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- #include "GameEngine.h"
- #include "MouseManager.h"
- #include <cmath>
- GameEngine* GameEngine::instance = nullptr;
- void GameEngine::start(int width, int height, const char* name, InitFunction init, TickFunction tick, RenderTickFunction renderTick)
- {
- if(!glfwInit())
- {
- cout << "could not initialize GLFW" << endl;
- return;
- }
- glfwDefaultWindowHints();
- glfwWindowHint(GLFW_VISIBLE, 0);
- glfwWindowHint(GLFW_RESIZABLE, 1);
- GLFWwindow* window = glfwCreateWindow(width, height, name, nullptr, nullptr);
- if(!window)
- {
- cout << "could not create window" << endl;
- glfwTerminate();
- return;
- }
- glfwMakeContextCurrent(window);
- glfwSwapInterval(1);
- glfwShowWindow(window);
- GLenum err = glewInit();
- if(GLEW_OK != err)
- {
- cout << "could not initialize GLEW: " << glewGetErrorString(err) << endl;
- return;
- }
- cout << "Status: Using GLEW " << glewGetString(GLEW_VERSION) << endl;
- GLuint vShader = 0;
- GLuint fShader = 0;
- GLuint program = createProgram(vShader, program);
- if(program == 0)
- {
- if(vShader != 0)
- {
- glDeleteShader(vShader);
- }
- if(fShader != 0)
- {
- glDeleteShader(fShader);
- }
- glfwDestroyWindow(window);
- glfwTerminate();
- return;
- }
-
- GameEngine::instance = new GameEngine(program, vShader, fShader, window, width, height, tick, renderTick);
- glfwSetKeyCallback(window, [](GLFWwindow* w, int key, int scancode, int action, int mods)
- {
- GameEngine::instance->onKeyEvent(w, key, scancode, action, mods);
- });
- glfwSetMouseButtonCallback(window, [](GLFWwindow* w, int button, int action, int mods)
- {
- GameEngine::instance->onMouseClick(w, button, action, mods);
- });
- glfwSetFramebufferSizeCallback(window, [](GLFWwindow* w, int width, int height)
- {
- GameEngine::instance->onWindowResize(w, width, height);
- });
- //glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
- //glfwSetCursorPosCallback(window, onMouseMove);
-
- init();
- instance->run();
- delete instance;
- }
- void GameEngine::stop()
- {
- if(GameEngine::instance != nullptr)
- {
- glfwSetWindowShouldClose(GameEngine::instance->window, 1);
- }
- }
- void GameEngine::run()
- {
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LEQUAL);
-
- uint64_t newTime = glfwGetTimerValue();
- uint64_t oldTime = newTime;
- uint64_t lag = 0;
- while(!glfwWindowShouldClose(window))
- {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- oldTime = newTime;
- newTime = glfwGetTimerValue();
- lag += newTime - oldTime;
- int ticksPerFrame = 0;
- while(lag >= NANOS_PER_TICK)
- {
- lag -= NANOS_PER_TICK;
- tps.update();
- tick();
- keyManager.tick();
- mouseManager.tick();
- ticksPerFrame++;
- if(ticksPerFrame >= MAX_TICKS_PER_FRAME)
- {
- long skip = lag / NANOS_PER_TICK;
- lag -= skip * NANOS_PER_TICK;
- if(skip > 0)
- {
- cout << "skipped " << skip << " game ticks " << lag << endl;
- }
- break;
- }
- }
- fps.update();
- renderTick((float) lag / NANOS_PER_TICK);
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
-
- glDeleteShader(vShader);
- glDeleteShader(fShader);
- glDeleteProgram(program);
- glfwDestroyWindow(window);
- glfwTerminate();
- }
- GLuint GameEngine::setInstance(GLuint program, GameEngine* en)
- {
- GameEngine::instance = en;
- return program;
- }
- GameEngine::GameEngine(GLuint program, GLuint vShader, GLuint fShader, GLFWwindow* window,
- int width, int height, TickFunction tick, RenderTickFunction renderTick) :
- program(setInstance(program, this)), vShader(vShader), fShader(fShader), window(window), width(width), height(height), tick(tick), renderTick(renderTick)
- {
- updateScale();
- }
- GameEngine::~GameEngine()
- {
- }
- void GameEngine::onKeyEvent(GLFWwindow* w, int key, int scancode, int action, int mods)
- {
- if(action == GLFW_RELEASE)
