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turtle.cpp
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184 lines (143 loc) · 3.93 KB
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#define GLFW_INCLUDE_NONE
#include "turtle.h"
#include <math.h>
#include <GLFW/glfw3.h>
#include <glad/glad.h>
#include <iostream>
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"uniform vec4 ourColor;"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = ourColor;\n"
"}\n\0";
Turtle::Turtle(){};
Turtle::~Turtle() { glfwTerminate(); };
void processInput(GLFWwindow *window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
void Turtle::init(float x, float y, float theta)
{
v.x = x;
v.y = y;
v.z = 0;
this->theta = theta;
}
void Turtle::show()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
GLFWwindow *window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", NULL, NULL);
if (!window)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
}
unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
unsigned int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(vertex), &vertices[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(shaderProgram);
while (!glfwWindowShouldClose(window))
{
processInput(window);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// glOrtho(0.0f, WIDTH, HEIGHT, 0.0f, 0.0f, 0.0f);
int vertexColorLocation = glGetUniformLocation(shaderProgram, "ourColor");
glUniform4f(vertexColorLocation, turtleColor.x, turtleColor.y, turtleColor.z, 1.0f);
glDrawArrays(GL_LINES, 0, vertices.size());
glfwSwapBuffers(window);
glfwPollEvents();
}
}
void Turtle::forward(float d)
{
float ds = d * STEP;
vertices.push_back(v);
v.x += ds * sin(theta);
v.y += ds * cos(theta);
vertices.push_back(v);
}
void Turtle::right(float theta)
{
//Implement this function
this->theta += (theta * M_PI / 180);
}
void Turtle::left(float theta)
{
//Implement his function
this->theta -= (theta * M_PI / 180);
}
void Turtle::setPosition(float x, float y)
{
v.x = x;
v.y = y;
}
void Turtle::circle(float radius)
{
glBegin(GL_LINE_LOOP);
for (int i = 0; i <= 100; i++)
{
glVertex2f(
v.x + (radius * STEP * cos(i * 2.0f * M_PI / 100)),
v.y + (radius * STEP * sin(i * 2.0f * M_PI / 100)));
}
glEnd();
}
void Turtle::penup()
{
//Implement this function
down = false;
}
void Turtle::pendown()
{
//Implement this function
down = true;
}
void Turtle::color(float r, float g, float b)
{
turtleColor.x = r;
turtleColor.y = g;
turtleColor.z = b;
}