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Univerxel/src/main.cpp

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2020-07-06 19:18:29 +00:00
/**
* \file main.cpp
* \brief Univerxel game
* \author Maelys Bois
* \version 0.0.1
*
* Univerxel main program.
*/
#include <stdexcept>
#include <iostream>
#include <chrono>
#include <thread>
#include "render/window.hpp"
#include "render/UI.hpp"
#include "control/InputMap.hpp"
#include "control/Camera.hpp"
#include "render/pass/SimpleProgram.hpp"
#include "render/buffer/VertexBuffer.hpp"
#include "data/state.h"
/// Entry point
int main(int, char *[]){
options options;
state state;
reports reports;
GLFWwindow *window = createWindow(options.samples);
if(window == NULL)
return 1;
glClearColor(options.clear_color.x, options.clear_color.y, options.clear_color.z, options.clear_color.w);
glfwSwapInterval(options.target_fps < MIN_FPS);
InputMap inputs(window);
Camera camera(window, inputs);
SimpleProgram *testPass = new SimpleProgram();
UI::setup(window);
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
Buffer *quadBuffer = new VertexBuffer(GL_TRIANGLES, 6, sizeof(g_vertex_buffer_data), g_vertex_buffer_data);
GLuint aimTexture = Program::loadTexture("ui/Aim", false);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
do {
const double startTime = glfwGetTime();
{ // Update
const double partTime = glfwGetTime();
inputs.toggle(state.capture_mouse, Input::Mouse);
inputs.toggle(options.show_debug_menu, Input::Debug);
camera.update(state.capture_mouse, !UI::isFocus());
/*renderer.update(camera);
look_at = world.raycast(camera.getViewRay() / scale);
if (capture_mouse && look_at.has_value()) {
if (inputs.isPressing(Mouse::Left))
world.setCube(look_at.value().first, 2, Voxel{0, 0});
else if (inputs.isPressing(Mouse::Right))
world.setCube(look_at.value().first, 2, Voxel{2, 1});
}
const auto report = world.update(camera.getPosition() / scale);
chunk_count_tracker.push(report.count);
chunk_load_tracker.push(report.load);
chunk_unload_tracker.push(report.unload);*/
inputs.saveKeys();
reports.main.update.push((glfwGetTime() - partTime) * 1000);
}
{
const auto actions = UI::draw(options, state, reports, aimTexture);
if (actions && UI::Actions::FPS) {
glfwSwapInterval(options.target_fps < MIN_FPS);
}
if (actions && UI::Actions::FullScreen) {
// MAYBE: real fullscreen
if(options.fullscreen) {
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
} else {
glfwSetWindowMonitor(window, NULL, 0, 0, DEFAULT_WIDTH, DEFAULT_HEIGHT, GLFW_DONT_CARE);
}
}
if(actions && UI::Actions::ClearColor) {
glClearColor(options.clear_color.x, options.clear_color.y, options.clear_color.z, options.clear_color.w);
}
}
{ // Rendering
const double partTime = glfwGetTime();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
testPass->useIt();
const auto mvp = camera.getProjectionMatrix() * camera.getViewMatrix() * glm::mat4(1.0f);
testPass->setMVP(&mvp[0][0]);
quadBuffer->draw(Buffer::params{.vertexOnly = false});
reports.main.tris_count = 0;
reports.main.models_count = 0;
UI::render();
reports.main.render.push((glfwGetTime() - partTime) * 1000);
}
{ // Swap buffers
const double partTime = glfwGetTime();
glfwSwapBuffers(window);
glfwPollEvents();
reports.main.swap.push((glfwGetTime() - partTime) * 1000);
}
{ // Wait target fps
const double partTime = glfwGetTime();
if(options.target_fps >= MIN_FPS && options.target_fps <= MAX_FPS) {
while (glfwGetTime() < startTime + 1.0 / options.target_fps) {
std::this_thread::sleep_for(std::chrono::microseconds(100));
}
}
reports.main.wait.push((glfwGetTime() - partTime) * 1000);
}
reports.main.fps.push(1.0 / (glfwGetTime() - startTime));
} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);
UI::unload();
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}