This commit is contained in:
Victor Lasserre 2023-02-16 12:18:28 +01:00
commit 115dc1f030
3 changed files with 70 additions and 17 deletions

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@ -50,4 +50,9 @@ Essayez d'adapter les méthodes montrées ci-dessus, aucune garantie que cela fo
### V0.2.2
![Capture d'écran de la toute première version](./screenshots/v0.2.2.png)<br>
Capture d'écran de la toute première version d'EnginPasTangible (v0.2.2)
Capture d'écran de la toute première version d'EnginPasTangible (v0.2.2)
### V0.2.5
![Capture d'écran de la toute première version](./screenshots/EnginPasTangiblev0.2.5.gif)<br>
Rotation autour du centre contrôlée par la souris (v0.2.5)

80
main.c
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@ -1,22 +1,68 @@
#define APPNAMEVERSION "EnginPasTangible (alpha 0.2.5)"
#include "./Libraries/glad/glad.h"
#include <stdio.h>
#include <math.h>
#include <stdbool.h>
#include "./Libraries/GLFW/glfw3.h"
#define STB_IMAGE_IMPLEMENTATION
#include "./Libraries/stb/stb_image.h"
#include "headers/shader.h"
#define FULLSCREEN 0
/* ## DEBUG MODE ##
* 0 for all
* 1 for nothing
* 2 for FPS
* 3 for cursor position
*
* For instance if you want fps and position set the value to 2*3=6
*/
#define DEBUG_MODE 1
GLuint screenWidth = 720, screenHeight = 480;
const GLFWvidmode* mode;
GLFWwindow* window;
bool pause;
void setupVAO();
//GLuint getTextureHandle(char* path);
unsigned int VAO;
float currentTime, deltaTime, lastFrame,startTime;
float mousePosX,mousePosY,camPosX,camPosY,camPosZ,camDirX,camDirY,camDirZ;
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (!action == GLFW_PRESS)
return;
if (key == GLFW_KEY_ESCAPE)
{
//glfwSetWindowShouldClose(window, GLFW_TRUE);
pause=!pause;
printf(pause ? "En pause\n" : "En fonctionnement\n");
if (pause)
{
glfwSetWindowTitle(window, "EnginPasTangible (En pause)");
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
else
{
glfwSetWindowTitle(window, APPNAMEVERSION);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
}
if (key == GLFW_KEY_BACKSPACE)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
{
mousePosX = xpos;
mousePosY = ypos;
if (DEBUG_MODE % 3 == 0)
printf("x:%f | y:%f\n",xpos, ypos);
}
int main (){
@ -31,8 +77,8 @@ int main (){
glfwWindowHint(GLFW_RESIZABLE,GL_FALSE);//#####
//glfwWindowHint(GLFW_DECORATED,GL_FALSE);
//glfwWindowHint(GLFW_CONTEXT_NO_ERROR,GL_FALSE);
window = glfwCreateWindow(screenWidth, screenHeight, "EnginPasTangible (alpha 0.2.2)", NULL, NULL);
pause = false;
window = glfwCreateWindow(screenWidth, screenHeight, APPNAMEVERSION, NULL, NULL);
if (window == NULL)
{
@ -68,11 +114,9 @@ int main (){
// for alpha (opacity)
//glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// GLFWimage images[2];
// images[0] = load_icon("assets/enginpastangible.png");
// images[1] = load_icon("assets/icon.png");
// glfwSetWindowIcon(window, 2, images);
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
GLFWimage images[1];
images[0].pixels = stbi_load("./assets/icon.png", &images[0].width, &images[0].height, 0, 4); //rgba channels
@ -80,17 +124,27 @@ int main (){
stbi_image_free(images[0].pixels);
int window_width, window_height;
float mousePosX,mousePosY,camPosX,camPosY,camPosZ,camDirX,camDirY,camDirZ;
char FPS[20];
startTime = glfwGetTime();
while (!glfwWindowShouldClose(window))
{
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
if (pause)
{
glClearColor(.1f, .2f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
continue;
}
currentTime = glfwGetTime();
deltaTime = currentTime - lastFrame;
lastFrame = currentTime;
gcvt(1/deltaTime,4,FPS);
printf("FPS : %s\n",FPS);
if (DEBUG_MODE % 2 == 0)
printf("FPS : %s\n",FPS);
glfwGetWindowSize(window, &window_width, &window_height);
glViewport(0, 0, window_width, window_height);
@ -107,12 +161,6 @@ int main (){
glUniform3f(glGetUniformLocation(quad_shader, "iCamDir"), camDirX,camDirY,camDirZ);
// glBindVertexArray(0); // no need to unbind it every time
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
glfwSwapBuffers(window);
glfwPollEvents();
}
// Optional cleaning up bc OS will likely do it for us, but is a good practice. Note that shaders are deleted in shader.h

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