#include #include #include #include "Rendering/Shader.h" #include "ECS/ECS.h" #include "ECS/Events/InputEvent.h" #include "ECS/Systems/GravitySystem.h" #include "ECS/Systems/PositionDebugSystem.h" #include "ECS/Systems/KeyboardMovementSystem.h" #include "ECS/Systems/RenderSystem.h" using namespace ECS; World *world = World::createWorld(); static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GLFW_TRUE); world->emit({key, action}); } int main() { 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); glfwSetKeyCallback(window, key_callback); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } glEnable(GL_DEPTH_TEST); // TODO: Could be automated by getting all classes within 'ECS/Systems' // world->registerSystem(new GravitySystem(-9.8f)); world->registerSystem(new PositionDebugOutputSystem()); world->registerSystem(new KeyboardMovementSystem()); RenderSystem* renderSystem = new RenderSystem(); world->registerSystem(renderSystem); Entity *player = world->create(); player->assign(); player->assign(glm::vec3(1.f, 1.f, 1.f)); player->assign(70.0f, 640, 480, 0.1f, 100.0f); Entity *box = world->create(); box->assign(); box->assign(std::vector{ -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 1.0f, -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, -0.5f, 1.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, -0.5f, -0.5f, -0.5f, 0.0f, 1.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, -0.5f, 0.5f, -0.5f, 0.0f, 1.0f }); box->get()->translate(glm::vec3(0.0f, 0.0f, -10.0f)); Shader defaultShader("Shaders/default-vertex.vs", "Shaders/default-fragment.fs"); double timeInLastFrame = glfwGetTime(); double elapsed_time = 0.0; /* Loop until the user closes the window */ while (!glfwWindowShouldClose(window)) { // Delta time handling double delta = glfwGetTime() - timeInLastFrame; timeInLastFrame = glfwGetTime(); elapsed_time += delta; std::cout << "Elapsed time: " << elapsed_time << std::endl; world->tick(delta); renderSystem->render(world, defaultShader); /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); } glfwTerminate(); return 0; }