Blob Blame Raw

#include <ctime>
#include <cstdlib>

#include <string>
#include <iostream>

#include <GL/gl.h>
#include <SDL2/SDL.h>

#include "geometry.h"
#include "scene.h"


class Main {
public:
    bool sdl_initialized;
    SDL_Window *mainWindow;
    SDL_GLContext mainContext;
    Scene *scene;
    
    Main():
        sdl_initialized(),
        mainWindow(),
        mainContext(),
        scene()
    { }
    
    ~Main() { deinit(); }

    bool init() {
        srand(time(NULL));
        
        if (SDL_Init(SDL_INIT_VIDEO) < 0) {
            std::cerr << "SDL_Init failed" << std::endl;
            deinit();
            return false;
        }
        sdl_initialized = true;
        
        mainWindow = SDL_CreateWindow(
            "simu",
            SDL_WINDOWPOS_CENTERED,
            SDL_WINDOWPOS_CENTERED,
            512,
            512,
            SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE );

        if (!mainWindow)
        {
            std::cerr << "cannot create window" << std::endl;
            std::cerr << SDL_GetError() << std::endl;
            SDL_ClearError();
            deinit();
            return false;
        }

        mainContext = SDL_GL_CreateContext(mainWindow);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

        // vsync
        SDL_GL_SetSwapInterval(1);
        
        scene = new Scene();
        
        glClearColor(0.0, 0.0, 0.0, 0.0);
        glEnable(GL_LINE_SMOOTH);
        glEnable(GL_POINT_SMOOTH);
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
        glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);

        glEnable(GL_NORMALIZE);
        glDisable(GL_DEPTH_TEST);
        
        glEnable(GL_LIGHT0);
        float light0[] = {1, 1, 1, 0};
        glLightfv(GL_LIGHT0, GL_POSITION, light0);

        glEnable(GL_LIGHT1);
        float light1[] = {-1, -1, -1, 0};
        float color[] = {0.5, 0.5, 0.5, 1};
        glLightfv(GL_LIGHT1, GL_POSITION, light1);
        glLightfv(GL_LIGHT1, GL_DIFFUSE, color);
        //glLightfv(GL_LIGHT1, GL_SPECULAR, color);
        
        glEnable(GL_COLOR_MATERIAL);
        
        resize(512, 512);

        return true;
    }
    
    void deinit() {
        if (scene) { delete scene; scene = 0; }
        if (mainContext) { SDL_GL_DeleteContext(mainContext); mainContext = 0; }
        if (mainWindow) { SDL_DestroyWindow(mainWindow); mainWindow = 0; }
        if (sdl_initialized) { SDL_Quit(); sdl_initialized = false; }
    }
    
    void resize(int width, int height) {
        glViewport(0, 0, width, height);
        glMatrixMode(GL_PROJECTION);
        glLoadMatrixd( Matrix4::perspective(90.0, (Real)width/height, 0.1, 100).a );
        glMatrixMode(GL_MODELVIEW);
    }
    
    void loop() {
        bool quit = false;
        Uint32 prev_time = SDL_GetTicks();
        while(!quit) {
            SDL_Event event;
            while (SDL_PollEvent(&event)) {
                if (event.type == SDL_QUIT)
                    quit = true;
                if (event.type == SDL_WINDOWEVENT) {
                    if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
                        resize(event.window.data1, event.window.data2);
                    }
                }
                if (event.type == SDL_KEYDOWN) {
                    switch (event.key.keysym.sym) {
                    case SDLK_ESCAPE:
                        quit = true;
                        break;
                    case SDLK_w:
                        scene->wireframe = !scene->wireframe;
                        break;
                    case SDLK_r:
                        scene->generate();
                        break;
                    default:
                        break;
                    }
                }
                if (event.type == SDL_MOUSEMOTION) {
                    if (event.motion.state & SDL_BUTTON_LMASK) {
                        scene->angles.z += event.motion.xrel;
                        scene->angles.x += event.motion.yrel;
                    }
                    if (event.motion.state & SDL_BUTTON_RMASK) {
                        scene->offset.z *= pow(2, event.motion.yrel/100.0);
                    }
                    if (event.motion.state & SDL_BUTTON_MMASK) {
                        scene->offset.x += 0.1*event.motion.xrel;
                        scene->offset.y -= 0.1*event.motion.yrel;
                    }
                }
            }

            Uint32 curr_time = SDL_GetTicks();
            double dt = (curr_time - prev_time)/1000.0;
            prev_time = curr_time;
            
            scene->update(dt);
            
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            scene->draw();
            SDL_GL_SwapWindow(mainWindow);
        }
    }
};


int main(int argc, char **argv)
{
    Main app;
    if (!app.init()) return -1;
    app.loop();
    return 0;
}