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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-05-10 15:44:51 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-05-10 15:44:51 +0200 |
commit | 469a84c10ba60fba4a513c1b1a0eea600cd7b22f (patch) | |
tree | 4de3514353341f68fd63d3c12fa0a162008d3209 /graphics/Display.cpp | |
parent | 2017-04-23 (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | graphics/Display.cpp | 103 |
1 files changed, 103 insertions, 0 deletions
diff --git a/graphics/Display.cpp b/graphics/Display.cpp new file mode 100644 index 0000000..01dd903 --- /dev/null +++ b/graphics/Display.cpp @@ -0,0 +1,103 @@ +#include <iostream> +#include "Display.hpp" +#include "Shader.hpp" + +Display *Display::instance = nullptr; + +Display::Display(int w, int h, std::string title, World *worldPtr) { + if (instance != nullptr) + throw 516; + instance = this; + world = worldPtr; + //GLFW + glfwInit(); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); + window = glfwCreateWindow(w, h, title.c_str(), nullptr, nullptr); + if (window == nullptr) { + std::cerr << "Can't create GLFW window" << std::endl; + glfwTerminate(); + throw 517; + } + glfwMakeContextCurrent(window); + glfwSetKeyCallback(window, &Display::callback_key); + //GLEW + glewExperimental = GL_TRUE; + GLenum glewStatus = glewInit(); + if (glewStatus != GLEW_OK) { + std::cerr << "Can't initialize GLEW: " << glewGetErrorString(glewStatus) << std::endl; + throw 518; + } + int width, height; + glfwGetFramebufferSize(window, &width, &height); + glViewport(0, 0, width, height); +} + +Display::~Display() { + instance = nullptr; + glfwTerminate(); +} + +bool Display::IsClosed() { + return false; +} + +void Display::SetPlayerPos(float x, float y) { + +} + +void Display::MainLoop() { + Shader vertexShader("./graphics/simpleVS.vs"); + Shader fragmentShader("./graphics/simpleFS.fs", false); + ShaderProgram program; + program.Attach(vertexShader); + program.Attach(fragmentShader); + program.Link(); + + GLfloat vertices[] = { + -0.5f, -0.5f, 0.0f, + 0.5f, -0.5f, 0.0f, + 0.0f, 0.5f, 0.0f + }; + GLuint VBO; + glGenBuffers(1, &VBO); + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(VBO, sizeof(vertices), vertices, GL_STATIC_DRAW); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid *) 0); + glEnableVertexAttribArray(0); + + GLuint VAO; + glGenVertexArrays(1, &VAO); + + glBindVertexArray(VAO); + // 2. Копируем наш массив вершин в буфер для OpenGL + glBindBuffer(GL_ARRAY_BUFFER, VBO); + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + // 3. Устанавливаем указатели на вершинные атрибуты + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid *) 0); + glEnableVertexAttribArray(0); + //4. Отвязываем VAO + glBindVertexArray(0); + + while (!glfwWindowShouldClose(window)) { + glfwPollEvents(); + + glClearColor(0.2f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + + glUseProgram((GLuint) program); + glBindVertexArray(VAO); + glDrawArrays(GL_TRIANGLES, 0, 3); + glBindVertexArray(0); + + glfwSwapBuffers(window); + } +} + +void Display::callback_key(GLFWwindow *window, int key, int scancode, int action, int mode) { + if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) + glfwSetWindowShouldClose(instance->window, GL_TRUE); +} |