Created
February 3, 2014 15:53
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#include "engine.h" | |
#include <iostream> | |
#include "libs/Matrices.h" | |
#include "utility.h" | |
using std::cout; | |
using std::cerr; | |
using std::endl; | |
// Constructor for Engine | |
// Takes width and height of screen | |
Engine::Engine(int res_width, int res_height) | |
: res_width_(res_width), | |
res_height_(res_height), | |
window_(sf::VideoMode(res_width, res_height), "x", sf::Style::Default, sf::ContextSettings(0,0,0,3,2)), | |
flow_(res_width_, res_height_) | |
{ | |
target_fps_ = 30; | |
window_.setFramerateLimit(target_fps_); | |
cout << "OpenGL " << window_.getSettings().majorVersion << "." << window_.getSettings().minorVersion << endl; | |
Init(); | |
cout << "GLSL " << glGetString(GL_SHADING_LANGUAGE_VERSION) << endl; | |
} | |
// | |
// Calls initializers for SDL, openCV and openGL | |
// | |
void Engine::Init(){ | |
cout << "Init Engine" << endl; | |
flow_.Next(); | |
//Vertices of a triangle | |
float data[] = {100.0, 0.0, 0.0, 1.0f, | |
0.0, 100.0, 0.0, 1.0f, | |
100.0, 100.0, 0.0, 1.0f}; | |
glGenBuffers(1, &vertex_buffer_); | |
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); | |
} | |
// | |
// Run the game loop | |
// | |
void Engine::Run(){ | |
Loop(); | |
} | |
// | |
// Cleanup | |
// | |
void Engine::Clean(){ | |
} | |
//========= Privates ==========// | |
// | |
// The main game loop | |
// | |
void Engine::Loop(){ | |
sf::Time frame_end; | |
running_ = true; | |
while (running_ && window_.isOpen()) { | |
clock_.restart(); | |
Update(); | |
Display(); | |
frame_end = clock_.getElapsedTime(); | |
cout << frame_end.asMilliseconds() << "ms" << endl; | |
window_.display(); | |
} | |
} | |
// | |
// Update game | |
// | |
void Engine::Update(){ | |
HandleEvents(); | |
flow_.Next(); | |
} | |
// | |
// Handle SDL Events | |
// | |
void Engine::HandleEvents(){ | |
sf::Event event; | |
while (window_.pollEvent(event)) | |
{ | |
// Close window : exit | |
switch (event.type) { | |
case sf::Event::Closed: | |
window_.close(); | |
running_ = false; | |
break; | |
default: | |
break; | |
} | |
} | |
} | |
// | |
// Render | |
// | |
void Engine::Display(){ | |
window_.clear(); | |
glColor3f(1.0f, 1.0f, 1.0f); | |
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); | |
glEnableClientState(GL_VERTEX_ARRAY); | |
glVertexPointer(4, GL_FLOAT, 0, 0); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
glDisableClientState(GL_VERTEX_ARRAY); | |
glBindBuffer(GL_ARRAY_BUFFER, 0); | |
} |
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