From f942405184c2d6067fb5303b58a225edf7e452b1 Mon Sep 17 00:00:00 2001 From: LaG1924 <12997935+LaG1924@users.noreply.github.com> Date: Sat, 29 Jul 2017 19:55:16 +0500 Subject: 2017-07-29 --- src/Render.cpp | 137 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 137 insertions(+) create mode 100644 src/Render.cpp (limited to 'src/Render.cpp') diff --git a/src/Render.cpp b/src/Render.cpp new file mode 100644 index 0000000..ebfbc20 --- /dev/null +++ b/src/Render.cpp @@ -0,0 +1,137 @@ +#include "Render.hpp" + +#include "Utility.hpp" +#include "Shader.hpp" +#include "AssetManager.hpp" +#include "Event.hpp" + +Render::Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle) { + InitSfml(windowWidth, windowHeight, windowTitle); + glCheckError(); + InitGlew(); + glCheckError(); + PrepareToRendering(); + glCheckError(); +} + +Render::~Render() { + delete window; +} + +void Render::InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle) { + LOG(INFO) << "Creating window: " << WinWidth << "x" << WinHeight << " \"" << WinTitle << "\""; + sf::ContextSettings contextSetting; + contextSetting.majorVersion = 3; + contextSetting.minorVersion = 3; + contextSetting.attributeFlags = contextSetting.Core; + contextSetting.depthBits = 24; + window = new sf::Window(sf::VideoMode(WinWidth, WinHeight), WinTitle, sf::Style::Default, contextSetting); + glCheckError(); + window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2 - window->getSize().x / 2, + sf::VideoMode::getDesktopMode().height / 2 - window->getSize().y / 2)); + SetMouseCapture(false); +} + +void Render::InitGlew() { + LOG(INFO) << "Initializing GLEW"; + glewExperimental = GL_TRUE; + GLenum glewStatus = glewInit(); + glCheckError(); + if (glewStatus != GLEW_OK) { + LOG(FATAL) << "Failed to initialize GLEW: " << glewGetErrorString(glewStatus); + } + glViewport(0, 0, window->getSize().x, window->getSize().y); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glCullFace(GL_BACK); + glFrontFace(GL_CCW); + //glEnable(GL_BLEND); + //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glCheckError(); +} + +void Render::PrepareToRendering() { + shader = new Shader("./shaders/face.vs", "./shaders/face.fs"); + shader->Use(); + + //TextureAtlas texture + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, AssetManager::Instance().GetTextureAtlas()); + glUniform1i(glGetUniformLocation(shader->Program, "textureAtlas"), 0); +} + +void Render::RenderFrame() { + glClearColor(0.2f, 0.3f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + + window->display(); +} + +void Render::HandleEvents() { + sf::Event event; + while (window->pollEvent(event)) { + switch (event.type) { + case sf::Event::Closed: + LOG(INFO) << "Received close event by window closing"; + isRunning = false; + break; + case sf::Event::Resized: + glViewport(0, 0, window->getSize().x, window->getSize().y); + break; + case sf::Event::KeyPressed: + if (!window->hasFocus()) break; + switch (event.key.code) { + case sf::Keyboard::Escape: + LOG(INFO) << "Received close event by esc"; + isRunning = false; + break; + case sf::Keyboard::T: + SetMouseCapture(!isMouseCaptured); + break; + default: + break; + } + default: + break; + } + } + if (window->hasFocus()) { + /*if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) gameState->HandleMovement(GameState::FORWARD, deltaTime); + if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) gameState->HandleMovement(GameState::BACKWARD, deltaTime); + if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) gameState->HandleMovement(GameState::LEFT, deltaTime); + if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) gameState->HandleMovement(GameState::RIGHT, deltaTime); + if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) gameState->HandleMovement(GameState::JUMP, deltaTime);*/ + } +} + +void Render::HandleMouseCapture() { + sf::Vector2i mousePos = sf::Mouse::getPosition(*window); + sf::Vector2i center = sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2); + sf::Mouse::setPosition(center, *window); + mouseXDelta = (mousePos - center).x, mouseYDelta = (center - mousePos).y; + const float Sensetivity = 0.7f; + //gameState->HandleRotation(mouseXDelta * Sensetivity, mouseYDelta * Sensetivity); +} + +void Render::SetMouseCapture(bool IsCaptured) { + window->setMouseCursorVisible(!isMouseCaptured); + sf::Mouse::setPosition(sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2), *window); + isMouseCaptured = IsCaptured; + window->setMouseCursorVisible(!IsCaptured); +} + +void Render::ExecuteRenderLoop() { + using namespace std::chrono_literals; + LoopExecutionTimeController timer(16ms); + while (isRunning) { + HandleEvents(); + if (isMouseCaptured) HandleMouseCapture(); + glCheckError(); + + RenderFrame(); + timer.Update(); + } + EventData data = GlobalAppStateData{GlobalState::Exiting}; + EventAgregator::PushEvent(EventType::GlobalAppState,data); +} -- cgit v1.2.3