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#include <SDL2/SDL.h>
#include <chrono>
#include <collection.hpp>
#include <game/network/rail.h>
#include <game/terrain.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 <vector>
#include <worker.h>
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");
Worker w;
world.create<Terrain>();
auto rl = world.create<RailLinks>();
{
const glm::vec3 j {-1100, 5, -1100}, k {-1100, 5, -1000}, l {-1150, 10, -1050}, m {-1050, 10, -1050};
rl->addLink<RailLinkStraight>(j, k);
rl->addLink<RailLinkCurve>(l, k, glm::vec2 {l.x, k.z});
rl->addLink<RailLinkStraight>(l, m);
rl->addLink<RailLinkCurve>(m, j, glm::vec2 {m.x, j.z});
}
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.Bind();
shader.setView(camera.GetViewProjection());
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>());
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);
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;
}
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();
}
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