Fix: Small fix for dependencies

This commit is contained in:
Afonso Clerigo Mendes de Sousa 2025-11-05 23:19:30 +00:00
parent 6fe9887a5c
commit 2de00e3353
6 changed files with 252 additions and 251 deletions

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@ -94,10 +94,13 @@ endif()
# Link with OpenGL + dependencies # Link with OpenGL + dependencies
if (APPLE) if (APPLE)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE glfw glad glm::glm "-framework OpenGL") find_package(OpenGL REQUIRED)
find_package(CURL REQUIRED)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE glfw glad glm::glm "-framework OpenGL -lcurl")
elseif (UNIX) elseif (UNIX)
find_package(OpenGL REQUIRED) find_package(OpenGL REQUIRED)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE glfw glad glm::glm OpenGL::GL) find_package(CURL REQUIRED)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE glfw glad glm::glm OpenGL::GL "-lpthread -ldl -lcurl")
elseif (WIN32) elseif (WIN32)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE glfw glad glm::glm opengl32) target_link_libraries(${EXECUTABLE_NAME} PRIVATE glfw glad glm::glm opengl32)
endif() endif()

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RASTER

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@ -4,143 +4,12 @@
precision mediump float; precision mediump float;
#endif #endif
in vec2 vUV;
out vec4 FragColor; // Output to screen out vec4 FragColor; // Output to screen
uniform vec2 u_resolution; // <-- screen resolution from CPU uniform float u_time; // Time in seconds
uniform float u_time; // <-- time from CPU
uniform float u_scale; // <-- scale from CPU
uniform vec2 u_mouse; // <-- mouse from CPU
vec3 hsv2rgb(vec3 c) {
vec3 rgb = clamp(
abs(mod(c.x*6.0 + vec3(0.0,4.0,2.0),
6.0) - 3.0) - 1.0,
0.0,
1.0
);
return c.z * mix(vec3(1.0), rgb, c.y);
}
vec3 getPaletteColor(float idx, float seed) {
float baseHue = fract(seed); // 0..1 base hue
float sat = 0.9;
float val = 0.9;
float hue = fract(baseHue + (idx * 0.33));
return hsv2rgb(vec3(hue, sat, val));
}
vec2 random(vec2 p) {
return normalize(vec2(
fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453),
fract(sin(dot(p, vec2(269.5, 183.3))) * 43758.5453)
) * 2.0 - 1.0);
}
float perlinNoise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 g00 = random(i + vec2(0.0,0.0));
vec2 g10 = random(i + vec2(1.0,0.0));
vec2 g01 = random(i + vec2(0.0,1.0));
vec2 g11 = random(i + vec2(1.0,1.0));
float n00 = dot(g00, f - vec2(0.0,0.0));
float n10 = dot(g10, f - vec2(1.0,0.0));
float n01 = dot(g01, f - vec2(0.0,1.0));
float n11 = dot(g11, f - vec2(1.0,1.0));
vec2 u = f*f*(3.0-2.0*f);
return mix(mix(n00, n10, u.x), mix(n01, n11, u.x), u.y);
}
mat2 rotate2d(float angle){
return mat2(cos(angle),-sin(angle),
sin(angle),cos(angle));
}
vec2 morphingSeed(float t, float interval) {
float phase = floor(t / interval);
float blend = fract(t / interval);
vec2 seedA = vec2(
sin(phase * 12.9898),
cos(phase * 78.233)
);
vec2 seedB = vec2(
sin((phase+1.0) * 12.9898),
cos((phase+1.0) * 78.233)
);
blend = smoothstep(0.0, 1.0, blend);
return mix(seedA, seedB, blend);
}
void main() { void main() {
vec2 st = gl_FragCoord.xy / u_resolution.xy; // Normalize coordinates vec3 color = vec3(vUV, 0.0);
st.x *= u_resolution.x / u_resolution.y; // Correct aspect ratio
st -= 0.5; // Center coordinates
st += vec2(100.0,40.0);
st *= 2.05 * u_scale; // Zoom out
vec2 seed = morphingSeed(u_time, 10.0); // 10 second interval
vec2 pos = st; // 15 second interval
pos += vec2(0.3, 0.1) * u_time * 0.1;
float pre_noise = perlinNoise((pos) * 1.5); // N = [0..1]
// noise += 0.6 * perlinNoise(pos * 4.0);
pos += rotate2d(pre_noise) * pos * 0.2;
pos += u_time * 0.5;
float noise = perlinNoise(pos + seed * 2.0);
// noise = smoothstep(0.0, 1.0, noise); // Smooth the noise
// Normalize noise to [0..1]
noise = noise + 0.5;
vec3 color;
if (noise >= 0.85) {
color = getPaletteColor(u_time * 0.1, noise);
} else if (noise >= 0.75 ) {
color = getPaletteColor((u_time * 0.1) + 1.0, noise);
// Estimate gradient (2D normal)
vec2 eps = vec2(0.002, 0.0);
float n0 = perlinNoise(pos + seed * 2.0);
float nx = perlinNoise(pos + seed * 2.0 + eps.xy) - n0;
float ny = perlinNoise(pos + seed * 2.0 + eps.yx) - n0;
vec2 normal = normalize(vec2(nx, ny));
// View direction (from pixel to "camera")
vec2 viewDir = normalize(-st);
// Light direction (moves over time)
vec2 lightDir = normalize(vec2(cos(u_time * 0.2), sin(u_time * 0.3)));
// Fresnel term (stronger highlight at grazing angles)
float fresnel = pow(1.0 - max(dot(viewDir, normal), 0.0), 3.0);
// Specular component
float spec = pow(max(dot(normal, lightDir), 0.0), 32.0);
// Combine Fresnel + spec
float gloss = fresnel + 0.6 * spec;
// Stronger at edges (transition zone of blob)
float edge = smoothstep(0.8, 0.9, noise) * (1.0 - smoothstep(0.9, 1.0, noise));
gloss *= edge * 2.0;
// Add colored glossy highlight (slightly bluish tint)
color += gloss * vec3(0.8, 0.9, 1.0);
} else {
color = vec3(0.0);
}
// Denoise edges -> "Insane look-alike effect"
// color = mix(color, vec3(0.0), smoothstep(0.0, 0.02, abs(noise - 0.9)));
FragColor = vec4(color, 1.0); FragColor = vec4(color, 1.0);
} }

