#include "engine.hpp" #include "log.hpp" #include "window.hpp" #include "input.hpp" #include "resource_manager.hpp" #include "sceneroot.hpp" #include "gfx_device.hpp" #include "resources/mesh.hpp" #include "components/mesh_renderer.hpp" #include "components/camera.hpp" // To allow the FPS-limiter to put the thread to sleep #include namespace engine { Application::Application(const char* appName, const char* appVersion) { m_win = new Window(appName, true); gfxdev = new GFXDevice(appName, appVersion, m_win->getHandle()); m_input = new Input(*m_win); m_res = new ResourceManager(); GameIO things{ m_win, m_input, m_res }; m_scene = new SceneRoot(things); } Application::~Application() { delete m_scene; delete m_res; delete m_input; delete gfxdev; delete m_win; } void Application::gameLoop() { TRACE("Begin game loop..."); uint64_t lastTick = m_win->getNanos(); constexpr int TICKFREQ = 1; // in hz constexpr int FPS_LIMIT = 240; constexpr auto FRAMETIME_LIMIT = std::chrono::nanoseconds(1000000000 / FPS_LIMIT); auto beginFrame = std::chrono::steady_clock::now(); auto endFrame = beginFrame + FRAMETIME_LIMIT; // single-threaded game loop while (m_win->isRunning()) { /* logic */ if (m_win->getLastFrameStamp() >= lastTick + (BILLION / TICKFREQ)) { lastTick = m_win->getLastFrameStamp(); // do tick stuff here m_win->setTitle("frame time: " + std::to_string(m_win->dt() * 1000.0f) + " ms, " + std::to_string(m_win->getAvgFPS()) + " fps"); m_win->resetAvgFPS(); } if (m_win->getKeyPress(inputs::Key::F11)) { m_win->toggleFullscreen(); } if (m_win->getKeyPress(inputs::Key::ESCAPE)) { m_win->setCloseFlag(); } m_scene->updateStuff(); /* draw */ gfxdev->renderFrame(); /* poll events */ m_win->getInputAndEvents(); /* fps limiter */ std::this_thread::sleep_until(endFrame); beginFrame = endFrame; endFrame = beginFrame + FRAMETIME_LIMIT; } gfxdev->waitIdle(); } }