengl_test ./src/main.cpp ./src/callbacks.cpp ./src/settings.cpp ./src/window_init.cpp ./deps/glad/src/glad.c)
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#glfw dep
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#add_dependencies(opengl_test glfw)
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#target_include_directories(opengl_test PRIVATE ./deps/glfw/include/ ./deps/glad/include/ ./inc)
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#target_link_libraries(opengl_test glfw)
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#bullet dep
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#add_dependencies(opengl_test BulletDynamics BulletCollision LinearMath)
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#target_include_directories(opengl_test PRIVATE ./deps/bullet3/src/)
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#target_link_libraries(opengl_test BulletDynamics BulletCollision LinearMath)
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##test target##
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add_executable(jungle ./test/main.cpp ./deps/glad/src/glad.c)
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@ -26,9 +20,9 @@ add_dependencies(jungle glfw)
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target_include_directories(jungle PRIVATE ./deps/glfw/include/ ./deps/glad/include/ ./inc)
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target_link_libraries(jungle glfw)
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#bullet dep
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add_dependencies(jungle BulletDynamics BulletCollision LinearMath)
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add_dependencies(jungle Bullet3Common)
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target_include_directories(jungle PRIVATE ./deps/bullet3/src/)
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target_link_libraries(jungle BulletDynamics BulletCollision LinearMath)
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target_link_libraries(jungle Bullet3Common)
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#glm dep
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add_dependencies(jungle glm)
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target_include_directories(jungle PRIVATE ./deps/glm/)
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@ -0,0 +1,80 @@
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#include <glm/glm.hpp>
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vertices[] = {
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// back
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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// front
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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// left
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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// right
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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// down
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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// up
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f};
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// world space positions of our cubes
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glm::ivec3 cubePositions[] = {
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glm::ivec3(0, 0, 0),
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glm::ivec3(2, 5, -15),
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glm::ivec3(-1, -2, -2),
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glm::ivec3(-3, -2, -12),
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glm::ivec3(2, -0, -3),
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glm::ivec3(-1, 3, -7),
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glm::ivec3(1, -2, -2),
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glm::ivec3(1, 2, -2),
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glm::ivec3(1, 0, -1),
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glm::ivec3(-1, 1, -1)};
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glm::ivec2 cubeTextures[] = {
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glm::ivec2(1, 14),
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glm::ivec2(8, 3),
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glm::ivec2(0, 4),
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glm::ivec2(1, 12),
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glm::ivec2(1, 6),
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glm::ivec2(0, 6),
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glm::ivec2(1, 2),
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glm::ivec2(0, 14),
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glm::ivec2(3, 12),
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glm::ivec2(1, 12)};
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256
test/main.cpp
256
test/main.cpp
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#include "shader_m.h"
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#include "camera.h"
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#include "cube_model.h"
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#include <iostream>
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#include <string>
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#ifdef __GNUC__
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//#include <pthread.h>
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//#include <unistd.h>
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#endif
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#ifdef _MSC_VER
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#endif
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#ifdef __linux__
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#endif
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#ifdef _WIN32
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#endif
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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void scroll_callback(GLFWwindow *window, double xoffset, double yoffset);
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void focus_callback(GLFWwindow *window, int focused);
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void processInput(GLFWwindow *window);
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bool running = true;
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bool pausing = false;
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bool just_dispaused = false;
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// settings
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const unsigned int SCR_WIDTH = 854;
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const unsigned int SCR_HEIGHT = 480;
