Fix: Small fix for dependencies

This commit is contained in:
Afonso Clerigo Mendes de Sousa 2025-11-05 23:17:48 +00:00
parent d92557ebda
commit 47e9700a4a
5 changed files with 231 additions and 137 deletions

2
.env Normal file
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WEATHER_API_KEY=b5337f9628db3b0949f914f3864834b4
LOCAL=Lisbond

20
imgui.ini Normal file
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[Window][Debug##Default]
Pos=60,60
Size=400,400
[Window][API Key Status]
Pos=60,60
Size=201,51
[Window][Status]
Pos=24,27
Size=234,142
[Window][Debug Window]
Pos=23,27
Size=370,226
[Window][Weather Data]
Pos=30,266
Size=862,225

54
include/http_get.c Normal file
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#include "http_get.h"
// Callback for libcurl to write response into our struct
static size_t write_callback(void *data, size_t size, size_t nmemb, void *userp) {
size_t realsize = size * nmemb;
struct Memory *mem = (struct Memory *)userp;
char *ptr = realloc(mem->response, mem->size + realsize + 1);
if(ptr == NULL) {
// Out of memory!
fprintf(stderr, "realloc() failed\n");
return 0;
}
mem->response = ptr;
memcpy(&(mem->response[mem->size]), data, realsize);
mem->size += realsize;
mem->response[mem->size] = '\0';
return realsize;
}
// Function: GET request, returns heap string (caller must free)
char *http_get(const char *url) {
CURL *curl;
CURLcode res;
struct Memory chunk;
chunk.response = malloc(1); // start with empty buffer
chunk.size = 0;
curl_global_init(CURL_GLOBAL_ALL);
curl = curl_easy_init();
if(curl) {
curl_easy_setopt(curl, CURLOPT_URL, url);
curl_easy_setopt(curl, CURLOPT_FOLLOWLOCATION, 1L); // follow redirects
curl_easy_setopt(curl, CURLOPT_WRITEFUNCTION, write_callback);
curl_easy_setopt(curl, CURLOPT_WRITEDATA, (void *)&chunk);
res = curl_easy_perform(curl);
if(res != CURLE_OK) {
fprintf(stderr, "curl_easy_perform() failed: %s\n", curl_easy_strerror(res));
free(chunk.response);
chunk.response = NULL;
}
curl_easy_cleanup(curl);
}
curl_global_cleanup();
return chunk.response;
}

29
include/http_get.h Normal file
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#ifndef HTTP_GET_H
#define HTTP_GET_H
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <curl/curl.h>
#ifdef __cplusplus
extern "C" {
#endif
// Struct to hold response data
struct Memory {
char *response;
size_t size;
};
// Callback for libcurl to write response into our struct
static size_t write_callback(void *data, size_t size, size_t nmemb, void *userp);
// Function: GET request, returns heap string (caller must free)
char *http_get(const char *url);
#ifdef __cplusplus
}
#endif
#endif // HTTP_GET_H

