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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "rms.hpp"
APP_CONTEXT *AppContext=nullptr;
void OnWindowResize(GLFWwindow* window, int width, int height){
AppContext->renderer.AjustViewport(width,height);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_R && action == GLFW_PRESS)
AppContext->renderer.RefreshShader();
}
int main(int argc, char *argv[])
{
GLFWwindow* window;
/* Initialize the library */
if (!glfwInit())
return -1;
/* Create a windowed mode window and its OpenGL context */
window = glfwCreateWindow(WIDTH, HEIGHT, "SFML/OpenGL Ray Marching", NULL, NULL);
if (!window)
{
glfwTerminate();
return -1;
}
/* Make the window's context current */
glfwMakeContextCurrent(window);
// Init Renderer/OpenGL
APP_CONTEXT InitContext={
Renderer(WIDTH,HEIGHT,"main.frag"),
HUD(window)
};
AppContext=&InitContext;
InitContext.renderer.RefreshShader();
glfwSetWindowSizeCallback(window, OnWindowResize);
glfwSetKeyCallback(window, key_callback);
/* Loop until the user closes the window */
double InitTime = glfwGetTime();
double LastTime = InitTime;
while (!glfwWindowShouldClose(window))
{
double CurrentTime = glfwGetTime();
AppContext->hud.m_Context->time=CurrentTime-InitTime;
/* Render here */
glClear(GL_COLOR_BUFFER_BIT);
if(CurrentTime-LastTime >= 1){
AppContext->hud.m_Context->fps=AppContext->hud.m_Context->fps_frame_counter;
AppContext->hud.m_Context->fps_frame_counter=0;
LastTime=CurrentTime;
}
AppContext->renderer.Render();
AppContext->hud.Render();
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
AppContext->hud.m_Context->fps_frame_counter++;
}
glfwTerminate();
return 0;
}
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