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118 lines
2.9 KiB
118 lines
2.9 KiB
#include <GLFW/glfw3.h> |
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#include "inferno/application.h" |
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#include "inferno/core.h" |
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#include "inferno/event/applicationevent.h" |
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#include "inferno/event/event.h" |
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#include "inferno/input.h" |
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#include "inferno/log.h" |
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#include "inferno/settings.h" |
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#include "inferno/render/buffer.h" |
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#include "inferno/render/context.h" |
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#include "inferno/render/renderer.h" |
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#include "inferno/render/shader.h" |
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#include "inferno/window.h" |
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namespace Inferno { |
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Application* Application::s_instance = nullptr; |
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Application::Application() |
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{ |
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NF_CORE_ASSERT(!s_instance, "Application already exists!"); |
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s_instance = this; |
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// Initialize Settings |
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Settings::initialize(); |
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m_window = std::make_unique<Window>(); |
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m_window->setEventCallback(NF_BIND_EVENT(Application::onEvent)); |
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float vertices[] = { |
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-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, |
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0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, |
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0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, |
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-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, |
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}; |
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uint32_t indices[] = { |
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0, 1, 2, 2, 3, 0 |
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}; |
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m_vertexArray = std::make_shared<VertexArray>(); |
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std::shared_ptr<VertexBuffer> vertexBuffer = std::make_shared<VertexBuffer>(vertices, sizeof(vertices)); |
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vertexBuffer->setLayout({ |
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{ BufferElementType::Vec3, "a_position" }, |
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{ BufferElementType::Vec4, "a_color" }, |
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}); |
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m_vertexArray->addVertexBuffer(vertexBuffer); |
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std::shared_ptr<IndexBuffer> indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(indices)); |
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m_vertexArray->setIndexBuffer(indexBuffer); |
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m_shader = std::make_unique<Shader>("assets/glsl/simple.vert", "assets/glsl/simple.frag"); |
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} |
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Application::~Application() |
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{ |
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} |
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void Application::run() |
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{ |
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NF_CORE_LOG("Application startup"); |
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while(!glfwWindowShouldClose(m_window->getWindow())) { |
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if(glfwGetKey(m_window->getWindow(), GLFW_KEY_ESCAPE) == GLFW_PRESS) { |
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glfwSetWindowShouldClose(m_window->getWindow(), GL_TRUE); |
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} |
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Command::clearColor({ 0.2f, 0.3f, 0.3f, 1.0f }); |
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Command::clear(); |
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Renderer::beginScene(); // camera, lights, environment |
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m_shader->bind(); |
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Renderer::submit(m_vertexArray); |
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Renderer::endScene(); |
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m_window->update(); |
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} |
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NF_CORE_LOG("Application shutdown"); |
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} |
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void Application::onEvent(Event &e) |
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{ |
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EventDispatcher dispatcher(e); |
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dispatcher.dispatch<WindowCloseEvent>(NF_BIND_EVENT(Application::onWindowClose)); |
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dispatcher.dispatch<WindowResizeEvent>(NF_BIND_EVENT(Application::onWindowResize)); |
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} |
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bool Application::onWindowClose(WindowCloseEvent &e) |
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{ |
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// Suppress unused warning |
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(void)e; |
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NF_CORE_INFO("WindowCloseEvent triggered"); |
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glfwSetWindowShouldClose(m_window->getWindow(), GL_TRUE); |
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return true; |
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} |
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bool Application::onWindowResize(WindowResizeEvent &e) |
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{ |
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// Suppress unused warning |
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(void)e; |
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NF_CORE_INFO("WindowResizeEvent %dx%d triggered", e.getWidth(), e.getHeight()); |
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m_window->getContext()->setViewport(0, 0, e.getWidth(), e.getHeight()); |
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return true; |
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} |
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}
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