Removing debug stuff from release build. Fixes #8.
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e2ed7cac88
commit
dd9997dc82
38
game/main.cc
38
game/main.cc
@ -23,6 +23,7 @@ static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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app.setCameraLock(false);
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app.setCameraLock(false);
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}
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}
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#ifdef CMAKE_CXX_FLAGS_DEBUG
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if (_key == GLFW_KEY_F5 && _action == GLFW_PRESS) {
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if (_key == GLFW_KEY_F5 && _action == GLFW_PRESS) {
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app.getGraphics()->setRenderShadows(!app.getGraphics()->getRenderShadows());
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app.getGraphics()->setRenderShadows(!app.getGraphics()->getRenderShadows());
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}
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}
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@ -35,6 +36,7 @@ static void keyCallback(GLFWwindow* _window, int _key, int, int _action, int)
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if (_key == GLFW_KEY_F8 && _action == GLFW_PRESS) {
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if (_key == GLFW_KEY_F8 && _action == GLFW_PRESS) {
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app.getGraphics()->setRenderWorld(!app.getGraphics()->getRenderWorld());
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app.getGraphics()->setRenderWorld(!app.getGraphics()->getRenderWorld());
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}
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}
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#endif
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}
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}
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static void mouseCallback(GLFWwindow* window, int button, int action, int) {
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static void mouseCallback(GLFWwindow* window, int button, int action, int) {
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@ -101,9 +103,11 @@ bool createWindow()
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// activate multisampling (second parameter is the number of samples):
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// activate multisampling (second parameter is the number of samples):
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glfwWindowHint( GLFW_SAMPLES, 4);
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glfwWindowHint( GLFW_SAMPLES, 4);
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// request an OpenGL debug context:
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#ifdef CMAKE_CXX_FLAGS_DEBUG
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glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, true );
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// request an OpenGL debug context:
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glfwWindowHint( GLFW_OPENGL_DEBUG_CONTEXT, true );
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#endif
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// define whether the window can get resized:
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// define whether the window can get resized:
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glfwWindowHint(GLFW_RESIZABLE, true);
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glfwWindowHint(GLFW_RESIZABLE, true);
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@ -116,7 +120,11 @@ bool createWindow()
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return false;
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return false;
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}
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}
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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ACGL::init();
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#ifdef CMAKE_CXX_FLAGS_DEBUG
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ACGL::init(true);
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#else
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ACGL::init(false); // do not request debug context
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#endif
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return true;
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return true;
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}
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}
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@ -179,12 +187,22 @@ int main( int argc, char *argv[] )
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keyboardState.aPressed = glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS;
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keyboardState.aPressed = glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS;
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keyboardState.sPressed = glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS;
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keyboardState.sPressed = glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS;
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keyboardState.dPressed = glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS;
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keyboardState.dPressed = glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS;
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keyboardState.lPressed = glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS;
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#ifdef CMAKE_CXX_FLAGS_DEBUG
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keyboardState.kPressed = glfwGetKey(window, GLFW_KEY_K) == GLFW_PRESS;
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keyboardState.lPressed = glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS;
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keyboardState.f1Pressed = glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS;
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keyboardState.kPressed = glfwGetKey(window, GLFW_KEY_K) == GLFW_PRESS;
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keyboardState.f2Pressed = glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS;
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keyboardState.f1Pressed = glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS;
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keyboardState.f3Pressed = glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS;
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keyboardState.f2Pressed = glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS;
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keyboardState.f4Pressed = glfwGetKey(window, GLFW_KEY_F4) == GLFW_PRESS;
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keyboardState.f3Pressed = glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS;
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keyboardState.f4Pressed = glfwGetKey(window, GLFW_KEY_F4) == GLFW_PRESS;
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#else
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keyboardState.lPressed = false;
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keyboardState.kPressed = false;
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keyboardState.f1Pressed = false;
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keyboardState.f2Pressed = false;
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keyboardState.f3Pressed = false;
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keyboardState.f4Pressed = false;
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#endif
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double xpos, ypos;
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double xpos, ypos;
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glfwGetCursorPos(window, &xpos, &ypos);
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glfwGetCursorPos(window, &xpos, &ypos);
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@ -1,7 +1,9 @@
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#include "model.hh"
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#include "model.hh"
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Model::Model(std::string filePath, float scale) {
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Model::Model(std::string filePath, float scale) {
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printf("Loading %s\n", filePath.c_str());
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#ifdef CMAKE_CXX_FLAGS_DEBUG
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printf("Loading %s\n", filePath.c_str());
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#endif
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reference = ACGL::OpenGL::VertexArrayObjectCreator(filePath).create();
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reference = ACGL::OpenGL::VertexArrayObjectCreator(filePath).create();
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this->scale = scale;
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this->scale = scale;
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}
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}
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