Files
TDT4230/src/program.cpp
2022-02-21 13:17:22 +01:00

71 lines
1.6 KiB
C++

// Local headers
#include "program.hpp"
#include "utilities/window.hpp"
#include "gamelogic.h"
#include <glm/glm.hpp>
// glm::translate, glm::rotate, glm::scale, glm::perspective
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
#include <SFML/Audio.hpp>
#include <SFML/System/Time.hpp>
#include <utilities/shapes.h>
#include <utilities/glutils.h>
#include <utilities/shader.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <utilities/timeutils.h>
void runProgram(GLFWwindow* window, CommandLineOptions options)
{
// Enable depth (Z) buffer (accept "closest" fragment)
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Configure miscellaneous OpenGL settings
glEnable(GL_CULL_FACE);
// Disable built-in dithering
glDisable(GL_DITHER);
// Enable transparency
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Set default colour after clearing the colour buffer
glClearColor(0.3f, 0.5f, 0.8f, 1.0f);
initGame(window, options);
// Rendering Loop
while (!glfwWindowShouldClose(window))
{
// Clear colour and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
updateFrame(window);
renderFrame(window);
// Handle other events
glfwPollEvents();
handleKeyboardInput(window);
// Flip buffers
glfwSwapBuffers(window);
}
}
void handleKeyboardInput(GLFWwindow* window)
{
// Use escape key for terminating the GLFW window
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
}