145 lines
4.1 KiB
C++
145 lines
4.1 KiB
C++
// Include Config header generated by GNU autotools
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#include <GL/glew.h>
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// Make sure Glew is loaded first
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#include <GL/gl.h>
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#include <SDL2/SDL.h>
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// File reader
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#include <string>
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// Shader
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#include "ShaderLoader.h"
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// Camera
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#include "PlayerCamera.h"
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#include "helpers/RootDir.h"
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// Objects
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#include "Mesh.h"
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#include "Model.h"
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// Include error class
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#include "Error.h"
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Error error("main");
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int main(int argc, char **argv) {
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// Initialise SDL2
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
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error.crash("Unable to initialise SDL: ", SDL_GetError());
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return 1;
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}
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// Make OpenGL use double buffering (Render game first then shove to output)
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// Initialise depth buffer
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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// TODO: Discover if this is necessary for linux and what values they need be
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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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// Create Window
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SDL_Window *window =
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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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if (window == NULL) {
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error.crash("Unable to initialise SDL Window: ", SDL_GetError());
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return 1;
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}
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// Create glContext
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SDL_GLContext glContext = SDL_GL_CreateContext(window);
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if (!glContext) {
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error.crash("No SDL OpenGL Context initialised.");
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}
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// Tell us the number of vertex attributes allowed in bug reports
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int nrAttributes;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &nrAttributes);
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error.log("Maximum num of vertex attributes supported: " +
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std::to_string(nrAttributes));
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// Initialise Glew
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if (glewInit() != GLEW_OK) {
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error.crash("Unable to initialise GLEW (OpenGL Extention Wrangler)");
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}
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// Create event handling struct
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SDL_Event input;
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ShaderLoader shader(ROOT_DIR "data/shaders/pbrVertex.glsl",
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ROOT_DIR "data/shaders/pbrFragment.glsl");
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// Model backpack(std::string(ROOT_DIR) +
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// std::string("data/models/backpack/backpack.obj"));
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// Model cube(ROOT_DIR "data/models/cube/cube.obj");
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// Model gun(ROOT_DIR "data/models/gun/Cerberus_LP.FBX");
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Model boxbarrel(ROOT_DIR
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"data/models/wooden_boxbarrel/wooden_box_and_barrel.obj");
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// cube.translate(glm::vec3(3.0f, 0.0f, -1.0f));
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// backpack.translate(glm::vec3(-3.0f, 0.0f, 0.0f));
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// gun.translate(glm::vec3(0.0f, 1.0f, 0.0f));
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// gun.resize(glm::vec3(0.02f, 0.02f, 0.02f));
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// gun.rotate(glm::radians(-90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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// Create player camera object
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PlayerCamera camera;
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// Enable Render order things don't render in front of the wrong objects
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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// glCullFace(GL_FRONT);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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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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switch (input.type) {
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case SDL_QUIT:
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running = false;
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case SDL_KEYDOWN:
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const Uint8 *keys = SDL_GetKeyboardState(NULL);
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if (keys[SDL_SCANCODE_ESCAPE])
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running = false;
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}
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};
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// TODO: Run game here lol
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camera.tick();
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// Clear screen ready for next loop
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Make every shader/rendering call from this point on use our shader
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// glUseProgram(shaderProgram);
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// Send our glsl shader our camera information
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shader.setMat4("MVP", camera.getMVP());
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shader.setVec3("CameraPos", camera.getCameraPosition());
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shader.setInt("tick", SDL_GetTicks());
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// Draw Meshes
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// cube.draw(shader);
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// backpack.draw(shader);
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// gun.draw(shader);
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boxbarrel.draw(shader);
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// Finally render everything
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shader.use();
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SDL_GL_SwapWindow(window);
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};
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// Escaped Game loop
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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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SDL_Quit();
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return 0;
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}
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