142 lines
3.0 KiB
C++
142 lines
3.0 KiB
C++
// C++ includes
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#include <iostream>
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#ifdef LUA_SCRIPTING
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// Lua includes
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extern "C" {
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#include <lua.h>
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#include <lualib.h>
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#include <lauxlib.h>
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}
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#endif // LUA_SCRIPTING
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// OpenGL Includes
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include "types.h"
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#include "Shader.h"
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#include "Ball.h"
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#include "Camera.h"
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#include "Input.h"
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Window *window;
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const int width = 800;
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const int height = 600;
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MeshList meshes;
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void AddMeshToList(Mesh &mesh) {
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meshes.push_front(&mesh);
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}
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#ifdef LUA_SCRIPTING
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extern "C" int luaopen_couch(lua_State* L);
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#endif // LUA_SCRIPTING
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int main() {
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int err;
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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window = glfwCreateWindow(width, height, "Couch", NULL, NULL);
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if (!window) {
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std::cerr << "Error creating window" << std::endl;
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return 1;
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}
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glfwMakeContextCurrent(window);
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err = glewInit();
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if (err != GLEW_OK) {
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std::cerr << "Error initializing glew" << std::endl;
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}
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glViewport(0, 0, width, height);
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#ifdef LUA_SCRIPTING
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lua_State *L;
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L = luaL_newstate();
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luaopen_base(L);
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luaopen_couch(L);
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if (luaL_loadfile(L, "main.lua") == 0){
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lua_call(L, 0, 0);
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lua_getglobal(L, "init");
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lua_call(L, 0, 0);
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} else {
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std::cerr << "Could not find main.lua" << std::endl;
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return 1;
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}
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glfwSetWindowUserPointer(window, (void*) L);
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#endif // LUA_SCRIPTING
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Input *input = Input::GetInstance();
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input->Use(window);
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Camera defaultCamera;
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Shader shader("shaders/flat.vert", "shaders/flat.frag");
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shader.Use();
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Matrix projection = glm::perspective(glm::radians(45.0f), 800.0f/600.0f, 0.1f, 100.0f);
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shader.UpdateProjection(projection);
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double lastTime = glfwGetTime();
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double delta = 0.0;
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while(!glfwWindowShouldClose(window)) {
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glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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Matrix view(1.0f);
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Camera *camera = Camera::GetCurrentCamera();
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view = glm::translate(view, -camera->transform.position);
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shader.UpdateView(view);
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#ifdef LUA_SCRIPTING
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lua_getglobal(L, "update");
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lua_pushnumber(L, delta);
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lua_call(L, 1, 0);
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#endif // LUA_SCRIPTING
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for (Mesh *mesh : meshes) {
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Matrix model(1.0f);
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model = glm::translate(model, mesh->transform.position);
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model = glm::rotate(model, mesh->transform.rotation.x, Vector3(1.0f, 0.0f, 0.0f));
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model = glm::rotate(model, mesh->transform.rotation.y, Vector3(0.0f, 1.0f, 0.0f));
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model = glm::rotate(model, mesh->transform.rotation.z, Vector3(0.0f, 0.0f, 1.0f));
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shader.UpdateModel(model);
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mesh->Draw();
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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double curTime = glfwGetTime();
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delta = curTime - lastTime;
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lastTime = curTime;
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}
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#ifdef LUA_SCRIPTING
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lua_close(L);
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#endif // LUA_SCRIPTING
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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