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@ -1,12 +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>
// 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>
@ -24,179 +24,168 @@ const float SCR_WIDTH = 1200.0f;
const float SCR_HEIGHT = 1200.0f; const float SCR_HEIGHT = 1200.0f;
int main(void) { int main(void) {
// Initialize GLFW // Initialize GLFW
if (!glfwInit()) return -1; if (!glfwInit())
return -1;
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, 8); // 8x MSAA
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;
// ERROR: macOS does not support compute shaders in OpenGL < 4.3. // ERROR: macOS does not support compute shaders in OpenGL < 4.3.
// GLuint computeProgram = createComputeProgram(COMPUTE_FILE); // GLuint computeProgram = createComputeProgram(COMPUTE_FILE);
// ----- Vertex Data ----- // ----- Vertex Data -----
// Cube // Cube
// Positions // Positions
float vertices[] = { float vertices[] = {// positions
// positions -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f};
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f
};
unsigned int indices[] = { unsigned int indices[] = {0, 1, 2, 2, 3, 0};
0, 1, 2,
2, 3, 0
};
GLuint VAO, VBO, EBO; GLuint VAO, VBO, EBO;
glGenVertexArrays(1,&VAO); glGenVertexArrays(1, &VAO);
glGenBuffers(1,&VBO); glGenBuffers(1, &VBO);
glGenBuffers(1,&EBO); glGenBuffers(1, &EBO);
glBindVertexArray(VAO); glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indices),indices,GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// position - VERTEX SHADER // position - VERTEX SHADER
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// color - FRAGMENT SHADER // color - FRAGMENT SHADER
glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)(3*sizeof(float))); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ARRAY_BUFFER, 0);
// glBindVertexArray(0); // glBindVertexArray(0);
// Load shaders // Load shaders
GLuint shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE); GLuint shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE);
// Check if shader program was created successfully // Check if shader program was created successfully
if (shaderProgram == 0) { if (shaderProgram == 0) {
std::cerr << "Failed to create shader programs.\n"; std::cerr << "Failed to create shader programs.\n";
return -1; return -1;
} }
// Caulculate model, view, projection matrices // Caulculate model, view, projection matrices
glm::mat4 model = glm::mat4(1.0f); glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -1.0f)); glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -1.0f));
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (SCR_WIDTH/SCR_HEIGHT)*2, 0.1f, 100.0f); glm::mat4 projection = glm::perspective(glm::radians(45.0f), (SCR_WIDTH / SCR_HEIGHT) * 2, 0.1f, 100.0f);
GLuint modelLoc = (unsigned int) glGetUniformLocation(shaderProgram, "model"); GLuint modelLoc = (unsigned int)glGetUniformLocation(shaderProgram, "model");
GLuint viewLoc = (unsigned int) glGetUniformLocation(shaderProgram, "view"); GLuint viewLoc = (unsigned int)glGetUniformLocation(shaderProgram, "view");
GLuint projLoc = (unsigned int) glGetUniformLocation(shaderProgram, "projection"); GLuint projLoc = (unsigned int)glGetUniformLocation(shaderProgram, "projection");
glUseProgram(shaderProgram); glUseProgram(shaderProgram);
glUniformMatrix4fv((int) modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv((int)modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv((int) viewLoc, 1, GL_FALSE, glm::value_ptr(view)); glUniformMatrix4fv((int)viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv((int) projLoc, 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv((int)projLoc, 1, GL_FALSE, glm::value_ptr(projection));
GLint resLoc = glGetUniformLocation(shaderProgram, "u_resolution");
glUniform2f(resLoc, SCR_WIDTH, SCR_HEIGHT); // hardcode for now
GLint resLoc = glGetUniformLocation(shaderProgram, "u_resolution"); GLint timeLoc = glGetUniformLocation(shaderProgram, "u_time");
glUniform2f(resLoc, SCR_WIDTH, SCR_HEIGHT); // hardcode for now GLint scaleLoc = glGetUniformLocation(shaderProgram, "u_scale");
GLint mouseLoc = glGetUniformLocation(shaderProgram, "u_mouse");
GLint timeLoc = glGetUniformLocation(shaderProgram, "u_time"); glEnable(GL_MULTISAMPLE);
GLint scaleLoc = glGetUniformLocation(shaderProgram, "u_scale");
GLint mouseLoc = glGetUniformLocation(shaderProgram, "u_mouse");
glEnable(GL_MULTISAMPLE); float scale = 1.0f;
int frameCount = 0;
float mousePos[2] = {0.0f, 0.0f};
float scale = 1.0f; // FPS tracking
int frameCount = 0; double lastTime = glfwGetTime(); // when we last printed FPS
float mousePos[2] = {0.0f, 0.0f}; double fps = 0.0;
// FPS tracking // Render loop
double lastTime = glfwGetTime(); // when we last printed FPS while (!glfwWindowShouldClose(window)) {
double fps = 0.0; float timeValue = (float)glfwGetTime();
double xpos, ypos;
// Render loop // Get mouse positions
while (!glfwWindowShouldClose(window)) { glfwGetCursorPos(window, &xpos, &ypos);
float timeValue = (float)glfwGetTime(); mousePos[0] = (float)xpos;
double xpos, ypos; mousePos[1] = (float)(SCR_HEIGHT - ypos); // Invert y-axis for OpenGL coordinates
// Get mouse positions // Input
glfwGetCursorPos(window, &xpos, &ypos); glfwPollEvents();
mousePos[0] = (float)xpos;
mousePos[1] = (float)(SCR_HEIGHT - ypos); // Invert y-axis for OpenGL coordinates
// Input // Scroll to zoom in/out
glfwPollEvents(); if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
scale += 0.01f;
if (scale > 10.0f)
scale = 10.0f; // Max zoom
}
// Scroll to zoom in/out if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) { scale -= 0.01f;
scale += 0.01f; if (scale < 0.1f)
if (scale > 10.0f) scale = 10.0f; // Max zoom scale = 0.1f; // Min zoom
} }
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) { // --- FPS Counter ---
scale -= 0.01f; double currentTime = glfwGetTime();
if (scale < 0.1f) scale = 0.1f; // Min zoom double delta = currentTime - lastTime;
}
// --- FPS Counter --- if (delta >= 1.0) { // print every ~1 second
double currentTime = glfwGetTime(); fps = double(frameCount) / delta;
double delta = currentTime - lastTime; std::cout << "FPS: " << fps << " Time: " << timeValue << " Scale: " << scale << " Mouse: (" << mousePos[0] << ", " << mousePos[1] << ")" << std::endl;
if (delta >= 1.0) { // print every ~1 second frameCount = 0;
fps = double(frameCount) / delta; lastTime = currentTime;
std::cout << "FPS: " << fps }
<< " Time: " << timeValue
<< " Scale: " << scale
<< " Mouse: (" << mousePos[0] << ", " << mousePos[1] << ")"
<< std::endl;
frameCount = 0; glUniform1f(timeLoc, timeValue);
lastTime = currentTime; glUniform1f(scaleLoc, scale);
} glUniform2f(mouseLoc, mousePos[0], mousePos[1]);
glUniform1f(timeLoc, timeValue); frameCount++;
glUniform1f(scaleLoc, scale);
glUniform2f(mouseLoc, mousePos[0], mousePos[1]);
frameCount++; glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glUseProgram(shaderProgram);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);
glUseProgram(shaderProgram); glfwSwapBuffers(window);
}
glfwSwapBuffers(window); glDeleteVertexArrays(1, &VAO);
} glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
glDeleteVertexArrays(1,&VAO); glfwDestroyWindow(window);
glDeleteBuffers(1,&VBO); glfwTerminate();
glDeleteBuffers(1,&EBO); return 0;
glDeleteProgram(shaderProgram);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
} }