mirror of
https://github.com/Ed94/DuctTaped_GL.git
synced 2024-11-10 04:24:52 -08:00
676 lines
16 KiB
C++
676 lines
16 KiB
C++
/*
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Title : Execution
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Author: Edward R. Gonzalez
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Description:
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This brings together the functionality I made in DGL and the Actions libraries to produce an OpenGL Workspace.
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Currently the workspace is heavily hardcoded and has one light rotating around the specified object. The material for the object is set during prep as well.
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All exposed library references are inside the inline namespace right after declaring the namespace execution.
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After I have the global objects used, followed by the functionality implementations, and at the very end the main function running the default execution implementation.
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*/
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// DGL
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#include "DGL/DGL.hpp"
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// Utility
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#include "Actions.hpp"
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// Non-Standard C++
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#include "Cpp_Alias.hpp"
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namespace Execution
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{
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inline namespace LibraryReferences
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{
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// DGL
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using DGL::EBool ;
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using DGL::ECursorMode ;
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using DGL::EDirection ;
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using DGL::EFrameBuffer ;
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using DGL::EKeyCodes ;
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using DGL::EMouseMode ;
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using DGL::EPrimitives ;
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using DGL::ERotationAxis;
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using DGL::Camera ;
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using DGL::Entity_Basic ;
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using DGL::gFloat ;
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using DGL::Light_Basic ;
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using DGL::LinearColor ;
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using DGL::Material_Phong;
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using DGL::Matrix ;
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using DGL::Matrix4x4 ;
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using DGL::Model ;
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using DGL::TimeValDec ;
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using DGL::Vector3 ;
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using DGL::Window ;
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using DGL::BindVertexArray ;
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using DGL::CanUseRawMouse ;
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using DGL::ClearBuffer ;
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using DGL::CreateWindow ;
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using DGL::DestoryWindow ;
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using DGL::DisableVertexAttributeArray;
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using DGL::EnableDepth ;
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using DGL::EnableVertexAttributeArray ;
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using DGL::GetCursorPosition ;
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using DGL::GetTime ;
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using DGL::InitalizeGLEW ;
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using DGL::InitalizeGLFW ;
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using DGL::LoadDefaultShaders ;
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using DGL::KeyPressed ;
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using DGL::NotShared ;
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using DGL::PollEvents ;
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using DGL::ResetCursor ;
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using DGL::SetClearColor ;
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using DGL::SetCurrentContext ;
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using DGL::SetInputMode ;
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using DGL::SetPolygonMode ;
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using DGL::SetUniformVariable_MVA ;
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using DGL::SwapBuffers ;
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using DGL::UseProgramShader ;
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using DGL::TerminateGLFW ;
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using DGL::WindowedMode ;
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using DGL::DefaultSpace::ScreenWidth ;
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using DGL::DefaultSpace::ScreenHeight ;
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using DGL::DefaultSpace::ScreenCenterHeight;
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using DGL::DefaultSpace::ScreenCenterWidth ;
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using DGL::DefaultSpace::Screenspace ;
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using DGL::DefaultSpace::WorldCamera ;
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using DGL::DefaultSpace::UpdateScreenspace;
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// Actions
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using Actions::ActionQueue;
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}
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enum class EModels
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{
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Bunny ,
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Cube ,
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Eight ,
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Gargoyle ,
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Hand ,
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Sculpture,
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Topology ,
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Torus
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};
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// Globals
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bool Exist = true; // Determines if the the execution should exit cycler.
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TimeValDec CycleStart , // Snapshot of cycle loop start time.
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CycleEnd , // Snapshot of cycle loop end time.
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DeltaTime , // Delta between last cycle start and end.
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InputInterval = 1.0f / 144.0f, // Interval per second to complete the input process of the cycle.
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PhysicsInterval = 1.0f / 144.0f, // Interval per second to complete the physics process of the cycle.
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RenderInterval = 1.0f / 144.0f ; // Interval per second to complete the render process of the cycle.
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ptr<Window> DefaultWindow; // Default window to use for execution.
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double CursorX, CursorY; // Cursor axis position on the window.
