97 lines
2.2 KiB
C++
97 lines
2.2 KiB
C++
#include <stdlib.h>
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#include <iostream>
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#include <glad/glad.h>
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#ifdef __linux__
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#include <unistd.h>
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#endif
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include "Controller.h"
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Controller::Controller() {
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if(!glfwInit()) exit(-1);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwSetErrorCallback(error_callback);
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gameWindow = new Window();
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gameEventHandler = new EventHandler();
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}
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Controller::~Controller() {
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delete gameWindow;
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delete gameEventHandler;
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glfwTerminate();
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}
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void Controller::run() {
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glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
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shaderProgram = new ShaderProgram("res/shaders/basic.vs", "res/shaders/basic.fs");
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shaderProgram->bind();
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uint32_t numVertices = sizeof(vertices) / sizeof(Vertex);
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vertexBuffer = new VertexBuffer(vertices, numVertices);
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// This is the game loop
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while(!glfwWindowShouldClose(gameWindow->getGLFWwindow())) {
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// Timing
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limit_framerate();
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static int frameCount = 55;
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if(frameCount++ == 60) {
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std::cout << "FPS: " << 1/deltaTime << std::endl;
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frameCount = 0;
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}
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// Update game
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// ...
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// Render and buffer swap
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glClear(GL_COLOR_BUFFER_BIT);
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vertexBuffer->bind();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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vertexBuffer->unbind();
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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// Check events, handle input
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gameEventHandler->handleEvents(gameWindow->getGLFWwindow());
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}
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}
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void Controller::limit_framerate() {
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static double startingTime = 0.0;
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static double lastTime = 0.0;
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lastTime = glfwGetTime() - startingTime;
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double frameTime = 1/(double)MAX_FPS;
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if(frameTime > lastTime) {
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#ifdef __linux__
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usleep((frameTime - lastTime) * 1000000);
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#endif
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#ifdef _WIN32
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Sleep((frameTime - lastTime) * 1000);
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#endif
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}
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deltaTime = glfwGetTime() - startingTime;
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startingTime = glfwGetTime();
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}
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// GLFW error function
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void Controller::error_callback(int error, const char* description) {
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(void)error;
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fprintf(stderr, "Error: %s\n", description);
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}
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