GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) // Set texture wrapping to GL_REPEAT GlBindTexture(GL_TEXTURE_2D, texture1) // All upcoming GL_TEXTURE_2D operations now have effect on our texture object GlVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat))) GlVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0) GlBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW) Set up vertex data (and buffer(s)) and attribute pointers Shader ourShader("path/to/shaders/shader.vs", "path/to/shaders/ag") Initialize GLEW to setup the OpenGL Function pointers Set this to true so GLEW knows to use a modern approach to retrieving function pointers and extensions GlfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED) GlfwSetCursorPosCallback(window, mouse_callback) GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr) Create a GLFWwindow object that we can use for GLFW's functions GlfwWindowHint(GLFW_RESIZABLE, GL_FALSE) GlfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE) GlfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3) GlfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3) The MAIN function, from here we start the application and run the game loop GLfloat lastFrame = 0.0f // Time of last frame GLfloat deltaTime = 0.0f // Time between current frame and last frame GLfloat yaw = -90.0f // Yaw is initialized to -90.0 degrees since a yaw of 0.0 results in a direction vector pointing to the right (due to how Eular angles work) so we initially rotate a bit to the left. Void mouse_callback(GLFWwindow* window, double xpos, double ypos) Void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) Source code: getting-started/camera_mouse #include Probably because of the mouse coordinates being off.Code Viewer. The line just stays in the same The problem is that when i move my mouse it does not act as an end point, it just fly's off the screen. ReleaseDC( hWnd, hDC I assume screen_width and screen_height are 1280/1040? Also I attempted to put in your code, and it doesn't work for me. Disable OpenGL void DisableOpenGL(HWND hWnd, HDC hDC, HGLRC hRC) create and enable the render context (RC) Pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER įormat = ChoosePixelFormat( *hDC, &pfd ) Enable OpenGL void EnableOpenGL(HWND hWnd, HDC * hDC, HGLRC * hRC) Return DefWindowProc( hWnd, message, wParam, lParam ) This is where coords should change to openGL coords LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) handle or dispatch messages if ( msg.message = WM_QUIT ) check for messages if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE, wc.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH ) //wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1) Wc.hCursor = LoadCursor( NULL, IDC_ARROW ) Wc.hIcon = LoadIcon( NULL, IDI_APPLICATION ) WinMain int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, global variables int xPos,yPos,xPosg,yPosg Void DisableOpenGL(HWND hWnd, HDC hDC, HGLRC hRC) Void EnableOpenGL(HWND hWnd, HDC * hDC, HGLRC * hRC) #include #include #include // Function Declarations
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