Add cmrc for resource compiling, add shaders, create a 2d triangle
This commit is contained in:
parent
9feff47a35
commit
741b0c5b07
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[submodule "cmrc"]
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path = cmrc
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url = https://github.com/vector-of-bool/cmrc.git
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@ -2,6 +2,8 @@ cmake_minimum_required (VERSION 3.6)
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set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMake;${CMAKE_MODULE_PATH}")
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project(SimpleEngine)
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include(cmrc/CMakeRC.cmake)
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# Add some CMake options:
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option(SIMPLE_ENGINE_BUILD_EXAMPLES "Build example projects" ON)
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@ -0,0 +1 @@
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Subproject commit a64bea50c05594c8e7cf1f08e441bb9507742e2e
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@ -8,8 +8,18 @@ file(GLOB_RECURSE source_list src/*.cpp)
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target_sources(dev_testing PRIVATE ${source_list})
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target_include_directories(dev_testing PUBLIC include)
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# Embed shaders
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file(GLOB_RECURSE shaders_list resources/shaders/*.glsl)
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cmrc_add_resource_library(
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resource_shaders
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WHENCE resources/shaders
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PREFIX shaders
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${shaders_list}
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)
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# Link simpleengine
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target_link_libraries(dev_testing PUBLIC simpleengine)
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target_link_libraries(dev_testing PRIVATE resource_shaders)
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# Set standard to C++20
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set_target_properties(dev_testing PROPERTIES CXX_STANDARD 20 CXX_EXTENSIONS OFF)
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@ -0,0 +1,11 @@
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#version 440
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in vec3 vs_position;
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in vec3 vs_color;
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in vec2 vs_texcoord;
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out vec4 fs_color;
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void main() {
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fs_color = vec4(vs_color, 1.f);
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}
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#version 440
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layout (location = 0) in vec3 vertex_position;
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layout (location = 1) in vec3 vertex_color;
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layout (location = 2) in vec2 vertex_texcoord;
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out vec3 vs_position;
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out vec3 vs_color;
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out vec2 vs_texcoord;
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void main() {
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vs_position = vertex_position;
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vs_color = vertex_color;
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vs_texcoord = vec2(vertex_texcoord.x, vertex_texcoord.y);
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gl_Position = vec4(vertex_position, 1.f);
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}
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@ -3,13 +3,45 @@
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// Github: https://github.com/SeanOMik
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//
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#include <simpleengine/shader.h>
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#include <simpleengine/renderable.h>
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#include <simpleengine/event/event.h>
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#include <simpleengine/shader_program.h>
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#include <simpleengine/game.h>
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#include <simpleengine/shapes/2d/triangle.h>
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#include <chrono>
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#include <iostream>
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#include <sstream>
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#include <cmrc/cmrc.hpp>
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#include <stdint.h>
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CMRC_DECLARE(resource_shaders);
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std::string read_resource_shader(const std::string& path) {
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auto fs = cmrc::resource_shaders::get_filesystem();
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cmrc::file vertex_file = fs.open(path);
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return std::string(vertex_file.begin());
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}
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int main(int argc, char *argv[]) {
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simpleengine::Game game(1280, 720, "SimpleEngine - Developer Testing", false);
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simpleengine::Game game(1280, 720, "SimpleEngine 3D OpenGL - Developer Testing", false);
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// Load shaders
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std::string vertex_core = read_resource_shader("shaders/vertex_core.glsl");
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std::string fragment_core = read_resource_shader("shaders/fragment_core.glsl");
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// Create shader program
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simpleengine::ShaderProgram shader_prog;
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shader_prog.add_shader_from_source(simpleengine::ShaderType::Vertex, vertex_core);
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shader_prog.add_shader_from_source(simpleengine::ShaderType::Fragment, fragment_core);
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shader_prog.link();
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std::shared_ptr<GLuint> base_shader_program = shader_prog.program;
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// Create just a simple 2d triangle
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std::shared_ptr<simpleengine::Event> tri(new simpleengine::shapes_2d::Triangle(base_shader_program));
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game.add_event(tri);
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return game.run();
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}
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@ -0,0 +1,24 @@
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//
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// Created by SeanOMik on 3/12/2021.
