rcpp_framework/rendering/opengl/application.cpp

118 lines
2.4 KiB
C++

#include "application.h"
#include <chrono>
Application *Application::_instance = nullptr;
void Application::event(const SDL_Event &ev) {
if (ev.type == SDL_QUIT) {
running = false;
}
scene->event(ev);
}
void Application::update(float delta) {
scene->update(delta);
}
void Application::render() {
scene->render();
SDL_GL_SwapWindow(window);
}
void Application::main_loop() {
std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
//handle input
SDL_Event current_event;
while (SDL_PollEvent(&current_event)) {
event(current_event);
}
//update world
update(frame_delta);
//render
render();
std::chrono::high_resolution_clock::time_point end = std::chrono::high_resolution_clock::now();
std::chrono::duration<double> elapsed_seconds = end - start;
double t = elapsed_seconds.count();
double tfps = 1.0 / static_cast<float>(target_fps);
double remaining = tfps - t;
if (remaining > 0) {
Uint32 fms = static_cast<Uint32>(remaining * 1000.0);
frame_delta = tfps;
SDL_Delay(fms);
} else {
frame_delta = t;
}
}
Application *Application::get_singleton() {
return _instance;
}
Application::Application() {
_instance = this;
running = true;
target_fps = 60;
scene = nullptr;
frame_delta = 0;
SDL_SetMainReady();
int error = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
if (error) {
SDL_Log("SDL_Init: %s", SDL_GetError());
running = false;
return;
}
#if _WIN64
//Use OpenGl 2.1
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#else
//Use OpenGl ES 2.0
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
#endif
window = SDL_CreateWindow("SDL + OpenGL", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!window) {
SDL_Log("SDL_CreateWindow: %s", SDL_GetError());
running = false;
return;
}
context = SDL_GL_CreateContext(window);
#ifdef _WIN64
gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress);
#endif
}
Application::~Application() {
SDL_DestroyWindow(window);
window = nullptr;
SDL_Quit();
}