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@ -1,13 +1,10 @@
#version 410 core #version 410 core
layout(location = 0) in vec3 aPos; // Vertex position layout(location = 0) in vec2 aPos; // Vertex position
out vec2 vUV;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() { void main() {
gl_Position = projection * view * model * vec4(aPos, 1.0); vUV = (aPos + 1.0) / 2.0; // NDC [-1,1] -> UV [0,1]
gl_Position = vec4(aPos, 0.0, 1.0);
} }

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@ -1,14 +1,12 @@
#include <iostream>
#include <fstream> #include <fstream>
#include <iostream>
#include <sstream> #include <sstream>
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#define GL_SILENCE_DEPRECATION
// glad and GLFW // glad and GLFW
#include <glad/glad.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <glad/glad.h>
// glm math // glm math
#include <glm/glm.hpp> #include <glm/glm.hpp>
@ -18,11 +16,15 @@
// HPP files // HPP files
#include "shader.h" #include "shader.h"
//imGui // imGui
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_glfw.h" #include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h" #include "imgui_impl_opengl3.h"
// CURL
#include "http_get.h"
#include <curl/curl.h>
#define VERTEX_FILE "./shaders/vertex.glsl" #define VERTEX_FILE "./shaders/vertex.glsl"
#define FRAGMENT_FILE "./shaders/fragment.glsl" #define FRAGMENT_FILE "./shaders/fragment.glsl"
#define COMPUTE_FILE "./shaders/compute.glsl" #define COMPUTE_FILE "./shaders/compute.glsl"
@ -31,134 +33,261 @@
const float SCR_WIDTH = 1200.0f; const float SCR_WIDTH = 1200.0f;
const float SCR_HEIGHT = 1200.0f; const float SCR_HEIGHT = 1200.0f;
unsigned char apiExist = 0;
unsigned char apiIsValid = 0;
unsigned char isVsync = 1;
char savedLocation[128] = "Lisbon";
float location_latitude = -1; // default invalid location_latitude
float location_longitude = -1; // default invalid location_longitude
int currentAA = 4; // 0=off, 2=2x, 4=4x, 8=8x
int main(void) { int main(void) {
// Initialize GLFW // Initialize GLFW
if (!glfwInit()) return -1; if (!glfwInit())
return -1;
// Set OpenGL version (4.1 Core) and other window hints // Set OpenGL version (4.1 Core) and other window hints
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // REQUIRED on macOS glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // REQUIRED on macOS
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SAMPLES, 8); // 8x MSAA glfwWindowHint(GLFW_SAMPLES, currentAA);
GLFWwindow* window = glfwCreateWindow((int)SCR_WIDTH, (int)SCR_HEIGHT, "RASTER", nullptr, nullptr); GLFWwindow *window = glfwCreateWindow((int)SCR_WIDTH, (int)SCR_HEIGHT, "RASTER", nullptr, nullptr);
if (!window) { if (!window) {
glfwTerminate(); glfwTerminate();
return -1; return -1;
} }
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cerr << "Failed to initialize GLAD\n"; std::cerr << "Failed to initialize GLAD\n";
return -1; return -1;
} }
glViewport(0, 0, (int)SCR_WIDTH, (int)SCR_HEIGHT); glViewport(0, 0, (int)SCR_WIDTH, (int)SCR_HEIGHT);
//DEBUG // DEBUG
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl; std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
// Setup Dear ImGui context // Setup Dear ImGui context
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO &io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true); // Second param install_callback=true will install GLFW callbacks and chain to existing ones. ImGui_ImplGlfw_InitForOpenGL(window, true); // Second param install_callback=true will install GLFW
ImGui_ImplOpenGL3_Init(); // callbacks and chain to existing ones.
ImGui_ImplOpenGL3_Init();
//DEBUG // DEBUG
std::cout << "ImGui Version: " << IMGUI_VERSION << std::endl; std::cout << "ImGui Version: " << IMGUI_VERSION << std::endl;
std::string api_key = ""; std::string api_key = "";
// Get API keys from .env file // Get API keys from .env file
std::ifstream envFile(ENV_FILE); std::ifstream envFile(ENV_FILE);
if (envFile.is_open()) { if (envFile.is_open()) {
