Add OpenGL and GLFW dependencies + example

This commit is contained in:
karl 2019-12-13 13:40:41 +01:00
parent 8032f2efec
commit dce2418762
2 changed files with 47 additions and 12 deletions

View File

@ -3,4 +3,11 @@ project(ecsgame)
set(CMAKE_CXX_STANDARD 17)
add_executable(ecsgame main.cpp)
find_package(OpenGL REQUIRED)
find_package(glfw3 REQUIRED)
add_executable(ecsgame main.cpp)
include_directories(${OPENGL_INCLUDE_DIRS})
target_link_libraries(ecsgame ${OPENGL_LIBRARY} glfw)

View File

@ -1,11 +1,12 @@
#include <iostream>
#include "ECS.h"
#include <GLFW/glfw3.h>
using namespace ECS;
struct Position
{
struct Position {
Position(float x, float y, float z) : x(x), y(y), z(z) {}
Position() : x(0.f), y(0.f), z(0.f) {}
float x;
@ -13,19 +14,16 @@ struct Position
float z;
};
class GravitySystem : public EntitySystem
{
class GravitySystem : public EntitySystem {
public:
GravitySystem(float amount)
{
GravitySystem(float amount) {
gravityAmount = amount;
}
virtual ~GravitySystem() {}
virtual void tick(World* world, float deltaTime) override
{
world->each<Position>([&](Entity* ent, ComponentHandle<Position> position) {
virtual void tick(World *world, float deltaTime) override {
world->each<Position>([&](Entity *ent, ComponentHandle<Position> position) {
position->y += gravityAmount * deltaTime;
});
}
@ -35,10 +33,10 @@ private:
};
int main() {
World* world = World::createWorld();
World *world = World::createWorld();
world->registerSystem(new GravitySystem(-9.8f));
Entity* ent = world->create();
Entity *ent = world->create();
ent->assign<Position>(0.f, 0.f, 0.f); // assign() takes arguments and passes them to the constructor
world->tick(1.0f);
@ -46,5 +44,35 @@ int main() {
ComponentHandle<Position> pos = ent->get<Position>();
std::cout << "y position after tick: " << pos->y << std::endl;
GLFWwindow *window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
if (!window) {
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
/* Loop until the user closes the window */
while (!glfwWindowShouldClose(window)) {
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}