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main.cpp
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main.cpp
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#include "main.h"
GLFWwindow* window;
void error_callback(int error, const char* description)
{
// Print error
fputs(description, stderr);
}
void setup_callbacks()
{
// Set the error callback
glfwSetErrorCallback(error_callback);
// Set the key callback
glfwSetKeyCallback(window, Window::key_callback);
// Set the window resize callback
glfwSetFramebufferSizeCallback(window, Window::resize_callback);
}
void setup_glew()
{
// Initialize GLEW. Not needed on OSX systems.
#ifndef __APPLE__
GLenum err = glewInit();
if (GLEW_OK != err)
{
/* Problem: glewInit failed, something is seriously wrong. */
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
glfwTerminate();
}
fprintf(stdout, "Current GLEW version: %s\n", glewGetString(GLEW_VERSION));
#endif
}
void setup_opengl_settings()
{
#ifndef __APPLE__
// Setup GLEW. Don't do this on OSX systems.
setup_glew();
#endif
// Enable depth buffering
glEnable(GL_DEPTH_TEST);
// Related to shaders and z value comparisons for the depth buffer
glDepthFunc(GL_LEQUAL);
// Set polygon drawing mode to fill front and back of each polygon
// You can also use the paramter of GL_LINE instead of GL_FILL to see wireframes
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Disable backface culling to render both sides of polygons
glDisable(GL_CULL_FACE);
// Set clear color
glClearColor(0.9f, 0.9f, 0.9f, 1.0f);
}
void print_versions()
{
// Get info of GPU and supported OpenGL version
printf("Renderer: %s\n", glGetString(GL_RENDERER));
printf("OpenGL version supported %s\n", glGetString(GL_VERSION));
//If the shading language symbol is defined
#ifdef GL_SHADING_LANGUAGE_VERSION
std::printf("Supported GLSL version is %s.\n", (char *)glGetString(GL_SHADING_LANGUAGE_VERSION));
#endif
}
int main(void)
{
// Create the GLFW window
window = Window::create_window(1280, 720);
// Print OpenGL and GLSL versions
print_versions();
// Setup callbacks
setup_callbacks();
// Setup OpenGL settings, including lighting, materials, etc.
setup_opengl_settings();
// Initialize objects/pointers for rendering
Window::initialize_objects();
// Loop while GLFW window should stay open
while (!glfwWindowShouldClose(window))
{
// Main render display callback. Rendering of objects is done here.
Window::display_callback(window);
// Idle callback. Updating objects, etc. can be done here.
Window::idle_callback();
}
Window::clean_up();
// Destroy the window
glfwDestroyWindow(window);
// Terminate GLFW
glfwTerminate();
exit(EXIT_SUCCESS);
}