#include "Dengine/AssetManager.h" #include "Dengine/Common.h" #include "Dengine/Debug.h" #include "Dengine/Math.h" #include "Dengine/OpenGL.h" #include "Dengine/WorldTraveller.h" INTERNAL inline void processKey(b32 *currState, int key, int action) { if (action == GLFW_PRESS) *currState = TRUE; else if (action == GLFW_RELEASE) *currState = FALSE; } INTERNAL void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mode) { GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window)); if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) { glfwSetWindowShouldClose(window, GL_TRUE); } switch (key) { case GLFW_KEY_UP: processKey(&game->input.up, key, action); break; case GLFW_KEY_DOWN: processKey(&game->input.down, key, action); break; case GLFW_KEY_LEFT: processKey(&game->input.left, key, action); break; case GLFW_KEY_RIGHT: processKey(&game->input.right, key, action); break; case GLFW_KEY_SPACE: processKey(&game->input.space, key, action); break; case GLFW_KEY_LEFT_SHIFT: processKey(&game->input.leftShift, key, action); break; default: break; } } INTERNAL void mouseCallback(GLFWwindow *window, double xPos, double yPos) { GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window)); // NOTE(doyle): x(0), y(0) of mouse starts from the top left of window v2 windowSize = game->renderer.size; f32 flipYPos = windowSize.h - CAST(f32) yPos; game->input.mouse = V2(CAST(f32) xPos, flipYPos); } INTERNAL void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods) { GameState *game = CAST(GameState *)(glfwGetWindowUserPointer(window)); switch(button) { case GLFW_MOUSE_BUTTON_LEFT: processKey(&game->input.mouseLeft, button, action); break; default: break; } } INTERNAL void scrollCallback(GLFWwindow *window, double xOffset, double yOffset) { } i32 main(void) { /* ************************** * INIT APPLICATION WINDOW ************************** */ 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); i32 windowWidth = 1600; i32 windowHeight = 900; GLFWwindow *window = glfwCreateWindow(windowWidth, windowHeight, "Dengine", NULL, NULL); if (!window) { printf("glfwCreateWindow() failed: Failed to create window\n"); glfwTerminate(); return -1; } glfwMakeContextCurrent(window); /* ************************** * INITIALISE OPENGL STATE ************************** */ /* Make GLEW use more modern technies for OGL on core profile*/ glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { printf("glewInit() failed: Failed to initialise GLEW\n"); return -1; } // NOTE(doyle): glewInit() bug that sets the gl error flag after init // regardless of success. Catch it once by calling glGetError glGetError(); i32 frameBufferWidth, frameBufferHeight; glfwGetFramebufferSize(window, &frameBufferWidth, &frameBufferHeight); glViewport(0, 0, frameBufferWidth, frameBufferHeight); glfwSetKeyCallback(window, keyCallback); glfwSetCursorPosCallback(window, mouseCallback); glfwSetMouseButtonCallback(window, mouseButtonCallback); glfwSetScrollCallback(window, scrollCallback); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); glEnable(GL_BLEND); glEnable(GL_CULL_FACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glCullFace(GL_BACK); /* ******************* * INITIALISE GAME ******************* */ GameState worldTraveller = {0}; worldTraveller_gameInit(&worldTraveller, V2i(frameBufferWidth, frameBufferHeight)); #ifdef DENGINE_DEBUG debug_init(&worldTraveller.arena, V2i(windowWidth, windowHeight), worldTraveller.assetManager.font); #endif glfwSetWindowUserPointer(window, CAST(void *)(&worldTraveller)); /* ******************* * GAME LOOP ******************* */ f32 startTime = CAST(f32)(glfwGetTime()); f32 secondsElapsed = 0.0f; // Time between current frame and last frame #if 0 // TODO(doyle): Get actual monitor refresh rate i32 monitorRefreshHz = 60; f32 targetSecondsPerFrame = 1.0f / 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 while (!glfwWindowShouldClose(window)) { /* Check and call events */ glfwPollEvents(); /* Rendering commands here*/ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); worldTraveller_gameUpdateAndRender(&worldTraveller, secondsElapsed); GL_CHECK_ERROR(); /* Swap the buffers */ glfwSwapBuffers(window); f32 endTime = CAST(f32)glfwGetTime(); secondsElapsed = endTime - startTime; #if 0 // TODO(doyle): Busy waiting, should sleep while (secondsElapsed < targetSecondsPerFrame) { endTime = CAST(f32)(glfwGetTime()); secondsElapsed = endTime - startTime; } #endif LOCAL_PERSIST f32 titleUpdateFrequencyInSeconds = 0.5f; titleUpdateFrequencyInSeconds -= secondsElapsed; if (titleUpdateFrequencyInSeconds <= 0) { f32 msPerFrame = secondsElapsed * 1000.0f; f32 framesPerSecond = 1.0f / secondsElapsed; char textBuffer[256]; snprintf(textBuffer, ARRAY_COUNT(textBuffer), "Dengine | %f ms/f | %f fps", msPerFrame, framesPerSecond); glfwSetWindowTitle(window, textBuffer); titleUpdateFrequencyInSeconds = 0.5f; } startTime = endTime; } glfwTerminate(); return 0; }