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// Github: https://github.com/SeanOMik
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//
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#ifndef SIMPLEENGINE_DESTRUCTABLE_H
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#define SIMPLEENGINE_DESTRUCTABLE_H
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namespace simpleengine {
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class Destructable {
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public:
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virtual void destroy() {
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destroying = true;
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}
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virtual const bool& is_destroying() const {
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return destroying;
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}
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protected:
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bool destroying = false;
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};
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}
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#endif //SIMPLEENGINE_DESTRUCTABLE_H
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//
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// Created by SeanOMik on 7/2/2020.
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// Github: https://github.com/SeanOMik
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//
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#ifndef SIMPLEENGINE_EVENT_H
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#define SIMPLEENGINE_EVENT_H
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#include "../destructable.h"
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#include <memory>
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#include <GLFW/glfw3.h>
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namespace simpleengine {
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class Event : public simpleengine::Destructable {
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public:
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explicit Event(std::shared_ptr<GLFWwindow> window = nullptr) : window(window) {}
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virtual ~Event() = default;
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virtual void update(const float& delta_time) = 0;
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virtual void render(std::shared_ptr<GLFWwindow> target) = 0;
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protected:
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std::shared_ptr<GLFWwindow> window;
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};
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}
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#endif //GAMEENGINE_EVENT_H
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@ -8,15 +8,18 @@
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#include <string>
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#include <memory>
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#include <vector>
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#include <gl/glew.h>
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#include <GLFW/glfw3.h>
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#include "event/event.h"
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namespace simpleengine {
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class Game {
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private:
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using self = simpleengine::Game;
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public:
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friend class CollisionHandler;
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/**
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* @brief Construct a new Game object. Initializes GLEW and OpenGL
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*
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* @param h Height of viewport
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* @param window_name The name of the window
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*/
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Game(int w, int h, const std::string& window_name, const bool& resizeable = false);
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Game(int w, int h, const std::string& window_name, const int& gl_profile = GLFW_OPENGL_CORE_PROFILE, const int& major_version = 4,
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const int& minor_version = 4, const bool& resizeable = false, const int& forward_compat = GL_TRUE);
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virtual ~Game();
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void add_event(std::shared_ptr<simpleengine::Event> event);
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void update();
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void handle_input();
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void render_window();
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void render_items();
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void exit();
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private:
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static void framebuffer_resize_callback(GLFWwindow*, int fbW, int fbH);
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void initialize(const int& gl_profile, const int& major_version, const int& minor_version,
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const bool& resizeable, const int& forward_compat = GL_TRUE);
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std::shared_ptr<GLFWwindow> window;
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std::vector<std::shared_ptr<simpleengine::Event>> events;
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const bool& window_resizeable;
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};
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}
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//
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// Created by SeanOMik on 7/2/2020.
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// Github: https://github.com/SeanOMik
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//
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#ifndef SIMPLEENGINE_RENDERABLE_H
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#define SIMPLEENGINE_RENDERABLE_H
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#include "event/event.h"
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#include <memory>
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#include <GLFW/glfw3.h>
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namespace simpleengine {
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class Renderable : public simpleengine::Event {
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private:
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using super = simpleengine::Event;
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public:
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explicit Renderable(std::shared_ptr<GLFWwindow> window = nullptr) : super(window) {}
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virtual ~Renderable() = default;
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};
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}
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#endif //SIMPLEENGINE_RENDERABLE_H
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//
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// Created by SeanOMik on 7/2/2020.
