112 lines
3.2 KiB
C++
112 lines
3.2 KiB
C++
#include <glad/glad.h> // Include GLAD before GLFW
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "io.h"
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// ImGui includes
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#include "imgui/imgui.h"
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#include "imgui/imgui_impl_glfw.h"
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#include "imgui/imgui_impl_opengl3.h"
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char* fragmentShaderFile = "./source/shader/fragment.glsl";
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char* vertexShaderFile = "./source/shader/vertex.glsl";
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const unsigned int SCR_WIDTH = 1920;
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const unsigned int SCR_HEIGHT = 1080;
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// Callback to resize the viewport when the window is resized
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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(void)window; // Unused parameter
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glViewport(0, 0, width, height);
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}
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int main() {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#ifdef __APPLE__
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const char* glsl_version = "#version 330";
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
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#endif
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GLFWwindow *window = glfwCreateWindow( SCR_WIDTH, SCR_HEIGHT , "OpenGLTemplate", NULL, NULL);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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if (!gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress))) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// Compile shaders
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char* vertexShaderSource = readFile(vertexShaderFile);
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char* fragmentShaderSource = readFile(fragmentShaderFile);
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unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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unsigned int shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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delete[] vertexShaderSource;
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delete[] fragmentShaderSource;
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// --- ImGui Setup Start ---
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO();
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(void)io;
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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while (!glfwWindowShouldClose(window)) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::Begin("Settings");
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ImGui::Text("FPS: %.1f", static_cast<double>(ImGui::GetIO().Framerate));
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ImGui::End();
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glUseProgram(shaderProgram);
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glClearColor(0.01f, 0.01f, 0.01f, 1.0f); // Set clear color (Dark Gray)
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glClear(GL_COLOR_BUFFER_BIT); // Clear the screen
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// 5. Clean up
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwTerminate();
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return 0;
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}
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