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- #include <iostream>
- #include "rendering/GLFW.h"
- #include "rendering/Window.h"
- #include "rendering/Shader.h"
- #include "input/Keys.h"
- #include "rendering/GL.h"
- #include "rendering/Renderer.h"
- #include "Game.h"
- bool initGLEW() {
- GLenum err = glewInit();
- if(err != GLEW_OK) {
- std::cout << "could not initialize GLEW: " << glewGetErrorString(err) << "\n";
- return true;
- }
- std::cout << "using GLEW " << glewGetString(GLEW_VERSION) << "\n";
- return false;
- }
- void initCallbacks(Window& w, Keys& keys) {
- static Keys& cKeys = keys;
- w.setFramebufferSizeCallback([](GLFWwindow*, int newWidth, int newHeight) {
- glViewport(0, 0, newWidth, newHeight);
- });
- w.setKeyCallback([](GLFWwindow*, int key, int, int action, int) {
- if(action == GLFW_PRESS) {
- cKeys.press(key);
- } else if(action == GLFW_RELEASE) {
- cKeys.release(key);
- }
- });
- }
- int main() {
- if(GLFW::hasError()) {
- return 0;
- }
- Window window(1024, 620, "Test");
- if(window.hasError() || initGLEW()) {
- return 0;
- }
- Shader shader;
- if(shader.hasError()) {
- return 0;
- }
- Keys keys;
- Game game(keys);
-
- initCallbacks(window, keys);
- window.show();
-
- GL::enableDepthTesting();
- GL::checkAndPrintError("setup error");
- const u64 nanosPerTick = 50000000;
- u64 lastTime = GLFW::getTimeNanos();
- u64 lag = 0;
- while(!window.shouldClose() && game.isRunning()) {
- GL::checkAndPrintError("loop error");
-
- GL::prepareMainFramebuffer();
- shader.use();
- Renderer renderer;
- game.render(static_cast<float> (lag) / nanosPerTick, renderer);
-
- window.swapBuffers();
- u64 currentTime = GLFW::getTimeNanos();
- lag += currentTime - lastTime;
- lastTime = currentTime;
- while(lag >= nanosPerTick) {
- lag -= nanosPerTick;
- keys.tick();
- game.tick();
- }
- glfwPollEvents();
- }
- return 0;
- }
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