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@ -28,8 +52,26 @@ float lastY = SCR_HEIGHT / 2.0f;
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bool firstMouse = true;
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// timing
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float deltaTime = 0.0f; // time between current frame and last frame
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float lastFrame = 0.0f;
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volatile double deltaTime = 0; // time between current frame and last frame
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volatile double lastFrame = 0;
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volatile double timer = 0;
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volatile double currentFrame = 0;
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// focuse controlling
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bool window_focused = false;
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// window managing
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int curr_width;
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int curr_height;
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int curr_x;
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int curr_y;
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// monitors controlling
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int monitor_count;
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// GLFWmonitor **monitors;
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// fps control
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// int fps = 120;
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int main()
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{
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@ -40,7 +82,8 @@ int main()
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// glEnable(GL_BLEND);
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glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
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glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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@ -55,10 +98,17 @@ int main()
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glfwTerminate();
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return -1;
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}
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// monitors = glfwGetMonitors(&monitor_count);
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// pthread_t thr_getting_fps;
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// pthread_create(&thr_getting_fps, nullptr, getting_fps, window);
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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glfwSetWindowFocusCallback(window, focus_callback);
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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@ -73,93 +123,12 @@ int main()
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// configure global opengl state
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// -----------------------------
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
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// glEnable(GL_DEPTH_TEST);
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// build and compile our shader zprogram
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// ------------------------------------
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Shader ourShader("demo.vs", "demo.fs");
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vertices[] = {
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// back
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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// front
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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// left
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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// right
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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// down
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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// up
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f};
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// world space positions of our cubes
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glm::ivec3 cubePositions[] = {
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glm::ivec3(0, 0, 0),
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glm::ivec3(2, 5, -15),
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glm::ivec3(-1, -2, -2),
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glm::ivec3(-3, -2, -12),
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glm::ivec3(2, -0, -3),
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glm::ivec3(-1, 3, -7),
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glm::ivec3(1, -2, -2),
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glm::ivec3(1, 2, -2),
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glm::ivec3(1, 0, -1),
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glm::ivec3(-1, 1, -1)};
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glm::ivec2 cubeTextures[] = {
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glm::ivec2(1, 14),
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glm::ivec2(8, 3),
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glm::ivec2(0, 4),
|
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glm::ivec2(1, 12),
|
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glm::ivec2(1, 6),
|
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glm::ivec2(0, 6),
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glm::ivec2(1, 2),
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glm::ivec2(0, 14),
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glm::ivec2(3, 12),
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glm::ivec2(1, 12)};
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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|
@ -208,30 +177,6 @@ int main()
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}
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stbi_image_free(data);
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// texture 2
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// ---------
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// glGenTextures(1, &texture2);
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// glBindTexture(GL_TEXTURE_2D, texture2);
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// set the texture wrapping parameters
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// set texture filtering parameters
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load image, create texture and generate mipmaps