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bool CursorOff = true, ShowLight = true;
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gFloat CamMoveSpeed = 7.0f, // Rate at which the camera should move.
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CamRotationSpeed = 27.0f ; // Rate at which the camera should rotate.
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TimeValDec InputDelta = 0.0, // Current delta since last input process.
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PhysicsDelta = 0.0, // Current delta since last physics process.
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RenderDelta = 0.0 ; // Current delta since last render process.
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ActionQueue ActionsToComplete; // Actions queue to run during the physics process of the cycle.
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EModels CurrentModel = EModels::Torus;
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Model Bunny ("./Models/bunny.obj" );
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Model Cube ("./Models/blenderCube2.obj");
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Model Eight ("./Models/eight.obj" );
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Model Gargoyle ("./Models/gargoyle.obj" );
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Model Hand ("./Models/hand.obj" );
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Model Horse ("./Models/horse.obj" );
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Model Sculpture("./Models/sculpture.obj" );
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Model Topology ("./Models/topology.obj" );
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Model Torus ("./Models/Torus.obj" );
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Material_Phong ObjectMaterial;
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Light_Basic Light ; // Hardcoded light. Rotates around object.
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Entity_Basic ObjectToView; // Object that will be currently in the middle with the light source rotating.
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string
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windowTitle = "Assignment 1" ,
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deltaStr = "Delta: " ,
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inputDeltaStr = "Input Delta: " ,
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physicsDeltaStr = "Physics Delta: " ,
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renderDeltaStr = "RenderDeltaStr: " ;
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stringstream WindowTitle;
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// Functionality
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sfn ChangeModel()
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{
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if (CurrentModel == EModels::Torus)
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{
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CurrentModel = EModels::Bunny;
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}
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else
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{
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CurrentModel = EModels(int(CurrentModel) + 1);
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}
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switch (CurrentModel)
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{
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case EModels::Bunny:
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{
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if (not Bunny.Ready())
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{
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glfwSetWindowTitle(DefaultWindow, "Assignment 1: Loading Bunny...");
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Bunny.Load();
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}
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ObjectToView.SetModel(Bunny);
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ObjectToView.SetScale(4.0f);
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ObjectToView.SetPosition(Vector3(-0.05, -4.4f, 0));
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return;
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}
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case EModels::Cube:
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{
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if (not Cube.Ready())
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{
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glfwSetWindowTitle(DefaultWindow, "Assignment 1: Loading Cube...");
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Cube.Load();
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}
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ObjectToView.SetModel(Cube);
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ObjectToView.SetScale(1.0f);
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ObjectToView.SetPosition(Vector3(0, -1.0, 0));
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return;
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}
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case EModels::Eight:
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{
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if (not Eight.Ready())
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{
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glfwSetWindowTitle(DefaultWindow, "Assignment 1: Loading Eight...");
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Eight.Load();
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}
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ObjectToView.SetModel(Eight);
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//ObjectToView.Scale(1.0f);
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ObjectToView.SetPosition(Vector3(0, -1.0, 0));
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return;
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}
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case EModels::Gargoyle:
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{
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if (not Gargoyle.Ready())
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{
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glfwSetWindowTitle(DefaultWindow, "Assignment 1: Loading Gargoyle...");
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Gargoyle.Load();
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}
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ObjectToView.SetModel(Gargoyle);
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ObjectToView.SetPosition(Vector3(-1, -5.4f, 0));
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ObjectToView.SetScale(6.0f);
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return;
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}
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case EModels::Hand:
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{
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if (not Hand.Ready())
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{
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glfwSetWindowTitle(DefaultWindow, "Assignment 1: Loading Hand...");
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Hand.Load();
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}
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ObjectToView.SetModel(Hand);
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ObjectToView.SetScale(0.03f);
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ObjectToView.SetPosition(Vector3(0, -1.1f, 0));
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return;
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}
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case EModels::Sculpture:
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{
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if (not Sculpture.Ready())
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{
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glfwSetWindowTitle(DefaultWindow, "Assignment 1: Loading Sculpture...");
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Sculpture.Load();
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}
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ObjectToView.SetModel(Sculpture);
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ObjectToView.SetScale(0.01f);
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return;
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}
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case EModels::Topology:
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{
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if (not Topology.Ready())
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{
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glfwSetWindowTitle(DefaultWindow, "Assignment 1: Loading Topology...");
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Topology.Load();
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}
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ObjectToView.SetModel(Topology);
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ObjectToView.SetScale(0.2f);
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return;
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}
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case EModels::Torus:
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{
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if (not Torus.Ready())
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{
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glfwSetWindowTitle(DefaultWindow, "Assignment 1: Loading Torus...");
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Torus.Load();
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}
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ObjectToView.SetModel(Torus);
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ObjectToView.SetScale(1.0f);
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return;
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}
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}
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}
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deduce ChangeModelDelegate = Delegate<decltype(ChangeModel)>(ChangeModel);
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sfn ToggleLight()
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{
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if (ShowLight)
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{
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ShowLight = false;
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}
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else
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{
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ShowLight = true;
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}
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}
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deduce ToogleLightDelegate = Delegate<decltype(ToggleLight)>(ToggleLight);
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// Input Action common functions...
