moved from sdl's renderer to a gl context. (still nothing on screen)
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commit
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2 changed files with 49 additions and 40 deletions
2
Makefile
2
Makefile
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@ -1,7 +1,7 @@
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# Set default options
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# Set default options
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CC = clang++
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CC = clang++
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CFLAGS = -g -Wall -lSDL2 -lSDL2main
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CFLAGS = -g -Wall -lSDL2 -lSDL2main -lGLEW
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TARGET = Game
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TARGET = Game
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SRCDIR = src/
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SRCDIR = src/
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85
src/main.cpp
85
src/main.cpp
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//#include <iostream>
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//#include <iostream>
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengl.h>
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//TODO: Create Error handling class
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//TODO: Create Error handling class
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int main(int argc, char ** argv){
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int main(int argc, char ** argv){
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// Initialise SDL2
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// Initialise SDL2
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SDL_Init(SDL_INIT_EVERYTHING);
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//TODO: Check if sdl initialised
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SDL_Init(SDL_INIT_EVERYTHING);
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// Create Window
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//Make OpenGL use double buffering (Render game first then shove to output)
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SDL_Window *window =
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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800, 600, SDL_WINDOW_SHOWN);
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//TODO: Test that window was created successfully
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// Create Renderer
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//TODO: Understand what a depth buffer is
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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// TODO: Test that renderer was created successfully
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//Create event handling struct
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//TODO: Discover if thid is necessary for linux and what values they need be
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SDL_Event input;
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//SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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//SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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//SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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//SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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//Temporary until GL context is added
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// Create Window
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// Set the draw color of renderer to green
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SDL_Window *window =
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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800, 600, SDL_WINDOW_SHOWN|SDL_WINDOW_OPENGL);
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//TODO: Test that window was created successfully
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//update renderer with prior prefix
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//Create glContext
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SDL_RenderPresent(renderer);
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SDL_GLContext glContext = SDL_GL_CreateContext(window);
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//TODO: Test that glContext was created successfully
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//wait used until close window hook implemented
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//Initialise Glew
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//SDL_Delay(3000);
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if (glewInit() != GLEW_OK){
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//TODO: Throw an error lol
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}
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// Game loop
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//Create event handling struct
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bool running = true;
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SDL_Event input;
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while(running){
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//SDL Event handling loop
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while (SDL_PollEvent(&input) > 0){
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// Handle SDL quit event
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if (input.type == SDL_QUIT){
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running = false;
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}
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//TODO: Do something with keys lol
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// Game loop
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bool running = true;
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while(running){
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//SDL Event handling loop
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while (SDL_PollEvent(&input) > 0){
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// Handle SDL quit event
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if (input.type == SDL_QUIT){
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running = false;
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}
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//TODO: Do something with keys lol
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};
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};
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};
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};
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// Escaped Game loop
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// Escaped Game loop
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// On close destroy renderer
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// On close also destroy window
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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// On close also destroy window
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SDL_DestroyWindow(window);
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// Close all leftover SDL systems
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// Close all leftover SDL systems
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SDL_Quit();
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SDL_Quit();
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return 0;
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return 0;
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}
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}
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