Engine2026/game/game.cpp
Claire Schwarzer dc5654ba9a restructure v2
2026-07-08 14:24:34 +02:00

69 lines
1.4 KiB
C++

#include <engine/Backend/Shader.h>
#include <engine/Backend/Camera.h>
#include <engine/Backend/Model.h>
#include <glad/glad.h>
#include <optional>
#include <glm/gtc/matrix_transform.hpp>
namespace game
{
const int SCREEN_WIDTH = 1366;
const int SCREEN_HEIGHT = 768;
std::optional<Shader> shader;
std::optional<Model> model;
std::optional<Camera> camera;
float lastX = SCREEN_WIDTH / 2.0f;
float lastY = SCREEN_HEIGHT / 2.0f;
bool firstMouse = true;
bool Init()
{
shader.emplace("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
shader->Use();
camera.emplace(glm::vec3(0.0f, 0.0f, 0.0f));
model.emplace("assets/models/sponza/Sponza.gltf");
return true;
}
void PreFrame()
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader->Use();
camera->Update(shader.value(), SCREEN_WIDTH, SCREEN_HEIGHT);
}
void Render()
{
glm::mat4 modelTransform = glm::mat4(1.0f);
modelTransform = glm::translate(modelTransform, glm::vec3(0.0f, 0.0f, 0.0f));
modelTransform = glm::scale(modelTransform, glm::vec3(0.02f, 0.02f, 0.02f));
shader->setMat4("model", modelTransform);
model->Draw(shader.value());
}
void Update()
{
}
void PostFrame()
{
}
void Cleanup()
{
}
}