2016-06-28 06:00:03 +00:00
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#include "Dengine/AssetManager.h"
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2016-07-16 13:27:52 +00:00
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#include "Dengine/Common.h"
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2016-07-09 10:46:04 +00:00
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#include "Dengine/Debug.h"
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2016-07-16 13:27:52 +00:00
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#include "Dengine/Math.h"
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#include "Dengine/OpenGL.h"
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2016-07-28 05:19:23 +00:00
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#include "Dengine/WorldTraveller.h"
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2016-07-24 12:19:25 +00:00
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2016-08-04 08:19:02 +00:00
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INTERNAL inline void processKey(b32 *currState, int key, int action)
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{
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if (action == GLFW_PRESS) *currState = TRUE;
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else if (action == GLFW_RELEASE) *currState = FALSE;
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}
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INTERNAL void keyCallback(GLFWwindow *window, int key, int scancode, int action,
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int mode)
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2016-06-03 05:07:40 +00:00
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{
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2016-06-17 14:40:40 +00:00
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GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window));
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2016-06-05 07:54:41 +00:00
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2016-06-03 05:07:40 +00:00
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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{
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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2016-06-04 06:36:37 +00:00
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2016-08-04 08:19:02 +00:00
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switch (key)
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2016-06-04 06:36:37 +00:00
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{
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2016-08-04 08:19:02 +00:00
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case GLFW_KEY_UP:
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processKey(&game->input.up, key, action);
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break;
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case GLFW_KEY_DOWN:
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processKey(&game->input.down, key, action);
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break;
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case GLFW_KEY_LEFT:
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processKey(&game->input.left, key, action);
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break;
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case GLFW_KEY_RIGHT:
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processKey(&game->input.right, key, action);
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break;
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case GLFW_KEY_SPACE:
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processKey(&game->input.space, key, action);
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break;
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case GLFW_KEY_LEFT_SHIFT:
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processKey(&game->input.leftShift, key, action);
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break;
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default:
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break;
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2016-06-04 06:36:37 +00:00
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}
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}
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2016-08-04 08:19:02 +00:00
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INTERNAL void mouseCallback(GLFWwindow *window, double xPos, double yPos)
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{
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GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window));
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// NOTE(doyle): x(0), y(0) of mouse starts from the top left of window
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v2 windowSize = game->renderer.size;
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f32 flipYPos = windowSize.h - CAST(f32) yPos;
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game->input.mouse = V2(CAST(f32) xPos, flipYPos);
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}
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INTERNAL void mouseButtonCallback(GLFWwindow *window, int button, int action,
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int mods)
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{
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GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window));
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switch(button)
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{
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case GLFW_MOUSE_BUTTON_LEFT:
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processKey(&game->input.mouseLeft, button, action);
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break;
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default:
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break;
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}
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}
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2016-06-03 05:07:40 +00:00
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2016-08-04 08:19:02 +00:00
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INTERNAL void scrollCallback(GLFWwindow *window, double xOffset, double yOffset)
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{
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}
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2016-06-04 07:14:08 +00:00
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2016-08-04 08:19:02 +00:00
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i32 main(void)
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2016-06-03 05:07:40 +00:00
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{
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2016-07-24 12:19:25 +00:00
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/*
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**************************
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* INIT APPLICATION WINDOW
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**************************
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*/
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2016-06-03 05:07:40 +00:00
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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2016-07-17 13:45:59 +00:00
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i32 windowWidth = 1600;
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i32 windowHeight = 900;
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2016-06-05 07:54:41 +00:00
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2016-06-29 10:44:35 +00:00
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GLFWwindow *window =
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2016-07-17 13:45:59 +00:00
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glfwCreateWindow(windowWidth, windowHeight, "Dengine", NULL, NULL);
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2016-06-03 05:07:40 +00:00
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if (!window)
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{
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2016-06-17 14:40:40 +00:00
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printf("glfwCreateWindow() failed: Failed to create window\n");
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2016-06-03 05:07:40 +00:00
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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2016-07-24 12:19:25 +00:00
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/*
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**************************
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* INITIALISE OPENGL STATE
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**************************
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*/
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2016-06-03 05:07:40 +00:00
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/* Make GLEW use more modern technies for OGL on core profile*/
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK)
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{
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2016-06-17 14:40:40 +00:00
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printf("glewInit() failed: Failed to initialise GLEW\n");
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2016-06-03 05:07:40 +00:00
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return -1;
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}
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2016-06-05 07:54:41 +00:00
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// NOTE(doyle): glewInit() bug that sets the gl error flag after init
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// regardless of success. Catch it once by calling glGetError
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glGetError();