- {
- if(key == GLFW_KEY_ESCAPE)
- {
- //activeFocus = 0;
- glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
- }
- keyManager.release(key);
- }
- else if(action == GLFW_PRESS)
- {
- keyManager.press(key);
- }
- }
- void GameEngine::onMouseClick(GLFWwindow* w, int button, int action, int mods)
- {
- if(action == GLFW_PRESS)
- {
- /*if(!activeFocus)
- {
- glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
- oldMouseX = 0;
- oldMouseY = 0;
- activeFocus = 1;
- }
- else
- {*/
- mouseManager.press(button);
- //}
- }
- else if(action == GLFW_RELEASE)
- {
- mouseManager.release(button);
- }
- }
- /*void GameEngine::onMouseMove(GLFWwindow* w, double x, double y)
- {
- if(activeFocus)
- {
- if(oldMouseX == 0 && oldMouseY == 0)
- {
- oldMouseX = x;
- oldMouseY = y;
- }
- else
- {
- mouseMove(x - oldMouseX, y - oldMouseY);
- oldMouseX = x;
- oldMouseY = y;
- }
- }
- }*/
- void GameEngine::onWindowResize(GLFWwindow* w, int width, int height)
- {
- glViewport(0, 0, width, height);
- GameEngine::width = width;
- GameEngine::height = height;
- updateScale();
- }
- GLchar* GameEngine::readFile(const char* name)
- {
- ifstream in;
- in.open(name);
- if(!in.fail())
- {
- int size = 128;
- int index = 0;
- GLchar* content = new GLchar[size];
-
- while(true)
- {
- GLchar c = in.get();
- if(in.eof())
- {
- break;
- }
- if(index >= size - 1)
- {
- GLchar* newContent = new GLchar[size * 2];
- memcpy(newContent, content, size);
- size *= 2;
- delete[] content;
- content = newContent;
- }
- content[index] = c;
- index++;
- }
-
- content[index] = '\0';
- index++;
-
- in.close();
- return content;
- }
- return nullptr;
- }
- bool GameEngine::checkShaderErrors(const char* name, GLuint shader)
- {
- bool returnValue = false;
-
- cout << "compiling " << name << " shader ..." << endl;
- GLenum error = glGetError();
- if(error)
- {
- cout << "error: " << glGetError() << endl;
- returnValue = true;
- }
- else
- {
- cout << "no error occured ..." << endl;
- }
-
- GLint compiled[1];
- glGetShaderiv(shader, GL_COMPILE_STATUS, compiled);
- if(compiled[0])
- {
- cout << name << " shader successfully compiled" << endl;
- }
- else
- {
- cout << name << "compiling of " << name << " failed:" << endl;
- GLchar buffer[512];
- GLsizei bufferSize = 512;
- GLsizei charsUsed = 0;
- glGetShaderInfoLog(shader, bufferSize, &charsUsed, buffer);
- // glGetProgramInfoLog should be null terminated ...
- buffer[bufferSize - 1] = '\0';
- cout << buffer << endl;
- returnValue = true;
- }
- return returnValue;
- }
- GLuint GameEngine::compileProgram(GLuint& vShader, GLuint& fShader, const GLchar* vertex, const GLchar* fragment)
- {
- vShader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vShader, 1, &vertex, nullptr);
- glCompileShader(vShader);
- if(checkShaderErrors("vertex", vShader))
- {
- return 0;
- }
-
- fShader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fShader, 1, &fragment, nullptr);
- glCompileShader(fShader);
- if(checkShaderErrors("fragment", fShader))
- {
- return 0;
- }
- GLuint program = glCreateProgram();
- glAttachShader(program, vShader);
- glAttachShader(program, fShader);
- glLinkProgram(program);
-
- cout << "linking shaders to program ..." << endl;
- GLenum error = glGetError();
- if(error)
- {
- cout << "error: " << glGetError() << endl;
- return 0;
- }
- else
- {
- cout << "no error occured ..." << endl;
- }
- GLint compiled[1];
- glGetProgramiv(program, GL_LINK_STATUS, compiled);
- if(compiled[0])
- {
- cout << "shaders successfully linked" << endl;
- }
- else
- {
- cout << "linking of shaders failed:" << endl;
- GLchar buffer[512];
- GLsizei bufferSize = 512;
- GLsizei charsUsed = 0;
- glGetProgramInfoLog(program, bufferSize, &charsUsed, buffer);
- // glGetProgramInfoLog should be null terminated ...
