#include #include #include #include #include #include #include #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, GameState { 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); std::shared_ptr train; bool handleInput(SDL_Event & e) override { switch (e.type) { case SDL_QUIT: isRunning = false; return true; case SDL_KEYUP: switch (e.key.keysym.scancode) { case SDL_SCANCODE_G: train->currentActivity = std::make_unique(); break; case SDL_SCANCODE_I: train->currentActivity = std::make_unique(); break; default: return 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 {-1120, -1100, 3}, k {-1100, -1000, 15}, l {-1000, -800, 20}, m {-900, -600, 30}, n {-600, -500, 32}, o {-500, -800, 30}, p {-600, -900, 25}, q {-1025, -1175, 10}, r {-925, -1075, 10}; const glm::vec3 s {-1100, -500, 15}, t {-1100, -450, 15}, u {-1000, -400, 15}; auto l3 = rl->addLinksBetween(j, k); rl->addLinksBetween(k, l); rl->addLinksBetween(l, m); rl->addLinksBetween(m, n); rl->addLinksBetween(n, o); rl->addLinksBetween(o, p); // branch 1 rl->addLinksBetween(p, q); rl->addLinksBetween(q, j); // branch 2 rl->addLinksBetween(p, r); rl->addLinksBetween(r, j); // early loop rl->addLinksBetween(s, t); rl->addLinksBetween(l, s); rl->addLinksBetween(t, u); rl->addLinksBetween(u, m); train = world.create(l3); auto b47 = std::make_shared("brush47"); for (int N = 0; N < 6; N++) { train->create(b47); } train->orders.removeAll(); train->orders.create(&train->orders, l3->ends[1], l3->length, rl->findNodeAt({-1100, -450, 15})); train->currentActivity = train->orders.current()->createActivity(); } Shader shader; Camera camera({-1250.0F, -1250.0F, 35.0F}, 70.0F, rdiv(DISPLAY_WIDTH, DISPLAY_HEIGHT), 0.1F, 10000.0F); shader.setView(camera.GetViewProjection()); shader.setUniform("lightDirection", glm::normalize(glm::vec3 {1, 0, -1})); shader.setUniform("lightColor", {.6, .6, .6}); shader.setUniform("ambientColor", {0.5, 0.5, 0.5}); auto t_start = std::chrono::high_resolution_clock::now(); 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); 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; }; int main(int, char **) { return std::make_shared()->run(); }