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main.cpp
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154 lines (127 loc) · 5.13 KB
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//
// main.cpp
// GameEngine
//
// Created by Angel Land on 9/3/16.
// Copyright © 2016 Angel Land. All rights reserved.
//
#include <cstdlib>
#include "source/engine.hpp"
using namespace GameEngine;
//===============================================================================================
#define SCREEN_WITDH 1600
#define SCREEN_HEIGHT 900
//===============================================================================================
void load_shaders( );
void load_textures( );
void load_meshes( );
//===============================================================================================
int main( int argc,char** argv ){
// The window
Window window;
// Input hanlder
InputManager input;
// A color
Color background( Color::white );
// Create window
window.create( "Engine Testing 1", SCREEN_WITDH, SCREEN_HEIGHT );
// Set window background color
glClearColor( background.r, background.g, background.b, 1.0f );
// Load Resources
load_shaders( );
load_textures( );
load_meshes( );
//Camera
FlyCamera* camera = new FlyCamera( SCREEN_WITDH,SCREEN_HEIGHT );
// The Logo!
Sprite* logo = new Sprite( );
logo->setTexture( TextureManagerInstance.get("logoGrande") );
logo->setProgram( ShaderManagerInstance.get("sprite") );
logo->transform( Transform(glm::vec3( 2.0f,2.0f,0.0f ),
glm::vec4( 0,1,1,1 ),
glm::vec3( 2.0f,1.0f,1.0f ) ));
logo->init( );
// SkyBox
SkyBox* skyboxsunny = new SkyBox( );
skyboxsunny->setProgram(ShaderManagerInstance.get("skyBoxSunny"));
skyboxsunny->setTexture(TextureManagerInstance.get("skyBoxSunny"));
skyboxsunny->transform(Transform({0,0,0},{0,1,0,0},{500,500,500}));
skyboxsunny->init( );
// Mesa
Entity* mesa = new Entity();
mesa->setMesh(MeshManagerInstance.get("stall"));
mesa->setTexture(TextureManagerInstance.get("stall"));
mesa->setProgram(ShaderManagerInstance.get("texture"));
mesa->transform(Transform(glm::vec3(0,0,0)));
// Barril
Entity* barrel = new Entity();
barrel->setMesh(MeshManagerInstance.get("woodBarrel"));
barrel->setTexture(TextureManagerInstance.get("woodBarrel"));
barrel->setProgram(ShaderManagerInstance.get("texture"));
barrel->transform(Transform(glm::vec3(8,0,0)));
// Floating Jail
Entity* jail = new Entity( );
jail->setMesh(MeshManagerInstance.get("floatingJail"));
jail->setTexture(TextureManagerInstance.get("floatingJail"));
jail->setProgram(ShaderManagerInstance.get("texture"));
jail->transform(Transform(glm::vec3(12,0,0)));
// Level
Scene levelDemo;
levelDemo.setCamera( camera );
levelDemo.setSkyBox( skyboxsunny );
levelDemo.addSprite( logo );
levelDemo.addEntity( mesa );
levelDemo.addEntity( barrel );
// Floating Jail
for( int i=0;i<50;i++ ){
Entity* tempjail = new Entity( );
tempjail->setMesh(MeshManagerInstance.get("floatingJail"));
tempjail->setTexture(TextureManagerInstance.get("floatingJail"));
tempjail->setProgram(ShaderManagerInstance.get("texture"));
tempjail->transform( Transform(glm::vec3(14+i*5,0,0),
glm::vec4( (float)(rand()%360),0,1,0 ),
glm::vec3( 1,1,1 ) ));
levelDemo.addEntity( tempjail );
}
// Main Loop
while( !window.close( ) ){
window.clear( );
if( input.isKeyPressed( GLFW_KEY_ESCAPE ) ){
window.close( );
break;
}
mesa->transform( Transform(glm::vec3(0,0,0),glm::vec4(0,1,0,0),glm::vec3(3,3,3)) );
levelDemo.draw( );
window.update( );
}
delete logo;
return 0;
}
//===============================================================================================
void load_shaders( ){
ShaderManagerInstance.createProgram("sprite", SPRITE_VERTEXSHADER,SPRITE_FRAGMENTSHADER );
ShaderManagerInstance.createProgram("skyBoxSunny",SKYBOX_VERTEXSHADER,SKYBOX_FRAGMENTSHADER);
ShaderManagerInstance.createProgram("texture", TEXTURE_VERTEXSHADER, TEXTURE_FRAGMENTSHADER);
}
//===============================================================================================
void load_textures( ){
TextureManagerInstance.load("logoGrande","resources/textures/wow1.tga");
TextureManagerInstance.load("stall", "resources/textures/building_1_c.tga");
TextureManagerInstance.load("woodBarrel", "resources/textures/woodBarrel.tga");
TextureManagerInstance.load("floatingJail", "resources/textures/floatingJail.tga");
TextureManagerInstance.loadCubeMap("skyBoxSunny", {
"resources/skybox/right.tga",
"resources/skybox/left.tga",
"resources/skybox/top.tga",
"resources/skybox/bottom.tga",
"resources/skybox/back.tga",
"resources/skybox/front.tga"
});
}
//===============================================================================================
void load_meshes( ){
MeshManagerInstance.load("stall", "resources/models/building_1.obj");
MeshManagerInstance.load("woodBarrel", "resources/models/woodBarrel.obj");
MeshManagerInstance.load("floatingJail", "resources/models/floatingJail.obj");
}
//===============================================================================================