- buffer[bufferSize - 1] = '\0';
- cout << buffer << endl;
- return 0;
- }
-
- glUseProgram(program);
- return program;
- }
- GLuint GameEngine::createProgram(GLuint& vShader, GLuint& fShader)
- {
- GLchar* vertex = readFile("shader/vertex.vs");
- if(vertex == nullptr)
- {
- cout << "cannot read vertex.vs" << endl;
- return 0;
- }
- GLchar* fragment = readFile("shader/fragment.fs");
- if(fragment == nullptr)
- {
- cout << "cannot read fragment.fs" << endl;
- delete[] vertex;
- return 0;
- }
-
- GLuint program = compileProgram(vShader, fShader, vertex, fragment);
- delete[] vertex;
- delete[] fragment;
- return program;
- }
- void GameEngine::printError()
- {
- GLenum error = glGetError();
- switch(error)
- {
- case GL_NO_ERROR:
- cout << "> No error has been recorded." << endl;
- break;
- case GL_INVALID_ENUM:
- cout << "> An unacceptable value is specified for an enumerated argument." << endl;
- break;
- case GL_INVALID_VALUE:
- cout << "> A numeric argument is out of range." << endl;
- break;
- case GL_INVALID_OPERATION:
- cout << "> The specified operation is not allowed in the current state." << endl;
- break;
- case GL_INVALID_FRAMEBUFFER_OPERATION:
- cout << "> The framebuffer object is not complete." << endl;
- break;
- case GL_OUT_OF_MEMORY:
- cout << "> There is not enough memory left to execute the command." << endl;
- break;
- case GL_STACK_UNDERFLOW:
- cout << "> An attempt has been made to perform an operation that would cause an internal stack to underflow." << endl;
- break;
- case GL_STACK_OVERFLOW:
- cout << "> An attempt has been made to perform an operation that would cause an internal stack to overflow." << endl;
- break;
- default:
- cout << "> Unknown OpenGL error: " << error << endl;
- }
- }
- void GameEngine::updateScale()
- {
- scale = 1;
- while(width / (scale + 1) >= 400 && height / (scale + 1) >= 300)
- {
- scale++;
- }
- }
- GameEngine* GameEngine::get()
- {
- return instance;
- }
- KeyManager& GameEngine::getKeyManager()
- {
- return keyManager;
- }
- MouseManager& GameEngine::getMouseManager()
- {
- return mouseManager;
- }
- Shader& GameEngine::getShader()
- {
- return shader;
- }
- DirectRenderer& GameEngine::getDirectRenderer()
- {
- return directRenderer;
- }
- double GameEngine::getTicksPerSecond() const
- {
- return tps.getUpdatesPerSecond();
- }
- double GameEngine::getFramesPerSecond() const
- {
- return fps.getUpdatesPerSecond();
- }
- int GameEngine::getScale() const
- {
- return scale;
- }
- int GameEngine::getWidth() const
- {
- return width;
- }
- int GameEngine::getHeight() const
- {
- return height;
- }
- GLint GameEngine::getUniformLocation(const GLchar* name) const
- {
- return glGetUniformLocation(program, name);
- }
- void GameEngine::setMatrix(GLint location, const GLfloat* m)
- {
- glUniformMatrix4fv(location, 1, 0, m);
- }
- void GameEngine::setInt(GLint location, GLint i)
- {
- glUniform1i(location, i);
- }
- void GameEngine::setFloat(GLint location, GLfloat f1, GLfloat f2, GLfloat f3, GLfloat f4)
- {
- glUniform4f(location, f1, f2, f3, f4);
- }
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