Dengine/src/dengine.cpp

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#if 1
#include <Dengine/AssetManager.h>
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#include <Dengine/Renderer.h>
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#include <WorldTraveller/WorldTraveller.h>
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#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
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#include <stdio.h>
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void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode)
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{
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GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window));
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
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if (key >= 0 && key < NUM_KEYS)
{
if (action == GLFW_PRESS)
game->keys[key] = TRUE;
else if (action == GLFW_RELEASE)
game->keys[key] = FALSE;
}
}
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void mouse_callback(GLFWwindow *window, double xPos, double yPos) {}
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void scroll_callback(GLFWwindow *window, double xOffset, double yOffset) {}
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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);
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glm::ivec2 windowSize = glm::ivec2(1280, 720);
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GLFWwindow *window = glfwCreateWindow(windowSize.x, windowSize.y, "Dengine", NULL, NULL);
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if (!window)
{
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printf("glfwCreateWindow() failed: Failed to create window\n");
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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)
{
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printf("glewInit() failed: Failed to initialise GLEW\n");
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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);
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glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glCullFace(GL_BACK);
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GameState worldTraveller = {};
worldTraveller.state = state_active;
worldTraveller.width = frameBufferSize.x;
worldTraveller.height = frameBufferSize.y;
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worldTraveller_gameInit(&worldTraveller);
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glfwSetWindowUserPointer(window, CAST(void *)(&worldTraveller));
f32 startTime = CAST(f32)(glfwGetTime());
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f32 secondsElapsed = 0.0f; // Time between current frame and last frame
#if 0
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// TODO(doyle): Get actual monitor refresh rate
i32 monitorRefreshHz = 60;
f32 targetSecondsPerFrame = 1.0f / static_cast<f32>(monitorRefreshHz);
#else
// TODO(doyle): http://gafferongames.com/game-physics/fix-your-timestep/
// NOTE(doyle): Prevent glfwSwapBuffer until a vertical retrace has
// occurred, i.e. limit framerate to monitor refresh rate
glfwSwapInterval(1);
#endif
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/* Main game loop */
while (!glfwWindowShouldClose(window))
{
/* Check and call events */
glfwPollEvents();
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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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worldTraveller_gameUpdateAndRender(&worldTraveller, secondsElapsed);
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glCheckError();
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/* Swap the buffers */
glfwSwapBuffers(window);
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f32 endTime = (f32)glfwGetTime();
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secondsElapsed = endTime - startTime;
#if 0
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// TODO(doyle): Busy waiting, should sleep
while (secondsElapsed < targetSecondsPerFrame)
{
endTime = static_cast<f32>(glfwGetTime());
secondsElapsed = endTime - startTime;
}
#endif
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LOCAL_PERSIST f32 titleUpdateFrequencyInSeconds = 0.5f;
titleUpdateFrequencyInSeconds -= secondsElapsed;
if (titleUpdateFrequencyInSeconds <= 0)
{
f32 msPerFrame = secondsElapsed * 1000.0f;
f32 framesPerSecond = 1.0f / secondsElapsed;
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char textBuffer[256];
snprintf(textBuffer, ARRAY_COUNT(textBuffer), "Dengine | %f ms/f | %f fps", msPerFrame,
framesPerSecond);
glfwSetWindowTitle(window, textBuffer);
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titleUpdateFrequencyInSeconds = 0.5f;
}
startTime = endTime;
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}
glfwTerminate();
return 0;
}
#else
#include <Tutorial.cpp>
#endif