#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include static const int DISPLAY_WIDTH = 1280; static const int DISPLAY_HEIGHT = 1024; class SDL_Application : public InputHandler, public std::enable_shared_from_this { public: SDL_Application() { SDL_Init(SDL_INIT_EVERYTHING); SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); } ~SDL_Application() override { SDL_Quit(); } NO_COPY(SDL_Application); NO_MOVE(SDL_Application); bool handleInput(SDL_Event & e) override { switch (e.type) { case SDL_QUIT: isRunning = false; return true; } return false; } int run() { Collection windows; windows.create(DISPLAY_WIDTH, DISPLAY_HEIGHT, "OpenGL"); world.create(); auto rl = world.create(); { const glm::vec3 j {-1100, 15, -1100}, k {-1100, 15, -1000}; auto l3 = rl->addLinksBetween(j, k); auto e = rl->addLinksBetween(k, {-1000, 20, -800})->ends[1].first->pos; e = rl->addLinksBetween(e, {-900, 30, -600})->ends[0].first->pos; e = rl->addLinksBetween(e, {-600, 32, -500})->ends[1].first->pos; e = rl->addLinksBetween(e, {-500, 30, -800})->ends[1].first->pos; e = rl->addLinksBetween(e, {-600, 25, -900})->ends[1].first->pos; auto e1 = rl->addLinksBetween(e, {-1025, 10, -1175})->ends[0].first->pos; rl->addLinksBetween(e1, j); auto e2 = rl->addLinksBetween(e, {-925, 10, -1075})->ends[0].first->pos; rl->addLinksBetween(e2, j); const auto & train = world.create(l3); auto b47 = std::make_shared("brush47"); for (int n = 0; n < 6; n++) { train->create(b47); } } Shader shader; Camera camera({-1250.0F, 35.0F, -1250.0F}, 70.0F, (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT, 0.1F, 10000.0F); camera.Pitch(0.24); camera.RotateY(0.7854); shader.setView(camera.GetViewProjection()); shader.setUniform("lightDirection", glm::normalize(glm::vec3 {1, -1, 0})); shader.setUniform("lightColor", {.6, .6, .6}); shader.setUniform("ambientColor", {0.5, 0.5, 0.5}); auto t_start = std::chrono::high_resolution_clock::now(); const auto framelen = std::chrono::milliseconds {1000} / 120; inputStack.objects.push_back(shared_from_this()); inputStack.objects.insert( inputStack.objects.begin(), world.create(glm::vec2 {-1150, -1150})); while (isRunning) { processInputs(); const auto t_end = std::chrono::high_resolution_clock::now(); const auto t_passed = std::chrono::duration_cast(t_end - t_start); world.apply(&WorldObject::tick, t_passed); world.apply(&CameraController::updateCamera, &camera); shader.setView(camera.GetViewProjection()); windows.apply(&Window::Clear, 0.0F, 0.0F, 0.0F, 1.0F); world.apply(&Renderable::render, shader); windows.apply(&Window::SwapBuffers); if (const auto snz = framelen - t_passed; snz.count() > 0) { SDL_Delay(snz.count()); } t_start = t_end; } inputStack.removeAll(); return 0; } private: void processInputs() { for (SDL_Event e; SDL_PollEvent(&e);) { inputStack.applyOne(&InputHandler::handleInput, e); } } bool isRunning {true}; Collection inputStack; World world; }; int main(int, char **) { return std::make_shared()->run(); }