-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathprogram.cpp
More file actions
110 lines (85 loc) · 2.75 KB
/
Copy pathprogram.cpp
File metadata and controls
110 lines (85 loc) · 2.75 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
#include "program.h"
Program::Program(int width, int height){
if (!SDL_Init(SDL_INIT_VIDEO)) {
printf("SDL_Init failed: %s\n", SDL_GetError());
return;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
state.width = width;
state.height = height;
window = SDL_CreateWindow(
"Raycaster -dev",
width, height,
SDL_WINDOW_OPENGL
);
if (!window) {
printf("SDL_CreateWindow failed: %s\n", SDL_GetError());
SDL_Quit();
return;
}
context = SDL_GL_CreateContext(window);
if (!context) {
printf("SDL_GL_CreateContext failed: %s\n", SDL_GetError());
SDL_DestroyWindow(window);
SDL_Quit();
return;
}
glewExperimental = GL_TRUE;
glewInit();
SDL_GL_SetSwapInterval(0);
screen = new Screen();
mainShader = new Shader("shaders/vertex.glsl", "shaders/fragment.glsl");
}
void Program::Running(){
double deltaTime;
Uint64 lastTime = SDL_GetTicks();
Uint64 lastTimeFPS = SDL_GetTicks();
Uint64 currentTime;
Uint64 elapsedTimeFPS;
int frameCount = 0;
Primitives primitives = Primitives();
primitives.Append(SPHERE, 0);
primitives.Append(RECTANGLE, 1);
primitives.Append(GROUND, 2);
primitives.Append(CONE, 3);
primitives.Move(0, -1.0, 0.0, -2.0);
primitives.Move(1, 3.0, 0.0, -2.0);
primitives.Move(2, 0.0, -2.0, 0.0);
primitives.Move(3, 0, 2, 0);
primitives.Bind();
mainShader->createCameraUBO();
mainShader->createPrimitiveCountUBO();
primitives.Append(CONE, 1);
primitives.Move(1, 3.0, 0.5, 2.0);
while (state.running) {
currentTime = SDL_GetTicks();
deltaTime = (double)(currentTime - lastTime)/1000.0f;
lastTime = currentTime;
frameCount++;
elapsedTimeFPS = currentTime - lastTimeFPS;
if (elapsedTimeFPS >= 1000){
std::cout << "FPS: " << (frameCount * 1000.0f) / elapsedTimeFPS << std::endl;
frameCount = 0;
lastTimeFPS = currentTime;
}
eventHandler(&event, window, deltaTime);
updateRayOrigin();
primitives.UpdateSpecified();
mainShader->updateCameraUBO();
if (state.needUpdate.primitiveCount){
primitives.UpdatePrimitiveCount();
mainShader->updatePrimitiveCountUBO(primitives.getSize());
}
mainShader->use();
screen->draw();
SDL_GL_SwapWindow(window);
}
}
void Program::Close(){
SDL_GL_DestroyContext(context);
SDL_DestroyWindow(window);
SDL_Quit();
}