#include #include #include #include "GL/gl3w.h" #include #include "ZydecoCommon.hpp" #include "CommonSDL2.hpp" #include "EventHandlerSDL2.hpp" #include "WindowSDL2.hpp" #include "Renderer.hpp" #include "Engine.hpp" static Logger LOGGER("MAIN"); static const char *ZYDECO_TERMOUT[] = { "Zydeco v0.1.0 Copyright (c) Joshua Stockin 2023", " ", }; void on_terminate(void) { ZydecoFault("PROGRAM TERMINATED."); } int main(int argc, char *argv[]) { // Print boilerplate copyright output for (const char *line : ZYDECO_TERMOUT) { std::cout << line << std::endl; } // Runtime environment setup std::set_terminate((std::terminate_handler)on_terminate); // Initialize logging Logger::InitializeLogging(Logger::DEBUG, &std::cout); LOGGER.Log(Logger::INFO, "Logging initialized"); // Initialize SDL environment LOGGER.Log(Logger::INFO, "Initializing SDL..."); SDL_CallErrorReturningFunction(SDL_Init, SDL_INIT_VIDEO | SDL_INIT_EVENTS); LOGGER.Log(Logger::INFO, "SDL initialized"); // Create subsystems LOGGER.Log(Logger::INFO, "Creating subsystems..."); EventHandlerSDL2 sdl_event_handler {}; WindowSDL2 sdl_window {"Zydeco", SDL_WINDOW_OPENGL}; Renderer gl_renderer {sdl_window}; LOGGER.Log(Logger::INFO, "Subsystems created"); // Load OpenGL LOGGER.Log(Logger::INFO, "Loading OpenGL with GL3W..."); sdl_window.MakeContextCurrent(); int gl3wRes = gl3wInit(); if (gl3wRes != 0) { ZydecoFault("gl3wInit failed ({})", gl3wRes); } if (!gl3wIsSupported(GL_VERSION_MAJOR, GL_VERSION_MINOR)) { ZydecoFault("OpenGL/GL3W {}.{} not supported", GL_VERSION_MAJOR, GL_VERSION_MINOR); } LOGGER.Log(Logger::DEBUG, "OpenGL {}, GLSL {}", glGetString(GL_VERSION), glGetString(GL_SHADING_LANGUAGE_VERSION)); LOGGER.Log(Logger::DEBUG, "Renderer: {}", glGetString(GL_RENDERER)); LOGGER.Log(Logger::INFO, "OpenGL loaded with GL3W"); // Constructor implictly creates a GL context and makes it current. Context must be current to load GL and ascertain // capabilities. GL doesn't thread well, so we can't have that context be current here after initialization. sdl_window.MakeNullCurrent(); // Create engine LOGGER.Log(Logger::INFO, "Creating engine..."); Engine engine {sdl_event_handler, gl_renderer}; LOGGER.Log(Logger::INFO, "Engine created"); // Enter loop LOGGER.Log(Logger::INFO, "Entering engine loop"); engine.Execute(); // Loop returned LOGGER.Log(Logger::INFO, "Quitting SDL"); SDL_Quit(); // Exiting program LOGGER.Log(Logger::INFO, "Exiting"); return 0; }