#include #include #include #ifdef __linux__ #include #endif #ifdef _WIN32 #include #endif #include "Controller.h" Controller::Controller() { if(!glfwInit()) exit(-1); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwSetErrorCallback(error_callback); gameWindow = new Window(); gameEventHandler = new EventHandler(); } Controller::~Controller() { delete gameWindow; delete gameEventHandler; glfwTerminate(); } void Controller::run() { glClearColor(0.241f, 0.578f, 0.308f, 1.0f); unsigned int vertexShader; vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader); int success; char infoLog[512]; glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); if(!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl; } unsigned int fragmentShader; fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); if(!success) { glGetShaderInfoLog(vertexShader, 512, NULL, infoLog); std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl; } unsigned int shaderProgram; shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if(!success) { glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog); std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); unsigned int VBO, VAO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glBindVertexArray(VAO); float vertices[] = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f }; glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // This is the game loop while(!glfwWindowShouldClose(gameWindow->getGLFWwindow())) { // Timing limit_framerate(); std::cout << "FPS: " << 1/deltaTime << std::endl; // Update game // Render and buffer swap glClear(GL_COLOR_BUFFER_BIT); glUseProgram(shaderProgram); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 3); glfwSwapBuffers(gameWindow->getGLFWwindow()); // Check events, handle input gameEventHandler->handleEvents(gameWindow->getGLFWwindow()); } } void Controller::error_callback(int error, const char* description) { (void)error; fprintf(stderr, "Error: %s\n", description); } void Controller::limit_framerate() { static double startingTime = 0.0; static double lastTime = 0.0; lastTime = glfwGetTime() - startingTime; double frameTime = 1/(double)MAX_FPS; if(frameTime > lastTime) { #ifdef __linux__ usleep((frameTime - lastTime) * 1000000); #endif #ifdef _WIN32 Sleep((frameTime - lastTime) * 1000); #endif } deltaTime = glfwGetTime() - startingTime; startingTime = glfwGetTime(); }