Created
September 28, 2014 20:30
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Evolution 1.1 Main Loop
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int main(int argc, char** argv) { | |
/* INITIALIZATION */ | |
g_renderSystem = new RenderSystem(); | |
g_renderSystem->Initialize(); | |
g_renderSystem->CreateWindow(800, 600, "Evolution", false); | |
/* START CODE TO CREATE TRIANGLE - THIS WILL HAPPEN IN A LOADER LATER */ | |
// Let's create our first renderable entity | |
Entity* entity = new Entity(); | |
Renderable* renderable = new Renderable(); | |
entity->AddComponent(renderable); | |
// Load the simple colour shader | |
ShaderLoader* loader = ShaderLoader::GetInstance(); | |
renderable->program = loader->Load("resources/shaders/simple_colour"); | |
// Create a vertex attribute object to store our buffers, attributes, data pointers, etc. | |
glGenVertexArrays(1, &renderable->vertexAttribObject); | |
glBindVertexArray(renderable->vertexAttribObject); | |
// Populate our vertex buffer | |
glGenBuffers(1, &renderable->vertexBuffer); | |
float vertices[] = { | |
0.0f, 0.5f, -1.0f, 1.0f, 0.0f, 0.0f, | |
-0.5f, -0.5f, -1.0f, 0.0f, 1.0f, 0.0f, | |
0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f | |
}; | |
glBindBuffer(GL_ARRAY_BUFFER, renderable->vertexBuffer); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 18, vertices, GL_STATIC_DRAW); | |
// Set up our vertex description | |
glEnableVertexAttribArray(0); | |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)0); | |
glEnableVertexAttribArray(1); | |
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 6, (void*)(sizeof(float) * 3)); | |
// Save the number of triangles | |
renderable->numTriangles = 1; | |
glBindVertexArray(0); | |
// Add our triangle to the render system | |
g_renderSystem->AddComponent(renderable); | |
/* END MANUAL TRIANGLE CODE */ | |
/* MAIN LOOP */ | |
while(!glfwWindowShouldClose(g_renderSystem->GetWindow())) { | |
// Update our render system | |
g_renderSystem->Update(0); | |
// Poll for and process events | |
glfwPollEvents(); | |
usleep(1); | |
} | |
/* SHUT DOWN */ | |
g_renderSystem->Shutdown(); | |
return(0); | |
} |
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