couch/core/couch.cpp
2021-01-13 18:51:58 -06:00

139 lines
2.7 KiB
C++

// C++ includes
#include <iostream>
#ifdef LUA_SCRIPTING
// Lua includes
extern "C" {
#include <lua.h>
#include <lualib.h>
#include <lauxlib.h>
}
#endif // LUA_SCRIPTING
// OpenGL Includes
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp>
#include "types.h"
#include "Shader.h"
#include "Ball.h"
#include "Camera.h"
#include "Input.h"
Window *window;
const int width = 800;
const int height = 600;
MeshList meshes;
void AddMeshToList(Mesh &mesh) {
meshes.push_front(&mesh);
}
#ifdef LUA_SCRIPTING
extern "C" int luaopen_couch(lua_State* L);
#endif // LUA_SCRIPTING
int main() {
int err;
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(width, height, "Couch", NULL, NULL);
if (!window) {
std::cerr << "Error creating window" << std::endl;
return 1;
}
glfwMakeContextCurrent(window);
err = glewInit();
if (err != GLEW_OK) {
std::cerr << "Error initializing glew" << std::endl;
}
glViewport(0, 0, width, height);
#ifdef LUA_SCRIPTING
lua_State *L;
L = luaL_newstate();
luaopen_base(L);
luaopen_couch(L);
if (luaL_loadfile(L, "main.lua") == 0){
lua_call(L, 0, 0);
lua_getglobal(L, "init");
lua_call(L, 0, 0);
} else {
std::cerr << "Could not find main.lua" << std::endl;
return 1;
}
glfwSetWindowUserPointer(window, (void*) L);
#endif // LUA_SCRIPTING
Input *input = Input::GetInstance();
input->Use(window);
Camera defaultCamera;
Shader shader("shaders/flat.vert", "shaders/flat.frag");
shader.Use();
Matrix projection = glm::perspective(glm::radians(45.0f), 800.0f/600.0f, 0.1f, 100.0f);
shader.UpdateProjection(projection);
double lastTime = glfwGetTime();
double delta = 0.0;
while(!glfwWindowShouldClose(window)) {
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
Matrix view(1.0f);
Camera *camera = Camera::GetCurrentCamera();
view = glm::translate(view, -camera->transform.position);
shader.UpdateView(view);
#ifdef LUA_SCRIPTING
lua_getglobal(L, "update");
lua_pushnumber(L, delta);
lua_call(L, 1, 0);
#endif // LUA_SCRIPTING
for (Mesh *mesh : meshes) {
Matrix model(1.0f);
model = glm::translate(model, mesh->transform.position);
shader.UpdateModel(model);
mesh->Draw();
}
glfwSwapBuffers(window);
glfwPollEvents();
double curTime = glfwGetTime();
delta = curTime - lastTime;
lastTime = curTime;
}
#ifdef LUA_SCRIPTING
lua_close(L);
#endif // LUA_SCRIPTING
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}