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Engine.cpp
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148 lines (109 loc) · 4.34 KB
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#include "Engine.h"
#define CALL_CALLBACK(func, ...) \
if (func) \
func(__VA_ARGS__);
namespace g3d {
Engine *Engine::Initialize() { return new Engine(); }
Engine::Engine() {
quit = false;
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
std::cout << "SDL Error :" << std::string(SDL_GetError());
exit(0);
}
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
width = 1280;
height = 720;
window = SDL_CreateWindow(
"G3D", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height,
SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window) {
std::cout << "SDL Error :" << std::string(SDL_GetError());
exit(0);
}
context = SDL_GL_CreateContext(window);
glewExperimental = GL_TRUE;
GLenum glewError{glewInit()};
if (GLEW_OK != glewError) {
std::cout << "Failed to initialize GLEW: "
<< glewGetErrorString(glewError) << std::endl;
exit(0);
}
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
this->setClearColor(glm::vec3(0.05f, 0.105f, 0.19f));
shaders[SHADER_PHONG_LIGHT] = g3d::Shader::defaultPhongLightingShader();
defaultShader = SHADER_PHONG_LIGHT;
}
Engine::~Engine() {
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
}
void Engine::run() {
deltaTime = 0.0f;
Uint64 lastFrame{0L};
Uint64 currentFrame{SDL_GetPerformanceCounter()};
while (!quit) {
lastFrame = currentFrame;
currentFrame = SDL_GetPerformanceCounter();
deltaTime = (currentFrame - lastFrame) /
(GLdouble)SDL_GetPerformanceFrequency();
g3d::camera.updateAnimation(deltaTime);
CALL_CALLBACK(update, deltaTime)
keyManager.resetClicked();
while (SDL_PollEvent(&windowEvent)) {
if (windowEvent.type == SDL_QUIT) {
exit(0);
}
if (windowEvent.type == SDL_KEYDOWN) {
keyManager.setClicked(windowEvent.key.keysym.sym, true);
keyManager.setPressed(windowEvent.key.keysym.sym, true);
} else if (windowEvent.type == SDL_KEYUP) {
keyManager.setPressed(windowEvent.key.keysym.sym, false);
}
CALL_CALLBACK(handleSDL_Events, windowEvent)
}
glClearColor(clrColor.r, clrColor.g, clrColor.b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auto view{g3d::camera.getViewMatrix()};
auto projection{glm::perspective(
glm::radians(g3d::camera.getFov()),
(float)this->getWidth() / (float)this->getHeight(), 0.1f, 250.0f)};
getDefaultShader()->setUniform("view", view);
getDefaultShader()->setUniform("projection", projection);
getDefaultShader()->use();
getDefaultShader()->setUniform("viewPos", g3d::camera.getPosition());
getDefaultShader()->setUniform("view", view);
getDefaultShader()->setUniform("projection", projection);
CALL_CALLBACK(frameRender)
SDL_GL_SwapWindow(window);
}
}
void Engine::setRenderCallback(std::function<void()> func) {
frameRender = func;
}
void Engine::setUpdateCallback(std::function<void(float deltaTimeSec)> func) {
update = func;
}
void Engine::setClearColor(glm::vec3 color) { clrColor = color; }
GLdouble Engine::getDeltaTime() { return deltaTime; }
int Engine::getWidth() { return width; }
int Engine::getHeight() { return height; }
g3d::Shader *Engine::getShader(int id) { return shaders[id]; }
g3d::Shader *Engine::getDefaultShader() { return shaders[defaultShader]; }
void Engine::setWindowTitle(const char *name) { SDL_SetWindowTitle(window, name); }
void Engine::shutdown() { quit = true; }
g3d::CResourceManager resourceManager;
g3d::Engine *engine;
g3d::Shader *shaders[g3d::SHADER_MAX];
g3d::CKeyManager keyManager;
Camera camera;
};