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sfn RotateCamera(ERotationAxis _rotationAxis, gFloat _rotationAmount, double _delta)
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{
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WorldCamera.Rotate(_rotationAxis, _rotationAmount, gFloat(_delta));
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}
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deduce RotateCamDelegate = Delegate<decltype(RotateCamera)>(RotateCamera);
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sfn MoveCamera(EDirection _direction, gFloat _translationAmount, double _delta)
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{
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WorldCamera.Move(_direction, _translationAmount, gFloat(_delta));
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}
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deduce MoveCamDelegate = Delegate<decltype(MoveCamera)>(MoveCamera);
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// This is here cause its super repetitive..
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sfn ModifyCamSpeed(bool _isPositive, double _delta)
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{
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if (_isPositive)
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{
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CamMoveSpeed += CamMoveSpeed * gFloat(_delta);
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}
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else
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{
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CamMoveSpeed -= CamMoveSpeed * gFloat(_delta);
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}
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}
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deduce ModifyCamSpeedDelegate = Delegate<decltype(ModifyCamSpeed)>(ModifyCamSpeed);
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deduce SetPolyModeDelegate = Delegate<decltype(SetPolygonMode)>(SetPolygonMode);
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// End of common input functions...
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sfn UpdateWindowDeltaTitle()
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{
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WindowTitle.str("");
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WindowTitle
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<< windowTitle << " "
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<< deltaStr << DeltaTime << " "
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<< inputDeltaStr << InputDelta << " "
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<< physicsDeltaStr << PhysicsDelta << " "
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<< renderDeltaStr << RenderDelta ;
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}
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// Currently Does everything required before entering the cycler.
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sfn PrepWorkspace()
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{
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// Baseline
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InitalizeGLFW();
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DefaultWindow = CreateWindow(ScreenWidth, ScreenHeight, "Assignment 1: Loading Model...", WindowedMode(), NotShared());
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SetCurrentContext(DefaultWindow);
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InitalizeGLEW(); // Glew must initialize only after a context is set.
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EnableDepth();
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SetPolygonMode(DGL::EFace::Front_and_Back, DGL::ERenderMode::Fill);
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// Cursor stuff
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SetInputMode(DefaultWindow, DGL::EMouseMode::Cursor, DGL::ECursorMode::Disable);
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ResetCursor(DefaultWindow, ScreenCenterWidth, ScreenCenterHeight);
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if (CanUseRawMouse())
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{
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SetInputMode(DefaultWindow, DGL::EMouseMode::RawMouse, DGL::EBool::True);
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}
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// End of cursor stuff...
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// Shaders
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LoadDefaultShaders();
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// Entities
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Light.Load();
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Torus.Load();
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ObjectMaterial.Color = DGL::Colors::WarmSphia.Vector();
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ObjectMaterial.Ambience = 0.112f ;
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ObjectMaterial.Diffuse = 0.928f ;
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ObjectMaterial.Specular = 0.21f ;
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ObjectToView = Entity_Basic(Torus, ObjectMaterial);
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}
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/*
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Cycles the process of what to do while a window is open.