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// data = stbi_load("./resources/textures/awesomeface.png", &width, &height, &nrChannels, 0);
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// if (data)
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//{
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// // note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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// glGenerateMipmap(GL_TEXTURE_2D);
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//}
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// else
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//{
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// std::cout << "Failed to load texture" << std::endl;
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//}
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// stbi_image_free(data);
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||||
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
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||||
// -------------------------------------------------------------------------------------------
|
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|
@ -247,13 +192,15 @@ int main()
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|||
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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// render loop
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// -----------
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||||
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||||
// glfwSetCursorPos(window, curr_x + curr_width / 2, curr_y + curr_height / 2);
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||||
// render loop
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||||
// -----------
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while (!glfwWindowShouldClose(window))
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||||
{
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||||
// per-frame time logic
|
||||
// --------------------
|
||||
float currentFrame = static_cast<float>(glfwGetTime());
|
||||
currentFrame = glfwGetTime();
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||||
deltaTime = currentFrame - lastFrame;
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||||
lastFrame = currentFrame;
|
||||
|
||||
|
@ -296,27 +243,25 @@ int main()
|
|||
// glDepthMask(GL_FALSE);
|
||||
|
||||
// render transparent objects with blending enabled
|
||||
// glEnable(GL_BLEND);
|
||||
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
// for (unsigned int i = 5; i < 10; i++)
|
||||
// {
|
||||
// ourShader.setIVec2("index", cubeTextures[i]);
|
||||
|
||||
// // calculate the model matrix for each object and pass it to shader before drawing
|
||||
// glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
|
||||
// model = glm::translate(model, glm::vec3(cubePositions[i]));
|
||||
// ourShader.setMat4("model", model);
|
||||
// glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
// }
|
||||
// glDisable(GL_BLEND);
|
||||
|
||||
// glDisable(GL_DEPTH_TEST);
|
||||
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
|
||||
// -------------------------------------------------------------------------------
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
||||
timer += deltaTime;
|
||||
if(timer > 0.3f){
|
||||
glfwSetWindowTitle(window, ("fps:" + std::to_string(int(1.0f / deltaTime)) + " X:" + std::to_string(camera.Position.x) + " Y:" + std::to_string(camera.Position.y) + " Z:" + std::to_string(camera.Position.z)).c_str());
|
||||
timer -= 0.3f;
|
||||
}
|
||||
|
||||
//double renderTime = glfwGetTime() - lastFrame;
|
||||
// delay_fps(fps, (int)(renderTime * 1000 * 1000));
|
||||
}
|
||||
|
||||
running = false;
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
// optional: de-allocate all resources once they've outlived their purpose:
|
||||
|
@ -332,10 +277,28 @@ int main()
|
|||
|
||||
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
|
||||
// ---------------------------------------------------------------------------------------------------------
|
||||
bool ESC_KEY_PRESSED = false;
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
int esc_key_evetype = glfwGetKey(window, GLFW_KEY_ESCAPE);
|
||||
if (!ESC_KEY_PRESSED && esc_key_evetype == GLFW_PRESS)
|
||||
{
|
||||
ESC_KEY_PRESSED = true;
|
||||
pausing = !pausing;
|
||||
if (!pausing)
|
||||
just_dispaused = true;
|
||||
if (!pausing)
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
else
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
else if (esc_key_evetype == GLFW_RELEASE)
|
||||
{
|
||||
ESC_KEY_PRESSED = false;
|
||||
}
|
||||
|
||||
if (pausing)
|
||||
return;
|
||||
|
||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(FORWARD, deltaTime);
|
||||
|
@ -350,7 +313,6 @@ void processInput(GLFWwindow *window)
|
|||
camera.ProcessKeyboard(UP, deltaTime);
|
||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
camera.ProcessKeyboard(DOWN, deltaTime);
|
||||
|
||||
}
|
||||
|
||||
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
|
||||
|
@ -359,16 +321,39 @@ 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);
|
||||
curr_width = width;
|
||||
curr_height = height;
|
||||
if ((double)width / height > (double)SCR_WIDTH / SCR_HEIGHT)
|
||||
{ // When profiled screen size rate less than new size
|
||||
int vpwidth = width;
|
||||
int vpheight = width * SCR_HEIGHT / SCR_WIDTH;
|
||||
glViewport(0, -(vpheight - height) / 2, vpwidth, vpheight);
|
||||
}
|
||||
else
|
||||
{ // or more than
|
||||
int vpheight = height;
|
||||
int vpwidth = height * SCR_WIDTH / SCR_HEIGHT;
|
||||
glViewport(-(vpwidth - width) / 2, 0, vpwidth, vpheight);
|
||||
}
|
||||
}
|
||||
|
||||
// glfw: whenever the mouse moves, this callback is called
|
||||
// -------------------------------------------------------
|
||||
void mouse_callback(GLFWwindow *window, double xposIn, double yposIn)
|
||||
{
|
||||
if (pausing)
|
||||
return;
|
||||
|
||||
float xpos = static_cast<float>(xposIn);
|
||||
float ypos = static_cast<float>(yposIn);
|
||||
|
||||
if (just_dispaused)
|
||||
{
|
||||
lastX = xpos;
|
||||
lastY = ypos;
|
||||
just_dispaused = false;
|
||||
}
|
||||
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = xpos;
|
||||
|
@ -392,6 +377,21 @@ void scroll_callback(GLFWwindow *window, double xoffset, double yoffset)
|
|||
camera.ProcessMouseScroll(static_cast<float>(yoffset));
|
||||
}
|
||||
|
||||
void focus_callback(GLFWwindow *window, int focused)
|
||||
{
|
||||
if (focused)
|
||||
{
|
||||
window_focused = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
window_focused = false;
|
||||
pausing = true;
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void glfwDump(GLFWwindow *window){
|
||||
int clientAPI = glfwGetWindowAttrib(window, GLFW_CLIENT_API);
|
||||
int contextAPI = glfwGetWindowAttrib(window, GLFW_CONTEXT_CREATION_API);
|
||||
|
|
Loading…
Reference in New Issue