protot/src/main.cc

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#define GLFW_EXPOSE_NATIVE_GLX
#define GLFW_EXPOSE_NATIVE_X11
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
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#include <X11/Xlib.h>
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
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#include <iostream>
#include "bgfx/platform.h"
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#include "bx/timer.h"
#include "Timer.h"
#include "RuntimeModuleManager.h"
#include "imgui/imgui.h"
#include "imgui_dock.h"
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#include "Globals.h"
#include "Serializer.h"
Timer* gTimer = nullptr;
Renderer* gRenderer = nullptr;
GLFWwindow* gWindow = nullptr;
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RuntimeModuleManager* gModuleManager = nullptr;
WriteSerializer* gWriteSerializer = nullptr;
ReadSerializer* gReadSerializer = nullptr;
GuiInputState* gGuiInputState = nullptr;
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double gTimeAtStart = 0;
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double mouse_scroll_x = 0.;
double mouse_scroll_y = 0.;
using namespace std;
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namespace bgfx {
inline void glfwSetWindow(GLFWwindow* _window)
{
bgfx::PlatformData pd;
# if BX_PLATFORM_LINUX || BX_PLATFORM_BSD
pd.ndt = glfwGetX11Display();
pd.nwh = (void*)(uintptr_t)glfwGetGLXWindow(_window);
pd.context = glfwGetGLXContext(_window);
# elif BX_PLATFORM_OSX
pd.ndt = NULL;
pd.nwh = glfwGetCocoaWindow(_window);
pd.context = glfwGetNSGLContext(_window);
# elif BX_PLATFORM_WINDOWS
pd.ndt = NULL;
pd.nwh = glfwGetWin32Window(_window);
pd.context = NULL;
# endif // BX_PLATFORM_WINDOWS
pd.backBuffer = NULL;
pd.backBufferDS = NULL;
bgfx::setPlatformData(pd);
}
}
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static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error (%d): %s\n", error, description);
}
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
mouse_scroll_x += xoffset;
mouse_scroll_y += yoffset;
}
void handle_mouse () {
if (!glfwGetWindowAttrib(gWindow, GLFW_FOCUSED)) {
return;
}
if (glfwGetMouseButton(gWindow, 1)) {
glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
} else {
glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
double mouse_x, mouse_y;
glfwGetCursorPos(gWindow, &mouse_x, &mouse_y);
gGuiInputState->mousedX = mouse_x - gGuiInputState->mouseX;
gGuiInputState->mousedY = mouse_y - gGuiInputState->mouseY;
gGuiInputState->mouseX = mouse_x;
gGuiInputState->mouseY = mouse_y;
gGuiInputState->mouseScroll = mouse_scroll_y;
gGuiInputState->mouseButton =
glfwGetMouseButton(gWindow, 0)
+ (glfwGetMouseButton(gWindow, 1) << 1)
+ (glfwGetMouseButton(gWindow, 2) << 2);
}
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int main(void)
{
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gTimeAtStart = gGetCurrentTime();
std::cout << "Time at start: " << gTimeAtStart << std::endl;
WriteSerializer out_serializer;
ReadSerializer in_serializer;
// Initialize GLFW
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glfwSetErrorCallback(error_callback);
glfwInit();
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_SAMPLES, 16);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_ANY_PROFILE);
gWindow = glfwCreateWindow(800, 600, "ProtoT", NULL, NULL);
glfwMakeContextCurrent(gWindow);
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int width, height;
glfwGetWindowSize(gWindow, &width, &height);
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glfwSetKeyCallback(gWindow, key_callback);
glfwSetScrollCallback (gWindow, mouse_scroll_callback);
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << endl;
std::cout << "GLSL Version : " << glGetString(GL_SHADING_LANGUAGE_VERSION) << endl;
// Initialize Renderer
bgfx::glfwSetWindow(gWindow);
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bgfx::renderFrame();
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uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
bool result = bgfx::init();
if (!result) {
std::cerr << "Error: could not initialize renderer!" << std::endl;
exit (EXIT_FAILURE);
}
// imgui initialization.
imguiCreate();
GuiInputState gui_input_state;
gGuiInputState = &gui_input_state;
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// Timer
Timer timer;
gTimer = &timer;
timer.mCurrentTime = 0.0f;
timer.mDeltaTime = 0.0f;
printf("Initializing ModuleManager...\n");
RuntimeModuleManager module_manager;
module_manager.RegisterModule("src/modules/libRenderModule.so");
module_manager.RegisterModule("src/modules/libCharacterModule.so");
module_manager.RegisterModule("src/modules/libTestModule.so");
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// Setup global variables
gModuleManager = &module_manager;
gWriteSerializer = &out_serializer;
gReadSerializer = &in_serializer;
// Load modules
module_manager.LoadModules();
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int64_t time_offset = bx::getHPCounter();
while(!glfwWindowShouldClose(gWindow)) {
// Start the imgui frame such that widgets can be submitted
handle_mouse();
glfwGetWindowSize(gWindow, &width, &height);
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imguiBeginFrame (gGuiInputState->mouseX,
gGuiInputState->mouseY,
gGuiInputState->mouseButton,
gGuiInputState->mouseScroll,
width,
height);
ImGuizmo::BeginFrame();
static int64_t last = bx::getHPCounter();
int64_t pre_module_check = bx::getHPCounter();
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if (module_manager.CheckModulesChanged()) {
std::cout << "Detected module update. Unloading all modules." << std::endl;
module_manager.UnloadModules();
// We need to sleep to make sure we load the new files
module_manager.LoadModules();
// We need to update our last timestamp to ignore the delay due
// to reloading of the modules.
last = bx::getHPCounter();
}
// update time that was passed without module reloading
int64_t now = bx::getHPCounter();
int64_t module_update = now - pre_module_check;
int64_t frameTime = (now - last);
// make sure we do not have negative updates in the very first update
if (now != last)
frameTime = frameTime - module_update;
last = now;
const double freq = double(bx::getHPFrequency() );
const double toMs = 1000.0/freq;
gTimer->mFrameTime = (float)(frameTime / freq);
if (!gTimer->mPaused) {
gTimer->mDeltaTime = gTimer->mFrameTime;
gTimer->mCurrentTime = gTimer->mCurrentTime + gTimer->mDeltaTime;
} else {
gTimer->mDeltaTime = 0.0f;
}
assert (gTimer->mDeltaTime >= 0.0f);
module_manager.Update(gTimer->mDeltaTime);
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glfwPollEvents();
// submit the imgui widgets
imguiEndFrame();
usleep(16000);
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}
module_manager.UnregisterModules();
gRenderer = nullptr;
ImGui::ShutdownDock();
imguiDestroy();
bgfx::shutdown();
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}