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The input, physics, and render procedures can be specified with extra functionality by specifying delegates to those procedures.
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Cycler is hardcoded to exit if escape key is pressed.
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*/
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sfn Cycler(ro Ref(Delegate< Func<void, ptr<Window>> >) _inputProcedure, ro Ref(Delegate< Func<void>>) _physicsProcedure, ro Ref(Delegate< Func<void>>) _renderProcedure)
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{
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while (Exist)
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{
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CycleStart = GetTime();
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if (InputDelta >= InputInterval)
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{
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PollEvents();
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if (KeyPressed(DefaultWindow, EKeyCodes::Escape))
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{
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Exist = false;
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}
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GetCursorPosition(DefaultWindow, Address(CursorX), Address(CursorY));
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_inputProcedure(DefaultWindow);
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if (CursorOff)
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{
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ResetCursor(DefaultWindow, ScreenCenterWidth, ScreenCenterHeight);
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}
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}
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if (PhysicsDelta >= PhysicsInterval)
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{
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while (ActionsToComplete.HasAction())
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{
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ActionsToComplete.DoNextAction();
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}
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_physicsProcedure();
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PhysicsDelta = 0.0;
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}
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if (RenderDelta >= RenderInterval)
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{
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ClearBuffer(EFrameBuffer::Color, EFrameBuffer::Depth);
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SetClearColor(LinearColor(0.02f, 0.02f, 0.02f, 1.0f));
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_renderProcedure();
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SwapBuffers(DefaultWindow);
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RenderDelta = 0.0;
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}
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if (InputDelta >= InputInterval)
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{
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InputDelta = 0.0;
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}
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CycleEnd = GetTime();
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DeltaTime = CycleEnd - CycleStart;
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InputDelta += DeltaTime;
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PhysicsDelta += DeltaTime;
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RenderDelta += DeltaTime;
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}
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return;
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}
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sfn InputProcedure(ptr<Window> _currentWindowContext)
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{
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if (KeyPressed(_currentWindowContext, EKeyCodes::F1))
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{
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ECursorMode cursorMode = ECursorMode(GetMouseInputMode(DefaultWindow, EMouseMode::Cursor));
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deduce delegate = Delegate<decltype(SetInputMode<ECursorMode>)>(SetInputMode<ECursorMode>);
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deduce delegateRaw = Delegate<decltype(SetInputMode<EBool >)>(SetInputMode<EBool >);
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if (cursorMode == ECursorMode::Normal || cursorMode == ECursorMode::Hidden)
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{
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ActionsToComplete.AddToQueue(delegate , _currentWindowContext, EMouseMode::Cursor , ECursorMode::Disable);
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ActionsToComplete.AddToQueue(delegateRaw, _currentWindowContext, EMouseMode::RawMouse, EBool ::True );
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CursorOff = true;
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}
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else
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{
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ActionsToComplete.AddToQueue(delegate , _currentWindowContext, EMouseMode::Cursor , ECursorMode::Normal);
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ActionsToComplete.AddToQueue(delegateRaw, _currentWindowContext, EMouseMode::RawMouse, EBool ::False );
