Main.cpp 2.2 KB

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  1. #include <iostream>
  2. #include <getopt.h>
  3. #include "Game.h"
  4. #include "gaming-core/rendering/Shader.h"
  5. #include "gaming-core/rendering/Window.h"
  6. #include "gaming-core/rendering/WindowOptions.h"
  7. #include "gaming-core/utils/Clock.h"
  8. #include "gaming-core/wrapper/GL.h"
  9. #include "gaming-core/wrapper/GLEW.h"
  10. #include "gaming-core/wrapper/GLFW.h"
  11. #include "rendering/Renderer.h"
  12. bool parseArgs(int argAmount, char* const* args, WindowOptions& options) {
  13. while(true) {
  14. switch(getopt(argAmount, args, "fv")) {
  15. case '?': return true;
  16. case 'f': options.fullscreen = true; break;
  17. case 'v': options.vsync = true; break;
  18. case -1: return false;
  19. }
  20. }
  21. }
  22. int main(int argAmount, char* const* args) {
  23. Size size(800, 480);
  24. WindowOptions options(3, 0, size, true, "Pigine");
  25. if(parseArgs(argAmount, args, options) || GLFW::init()) {
  26. return 0;
  27. }
  28. TextInput* input = nullptr;
  29. Window window(input, options);
  30. if(window.hasError() || GLEW::init()) {
  31. return 0;
  32. }
  33. Shader shader("resources/shader/vertex.vs", "resources/shader/fragment.fs");
  34. if(shader.hasError()) {
  35. return 0;
  36. }
  37. Renderer renderer(shader);
  38. Clock fps;
  39. Clock tps;
  40. Buttons buttons(window);
  41. Controller controller(buttons);
  42. static Game game(controller, fps, tps, size);
  43. window.show();
  44. const Clock::Nanos nanosPerTick = 10'000'000;
  45. Clock::Nanos lag = 0;
  46. while(!window.shouldClose() && game.isRunning()) {
  47. GL::printError("GL-Error");
  48. lag += fps.update();
  49. while(lag >= nanosPerTick) {
  50. lag -= nanosPerTick;
  51. tps.update();
  52. buttons.tick();
  53. game.tick();
  54. }
  55. size = window.getSize();
  56. GL::setViewport(size.width, size.height);
  57. Matrix view;
  58. view.scale(Vector3(2.0f / size.width, -2.0f / size.height, 1.0f));
  59. view.translate(Vector3(-1.0f, 1.0f, 0.0f));
  60. shader.setMatrix("view", view.getValues());
  61. game.render(static_cast<float>(lag) / nanosPerTick, renderer);
  62. window.swapBuffers();
  63. GL::clear();
  64. glfwPollEvents();
  65. }
  66. return 0;
  67. }