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// Github: https://github.com/SeanOMik
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//
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#ifndef SIMPLEENGINE_SHADER_H
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#define SIMPLEENGINE_SHADER_H
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#include <gl/glew.h>
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#include <gl/gl.h>
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#include <GLFW/glfw3.h>
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#include "event/event.h"
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#include <exception>
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#include <fstream>
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#include <gl/gl.h>
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#include <memory>
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#include <string>
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#include <iostream>
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#include <sstream>
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namespace simpleengine {
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class ShaderException : public std::exception {
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public:
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explicit ShaderException(char const* const msg) : std::exception(msg) {
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}
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};
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enum ShaderType {
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Vertex = GL_VERTEX_SHADER,
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Fragment = GL_FRAGMENT_SHADER,
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};
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class Shader : public simpleengine::Event {
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private:
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using super = simpleengine::Event;
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protected:
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Shader() {
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}
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public:
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static Shader from_source(const ShaderType& type, std::string& shader_source) {
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Shader shd = Shader::from_source(std::make_shared<GLuint>(glCreateProgram()), type, shader_source);
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shd.link();
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shd.delete_shader();
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return shd;
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}
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static Shader from_source(std::shared_ptr<GLuint> program, const ShaderType& type, std::string& shader_source) {
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Shader shd;
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shd.program = program;
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shd.shader = glCreateShader(type);
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const GLchar* vert_src = shader_source.c_str();
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glShaderSource(shd.shader, 1, &vert_src, NULL);
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glCompileShader(shd.shader);
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GLint success = false;
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glGetShaderiv(shd.shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char log[512];
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glGetShaderInfoLog(shd.shader, 512, NULL, log);
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std::cerr << "Failed to load shader from source:" << std::endl << log << std::endl;
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throw ShaderException("Failed to compile shader!");
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}
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glAttachShader(*shd.program, shd.shader);
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return shd;
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}
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/**
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* @brief Load a shader from a filepath.
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*
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* @param type The type of the shader.
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* @param shader_path The path of the shader source.
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*/
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static Shader from_filepath(const ShaderType& type, const std::string& shader_path) {
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Shader shd = Shader::from_filepath(std::make_shared<GLuint>(glCreateProgram()), type, shader_path);
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shd.link();
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shd.delete_shader();
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return shd;
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}
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/**
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* @brief Load a shader from a filepath.
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*
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* @param program The shader program that this shader will be attached to.
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* @param type The type of the shader.
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* @param shader_path The path of shader source.
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*/
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static Shader from_filepath(std::shared_ptr<GLuint> program, const ShaderType& type,
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const std::string& shader_path) {
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std::ifstream fstream(shader_path, std::ios::in);
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if (!fstream.is_open()) {
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std::cerr << "Failed to open shader file: " << shader_path << std::endl;
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throw ShaderException("Failed to open shader file!");
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}
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std::stringstream ss;
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{
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std::string str;
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while (std::getline(fstream, str))
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{
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ss << str << std::endl;
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}
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}
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std::string ss_str = ss.str();
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return Shader::from_source(type, ss_str);
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}
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virtual ~Shader() {
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delete_shader();
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}
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/**
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* @brief Link the shader program and checks for errors.
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*
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*/
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void link() {
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glLinkProgram(*program);
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GLint success = false;
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glGetProgramiv(*program, GL_LINK_STATUS, &success);
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if (!success) {
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std::cerr << "Failed to link shader program!" << std::endl;
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throw ShaderException("Failed to link shader program!");
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}
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}
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/**
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* @brief Delete the shader with glDeleteShader. Only do this after we've linked.
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*
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*/
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void delete_shader() {
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glDeleteShader(shader);
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}
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virtual void update(const float& delta_time) override {
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//super::update(delta_time);
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}
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virtual void render(std::shared_ptr<GLFWwindow> target) override {
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//super::render(target);
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}
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std::shared_ptr<GLuint> program;
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private:
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GLuint shader;
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};
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}
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#endif //SIMPLEENGINE_SHADER_H
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//
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// Created by SeanOMik on 7/2/2020.