std::string line; std::string line;
while (std::getline(envFile, line)) {
// std::cout << line << std::endl; // Print each line (for debugging)
// Here you can parse the line to extract key-value pairs if needed
if (line.find("API_KEY=") == 0) { while (std::getline(envFile, line)) {
api_key = line.substr(8); // Extract value after "API_KEY=" // std::cout << line << std::endl; // Print each line (for
} // debugging) Here you can parse the line to extract key-value pairs
} // if needed
envFile.close();
} else {
std::cerr << "Could not open the .env file." << std::endl;
}
// ERROR: macOS does not support compute shaders in OpenGL < 4.3. if (line.find("WEATHER_API_KEY=") == 0) {
// GLuint computeProgram = createComputeProgram(COMPUTE_FILE); api_key = line.substr(16); // Extract value after "WEATHER_API_KEY="
apiExist = 1;
}
}
envFile.close();
} else {
std::cerr << "Could not open the .env file." << std::endl;
}
// Load shaders // ERROR: macOS does not support compute shaders in OpenGL < 4.3.
GLuint shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE); // GLuint computeProgram = createComputeProgram(COMPUTE_FILE);
// Check if shader program was created successfully // Load shaders
if (shaderProgram == 0) { GLuint shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE);
std::cerr << "Failed to create shader programs.\n";
return -1;
}
// FPS tracking // Quad to render vertex too
double lastTime = glfwGetTime(); // when we last printed FPS float vertices[] = {// positions
double fps = 0.0; -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
int frameCount = 0; // frames since last FPS print
float mousePos[2] = {0.0f, 0.0f};
// Render loop unsigned int indices[] = {0, 1, 2, 2, 1, 3};
while (!glfwWindowShouldClose(window)) {
// Time
float timeValue = (float)glfwGetTime();
mousePos[0] = (float)io.MousePos.x;
mousePos[1] = (float)io.MousePos.y;
// Input GLuint VAO, VBO, EBO;
glfwPollEvents(); glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// Start the Dear ImGui frame glBindVertexArray(VAO);
ImGui_ImplOpenGL3_NewFrame(); glBindBuffer(GL_ARRAY_BUFFER, VBO);
ImGui_ImplGlfw_NewFrame(); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
ImGui::NewFrame();
// --- FPS Counter --- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
double currentTime = glfwGetTime(); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
double delta = currentTime - lastTime;
if (delta >= 1.0) { // print every ~1 second // positions
fps = double(frameCount) / delta; glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
std::cout << "FPS: " << fps glEnableVertexAttribArray(0);
<< " Time: " << timeValue
<< " Mouse: (" << mousePos[0] << ", " << mousePos[1] << ")"
<< std::endl;
frameCount = 0; glBindVertexArray(0);
lastTime = currentTime;
}
frameCount++; glEnable(GL_MULTISAMPLE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // FPS tracking
glClear(GL_COLOR_BUFFER_BIT); double lastTime = glfwGetTime(); // when we last printed FPS
glUseProgram(shaderProgram); double fps = 0.0;
int frameCount = 0; // frames since last FPS print
float mousePos[2] = {0.0f, 0.0f};
ImGui::Render(); // Check if API key is valid (dummy check here, implement actual validation
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); // as needed)
char *url = (char *)malloc(1024);
if (apiExist) {
snprintf(url, 1024, "http://api.openweathermap.org/geo/1.0/direct?q=%s&appid=%s", savedLocation, api_key.c_str());
char *response = http_get(url);
if (response) {
apiIsValid = 1;
// Extract latitude and longitude from response (simple parsing,
// improve as needed)
std::string respStr(response);
size_t latPos = respStr.find("\"lat\":");
size_t lonPos = respStr.find("\"lon\":");
glfwSwapBuffers(window); if (latPos != std::string::npos && lonPos != std::string::npos) {
} sscanf(respStr.c_str() + latPos, "\"lat\":%f", &location_latitude);
sscanf(respStr.c_str() + lonPos, "\"lon\":%f", &location_longitude);
std::cout << "Location: " << savedLocation << " Latitude: " << location_latitude << " Longitude: " << location_longitude << std::endl;
