#include // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you. #include #include #include "Globals.h" #include #include #include #include #include #include #include "Timer.h" #include "RuntimeModuleManager.h" #include "imgui/imgui.h" #include "imgui_dock.h" #include "imgui_impl_glfw_gl3.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.; bool show_dock_1 = true; bool show_dock_2 = true; bool show_dock_3 = true; using namespace std; static void error_callback(int error, const char* description) { fprintf(stderr, "Error (%d): %s\n", error, description); } static void opengl_error_callback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam ) { gLog ("OpenGL Error: %s type %0x%x, severity = 0x%x, message = %s", ( type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "" ), type, severity, message ); } 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; LoggingInit(); 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_CORE_PROFILE); #if __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif gWindow = glfwCreateWindow(800, 600, "ProtoT", NULL, NULL); glfwMakeContextCurrent(gWindow); glfwSwapInterval(1); gl3wInit(); 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; // During init, enable debug output glEnable ( GL_DEBUG_OUTPUT ); glDebugMessageCallback( (GLDEBUGPROC) opengl_error_callback, 0 ); // imgui initialization. ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; GuiInputState gui_input_state; gGuiInputState = &gui_input_state; ImGui_ImplGlfwGL3_Init(gWindow, true); ImGui::LoadDock(); // 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(); double frame_time_last = glfwGetTime(); double frame_time_current = frame_time_last; double frame_delta_time = 0.0; uint64_t frame_counter = 0; bool draw_imgui_demo = false; while(!glfwWindowShouldClose(gWindow)) { frame_counter++; // Start the imgui frame such that widgets can be submitted handle_mouse(); glfwGetWindowSize(gWindow, &width, &height); glViewport(0, 0, width, height); glfwPollEvents(); ImGui_ImplGlfwGL3_NewFrame(); if (module_manager.CheckModulesChanged()) { gLog("Detected module update at frame %d. Unloading all modules.", frame_counter); module_manager.UnloadModules(); // We need to sleep to make sure we load the new files module_manager.LoadModules(); } frame_time_last = frame_time_current; frame_time_current = glfwGetTime(); frame_delta_time = frame_time_current - frame_time_last; gTimer->mFrameTime = (float)(frame_delta_time); if (!gTimer->mPaused) { gTimer->mDeltaTime = gTimer->mFrameTime; gTimer->mCurrentTime = gTimer->mCurrentTime + gTimer->mDeltaTime; } else { gTimer->mDeltaTime = 0.0f; } assert (gTimer->mDeltaTime >= 0.0f); int width, height; glfwGetWindowSize(gWindow, &width, &height); ImGui::BeginMainMenuBar(); if (ImGui::BeginMenu("Dialogs")) { ImGui::Checkbox("ImGui Demo", &draw_imgui_demo); ImGui::EndMenu(); } float menu_bar_height = ImGui::GetWindowHeight(); ImGui::EndMainMenuBar(); if (draw_imgui_demo) ImGui::ShowDemoWindow(); ImGui::RootDock(ImVec2(0.0f, menu_bar_height), ImVec2(width, height - menu_bar_height)); module_manager.Update(gTimer->mDeltaTime); ImGui::Render(); usleep(16000); glfwSwapBuffers(gWindow); } ImGui::SaveDock(); module_manager.UnregisterModules(); gRenderer = nullptr; ImGui::ShutdownDock(); ImGui_ImplGlfwGL3_Shutdown(); ImGui::DestroyContext(); glfwTerminate(); }