#if 1 #include "Dengine/AssetManager.h" #include "Dengine/Renderer.h" #include "Dengine/Math.h" #include "WorldTraveller/WorldTraveller.h" void key_callback(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); } if (key >= 0 && key < 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); v2i windowSize = V2i(1600, 900); GLFWwindow *window = glfwCreateWindow(windowSize.x, windowSize.y, "Dengine", NULL, NULL); if (!window) { printf("glfwCreateWindow() failed: Failed to create window\n"); glfwTerminate(); return -1; } glfwMakeContextCurrent(window); /* 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(); v2i frameBufferSize = V2i(0, 0); glfwGetFramebufferSize(window, &frameBufferSize.w, &frameBufferSize.h); 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); GameState worldTraveller = {0}; worldTraveller_gameInit(&worldTraveller, frameBufferSize); glfwSetWindowUserPointer(window, CAST(void *)(&worldTraveller)); 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 /* Main game loop */ 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); glCheckError(); /* 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; } #else #include #endif