Remove unnecessary #include directives from engine.cpp, onCreate.cpp, and showFps.cpp to reduce compile time and improve readability. Also delete extraneous blank lines in CMakeLists.txt for cleaner configuration.
106 lines
2.5 KiB
C++
106 lines
2.5 KiB
C++
#include "engine.h"
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#include <cstdlib>
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#include <iostream>
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#include <vector>
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djalim::OpenGlEngine::OpenGlEngine(const char* title, int width, int height) {
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// initialize GLFW
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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exit(1);
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}
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loadHints();
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this->window = glfwCreateWindow(width, height, title, NULL, NULL);
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if (!this->window) {
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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exit(1);
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}
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glfwMakeContextCurrent(this->window);
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// initialize GLEW
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK) {
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std::cerr << "Failed to initialize GLEW" << std::endl;
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exit(1);
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}
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loadCallbacks();
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bool loaded = shaderProgram.loadShaders("../assets/shaders/vertex.glsl", "../assets/shaders/fragment.glsl");
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if (!loaded) {
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std::cerr << "Failed to load shaders correctly" << std::endl;
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exit(1);
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}
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onCreate();
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}
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void djalim::OpenGlEngine::createObject(std::string name, std::string textures, std::vector<float>& vertices){
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objects[name];
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bool textureLoaded = objects[name].texture.loadTexture(textures);
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if (!textureLoaded) {
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std::cerr << "Failed to load " << name << " texture!" << std::endl;
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exit(1);
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}
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//glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &(objects[name].VAO));
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//glGenBuffers(1, &VBO);
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glGenBuffers(1, &(objects[name].VBO));
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//glBindVertexArray(VAO);
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glBindVertexArray(objects[name].VAO);
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//glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ARRAY_BUFFER, objects[name].VBO);
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std::cout << "Loading 3D objects with "<< vertices.size() << " vertices"<< std::endl;
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*vertices.size(), vertices.data(), GL_STATIC_DRAW);
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// Attribut de position
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// Attribut de coordonnée de texture
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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}
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djalim::OpenGlEngine::~OpenGlEngine() {
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onDestroy();
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glfwDestroyWindow(window);
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glfwTerminate();
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}
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void djalim::OpenGlEngine::start(){
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// Main loop
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double currentSeconds;
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while (!glfwWindowShouldClose(this->window)) {
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currentSeconds = glfwGetTime();
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elapsedSeconds = currentSeconds-previousSeconds;
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previousSeconds = currentSeconds;
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glfwPollEvents();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClearColor(0, 0.5, 0.5, 1.0f);
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onUpdate();
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glfwSwapBuffers(this->window);
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}
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}
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