-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathGame.cpp
More file actions
122 lines (88 loc) · 2.4 KB
/
Game.cpp
File metadata and controls
122 lines (88 loc) · 2.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
//
// Game.cpp
// Voxel
//
// Created by Kenneth Siu on 1/7/15.
// Copyright (c) 2015 Kenneth Siu. All rights reserved.
//
#include "Game.h"
#include <iostream>
#include <GL/glew.h>
bool Game::isRunning = false;
Game::Game(unsigned int width,
unsigned int height,
std::string title)
{
//init SDL
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
mWindow = std::shared_ptr<SDL_Window>(SDL_CreateWindow(title.c_str(),
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
1024,
768,
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN),
[](SDL_Window* window) { SDL_DestroyWindow(window); }
);
mainContext = SDL_GL_CreateContext(mWindow.get());
//Initialize GLEW
glewExperimental = GL_TRUE;
GLenum glewError = glewInit();
if (glewError != GLEW_OK)
{
printf("Error initializing GLEW! %s\n", glewGetErrorString(glewError));
}
//error is when glew inits but it is normal
glGetError();
mViewManager = std::make_shared<ViewManager>(mWindow);
}
Game::~Game()
{
}
void Game::run()
{
//need to bind a vao for core profile
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
//Enable OpenGL functions
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//enable backface culling
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
//enable CCW as front face
glFrontFace(GL_CCW);
// set up the camera for drawing!
glEnable(GL_DEPTH_TEST);
//event to use
SDL_Event event;
isRunning = true;
Uint32 dt = SDL_GetTicks();
//run game while window is open
while(isRunning)
{
//check for events
while(SDL_PollEvent(&event))
{
//handle events
InputHandler::getInstance().handle(event);
mViewManager->handle(event);
}
//update views
dt = SDL_GetTicks() - dt;
mViewManager->update(dt);
//clear window
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//render world
mViewManager->render();
//switch display buffers
SDL_GL_SwapWindow(mWindow.get());
}
SDL_Quit();
}