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Opengl getting mouse coordinates
Opengl getting mouse coordinates












GlUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection)) įront.x = cos (glm::radians(yaw)) * cos (glm::radians(pitch)) įront.My problem is related to getting the correct mouse co-ordinates from SFML while using OpenGL.īasically I am making a polygon rotate on the Z axis to look at the current cursor position. GlUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)) GLint projLoc = glGetUniformLocation(ourShader.Program, "projection") GLint viewLoc = glGetUniformLocation(ourShader.Program, "view") GLint modelLoc = glGetUniformLocation(ourShader.Program, "model") Projection = glm::perspective(45.0f, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f) View = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp) GlUniform1i (glGetUniformLocation(ourShader.Program, "ourTexture2"), 1) GlUniform1i (glGetUniformLocation(ourShader.Program, "ourTexture1"), 0) GlClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions

opengl getting mouse coordinates

Image = SOIL_load_image("awesomeface.png", &width, &height, 0, SOIL_LOAD_RGB) GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) GlBindTexture(GL_TEXTURE_2D, 0) // Unbind texture when done, so we won't accidentily mess up our texture. GlTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image) Unsigned char* image = SOIL_load_image("container.jpg", &width, &height, 0, SOIL_LOAD_RGB) Load, create texture and generate mipmaps GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) 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)

opengl getting mouse coordinates

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

opengl getting mouse coordinates

GlfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED) GlfwSetCursorPosCallback(window, mouse_callback) GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "LearnOpenGL", nullptr, nullptr)

opengl getting mouse coordinates

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














Opengl getting mouse coordinates