Removing newMain.cc.

This commit is contained in:
Faerbit 2014-11-08 00:29:38 +01:00
parent 6c329b1240
commit 9caad22156

View File

@ -1,239 +0,0 @@
#include "main.hh"
#include <iostream>
/*
#include <fstream>
#include <iomanip>
#include <sstream>
#include <ACGL/OpenGL/Objects.hh>
#include <ACGL/OpenGL/Data/TextureData.hh>
#include <ACGL/Math/Math.hh>
#include <ACGL/Utils/FileHelpers.hh>
#include <ACGL/Utils/StringHelpers.hh>
#include <ACGL/OpenGL/glloaders/extensions.hh>
using namespace std;
using namespace ACGL::OpenGL;
using namespace ACGL::Base;
using namespace ACGL::Utils;
glm::uvec2 g_windowSize( 1024, 786 );
float g_nearPlane = 0.1f;
float g_farPlane = 100.0f;
bool glfwWindowClosed = false;
GLFWwindow* g_window;
Level currentLevel;
Physics physics;
void setGLFWHintsForOpenGLVersion( unsigned int _version )
{
#ifdef __APPLE__
#if (ACGL_OPENGL_VERSION >= 30)
// request OpenGL 3.2, will return a 4.1 context on Mavericks
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, 3 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, 2 );
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
#else
// non-apple
glfwWindowHint( GLFW_CONTEXT_VERSION_MAJOR, _version / 10 );
glfwWindowHint( GLFW_CONTEXT_VERSION_MINOR, _version % 10 );
#ifdef ACGL_OPENGL_PROFILE_CORE
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#endif
#endif
}
bool createWindow()
{
/////////////////////////////////////////////////////////////////////////////////////
// Initialise GLFW
//
if ( !glfwInit() )
{
error() << "Failed to initialize GLFW" << endl;
exit( -1 );
}
/////////////////////////////////////////////////////////////////////////////////////
// Configure OpenGL context
//
setGLFWHintsForOpenGLVersion( ACGL_OPENGL_VERSION );
// activate multisampling (second parameter is the number of samples):
//glfwWindowHint( GLFW_SAMPLES, 8 );
// request an OpenGL debug context:
glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, true );
// define whether the window can get resized:
//glfwWindowHint( GLFW_RESIZABLE, true );
// non-decorated windows can be used as splash screens:
//glfwWindowHint( GLFW_DECORATED, false );
// request an sRGB framebuffer:
//glfwWindowHint( GLFW_SRGB_CAPABLE, true );
//glfwWindowHint( , true );
//glfwWindowHint( , true );
//glfwWindowHint( , true );
//glfwWindowHint( , true );
/////////////////////////////////////////////////////////////////////////////////////
// try to create an OpenGL context in a window and check the supported OpenGL version:
// R,G,B,A, Depth,Stencil
g_window = glfwCreateWindow( g_windowSize.x, g_windowSize.y, "ACGL GLFWExamples", NULL, NULL);
if (!g_window) {
error() << "Failed to open a GLFW window - requested OpenGL: " << ACGL_OPENGL_VERSION << endl;
return false;
}
glfwMakeContextCurrent(g_window);
ACGL::init();
/////////////////////////////////////////////////////////////////////////////////////
// Init debug-extension
//
if (ACGL_ARB_debug_output()) {
//debug() << "GL_ARB_DEBUG_OUTPUT is supported, register callback" << endl;
//glDebugMessageCallbackARB( debugCallback, NULL);
// filter out the strange performance warnings about shader recompiles:
//glDebugMessageControlARB( GL_DEBUG_SOURCE_API_ARB, GL_DEBUG_TYPE_PERFORMANCE_ARB, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, NULL, GL_FALSE );
} else {
//debug() << "GL_ARB_DEBUG_OUTPUT is missing!" << endl;
}
return true;
}
static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
{
if (_key == GLFW_KEY_ESCAPE && _action == GLFW_PRESS) {
glfwSetWindowShouldClose( _window, GL_TRUE );
//TODO physics.kill();
}
}
void update(){
//TODO handleInput();
//TODO updateLogic();
//TODO physics.update();
}
void render(){
currentLevel.render();
}
std::vector<std::string> initWindow(char *argv[]){
/////////////////////////////////////////////////////////////////////////////////////
// Create OpenGL capable window:
//
if ( !createWindow() ) {
glfwTerminate();
exit( -1 );
}
/////////////////////////////////////////////////////////////////////////////////////
// Set window title to binary name (without the path):
//
std::vector<std::string> tmp = StringHelpers::split( std::string( argv[0] ), '/' );
glfwSetWindowTitle( g_window, tmp[tmp.size()-1].c_str() );
// Ensure we can capture the escape key being pressed below
glfwSetInputMode( g_window, GLFW_STICKY_KEYS, 1 );
glfwSetWindowSizeCallback( g_window, resizeCallback );
glfwSetKeyCallback( g_window, keyCallback );
// Enable vertical sync (on cards that support it) with parameter 1 - 0 means off
glfwSwapInterval( 0 );
/////////////////////////////////////////////////////////////////////////////////////
// OpenGL state:
//
glClearColor( 0.0, 0.0, 0.0, 1.0 );
glEnable( GL_DEPTH_TEST );
initCustomResources();
return tmp;
}
std::vector<std::string> init(char *argv[]){
//TODO physics.init();
//TODO Load Menu: till then:
currentLevel = Level("Levels/LevelTest");
Model model = Model("Bunny.obj"); //TODO should we get another model here? dont know how shader creation should work
//OurShader shader;
//shader = OurShader("Shader/phong.fsh", model); //TODO fix ourShader
//currentLevel.load(shader);
return initWindow(argv);
}
int main( int argc, char *argv[] )
{
//init FPS counter:
int frameCount = 0;
const double FPSdelay = 2.0;
double startTimeInSeconds = glfwGetTime();
double showNextFPS = startTimeInSeconds + FPSdelay;
std::vector<std::string> tmp = init(argv);
do {
//Display FPS:
double now = glfwGetTime();
if (showNextFPS <= now) {
stringstream sstream (stringstream::in | stringstream::out);
sstream << setprecision(1) << std::fixed
<< tmp[tmp.size()-1] << " - FPS: " << frameCount / (now-showNextFPS + FPSdelay) << " " << 1000 * (now-showNextFPS + FPSdelay)/frameCount << " msec";
glfwSetWindowTitle( g_window, sstream.str().c_str() );
showNextFPS = now + FPSdelay;
frameCount = 0;
}
} // Check if the window was closed
while( !glfwWindowShouldClose( g_window ) );
deleteCustomResources();
glfwTerminate();
exit(0);
}
*/