Dengine/src/dengine.cpp

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#if 1
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#include <Dengine/OpenGL.h>
#include <Dengine/Common.h>
#include <Dengine/Shader.h>
#include <Dengine/AssetManager.h>
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#include <Breakout/Game.h>
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#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <iostream>
#include <cstdint>
#include <fstream>
#include <string>
void key_callback(GLFWwindow *window, int key, int scancode, int action,
int mode)
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{
Breakout::Game *game =
static_cast<Breakout::Game *>(glfwGetWindowUserPointer(window));
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key >= 0 && key < Breakout::NUM_KEYS)
{
if (action == GLFW_PRESS)
game->keys[key] = TRUE;
else if (action == GLFW_RELEASE)
game->keys[key] = FALSE;
}
}
void mouse_callback(GLFWwindow *window, double xPos, double yPos)
{
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}
void scroll_callback(GLFWwindow *window, double xOffset, double yOffset)
{
}
GLenum glCheckError_(const char *file, int line)
{
GLenum errorCode;
while ((errorCode = glGetError()) != GL_NO_ERROR)
{
std::string error;
switch (errorCode)
{
case GL_INVALID_ENUM:
error = "INVALID_ENUM";
break;
case GL_INVALID_VALUE:
error = "INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
error = "INVALID_OPERATION";
break;
case GL_STACK_OVERFLOW:
error = "STACK_OVERFLOW";
break;
case GL_STACK_UNDERFLOW:
error = "STACK_UNDERFLOW";
break;
case GL_OUT_OF_MEMORY:
error = "OUT_OF_MEMORY";
break;
case GL_INVALID_FRAMEBUFFER_OPERATION:
error = "INVALID_FRAMEBUFFER_OPERATION";
break;
}
std::cout << error << " | " << file << " (" << line << ")" << std::endl;
}
return errorCode;
}
#define glCheckError() glCheckError_(__FILE__, __LINE__)
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int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
glm::ivec2 windowSize = glm::ivec2(800, 600);
GLFWwindow *window = glfwCreateWindow(windowSize.x, windowSize.y,
"Breakout", nullptr, nullptr);
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if (!window)
{
std::cout << "glfwCreateWindow() failed: Failed to create window"
<< std::endl;
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glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
/* Make GLEW use more modern technies for OGL on core profile*/
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cout << "glewInit() failed: Failed to initialise GLEW"
<< std::endl;
return -1;
}
// NOTE(doyle): glewInit() bug that sets the gl error flag after init
// regardless of success. Catch it once by calling glGetError
glGetError();
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glm::ivec2 frameBufferSize;
glfwGetFramebufferSize(window, &frameBufferSize.x, &frameBufferSize.y);
glViewport(0, 0, frameBufferSize.x, frameBufferSize.y);
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glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glEnable(GL_CULL_FACE | GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glCullFace(GL_BACK);
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Breakout::Game game = Breakout::Game(frameBufferSize.x, frameBufferSize.y);
glfwSetWindowUserPointer(window, static_cast<void *>(&game));
game.init();
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/* Initialise shaders */
Dengine::AssetManager assetManager;
i32 result = 0;
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result = assetManager.loadShaderFiles("data/shaders/default.vert.glsl",
"data/shaders/default.frag.glsl",
"default");
if (result) return result;
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/* Load a texture */
result = assetManager.loadTextureImage("data/textures/container.jpg",
"container");
if (result) return result;
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result = assetManager.loadTextureImage("data/textures/wall.jpg",
"wall");
if (result) return result;
Dengine::Texture *containerTex = assetManager.getTexture("container");
Dengine::Texture *wallTex = assetManager.getTexture("wall");
Dengine::Shader *shader = assetManager.getShader("default");
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f32 deltaTime = 0.0f; // Time between current frame and last frame
f32 lastFrame = 0.0f; // Time of last frame
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/* Main game loop */
while (!glfwWindowShouldClose(window))
{
f32 currentFrame = (f32)glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
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/* Check and call events */
glfwPollEvents();
game.processInput(deltaTime);
game.update(deltaTime);
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/* Rendering commands here*/
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader->use();
game.render();
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/* Swap the buffers */
glfwSwapBuffers(window);
}
glfwTerminate();
return 0;
}
#else
#include <Tutorial.cpp>
#endif