mirror of
https://github.com/MichaelFisher1997/opengl-cpp.git
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70 lines
1.7 KiB
C++
70 lines
1.7 KiB
C++
#pragma once
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#include <SDL2/SDL.h>
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#include <string>
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// Include the OpenGL headers (these may vary by system)
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#if defined(__APPLE__)
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#include <OpenGL/gl3.h> // On macOS, <OpenGL/gl3.h> is often used
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#else
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#include <GL/glew.h> // or <glad/glad.h> if using GLAD
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#endif
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#include "IndexBuffer.h"
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#include "Shader.h"
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#include "VertexArray.h"
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#include "VertexBufferLayout.h"
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#include <string>
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// Forward declaration of classes and structs if needed
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// class SomethingElse;
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class SdlWindow {
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public:
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// Constructor
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SdlWindow(const char *title, int width, int height);
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// Destructor
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~SdlWindow();
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// Run the main loop
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void run();
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// unsigned int compileShader(unsigned int type, const std::string& source);
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// unsigned int createShader(const std::string& vetexShader, const
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// std::string& fragmentShader);
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// // for spliting our shaders
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// //struct ShaderProgramSource {
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// // std::string VetexSource, FragmentSource;
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// struct ShaderProgramSource {
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// std::string VertexSource;
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// std::string FragmentSource;
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// };
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// ShaderProgramSource parseShader(const std::string& filepath);
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void setFullscreen(bool fullscreen);
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private:
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// Private data members
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SDL_Window *m_window;
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SDL_Renderer *m_renderer;
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bool m_isRunning;
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bool m_isFullscreen;
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int m_width;
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int m_height;
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int m_windowedWidth; // stored width before fullscreen
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int m_windowedHeight; // stored height before fullscreen
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float r;
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SDL_GLContext m_glContext;
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float increment;
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// // temp shader stuff
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GLint m_Location;
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VertexArray *m_VA;
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IndexBuffer *m_IB;
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VertexBuffer *m_VB;
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Shader *m_Shader;
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// Private methods
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void processEvents();
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void update();
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void render();
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};
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