#define GLFW_EXPOSE_NATIVE_GLX #define GLFW_EXPOSE_NATIVE_X11 #include #include #include #include #include #include #include #include "bgfx/platform.h" #include "bx/timer.h" #include "Timer.h" #include "RuntimeModuleManager.h" #include "imgui/imgui.h" #include "Globals.h" #include "Serializer.h" Timer* gTimer = nullptr; Renderer* gRenderer = nullptr; GLFWwindow* gWindow = nullptr; RuntimeModuleManager* gModuleManager = nullptr; WriteSerializer* gWriteSerializer = nullptr; ReadSerializer* gReadSerializer = nullptr; GuiInputState* gGuiInputState = nullptr; double gTimeAtStart = 0; double mouse_scroll_x = 0.; double mouse_scroll_y = 0.; using namespace std; 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); } } 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); } int main(void) { gTimeAtStart = gGetCurrentTime(); std::cout << "Time at start: " << gTimeAtStart << std::endl; WriteSerializer out_serializer; ReadSerializer in_serializer; // Initialize GLFW glfwSetErrorCallback(error_callback); glfwInit(); glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_SAMPLES, 16); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_ANY_PROFILE); gWindow = glfwCreateWindow(800, 600, "ProtoT", NULL, NULL); glfwMakeContextCurrent(gWindow); int width, height; glfwGetWindowSize(gWindow, &width, &height); 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); bgfx::renderFrame(); 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; // 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"); // Setup global variables gModuleManager = &module_manager; gWriteSerializer = &out_serializer; gReadSerializer = &in_serializer; // Load modules module_manager.LoadModules(); 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); 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(); 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); glfwPollEvents(); // submit the imgui widgets imguiEndFrame(); usleep(16000); } module_manager.UnregisterModules(); gRenderer = nullptr; imguiDestroy(); bgfx::shutdown(); }