ecsgame/main.cpp

112 lines
3.1 KiB
C++

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "Rendering/Shader.h"
#include "ECS/ECS.h"
#include "ECS/Events/InputEvent.h"
#include "ECS/Events/MouseMoveEvent.h"
#include "ECS/Systems/GravitySystem.h"
#include "ECS/Systems/PositionDebugSystem.h"
#include "ECS/Systems/KeyboardMovementSystem.h"
#include "ECS/Systems/RenderSystem.h"
#include "ECS/Systems/MouseLookSystem.h"
#include "ECS/Components/ObjMesh.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<InputEvent>({key, action});
}
static void mouse_callback(GLFWwindow* window, double xpos, double ypos) {
world->emit<MouseMoveEvent>({xpos, ypos});
}
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);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
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());
world->registerSystem(new MouseLookSystem(640, 480));
RenderSystem* renderSystem = new RenderSystem();
world->registerSystem(renderSystem);
Entity *player = world->create();
player->assign<Transform>();
player->assign<Movement>(glm::vec3(1.f, 1.f, 1.f));
player->assign<Camera>(70.0f, 640, 480, 0.1f, 100.0f);
player->assign<MouseLook>(0.1);
Entity *box2 = world->create();
box2->assign<Transform>();
box2->assign<ObjMesh>("Resources/Monkey.obj");
box2->get<Transform>()->translate(glm::vec3(5.0f, 0.0f, 0.0f));
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;
world->tick(delta);
renderSystem->render(world, defaultShader);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glfwTerminate();
return 0;
}