112 lines
3.2 KiB
C++

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