/* Minceraft By CobaltXII */ #include "main.hpp" // The entry point. int main(int argc, char** argv) { // Initialize SDL. if (SDL_Init(SDL_INIT_EVERYTHING)) { std::cout << "Could not initialize SDL." << std::endl; exit(1); } // The dimensions of the SDL_Window*. int sdl_x_res = 840; int sdl_y_res = 525; // Create the SDL_Window*. SDL_Window* sdl_window = SDL_CreateWindow ( "Minceraft 0.0.0", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, sdl_x_res, sdl_y_res, SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_OPENGL ); // Make sure the SDL_Window* was created successfully. if (!sdl_window) { std::cout << "Could not create the SDL_Window*." << std::endl; exit(2); } // Request OpenGL 3.3 (core profile). SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); // Request double-buffering. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Request a 24-bit depth buffer. 24-bit depth buffers are supported on // most modern hardware. Having a floating-point precision of lower than // 24-bits will cause graphical issues. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); // Enable vertical retrace synchronization. If this is not enabled, a // phenomenon known as tearing occurs, which causes half of the screen to // retain the contents of the last frame instead of the entire screen // updating immediately. SDL_GL_SetSwapInterval(1); // Create the SDL_GLContext. SDL_GLContext gl_context = SDL_GL_CreateContext(sdl_window); if (!gl_context) { std::cout << "Could not create the SDL_GLContext." << std::endl; exit(3); } // Load all OpenGL 3.3 (core profile) functions using GLAD. if (!gladLoadGLLoader(SDL_GL_GetProcAddress)) { std::cout << "Could not load OpenGL functions using GLAD." << std::endl; exit(4); } // Make sure the OpenGL version that was provided is greater than or equal // to OpenGL 3.3. if (GLVersion.major * 10 + GLVersion.minor < 33) { std::cout << "Could not load OpenGL 3.3 using GLAD. Received OpenGL " << GLVersion.major << "." << GLVersion.minor << " instead." << std::endl; exit(5); } // Load the block texture array. GLuint block_texture_array = mc_load_block_texture_array(); // Load the block shader program. GLuint block_shader_program = mc_load_program("../glsl/block_vertex.glsl", "../glsl/block_fragment.glsl"); // Create variables to represent the position of the mouse pointer, and // state of the mouse buttons. int sdl_mouse_x = 0; int sdl_mouse_y = 0; bool sdl_mouse_l = false; bool sdl_mouse_r = false; // Enter the main loop. bool sdl_running = true; unsigned long long sdl_iteration = 0; while (sdl_running) { // Remember the time at the start of the frame. At the end of the // frame, this timestamp will be used to cap the framerate. auto frame_start_time = std::chrono::high_resolution_clock::now(); // Poll events. SDL_Event e; while (SDL_PollEvent(&e)) { if (e.type == SDL_QUIT) { // The application was quit. sdl_running = false; } else if (e.type == SDL_MOUSEMOTION) { // The mouse moved. sdl_mouse_x = e.motion.x; sdl_mouse_y = e.motion.y; } else if (e.type == SDL_MOUSEBUTTONDOWN) { // A mouse button was pressed. if (e.button.button == SDL_BUTTON_LEFT) { sdl_mouse_l = true; } else if (e.button.button == SDL_BUTTON_RIGHT) { sdl_mouse_r = true; } } else if (e.type == SDL_MOUSEBUTTONUP) { // A mouse button was released. if (e.button.button == SDL_BUTTON_LEFT) { sdl_mouse_l = false; } else if (e.button.button == SDL_BUTTON_RIGHT) { sdl_mouse_r = false; } } else if (e.type == SDL_KEYDOWN) { // A key was pressed. SDL_Keycode key = e.key.keysym.sym; if (key == SDLK_ESCAPE) { sdl_running = false; } } } // Clear the OpenGL context. glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Swap the back buffer to the front, so that the last frame will // appear on the screen. SDL_GL_SwapWindow(sdl_window); // Cap the framerate to 60 Hz. float frame_elapsed_time = std::chrono::duration(std::chrono::high_resolution_clock::now() - frame_start_time).count(); if (frame_elapsed_time < 1000.0f / 60.0f) { int frame_sleep_time = round(1000.0f / 60.0f - frame_elapsed_time); std::this_thread::sleep_for(std::chrono::milliseconds(frame_sleep_time)); } // Increment the iteration counter. Do not use the iteration counter // as a precise time measurement! sdl_iteration++; if (sdl_iteration % 60 == 0) { std::cout << "Running at " << 1000.0f / frame_elapsed_time << " Hz" << std::endl; } } // Destroy all OpenGL related objects. SDL_GL_DeleteContext(gl_context); // Destroy all SDL related objects. SDL_DestroyWindow(sdl_window); SDL_Quit(); // Exit cleanly. exit(EXIT_SUCCESS); }