127 lines
3.2 KiB
C++
127 lines
3.2 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <thread>
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#include "chunkmanager.hpp"
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#include "main.hpp"
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#include "spacefilling.hpp"
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#include "shader.hpp"
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#define GLOBALS_DEFINER
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#include "globals.hpp"
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float deltaTime = 0.0f; // Time between current frame and last frame
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float lastFrame = 0.0f; // Time of last frame
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float lastFPSFrame = 0.0f;
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int frames = 0;
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int main()
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{
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/* Init glfw*/
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glfwInit();
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/* Major version */
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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/* Minor version */
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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/* Use Core profile */
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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/* create window */
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GLFWwindow *window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetCursorPosCallback(window, mouse_callback);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE); //GL_BACK GL_CCW by default
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std::cout << "Using GPU: " << glGetString(GL_VENDOR) << " " << glGetString(GL_RENDERER) << "\n";
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SpaceFilling::initLUT();
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std::thread genThread = chunkmanager::initGenThread();
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std::thread meshThread = chunkmanager::initMeshThread();
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theShader = new Shader{"shaders/shader.vs", "shaders/shader.fs"};
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while (!glfwWindowShouldClose(window))
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{
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// DeltaTime
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// FPS Counter
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frames++;
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if(currentFrame - lastFPSFrame >= 1.0f){
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std::cout << "FPS: " << frames << " Frametime: " << deltaTime << std::endl;
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frames = 0;
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lastFPSFrame = currentFrame;
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}
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Input processing
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processInput(window);
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// Camera
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theCamera.update(window, deltaTime);
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// ChunkManager
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chunkmanager::update(deltaTime);
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// Swap buffers to avoid tearing
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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chunkmanager::stopGenThread();
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chunkmanager::stopMeshThread();
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genThread.join();
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meshThread.join();
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chunkmanager::destroy();
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delete theShader;
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glfwTerminate();
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return 0;
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}
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void framebuffer_size_callback(GLFWwindow *window, int width, int height)
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{
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glViewport(0, 0, width, height);
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theCamera.viewPortCallBack(window, width, height);
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}
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void mouse_callback(GLFWwindow *window, double xpos, double ypos)
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{
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theCamera.mouseCallback(window, xpos, ypos);
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}
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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