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#include "game/terrain.h"
#include "gfx/window.h"
#include <SDL2/SDL.h>
#include <chrono>
#include <cmath>
#include <collection.hpp>
#include <game/physical.h>
#include <game/world.h>
#include <game/worldobject.h>
#include <gfx/gl/camera.h>
#include <gfx/gl/shader.h>
#include <gfx/gl/transform.h>
#include <gfx/renderable.h>
#include <glm/glm.hpp>
#include <memory>
#include <numbers>
#include <special_members.hpp>
#include <worker.h>
static const int DISPLAY_WIDTH = 800;
static const int DISPLAY_HEIGHT = 600;
class Monkey : public WorldObject, public Physical {
public:
Monkey() : Physical {{0.0, 0.5, 1.0}, "res/monkey3.obj", "res/bricks.jpg"} { }
void
tick(TickDuration elapsed) override
{
counter += 0.000625F * elapsed.count();
location.GetRot().y = std::numbers::pi_v<double> + sin(counter);
location.GetRot().z = 0.3 * cos(counter * 10);
}
private:
float counter {};
};
class 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()
{
SDL_Quit();
}
NO_COPY(SDL_Application);
NO_MOVE(SDL_Application);
void
run()
{
Collection<Window> windows;
windows.create(DISPLAY_WIDTH, DISPLAY_HEIGHT, "OpenGL");
Worker w;
World world;
world.create<Monkey>();
world.create<Terrain>();
Shader shader;
Camera camera({-5.0F, 2.0F, -5.0F}, 70.0F, (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT, 0.1F, 100.0F);
camera.RotateY(0.7854);
shader.Bind();
shader.setView(camera.GetViewProjection());
SDL_Event e;
bool isRunning = true;
auto t_start = std::chrono::high_resolution_clock::now();
const auto framelen = std::chrono::milliseconds {1000} / 120;
while (isRunning) {
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
isRunning = false;
break;
case SDL_KEYDOWN:
switch (e.key.keysym.sym) {
case SDLK_KP_8:
camera.MoveForward(1);
break;
case SDLK_KP_2:
camera.MoveForward(-1);
break;
case SDLK_KP_4:
camera.MoveRight(1);
break;
case SDLK_KP_6:
camera.MoveRight(-1);
break;
case SDLK_KP_7:
camera.RotateY(0.04);
break;
case SDLK_KP_9:
camera.RotateY(-0.04);
break;
}
shader.setView(camera.GetViewProjection());
break;
}
}
const auto t_end = std::chrono::high_resolution_clock::now();
const auto t_passed = std::chrono::duration_cast<std::chrono::milliseconds>(t_end - t_start);
world.apply(&WorldObject::tick, t_passed);
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;
}
}
};
int
main(int, char **)
{
SDL_Application().run();
return 0;
}
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