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102 lines
2.3 KiB
102 lines
2.3 KiB
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#include <SDL2/SDL.h> |
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#include <glm/glm.hpp> |
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#include "camera.h" |
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#include "dumbLog.h" |
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#include "renderer.h" |
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#include "entity.h" |
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typedef void (*frame_callback_fn) (render_state*); |
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void |
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doFrameCallback(render_state* rs) |
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{ |
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} |
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void |
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doRenderLoop(render_state* rs, frame_callback_fn callback_fn) |
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{ |
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// TODO: move frame delay to renderFrame() |
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const uint TARGET_FPS = 60; |
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const uint FRAME_DELAY = 1000 / TARGET_FPS; |
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uint frameStart, frameTime; |
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bool running = true; |
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SDL_Event e; |
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while (running) { |
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frameStart = SDL_GetTicks(); |
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// TODO: add a better structure for input, and provide a callback to use |
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// here |
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while (SDL_PollEvent(&e)) { |
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if ((e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE) |
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|| e.type == SDL_QUIT) { |
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running = false; |
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} |
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} |
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callback_fn(rs); |
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renRenderFrame(rs); |
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SDL_GL_SwapWindow(rs->handles.window); |
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frameTime = SDL_GetTicks() - frameStart; |
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if (FRAME_DELAY > frameTime) |
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SDL_Delay(FRAME_DELAY - frameTime); |
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} |
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} |
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// TODO: remove/refactor this when we get animation working |
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#include "animation_testing.cpp" |
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int |
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main() |
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{ |
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render_state* rs = renInit("assimp loading"); |
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if (rs == nullptr) { |
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LOG(Error) << "Error Initialzing renderer\n"; |
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return 1; |
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} |
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// TODO: this needs to be more convenient |
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rs->render_groups = renAllocateGroup(1, *rs->default_shader); |
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rs->render_group_count = 1; |
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entity& spaceship = rs->render_groups->entities[0]; |
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cameraInitPerspective( |
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rs->cam, |
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glm::vec3(200, -150, 150), |
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glm::vec3(0, 0, 0), |
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glm::vec3(0,0,1) |
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); |
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renAddLight(rs, glm::vec3(200, -150, 150)); |
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// TODO: look into setting up git-annex for large files. git-lfs works fine |
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// for gitlab, but has no real implementation for self-hosting: |
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// https://github.com/git-lfs/git-lfs/issues/1044 |
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// https://git-annex.branchable.com/ |
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// |
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// NOTE: testing assimp animation info |
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logDebugAnimationInfo("../data/spaceship.glb"); |
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if (entInit(spaceship, "../data/spaceship.glb")) { |
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// TODO: this should be handled in entInit |
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entSetWorldPosition(spaceship, glm::vec3(0, 0, 0)); |
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entScale(spaceship, glm::vec3(20, 20, 20)); |
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// TODO: implement setting rotation from entity |
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//spaceship.rotation = glm::vec4(0, 0, 0, 0); |
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doRenderLoop(rs, doFrameCallback); |
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} else { |
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LOG(Error) << "Error initializing entity, exiting\n"; |
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} |
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renShutdown(rs); |
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return 0; |
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} |
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