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SDLWnd.cpp
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SDLWnd.cpp
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#include "SDLWnd.hpp"
#include <stdexcept>
#include <iostream>
#include <iomanip>
#include <sstream>
#include <fstream>
#include <ctime>
#include <cmath>
#include <SDL_ttf.h>
#include <glm/vec3.hpp>
#include <glm/mat4x4.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "Helper.hpp"
glm::vec2 SDLWindow::GetWindowPos(GLfloat x, GLfloat y, GLfloat z)
{
glm::vec3 pos = glm::vec3(x, y, z);
glm::mat4 matModel = glm::mat4(1.0);
glm::vec4 viewPort = glm::vec4(0.0f, 0.0f, (float)_width, (float)_height);
glm::vec3 projected = glm::project(pos, matModel, _matProjection, viewPort);
return glm::vec2(projected.x, projected.y);
}
SDLWindow::SDLWindow()
: _event()
, _fov(0)
, _width(0)
, _height(0)
, _caption()
, _fps(0)
, _camPos({ 0, 0, 2 })
, _camLookAt({ 0, 0, 0 })
, _camOrient({ 0, 1, 0 })
, _pSdlWnd(nullptr)
, _pSdlRenderer(nullptr)
, _bRunning(true)
, _matProjection()
, _matView()
, _stopEventPolling(false)
{}
SDLWindow::~SDLWindow()
{
SDL_Quit();
}
/*
void SDLWindow::Close()
{
SDL_DestroyRenderer(_pSdlRenderer);
SDL_DestroyWindow(screen.window);
screen.renderer = nullptr;
screen.window = nullptr;
SDL_Quit();
}
*/
void SDLWindow::Init(int width, int height, float axisLen, const std::string& caption)
{
_fov = axisLen;
_width = width;
_height = height;
SDL_Init(SDL_INIT_VIDEO);
atexit(SDL_Quit);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
// SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
_pSdlWnd = SDL_CreateWindow(
caption.c_str(),
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
width, height,
SDL_WINDOW_OPENGL);
if (!_pSdlWnd)
throw std::runtime_error(SDL_GetError());
_pSdlRenderer = SDL_CreateRenderer(_pSdlWnd, -1, SDL_RENDERER_ACCELERATED);
_sdcGlContext = SDL_GL_CreateContext(_pSdlWnd);
glewInit();
std::cout << "OpenGL Version Information:" << glGetString(GL_VERSION) << std::endl;
std::cout << "- OpenGL: " << glGetString(GL_VERSION) << std::endl;
std::cout << "- GLSL: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
std::cout << "- Vendor/GPU: " << glGetString(GL_VENDOR) << "/" << glGetString(GL_RENDERER) << std::endl;
InitGL();
InitSimulation();
}
void SDLWindow::ScaleAxis(float scale)
{
_fov *= scale;
AdjustCamera();
}
const glm::vec3& SDLWindow::GetCamPos() const
{
return _camPos;
}
const glm::vec3& SDLWindow::GetCamOrient() const
{
return _camOrient;
}
const glm::vec3& SDLWindow::GetCamLookAt() const
{
return _camLookAt;
}
void SDLWindow::SetCameraOrientation(const glm::vec3& orient)
{
_camOrient = orient;
AdjustCamera();
}
void SDLWindow::SetCamera(const glm::vec3& pos, const glm::vec3& lookAt, const glm::vec3& orient)
{
_camOrient = orient;
_camPos = pos;
_camLookAt = lookAt;
AdjustCamera();
}
void SDLWindow::AdjustCamera()
{
double l = _fov / 2.0;
double aspect = (double)_width / _height;
// new mvp matrices for glsl shaders via glm:
_matProjection = glm::ortho(
-l * aspect, l * aspect,
-l, l,
-l, l);
glm::dvec3 camPos(_camPos.x, _camPos.y, _camPos.z);
glm::dvec3 camLookAt(_camLookAt.x, _camLookAt.y, _camLookAt.z);
glm::dvec3 camOrient(_camOrient.x, _camOrient.y, _camOrient.z);
_matView = glm::lookAt(camPos, camLookAt, camOrient);
}
double SDLWindow::GetFOV() const
{
return _fov;
}
int SDLWindow::GetFPS() const
{
return _fps;
}
/** \brief Main render loop
Handles Keyevents advances the time and renders the galaxy.
*/
void SDLWindow::MainLoop()
{
int ct = 0;
double dt = 0;
time_t t1(time(nullptr)), t2;
while (_bRunning)
{
Update();
Render();
// Note: SDL_PollEvents is stuttering every 3000 ms. For now i don't care
// https://stackoverflow.com/questions/53644628/sdl-pollevent-stuttering-while-idle
if (!_stopEventPolling)
PollEvents();
++ct;
t2 = time(nullptr);
dt = difftime(t2, t1);
if (dt > 1)
{
_fps = (int)((double)ct / dt);
ct = 0;
t1 = t2;
}
}
}
int SDLWindow::GetWidth() const
{
return _width;
}
int SDLWindow::GetHeight() const
{
return _height;
}
void SDLWindow::ExitMainLoop()
{
_bRunning = false;
}
void SDLWindow::OnProcessEvents(Uint32 type)
{}
void SDLWindow::PollEvents()
{
while (SDL_PollEvent(&_event))
{
switch (_event.type)
{
case SDL_QUIT:
ExitMainLoop();
break;
default:
OnProcessEvents(_event.type);
break;
} // switch event type
}
}