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