143 lines
3.8 KiB
C++
143 lines
3.8 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(0.241f, 0.578f, 0.308f, 1.0f);
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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float vertices[] = {
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.0f, 0.5f, 0.0f
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};
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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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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std::cout << "FPS: " << 1/deltaTime << std::endl;
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// Update game
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// Render and buffer swap
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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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::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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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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