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| 1 | +#include "Game.h" |
| 2 | +#include "Callbacks.h" |
| 3 | +#include "Utils.h" |
| 4 | + |
| 5 | +void Game::initOpenGL() { |
| 6 | + |
| 7 | + glfwSetErrorCallback(errorCallback); |
| 8 | + |
| 9 | + if (!glfwInit()) { |
| 10 | + fprintf(stderr, "Failed to initialize GLFW.\n"); |
| 11 | + exit(EXIT_FAILURE); |
| 12 | + } |
| 13 | + |
| 14 | + glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); |
| 15 | + glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); |
| 16 | + |
| 17 | + int width = 800; |
| 18 | + int height = 800; |
| 19 | + |
| 20 | + m_window = glfwCreateWindow(width, height, "OpenGL", NULL, NULL); |
| 21 | + |
| 22 | + if (!m_window) |
| 23 | + { |
| 24 | + fprintf(stderr, "Failed to create window.\n"); |
| 25 | + glfwTerminate(); |
| 26 | + exit(EXIT_FAILURE); |
| 27 | + } |
| 28 | + |
| 29 | + glfwMakeContextCurrent(m_window); |
| 30 | + glfwSwapInterval(1); |
| 31 | + |
| 32 | + if (glewInit() != GLEW_OK) { |
| 33 | + fprintf(stderr, "Failed to initialize GLEW.\n"); |
| 34 | + glfwTerminate(); |
| 35 | + exit(EXIT_FAILURE); |
| 36 | + } |
| 37 | +} |
| 38 | + |
| 39 | +void Game::init() { |
| 40 | + |
| 41 | + glClearColor(0.8f, 0.8f, 0.8f, 1); |
| 42 | + glEnable(GL_DEPTH_TEST); |
| 43 | + |
| 44 | + glEnable(GL_BLEND); |
| 45 | + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
| 46 | + |
| 47 | + |
| 48 | + glfwSetWindowSizeCallback(m_window, windowResizeCallback); |
| 49 | + glfwSetKeyCallback(m_window, keyCallback); |
| 50 | + glfwSetCharCallback(m_window, charCallback); |
| 51 | + |
| 52 | + m_sp2d = new ShaderProgram("shaders/v_2d.glsl", "shaders/g_2d.glsl", "shaders/f_2d.glsl"); |
| 53 | + m_sp2dPost = new ShaderProgram("shaders/v_post.glsl", nullptr, "shaders/f_post.glsl"); |
| 54 | + |
| 55 | + m_asciiTexture = loadTexture("assets/ascii.png"); |
| 56 | + |
| 57 | + m_frameColorBuffer = createColorBuffer(m_window); |
| 58 | + m_frameDepthBuffer = createDepthBuffer(m_window); |
| 59 | + m_frameBuffer = createFrameBuffer(m_frameColorBuffer, m_frameDepthBuffer); |
| 60 | + |
| 61 | +} |
| 62 | + |
| 63 | +void Game::update(double delta) { |
| 64 | + m_textArea.update(delta); |
| 65 | + |
| 66 | +} |
| 67 | + |
| 68 | +void Game::draw() { |
| 69 | + glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer); |
| 70 | + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| 71 | + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| 72 | + |
| 73 | + m_sp2d->use(); |
| 74 | + glEnableVertexAttribArray(m_sp2d->a("pos")); |
| 75 | + glEnableVertexAttribArray(m_sp2d->a("dim")); |
| 76 | + glEnableVertexAttribArray(m_sp2d->a("tex")); |
| 77 | + glEnableVertexAttribArray(m_sp2d->a("inv")); |
| 78 | + |
| 79 | + bindTilemap(m_sp2d, m_asciiTexture, 2, glm::ivec2(16, 16)); |
| 80 | + |
| 81 | + int width, height; |
| 82 | + glfwGetWindowSize(m_window, &width, &height); |
| 83 | + glUniform2f(m_sp2d->u("window"), width, height); |
| 84 | + glUniform1f(m_sp2d->u("layer"), 0.0f); |
| 85 | + |
| 86 | + m_textArea.draw(m_sp2d); |
| 87 | + |
| 88 | + // The value zero is reserved to represent the default framebuffer provided by the windowing system |
| 89 | + glBindFramebuffer(GL_FRAMEBUFFER, 0); |
| 90 | + glDisable(GL_DEPTH_TEST); |
| 91 | + glClear(GL_COLOR_BUFFER_BIT); |
| 92 | + |
| 93 | + m_sp2dPost->use(); |
| 94 | + glActiveTexture(GL_TEXTURE0 + 3); |
| 95 | + glBindTexture(GL_TEXTURE_2D, m_frameColorBuffer); |
| 96 | + glDrawArrays(GL_TRIANGLES, 0, 6); |
| 97 | + glUniform1i(m_sp2dPost->u("colorBuffer"), 3); |
| 98 | + glfwSwapBuffers(m_window); |
| 99 | +} |
| 100 | + |
| 101 | +void Game::clean() { |
| 102 | + delete m_sp2d; |
| 103 | + delete m_sp2dPost; |
| 104 | + |
| 105 | + glDeleteFramebuffers(1, &m_frameBuffer); |
| 106 | + glDeleteTextures(1, &m_frameColorBuffer); |
| 107 | + glDeleteRenderbuffers(1, &m_frameDepthBuffer); |
| 108 | +} |
| 109 | + |
| 110 | +void Game::cleanOpenGL() { |
| 111 | + glfwDestroyWindow(m_window); |
| 112 | + glfwTerminate(); |
| 113 | +} |
| 114 | + |
| 115 | + |
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