-
Notifications
You must be signed in to change notification settings - Fork 44
Expand file tree
/
Copy pathSDLWnd.cpp
More file actions
298 lines (247 loc) · 6.1 KB
/
Copy pathSDLWnd.cpp
File metadata and controls
298 lines (247 loc) · 6.1 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
#include "SDLWnd.hpp"
#include <stdexcept>
#include <iostream>
#include <iomanip>
#include <sstream>
#include <fstream>
#include <ctime>
#include <cmath>
#include <SDL_ttf.h>
#include <glm/vec3.hpp>
#include <glm/mat4x4.hpp>
#include <glm/gtx/transform.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include "Helper.hpp"
glm::vec2 SDLWindow::GetWindowPos(GLfloat x, GLfloat y, GLfloat z)
{
glm::vec3 pos = glm::vec3(x, y, z);
glm::mat4 matModel = glm::mat4(1.0);
glm::vec4 viewPort = glm::vec4(0.0f, 0.0f, (float)_width, (float)_height);
glm::vec3 projected = glm::project(pos, matModel, _matProjection, viewPort);
return glm::vec2(projected.x, projected.y);
}
SDLWindow::SDLWindow()
: _event()
, _fov(0)
, _width(0)
, _height(0)
, _caption()
, _fps(0)
, _camPos({ 0, 0, 2 })
, _camLookAt({ 0, 0, 0 })
, _camOrient({ 0, 1, 0 })
, _pSdlWnd(nullptr)
, _pSdlRenderer(nullptr)
, _bRunning(true)
, _matProjection()
, _matView()
, _stopEventPolling(false)
{}
SDLWindow::~SDLWindow()
{
SDL_Quit();
}
/*
void SDLWindow::Close()
{
SDL_DestroyRenderer(_pSdlRenderer);
SDL_DestroyWindow(screen.window);
screen.renderer = nullptr;
screen.window = nullptr;
SDL_Quit();
}
*/
std::string SDLWindow::GetAppDir()
{
static const std::string dir = []()
{
char* path = SDL_GetBasePath();
std::string result = (path != nullptr) ? path : "";
SDL_free(path);
return result;
}();
return dir;
}
std::string SDLWindow::GetUserDir()
{
static const std::string dir = []()
{
char* path = SDL_GetPrefPath("beltoforion", "GalaxyRenderer");
std::string result = (path != nullptr) ? path : "";
SDL_free(path);
return result;
}();
return dir;
}
void SDLWindow::Init(int width, int height, float axisLen, const std::string& caption)
{
_fov = axisLen;
_width = width;
_height = height;
SDL_Init(SDL_INIT_VIDEO);
atexit(SDL_Quit);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
// SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
_pSdlWnd = SDL_CreateWindow(
caption.c_str(),
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
width, height,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
if (!_pSdlWnd)
throw std::runtime_error(SDL_GetError());
_pSdlRenderer = SDL_CreateRenderer(_pSdlWnd, -1, SDL_RENDERER_ACCELERATED);
_sdcGlContext = SDL_GL_CreateContext(_pSdlWnd);
glewInit();
std::cout << "OpenGL Version Information:" << glGetString(GL_VERSION) << std::endl;
std::cout << "- OpenGL: " << glGetString(GL_VERSION) << std::endl;
std::cout << "- GLSL: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << std::endl;
std::cout << "- Vendor/GPU: " << glGetString(GL_VENDOR) << "/" << glGetString(GL_RENDERER) << std::endl;
InitGL();
InitSimulation();
}
void SDLWindow::ScaleAxis(float scale)
{
_fov *= scale;
AdjustCamera();
}
const glm::vec3& SDLWindow::GetCamPos() const
{
return _camPos;
}
const glm::vec3& SDLWindow::GetCamOrient() const
{
return _camOrient;
}
const glm::vec3& SDLWindow::GetCamLookAt() const
{
return _camLookAt;
}
void SDLWindow::SetCameraOrientation(const glm::vec3& orient)
{
_camOrient = orient;
AdjustCamera();
}
void SDLWindow::SetCamera(const glm::vec3& pos, const glm::vec3& lookAt, const glm::vec3& orient)
{
_camOrient = orient;
_camPos = pos;
_camLookAt = lookAt;
AdjustCamera();
}
void SDLWindow::AdjustCamera()
{
double l = _fov / 2.0;
double aspect = (double)_width / _height;
// new mvp matrices for glsl shaders via glm:
_matProjection = glm::ortho(
-l * aspect, l * aspect,
-l, l,
-l, l);
glm::dvec3 camPos(_camPos.x, _camPos.y, _camPos.z);
glm::dvec3 camLookAt(_camLookAt.x, _camLookAt.y, _camLookAt.z);
glm::dvec3 camOrient(_camOrient.x, _camOrient.y, _camOrient.z);
_matView = glm::lookAt(camPos, camLookAt, camOrient);
}
double SDLWindow::GetFOV() const
{
return _fov;
}
int SDLWindow::GetFPS() const
{
return _fps;
}
/** \brief Main render loop
Handles Keyevents advances the time and renders the galaxy.
*/
void SDLWindow::MainLoop()
{
int ct = 0;
double dt = 0;
time_t t1(time(nullptr)), t2;
while (_bRunning)
{
Update();
Render();
// Note: SDL_PollEvents is stuttering every 3000 ms. For now i don't care
// https://stackoverflow.com/questions/53644628/sdl-pollevent-stuttering-while-idle
if (!_stopEventPolling)
PollEvents();
++ct;
t2 = time(nullptr);
dt = difftime(t2, t1);
if (dt > 1)
{
_fps = (int)((double)ct / dt);
ct = 0;
t1 = t2;
}
}
}
int SDLWindow::GetWidth() const
{
return _width;
}
int SDLWindow::GetHeight() const
{
return _height;
}
void SDLWindow::ExitMainLoop()
{
_bRunning = false;
}
void SDLWindow::OnProcessEvents(Uint32 type)
{}
void SDLWindow::PollEvents()
{
const ImGuiIO& io = ImGui::GetIO();
while (SDL_PollEvent(&_event))
{
// Let Dear ImGui see every event first so its widgets can react.
ImGui_ImplSDL2_ProcessEvent(&_event);
switch (_event.type)
{
case SDL_QUIT:
ExitMainLoop();
break;
case SDL_WINDOWEVENT:
if (_event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED)
{
_width = _event.window.data1;
_height = _event.window.data2;
glViewport(0, 0, _width, _height);
AdjustCamera();
}
OnProcessEvents(_event.type);
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
case SDL_TEXTINPUT:
// Suppress galaxy hotkeys while a widget has keyboard focus.
if (!io.WantCaptureKeyboard)
OnProcessEvents(_event.type);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
case SDL_MOUSEWHEEL:
case SDL_MOUSEMOTION:
// Suppress galaxy mouse handling while the pointer is over the UI.
if (!io.WantCaptureMouse)
OnProcessEvents(_event.type);
break;
default:
OnProcessEvents(_event.type);
break;
} // switch event type
}
}