Windows, camera and a bit of shader

This commit is contained in:
Ben
2019-10-04 20:51:43 +01:00
parent fe448c3dd7
commit aeb6f46435
11 changed files with 2276 additions and 1 deletions

91
src/game.cpp Normal file
View File

@@ -0,0 +1,91 @@
#include "game.hpp"
#define LOGGER_DEFINITION
#include <logger.h>
#include "common.hpp"
Game::Game() {
}
void Game::Setup(int w, int h) {
m_logger = std::make_shared<Logger>();
*m_logger << "----------------" << LOGGER_ENDL;
*m_logger << "Minecraft 1.14.2" << LOGGER_ENDL;
*m_logger << "----------------" << LOGGER_ENDL;
*m_logger << LOGGER_ENDL;
*m_logger << LOGGER_INFO << "Initializing display" << LOGGER_ENDL;
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
// Create GL window
*m_logger << LOGGER_INFO << "Creating window" << LOGGER_ENDL;
m_window = SDL_CreateWindow("Minecraft 1.14.2",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, w, h,
SDL_WINDOW_OPENGL);
// Create GL context
*m_logger << LOGGER_INFO << "Creating OpenGL context" << LOGGER_ENDL;
m_glContext = SDL_GL_CreateContext(m_window);
// SDL_WarpMouseInWindow(window, w / 2, h / 2);
// SDL_SetRelativeMouseMode(SDL_TRUE);
// Set VSYNC swap interval
SDL_GL_SetSwapInterval(0);
*m_logger << LOGGER_INFO << "Display set up" << LOGGER_ENDL;
// Load OpenGL
gladLoadGLLoader(SDL_GL_GetProcAddress);
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
*m_logger << LOGGER_INFO << "Loaded OpenGL" << LOGGER_ENDL;
*m_logger << LOGGER_ENDL;
IsDisplayOpen = true;
}
void Game::Input(SDL_Event* e) {
while (SDL_PollEvent(e))
if (e->type == SDL_QUIT)
IsDisplayOpen = false;
}
void Game::Run() {
SDL_Event e;
while (IsDisplayOpen) {
Input(&e);
SDL_GL_SwapWindow(m_window);
glClear(GL_DEPTH_BUFFER_BIT);
const float clear[] = { 0.1f, 0.45f, 0.9f, 1.0f };
glClearBufferfv(GL_COLOR, 0, clear);
}
}