feat: resizable window
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								src/gfx.cpp
									
									
									
									
									
								
							| @ -7,9 +7,7 @@ | ||||
| 
 | ||||
| #include "io.hpp" | ||||
| 
 | ||||
| const int WIDTH = 640; | ||||
| const int HEIGHT = 480; | ||||
| const float ASPECT = (float)WIDTH / (float)HEIGHT; | ||||
| float aspect_; | ||||
| 
 | ||||
| // Initialize GLFW, OpenGL and GLEW, open a window and make it the current context.
 | ||||
| // Returns 0 for success, and -1 for any failure.
 | ||||
| @ -25,8 +23,10 @@ int initGraphics(GLFWwindow** window, const std::string& title) | ||||
|     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); | ||||
|     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); | ||||
|     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); | ||||
|     glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); | ||||
| 
 | ||||
|     *window = glfwCreateWindow(640, 480, title.c_str(), NULL, NULL); | ||||
| 
 | ||||
|     *window = glfwCreateWindow(WIDTH, HEIGHT, title.c_str(), NULL, NULL); | ||||
|     if (!window) | ||||
|     { | ||||
|         glfwTerminate(); | ||||
| @ -34,6 +34,8 @@ int initGraphics(GLFWwindow** window, const std::string& title) | ||||
|         return -1; | ||||
|     } | ||||
| 
 | ||||
|     glfwSetWindowSizeCallback(*window, windowSizeCallback); | ||||
| 
 | ||||
|     glfwMakeContextCurrent(*window); | ||||
| 
 | ||||
|     glewExperimental = GL_TRUE; | ||||
| @ -48,6 +50,12 @@ int initGraphics(GLFWwindow** window, const std::string& title) | ||||
|     return 0; | ||||
| } | ||||
| 
 | ||||
| void windowSizeCallback(GLFWwindow* window, int width, int height) | ||||
| { | ||||
|     aspect_ = (float)width / (float)height; | ||||
|     glViewport(0, 0, width, height); | ||||
| } | ||||
| 
 | ||||
| GLuint compileShader(const std::string& shaderPath, GLenum shaderType) | ||||
| { | ||||
|     GLuint shader; | ||||
| @ -102,7 +110,7 @@ GLuint compileShaderProgram(const std::string& fragShaderPath) | ||||
| 
 | ||||
| void updateProjectionMatrix(GLuint shaderProgram) | ||||
| { | ||||
|     float left = -ASPECT, right = ASPECT, bottom = -1.0, top = 1.0, near = -1.0, far = 1.0; | ||||
|     float left = -aspect_, right = aspect_, bottom = -1.0, top = 1.0, near = -1.0, far = 1.0; | ||||
|     glm::mat4 projection = glm::ortho(left, right, bottom, top, near, far); | ||||
|     GLint projectionLocation = getShaderUniformLocation(shaderProgram, "_Projection"); | ||||
|     glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, &projection[0][0]); | ||||
|  | ||||
| @ -5,11 +5,8 @@ | ||||
| #include "GL/glew.h" | ||||
| #include <GLFW/glfw3.h> | ||||
| 
 | ||||
| extern const int WIDTH; | ||||
| extern const int HEIGHT; | ||||
| extern const float ASPECT; | ||||
| 
 | ||||
| int initGraphics(GLFWwindow** window, const std::string& title); | ||||
| void windowSizeCallback(GLFWwindow* window, int width, int height); | ||||
| 
 | ||||
| GLuint compileShaderProgram(const std::string& fragShaderPath); | ||||
| GLuint compileShader(const std::string& shaderPath, GLenum shaderType); | ||||
|  | ||||
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