// Must be the first include #include // Other includes #include #include #include "BumpMapDemo.h" #include "Framebuffer3D.h" #include "Input.h" #include "MCRenderer.h" #include "Shader.h" void framebuffer_size_callback(GLFWwindow *window, int width, int height); 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); Input::set_key_down(key, action == GLFW_RELEASE ? false : true); } // settings const unsigned int SCR_WIDTH = 1920; const unsigned int SCR_HEIGHT = 1080; int main() { // glfw: initialize and configure // ------------------------------ glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif // glfw window creation // -------------------- GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Marching Cubes", NULL, NULL); if (window == NULL) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // glad: load all OpenGL function pointers // --------------------------------------- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; return -1; } // Keyboard input processing function glfwSetKeyCallback(window, key_callback); // configure global opengl state // ----------------------------- glEnable(GL_DEPTH_TEST); // Setup the Marching Cubes renderer BumpMapDemo renderer; // render loop double timeInLastFrame = glfwGetTime(); double elapsed_time = 0.0; while (!glfwWindowShouldClose(window)) { // Delta time handling double delta = glfwGetTime() - timeInLastFrame; timeInLastFrame = glfwGetTime(); elapsed_time += delta; renderer.render(delta); // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.) glfwSwapBuffers(window); glfwPollEvents(); } return 0; } // glfw: whenever the window size changed (by OS or user resize) this callback function executes // --------------------------------------------------------------------------------------------- void framebuffer_size_callback(GLFWwindow *window, int width, int height) { // make sure the viewport matches the new window dimensions; note that width and // height will be significantly larger than specified on retina displays. glViewport(0, 0, width, height); }