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// Github: https://github.com/SeanOMik
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//
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#ifndef SIMPLEENGINE_SHADER_PROGRAM_H
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#define SIMPLEENGINE_SHADER_PROGRAM_H
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#include <gl/glew.h>
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#include <gl/gl.h>
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#include <GLFW/glfw3.h>
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#include "event/event.h"
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#include "shader.h"
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#include <exception>
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#include <fstream>
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#include <memory>
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#include <string>
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#include <iostream>
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#include <sstream>
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#include <vector>
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namespace simpleengine {
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class ShaderProgram : public simpleengine::Event {
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private:
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using super = simpleengine::Event;
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public:
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ShaderProgram() : program(std::make_shared<GLuint>(glCreateProgram())) {
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}
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virtual ~ShaderProgram() {
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glDeleteProgram(*program);
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}
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/**
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* @brief Add a shader to this shader program. Also checks that its using the same `program` as this.
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*
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* @see ShaderProgram::add_shader(const ShaderType& type, const std::string& shader_path)
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* @param shader The shader to add.
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* @return ShaderProgram& self
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*/
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ShaderProgram& add_shader(Shader& shader) {
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if (shader.program != this->program) {
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throw std::exception("The added shader does not have the same program as this shade program!");
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}
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shaders.push_back(shader);
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return *this;
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}
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/**
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* @brief Create and add a shader from a string to this shader program.
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*
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* @param type The type of the shader.
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* @param shader_path The path of the shader.
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* @return ShaderProgram& self
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*/
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ShaderProgram& add_shader_from_source(const ShaderType& type, std::string& shader_source) {
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Shader shd = Shader::from_source(program, type, shader_source);
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shaders.emplace_back(shd);
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return *this;
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}
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/**
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* @brief Create and add a shader from a filepath to this shader program.
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*
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* @param type The type of the shader.
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* @param shader_path The path of the shader.
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* @return ShaderProgram& self
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*/
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ShaderProgram& add_shader_from_path(const ShaderType& type, const std::string& shader_path) {
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Shader shd = Shader::from_filepath(program, type, shader_path);
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shaders.emplace_back(shd);
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return *this;
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}
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/**
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* @brief Link the shader program. Also removes unused shader resources.
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*
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*/
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void link() {
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if (shaders.empty()) {
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throw std::exception("Shaders cannot be empty when running simpleengine::ShaderProgram::link()!");
