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
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
|
#include <SDL2/SDL.h>
#include <array>
#include <chrono>
#include <collection.hpp>
#include <game/network/link.h>
#include <game/network/rail.h>
#include <game/terrain.h>
#include <game/vehicles/railloco.h>
#include <game/world.h>
#include <game/worldobject.h>
#include <gfx/camera_controller.h>
#include <gfx/gl/camera.h>
#include <gfx/gl/shader.h>
#include <gfx/inputHandler.h>
#include <gfx/manualCameraController.h>
#include <gfx/renderable.h>
#include <gfx/window.h>
#include <glm/glm.hpp>
#include <memory>
#include <special_members.hpp>
#include <utility>
#include <vector>
static const int DISPLAY_WIDTH = 1280;
static const int DISPLAY_HEIGHT = 1024;
class SDL_Application : public InputHandler, public std::enable_shared_from_this<SDL_Application> {
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<Window> windows;
windows.create(DISPLAY_WIDTH, DISPLAY_HEIGHT, "OpenGL");
world.create<Terrain>();
auto rl = world.create<RailLinks>();
{
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<Train>(l3);
auto b47 = std::make_shared<RailVehicleClass>("brush47");
for (int n = 0; n < 6; n++) {
train->create<RailVehicle>(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<ManualCameraController>(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<WorldObject::TickDuration>(t_end - t_start);
world.apply(&WorldObject::tick, t_passed);
world.apply<CameraController>(&CameraController::updateCamera, &camera);
shader.setView(camera.GetViewProjection());
windows.apply(&Window::Clear, 0.0F, 0.0F, 0.0F, 1.0F);
world.apply<Renderable>(&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<InputHandler> inputStack;
World world;
};
int
main(int, char **)
{
return std::make_shared<SDL_Application>()->run();
}
|