fb3f7f0501
[Renderer] Deleted, code moved to Application. [Transformable] Transformations are now applied to model matrix in applyTransform. [ResourceHandler|TextureLoader|XMLFile] Added. [Debug|Exception] Updated.
63 lines
1.3 KiB
C++
63 lines
1.3 KiB
C++
/*
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* =====================================================================================
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*
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* Filename: Application.cpp
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*
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* Description:
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*
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* Created: 14/12/2014 05:09:21
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*
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* Author: Quentin Bazin, <quent42340@gmail.com>
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*
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* =====================================================================================
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*/
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#include "Application.hpp"
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#include "Config.hpp"
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#include "Mouse.hpp"
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#include "TextureLoader.hpp"
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#include "GameState.hpp"
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void Application::init() {
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CoreApplication::init();
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createWindow(SCREEN_WIDTH, SCREEN_HEIGHT, APP_NAME);
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m_window.setVerticalSyncEnabled(true);
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initOpenGL();
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Mouse::setCursorVisible(false);
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Mouse::setCursorGrabbed(true);
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m_resourceHandler.loadConfigFile<TextureLoader>("resources/config/textures.xml");
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m_stateStack.push<GameState>();
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}
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void Application::initOpenGL() {
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#ifdef __MINGW32__
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if(glewInit() != GLEW_OK) {
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throw EXCEPTION("glew init failed");
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}
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#endif
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// FIXME: Water transparency is fkin buggy...
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// glBlendEquation(GL_FUNC_ADD);
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// glEnable(GL_ALPHA_TEST);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(1, 1);
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glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
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glClearColor(0.196078, 0.6, 0.8, 1.0); // Skyblue
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}
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