} else {
std::cerr << "Could not parse latitude and longitude from API "
"response."
<< std::endl;
apiIsValid = 0;
}
glDeleteProgram(shaderProgram); free(response);
} else {
apiIsValid = 0;
}
}
ImGui_ImplOpenGL3_Shutdown(); char *currentWeather = (char *)malloc(1024); // buffer for current weather data
ImGui_ImplGlfw_Shutdown(); snprintf(currentWeather, 1024, "No data");
ImGui::DestroyContext();
glfwDestroyWindow(window); // Render loop
glfwTerminate(); while (!glfwWindowShouldClose(window)) {
return 0; glfwPollEvents();
// Time
float timeValue = (float)glfwGetTime();
mousePos[0] = (float)io.MousePos.x;
mousePos[1] = (float)io.MousePos.y;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
GLint resLoc = glGetUniformLocation(shaderProgram, "u_resolution");
glUniform2f(resLoc, (float)SCR_WIDTH, (float)SCR_HEIGHT);
GLint timeLoc = glGetUniformLocation(shaderProgram, "u_time");
glUniform1f(timeLoc, timeValue);
// draw quad
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// API request to get weather data
if (((int)(timeValue * 100)) % 1000 == 1 && apiExist && apiIsValid) {
snprintf(url, 1024, "http://api.openweathermap.org/data/2.5/direct?q=%s&appid=%s", savedLocation, api_key.c_str());
char *response = http_get(url);
if (response) {
snprintf(currentWeather, 1024, "%s", response);
free(response);
}
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("Debug Window");
ImGui::Text("FPS: %.1f", fps);
ImGui::Text("Time: %.2f seconds", timeValue);
ImGui::Separator();
ImGui::Text("Options:");
// V-Sync options
if (ImGui::Checkbox("V-Sync", (bool *)&isVsync)) {
glfwSwapInterval(isVsync ? 1 : 0);
}
ImGui::Separator();
ImGui::Text("API Key Status:");
if (apiExist) {
ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), "\t\tAPI Key Loaded OK");
} else {
ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "\t\tAPI Key Missing or Invalid!");
}
if (apiIsValid) {
ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), "\t\tAPI Key Validated OK");
} else {
ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "\t\tAPI Key Not Validated!");
}
ImGui::Separator();
ImGui::Text("Program Info:");
ImGui::Text("\t\tOpenGL Version: %s", glGetString(GL_VERSION));
ImGui::Text("\t\tShader Program: %s", shaderProgram ? "Loaded" : "Error");
ImGui::End();
ImGui::Begin("Weather Data");
if (apiExist && apiIsValid) {
ImGui::TextWrapped("%s", currentWeather);
} else if (!apiExist) {
ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "No API Key found in .env file!");
} else if (!apiIsValid) {
ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "API Key is not valid!");
}
ImGui::Separator();
ImGui::Text("API URL: %s", url);
ImGui::End();
// --- FPS Counter ---
double currentTime = glfwGetTime();
double delta = currentTime - lastTime;
if (delta >= 1.0) { // print every ~1 second
fps = double(frameCount) / delta;
/* std::cout << "FPS: " << fps
<< " Time: " << timeValue
<< " Mouse: (" << mousePos[0] << ", " << mousePos[1] << ")"
<< std::endl;
*/
frameCount = 0;
lastTime = currentTime;
}
frameCount++;
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
glDeleteProgram(shaderProgram);
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
free(url);
free(currentWeather);
return 0;
} }

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@ -1,5 +1,8 @@
#include "shader.h" #include "shader.h"
#define GL_SILENCE_DEPRECATION
// Shader loader helper // Shader loader helper
std::string loadShaderSource(const std::string& filepath) { std::string loadShaderSource(const std::string& filepath) {
std::ifstream file(filepath); std::ifstream file(filepath);
@ -9,7 +12,7 @@ std::string loadShaderSource(const std::string& filepath) {
} }
std::stringstream buffer; std::stringstream buffer;
std::cout << "Loaded " << filepath << " successfully!\n"; // std::cout << "Loaded " << filepath << " successfully!\n";
buffer << file.rdbuf(); buffer << file.rdbuf();
return buffer.str(); return buffer.str();