#include "Render.hpp"
#include "Utility.hpp"
#include "Shader.hpp"
#include "AssetManager.hpp"
#include "Event.hpp"
Render::Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle) {
InitSfml(windowWidth, windowHeight, windowTitle);
glCheckError();
InitGlew();
glCheckError();
PrepareToRendering();
glCheckError();
}
Render::~Render() {
delete window;
}
void Render::InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle) {
LOG(INFO) << "Creating window: " << WinWidth << "x" << WinHeight << " \"" << WinTitle << "\"";
sf::ContextSettings contextSetting;
contextSetting.majorVersion = 3;
contextSetting.minorVersion = 3;
contextSetting.attributeFlags = contextSetting.Core;
contextSetting.depthBits = 24;
window = new sf::Window(sf::VideoMode(WinWidth, WinHeight), WinTitle, sf::Style::Default, contextSetting);
glCheckError();
window->setPosition(sf::Vector2i(sf::VideoMode::getDesktopMode().width / 2 - window->getSize().x / 2,
sf::VideoMode::getDesktopMode().height / 2 - window->getSize().y / 2));
SetMouseCapture(false);
}
void Render::InitGlew() {
LOG(INFO) << "Initializing GLEW";
glewExperimental = GL_TRUE;
GLenum glewStatus = glewInit();
glCheckError();
if (glewStatus != GLEW_OK) {
LOG(FATAL) << "Failed to initialize GLEW: " << glewGetErrorString(glewStatus);
}
glViewport(0, 0, window->getSize().x, window->getSize().y);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glCheckError();
}
void Render::PrepareToRendering() {
shader = new Shader("./shaders/face.vs", "./shaders/face.fs");
shader->Use();
//TextureAtlas texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, AssetManager::Instance().GetTextureAtlas());
glUniform1i(glGetUniformLocation(shader->Program, "textureAtlas"), 0);
}
void Render::RenderFrame() {
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
window->display();
}
void Render::HandleEvents() {
sf::Event event;
while (window->pollEvent(event)) {
switch (event.type) {
case sf::Event::Closed:
LOG(INFO) << "Received close event by window closing";
isRunning = false;
break;
case sf::Event::Resized:
glViewport(0, 0, window->getSize().x, window->getSize().y);
break;
case sf::Event::KeyPressed:
if (!window->hasFocus()) break;
switch (event.key.code) {
case sf::Keyboard::Escape:
LOG(INFO) << "Received close event by esc";
isRunning = false;
break;
case sf::Keyboard::T:
SetMouseCapture(!isMouseCaptured);
break;
default:
break;
}
default:
break;
}
}
if (window->hasFocus()) {
/*if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) gameState->HandleMovement(GameState::FORWARD, deltaTime);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) gameState->HandleMovement(GameState::BACKWARD, deltaTime);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) gameState->HandleMovement(GameState::LEFT, deltaTime);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) gameState->HandleMovement(GameState::RIGHT, deltaTime);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) gameState->HandleMovement(GameState::JUMP, deltaTime);*/
}
}
void Render::HandleMouseCapture() {
sf::Vector2i mousePos = sf::Mouse::getPosition(*window);
sf::Vector2i center = sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2);
sf::Mouse::setPosition(center, *window);
mouseXDelta = (mousePos - center).x, mouseYDelta = (center - mousePos).y;
const float Sensetivity = 0.7f;
//gameState->HandleRotation(mouseXDelta * Sensetivity, mouseYDelta * Sensetivity);
}
void Render::SetMouseCapture(bool IsCaptured) {
window->setMouseCursorVisible(!isMouseCaptured);
sf::Mouse::setPosition(sf::Vector2i(window->getSize().x / 2, window->getSize().y / 2), *window);
isMouseCaptured = IsCaptured;
window->setMouseCursorVisible(!IsCaptured);
}
void Render::ExecuteRenderLoop() {
using namespace std::chrono_literals;
LoopExecutionTimeController timer(16ms);
while (isRunning) {
HandleEvents();
if (isMouseCaptured) HandleMouseCapture();
glCheckError();
RenderFrame();
timer.Update();
}
EventData data = GlobalAppStateData{GlobalState::Exiting};
EventAgregator::PushEvent(EventType::GlobalAppState,data);
}