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- #include "SceneOpenGL.h"
- SceneOpenGL::SceneOpenGL(std::string titre, int largeur, int hauteur)
- : m_titreFenetre(titre), m_largeurFenetre(largeur), m_hauteurFenetre(hauteur), m_fenetre(0), m_contexteOpenGL(0)
- {
- }
- SceneOpenGL::~SceneOpenGL()
- {
- SDL_GL_DeleteContext(m_contexteOpenGL);
- SDL_DestroyWindow(m_fenetre);
- SDL_Quit();
- }
- bool SceneOpenGL::initialiserFenetre()
- {
-
- if(SDL_Init(SDL_INIT_VIDEO) < 0)
- {
- std::cout << "Erreur lors de l'initialisation de la SDL : " << SDL_GetError() << std::endl;
- SDL_Quit();
- return false;
- }
-
- 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_CORE);
-
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
-
- m_fenetre = SDL_CreateWindow(m_titreFenetre.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
- m_largeurFenetre, m_hauteurFenetre, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
- if(m_fenetre == 0)
- {
- std::cout << "Erreur lors de la creation de la fenetre : " << SDL_GetError() << std::endl;
- SDL_Quit();
- return false;
- }
-
- m_contexteOpenGL = SDL_GL_CreateContext(m_fenetre);
- if(m_contexteOpenGL == 0)
- {
- std::cout << SDL_GetError() << std::endl;
- SDL_DestroyWindow(m_fenetre);
- SDL_Quit();
- return false;
- }
- return true;
- }
- bool SceneOpenGL::initGL()
- {
-
- return true;
- }
- void SceneOpenGL::bouclePrincipale()
- {
-
- Shader shader("Shaders/basique2D.vert", "Shaders/basique2D.frag");
- shader.charger();
-
- float vertices[] = {-0.5, -0.5, 0.5, -0.5, 0.5, 0.5,
- -0.5, -0.5, -0.5, 0.5, 0.5, 0.5};
-
- GLuint vbo;
- int tailleVerticesBytes = 12 * sizeof(float);
-
- glGenBuffers(1, &vbo);
-
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
-
- glBufferData(GL_ARRAY_BUFFER, tailleVerticesBytes, 0, GL_STATIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, tailleVerticesBytes, vertices);
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- GLuint vao;
-
- glGenVertexArrays(1, &vao);
-
- glBindVertexArray(vao);
-
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
-
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
- glEnableVertexAttribArray(0);
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- glBindVertexArray(0);
-
- unsigned int frameRate (1000 / 50);
- Uint32 debutBoucle(0), finBoucle(0), tempsEcoule(0);
-
- while(!m_input.terminer())
- {
-
- debutBoucle = SDL_GetTicks();
-
- m_input.updateEvenements();
- if(m_input.getTouche(SDL_SCANCODE_ESCAPE))
- break;
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glUseProgram(shader.getProgramID());
-
- glBindVertexArray(vao);
-
- glDrawArrays(GL_TRIANGLES, 0, 6);
-
- glBindVertexArray(0);
-
- glUseProgram(0);
-
- SDL_GL_SwapWindow(m_fenetre);
-
- finBoucle = SDL_GetTicks();
- tempsEcoule = finBoucle - debutBoucle;
-
- if(tempsEcoule < frameRate)
- SDL_Delay(frameRate - tempsEcoule);
- }
-
- glDeleteBuffers(1, &vbo);
- glDeleteVertexArrays(1, &vao);
- }
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