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CursorOff = false;
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}
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::H))
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{
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ActionsToComplete.AddToQueue(ToogleLightDelegate);
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::M))
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{
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ActionsToComplete.AddToQueue(ChangeModelDelegate);
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::UpArrow))
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{
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ActionsToComplete.AddToQueue(ModifyCamSpeedDelegate, true, PhysicsDelta);
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}
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if (KeysPressed(_currentWindowContext, EKeyCodes::DnArrow))
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{
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ActionsToComplete.AddToQueue(ModifyCamSpeedDelegate, false, PhysicsDelta);
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::F2))
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{
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ActionsToComplete.AddToQueue(SetPolyModeDelegate, DGL::EFace::Front_and_Back, DGL::ERenderMode::Line);
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::F3))
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{
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ActionsToComplete.AddToQueue(SetPolyModeDelegate, DGL::EFace::Front_and_Back, DGL::ERenderMode::Fill);
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}
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if (CursorOff)
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{
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if (CursorX != 0)
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{
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ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Yaw, gFloat(CursorX) * CamRotationSpeed, PhysicsDelta);
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}
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if (CursorY != 0)
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{
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ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Pitch, gFloat(CursorY) * CamRotationSpeed, PhysicsDelta);
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}
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::E))
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{
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ActionsToComplete.AddToQueue(MoveCamDelegate, EDirection::Up, CamMoveSpeed, PhysicsDelta);
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::Q))
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{
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ActionsToComplete.AddToQueue(MoveCamDelegate, EDirection::Down, CamMoveSpeed, PhysicsDelta);
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::A))
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{
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ActionsToComplete.AddToQueue(MoveCamDelegate, EDirection::Left, CamMoveSpeed, PhysicsDelta);
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::D))
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{
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ActionsToComplete.AddToQueue(MoveCamDelegate, EDirection::Right, CamMoveSpeed, PhysicsDelta);
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}
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if (KeyPressed(_currentWindowContext, EKeyCodes::W))
|
|
{
|
|
ActionsToComplete.AddToQueue(MoveCamDelegate, EDirection::Forward, CamMoveSpeed, PhysicsDelta);
|
|
}
|
|
|
|
if (KeyPressed(_currentWindowContext, EKeyCodes::S))
|
|
{
|
|
ActionsToComplete.AddToQueue(MoveCamDelegate, EDirection::Backward, CamMoveSpeed, PhysicsDelta);
|
|
}
|
|
|
|
if (KeyPressed(_currentWindowContext, EKeyCodes::I))
|
|
{
|
|
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Pitch, -6.0f * CamRotationSpeed, PhysicsDelta);
|
|
}
|
|
|
|
if (KeyPressed(_currentWindowContext, EKeyCodes::K))
|
|
{
|
|
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Pitch, 6.0f * CamRotationSpeed, PhysicsDelta);
|
|
}
|
|
|
|
if (KeyPressed(_currentWindowContext, EKeyCodes::J))
|
|
{
|
|
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Yaw, -6.0f * CamRotationSpeed, PhysicsDelta);
|
|
}
|
|
|
|
if (KeyPressed(_currentWindowContext, EKeyCodes::L))
|
|
{
|
|
ActionsToComplete.AddToQueue(RotateCamDelegate, ERotationAxis::Yaw, 6.0f * CamRotationSpeed, PhysicsDelta);
|
|
}
|
|
}
|
|
|
|
sfn PhysicsProcedure()
|
|
{
|
|
WorldCamera.UpdateCamera();
|
|
|
|
UpdateScreenspace();
|
|
|
|
Light.Update(gFloat(PhysicsDelta));
|
|
|
|
ObjectToView.Update();
|
|
|
|
UpdateWindowDeltaTitle();
|
|
}
|
|
|
|
sfn RenderProcedure() -> void
|
|
{
|
|
glfwSetWindowTitle(DefaultWindow, WindowTitle.str().c_str());
|
|
|
|
if (ShowLight)
|
|
{
|
|
Light.Render(WorldCamera.Perspective, WorldCamera.Viewport);
|
|
}
|
|
|
|
ObjectToView.Render(WorldCamera.Perspective, WorldCamera.Viewport, Light.GetPosition(), Light.GetColor());
|
|
}
|
|
|
|
|
|
// Runtime Execution: Default Execution
|
|
|
|
sfn Execute() -> ExitCode
|
|
{
|
|
PrepWorkspace();
|
|
|
|
Cycler(InputProcedure, PhysicsProcedure, RenderProcedure);
|
|
|
|
// TODO: There should be more to properly close...
|
|
|
|
DestoryWindow(DefaultWindow);
|
|
|
|
TerminateGLFW();
|
|
|
|
return ExitCode::Success;
|
|
}
|
|
}
|
|
|
|
|
|
// Currently only can do one execution route.
|
|
int main(void)
|
|
{
|
|
return int(Execution::Execute());
|
|
}
|
|
|