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}
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glLinkProgram(*program);
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GLint success = false;
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glGetProgramiv(*program, GL_LINK_STATUS, &success);
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if (!success) {
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std::cerr << "Failed to link shader program!" << std::endl;
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throw ShaderException("Failed to link shader program!");
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}
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for (Shader& shader : shaders) {
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shader.delete_shader();
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}
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}
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virtual void update(const float& delta_time) {
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}
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|
||||
virtual void render(std::shared_ptr<GLFWwindow> target) {
|
||||
glUseProgram(*program);
|
||||
}
|
||||
|
||||
std::shared_ptr<GLuint> program;
|
||||
std::vector<Shader> shaders;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_SHADER_PROGRAM_H
|
|
@ -0,0 +1,66 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/2/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_TRIANGLE_H
|
||||
#define SIMPLEENGINE_TRIANGLE_H
|
||||
|
||||
#include <gl/glew.h>
|
||||
#include <gl/gl.h>
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "../../renderable.h"
|
||||
|
||||
namespace simpleengine::shapes_2d {
|
||||
class Triangle : public simpleengine::Renderable {
|
||||
private:
|
||||
using super = simpleengine::Renderable;
|
||||
private:
|
||||
std::shared_ptr<GLuint> shader_program;
|
||||
public:
|
||||
float vertices[9];
|
||||
uint32_t vbo;
|
||||
uint32_t vao;
|
||||
|
||||
Triangle(std::shared_ptr<GLuint> shader_program) : super(nullptr), shader_program(shader_program), vertices{
|
||||
-0.5f, -0.5f, 0.0f, // left
|
||||
0.5f, -0.5f, 0.0f, // right
|
||||
0.0f, 0.5f, 0.0f // top
|
||||
} {
|
||||
|
||||
glGenVertexArrays(1, &vao);
|
||||
glGenBuffers(1, &vbo);
|
||||
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
||||
glBindVertexArray(vao);
|
||||
|
||||
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);
|
||||
|
||||
// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's bound vertex buffer object so afterwards we can safely unbind
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
|
||||
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
virtual ~Triangle() = default;
|
||||
|
||||
virtual void update(const float& delta_time) override {
|
||||
|
||||
}
|
||||
|
||||
virtual void render(std::shared_ptr<GLFWwindow> target) override {
|
||||
glUseProgram(*shader_program);
|
||||
glBindVertexArray(vao);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_TRIANGLE_H
|
48
src/game.cpp
48
src/game.cpp
|
@ -4,6 +4,7 @@
|
|||
//
|
||||
|
||||
#include "game.h"
|
||||
#include "event/event.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
|
@ -12,17 +13,11 @@
|
|||
|
||||
#include <gl/gl.h>
|
||||
|
||||
simpleengine::Game::Game(int w, int h, const std::string& window_name, const bool& resizeable) {
|
||||
simpleengine::Game::Game(int w, int h, const std::string& window_name, const int& gl_profile, const int& major_version,
|
||||
const int& minor_version, const bool& resizeable, const int& forward_compat) : window_resizeable(resizeable) {
|
||||
initialize(gl_profile, major_version, minor_version, window_resizeable, forward_compat);
|
||||
|
||||
// Create a window
|
||||
glfwInit();
|
||||
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
|
||||
glfwWindowHint(GLFW_RESIZABLE, resizeable);
|
||||
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
|
||||
window = std::shared_ptr<GLFWwindow>(glfwCreateWindow(w, h, window_name.c_str(), NULL, NULL));
|
||||
|
||||
// If we're not resizeable, we need to set the viewport size.
|
||||
|
@ -45,22 +40,49 @@ simpleengine::Game::Game(int w, int h, const std::string& window_name, const boo
|
|||
}
|
||||
}
|
||||
|
||||
void simpleengine::Game::initialize(const int& gl_profile, const int& major_version, const int& minor_version,
|
||||
const bool& resizeable, const int& forward_compat) {
|
||||
glfwInit();
|
||||
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, gl_profile);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, major_version);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, minor_version);
|
||||
glfwWindowHint(GLFW_RESIZABLE, window_resizeable);
|
||||
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, forward_compat);
|
||||
}
|
||||
|
||||
simpleengine::Game::~Game() {
|
||||
|
||||
}
|
||||
|
||||
void simpleengine::Game::add_event(std::shared_ptr<simpleengine::Event> event) {
|
||||
events.push_back(event);
|
||||
}
|
||||
|
||||
void simpleengine::Game::update() {
|
||||
|
||||
handle_input();
|
||||
|
||||
// Update items
|
||||
for (const std::shared_ptr<Event>& event : events) {
|
||||
event->update(0.f);
|
||||
}
|
||||
}
|
||||
|
||||
void simpleengine::Game::handle_input() {
|
||||
|
||||
}
|
||||
|
||||
void simpleengine::Game::render_window() {
|
||||
glClearColor(0.f, 0.f, 0.f, 1.f);
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
render_items();
|
||||
}
|
||||
|
||||
void simpleengine::Game::render_items() {
|
||||
|
||||
for (const std::shared_ptr<Event>& event : events) {
|
||||
event->render(window);
|
||||
}
|
||||
}
|
||||
|
||||
int simpleengine::Game::run() {
|
||||
|
|
Loading…
Reference in New Issue