Good Day/Night. I'm not sure if I can ask in here, but I'm having a little problem with my prototype game.
So I'm trying to learn OpenGl using GLUT with CodeBlocks, and everything is going well, like, it renders a cube that I can move, but It only moves on the z axis. And I don't know what to do, because I checked everywhere to see if I did something wrong, but there's nothing (I even tried chatGPT to generate me code but it's the same). So I came here to ask if anyone here has any clue on how to fix this, It will be of great help!
Here's the code:
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So I'm trying to learn OpenGl using GLUT with CodeBlocks, and everything is going well, like, it renders a cube that I can move, but It only moves on the z axis. And I don't know what to do, because I checked everywhere to see if I did something wrong, but there's nothing (I even tried chatGPT to generate me code but it's the same). So I came here to ask if anyone here has any clue on how to fix this, It will be of great help!
Here's the code:
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[CODE=c]/*
* GLUT Shapes Demo
*
* Written by Nigel Stewart November 2003
*
* This program is test harness for the sphere, cone
* and torus shapes in GLUT.
*
* This was edited by the creator of this game.
* Nigel Stewart's code was used as a foundation.
*/
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.h>
#include <math.h>
#define PI 3.14159265358979323846
GLfloat x = 1.0f;
GLfloat y = -2.0f;
GLfloat z = -7.0f;
GLfloat Rotation = 0.0f;
GLfloat moveDirectionX = 0.0f;
GLfloat moveDirectionZ = -1.0f; // Initial movement direction
/* GLUT callback Handlers */
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*90.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(0,0,1);
glPushMatrix();
glTranslatef(x, y, z);
glRotatef(Rotation, 0, 1, 0);
glutSolidCube(3);
glPopMatrix();
glutSwapBuffers();
}
static void key(unsigned char key, int x, int y)
{
switch (key)
{
case 27 :
exit(0);
break;
case 'w':
z--;
break;
case 's':
z++;
break;
case 'a':
x++;
break;
case 'd':
x--;
break;
}
glutPostRedisplay();
}
static void idle(void)
{
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("Gemu");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
return EXIT_SUCCESS;
}[/CODE]
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Last edited by A_stream,