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2016-06-03 05:07:40 +00:00
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2016-07-17 13:45:59 +00:00
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i32 frameBufferWidth, frameBufferHeight;
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glfwGetFramebufferSize(window, &frameBufferWidth, &frameBufferHeight);
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glViewport(0, 0, frameBufferWidth, frameBufferHeight);
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2016-06-03 05:07:40 +00:00
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2016-08-04 08:19:02 +00:00
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glfwSetKeyCallback(window, keyCallback);
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glfwSetCursorPosCallback(window, mouseCallback);
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glfwSetMouseButtonCallback(window, mouseButtonCallback);
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glfwSetScrollCallback(window, scrollCallback);
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2016-06-04 07:14:08 +00:00
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2016-08-04 08:19:02 +00:00
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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2016-06-09 05:49:03 +00:00
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glEnable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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2016-06-07 13:54:14 +00:00
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2016-06-05 07:54:41 +00:00
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glCullFace(GL_BACK);
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2016-06-03 05:07:40 +00:00
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2016-07-27 08:39:51 +00:00
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/*
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*******************
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* INITIALISE GAME
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*******************
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*/
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GameState worldTraveller = {0};
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worldTraveller_gameInit(&worldTraveller,
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V2i(frameBufferWidth, frameBufferHeight));
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#ifdef DENGINE_DEBUG
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debug_init(&worldTraveller.arena, V2i(windowWidth, windowHeight),
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worldTraveller.assetManager.font);
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#endif
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2016-07-25 12:10:50 +00:00
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2016-07-27 08:39:51 +00:00
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glfwSetWindowUserPointer(window, CAST(void *)(&worldTraveller));
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2016-07-27 06:52:10 +00:00
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2016-07-24 12:19:25 +00:00
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/*
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*******************
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2016-07-25 12:10:50 +00:00
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* GAME LOOP
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2016-07-24 12:19:25 +00:00
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*******************
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*/
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2016-06-17 14:40:40 +00:00
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f32 startTime = CAST(f32)(glfwGetTime());
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2016-06-16 17:00:11 +00:00
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f32 secondsElapsed = 0.0f; // Time between current frame and last frame
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2016-06-17 06:32:59 +00:00
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#if 0
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2016-06-16 17:00:11 +00:00
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// TODO(doyle): Get actual monitor refresh rate
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2016-06-17 06:32:59 +00:00
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i32 monitorRefreshHz = 60;
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2016-06-25 11:23:15 +00:00
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f32 targetSecondsPerFrame = 1.0f / CAST(f32)(monitorRefreshHz);
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2016-06-17 06:32:59 +00:00
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#else
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// TODO(doyle): http://gafferongames.com/game-physics/fix-your-timestep/
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// NOTE(doyle): Prevent glfwSwapBuffer until a vertical retrace has
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// occurred, i.e. limit framerate to monitor refresh rate
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glfwSwapInterval(1);
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#endif
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2016-06-03 07:05:28 +00:00
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2016-06-03 05:07:40 +00:00
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while (!glfwWindowShouldClose(window))
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{
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/* Check and call events */
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glfwPollEvents();
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2016-06-05 07:54:41 +00:00
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2016-06-03 05:07:40 +00:00
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/* Rendering commands here*/
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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2016-06-03 07:05:28 +00:00
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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2016-06-03 05:07:40 +00:00
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2016-06-17 14:40:40 +00:00
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worldTraveller_gameUpdateAndRender(&worldTraveller, secondsElapsed);
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2016-07-24 12:19:25 +00:00
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GL_CHECK_ERROR();
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2016-06-03 05:07:40 +00:00
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/* Swap the buffers */
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glfwSwapBuffers(window);
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2016-06-16 17:00:11 +00:00
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2016-06-18 09:12:09 +00:00
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f32 endTime = CAST(f32)glfwGetTime();
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2016-06-16 17:00:11 +00:00
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secondsElapsed = endTime - startTime;
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2016-06-17 06:32:59 +00:00
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#if 0
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2016-06-16 17:00:11 +00:00
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// TODO(doyle): Busy waiting, should sleep
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while (secondsElapsed < targetSecondsPerFrame)
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{
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2016-06-25 11:23:15 +00:00
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endTime = CAST(f32)(glfwGetTime());
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2016-06-16 17:00:11 +00:00
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secondsElapsed = endTime - startTime;
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}
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2016-06-17 06:32:59 +00:00
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#endif
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2016-06-16 17:00:11 +00:00
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LOCAL_PERSIST f32 titleUpdateFrequencyInSeconds = 0.5f;
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titleUpdateFrequencyInSeconds -= secondsElapsed;
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if (titleUpdateFrequencyInSeconds <= 0)
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{
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f32 msPerFrame = secondsElapsed * 1000.0f;
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f32 framesPerSecond = 1.0f / secondsElapsed;
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2016-06-17 14:40:40 +00:00
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char textBuffer[256];
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2016-07-16 13:27:52 +00:00
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snprintf(textBuffer, ARRAY_COUNT(textBuffer),
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"Dengine | %f ms/f | %f fps", msPerFrame, framesPerSecond);
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2016-06-17 14:40:40 +00:00
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glfwSetWindowTitle(window, textBuffer);
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2016-06-16 17:00:11 +00:00
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titleUpdateFrequencyInSeconds = 0.5f;
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}
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startTime = endTime;
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2016-06-03 05:07:40 +00:00
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}
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glfwTerminate();
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return 0;
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}
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