#if 1 #include #include #include #include #include #include #include #include #include #include #include #include #include #include void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode) { WorldTraveller::Game *game = static_cast(glfwGetWindowUserPointer(window)); if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) { glfwSetWindowShouldClose(window, GL_TRUE); } if (key >= 0 && key < WorldTraveller::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) {} void scroll_callback(GLFWwindow *window, double xOffset, double yOffset) {} 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(1280, 720); GLFWwindow *window = glfwCreateWindow(windowSize.x, windowSize.y, "Dengine", nullptr, nullptr); if (!window) { std::cout << "glfwCreateWindow() failed: Failed to create window" << std::endl; 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(); glm::ivec2 frameBufferSize; glfwGetFramebufferSize(window, &frameBufferSize.x, &frameBufferSize.y); glViewport(0, 0, frameBufferSize.x, frameBufferSize.y); glfwSetKeyCallback(window, key_callback); glfwSetCursorPosCallback(window, mouse_callback); glfwSetScrollCallback(window, scroll_callback); glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); glEnable(GL_BLEND); glEnable(GL_CULL_FACE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glCullFace(GL_BACK); WorldTraveller::Game game = WorldTraveller::Game(frameBufferSize.x, frameBufferSize.y); game.init(); glfwSetWindowUserPointer(window, static_cast(&game)); f32 startTime = static_cast(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 / static_cast(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 /* Main game loop */ while (!glfwWindowShouldClose(window)) { /* Check and call events */ glfwPollEvents(); game.update(secondsElapsed); /* Rendering commands here*/ glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); game.render(); glCheckError(); /* Swap the buffers */ glfwSwapBuffers(window); f32 endTime = static_cast(glfwGetTime()); secondsElapsed = endTime - startTime; #if 0 // TODO(doyle): Busy waiting, should sleep while (secondsElapsed < targetSecondsPerFrame) { endTime = static_cast(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; std::stringstream ss; ss << "Dengine | " << msPerFrame << " ms/f | " << framesPerSecond << " fps"; glfwSetWindowTitle(window, ss.str().c_str()); titleUpdateFrequencyInSeconds = 0.5f; } startTime = endTime; } glfwTerminate(); return 0; } #else #include #endif