This commit is contained in:
2025-10-02 20:22:19 +01:00
parent d92557ebda
commit 6fe9887a5c
20 changed files with 69228 additions and 96 deletions
+57 -95
View File
@@ -4,6 +4,8 @@
#include <stdio.h>
#include <stdlib.h>
#define GL_SILENCE_DEPRECATION
// glad and GLFW
#include <glad/glad.h>
#include <GLFW/glfw3.h>
@@ -16,9 +18,15 @@
// HPP files
#include "shader.h"
//imGui
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#define VERTEX_FILE "./shaders/vertex.glsl"
#define FRAGMENT_FILE "./shaders/fragment.glsl"
#define COMPUTE_FILE "./shaders/compute.glsl"
#define ENV_FILE "./.env"
const float SCR_WIDTH = 1200.0f;
const float SCR_HEIGHT = 1200.0f;
@@ -27,6 +35,7 @@ int main(void) {
// Initialize GLFW
if (!glfwInit()) return -1;
// Set OpenGL version (4.1 Core) and other window hints
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // REQUIRED on macOS
@@ -50,49 +59,41 @@ int main(void) {
//DEBUG
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(window, true); // Second param install_callback=true will install GLFW callbacks and chain to existing ones.
ImGui_ImplOpenGL3_Init();
//DEBUG
std::cout << "ImGui Version: " << IMGUI_VERSION << std::endl;
std::string api_key = "";
// Get API keys from .env file
std::ifstream envFile(ENV_FILE);
if (envFile.is_open()) {
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) {
api_key = line.substr(8); // Extract value after "API_KEY="
}
}
envFile.close();
} else {
std::cerr << "Could not open the .env file." << std::endl;
}
// ERROR: macOS does not support compute shaders in OpenGL < 4.3.
// GLuint computeProgram = createComputeProgram(COMPUTE_FILE);
// ----- Vertex Data -----
// Cube
// Positions
float vertices[] = {
// 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
};
unsigned int indices[] = {
0, 1, 2,
2, 3, 0
};
GLuint VAO, VBO, EBO;
glGenVertexArrays(1,&VAO);
glGenBuffers(1,&VBO);
glGenBuffers(1,&EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indices),indices,GL_STATIC_DRAW);
// position - VERTEX SHADER
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)0);
glEnableVertexAttribArray(0);
// color - FRAGMENT SHADER
glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER,0);
// glBindVertexArray(0);
// Load shaders
GLuint shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE);
@@ -102,61 +103,26 @@ int main(void) {
return -1;
}
// Caulculate model, view, projection matrices
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 projection = glm::perspective(glm::radians(45.0f), (SCR_WIDTH/SCR_HEIGHT)*2, 0.1f, 100.0f);
GLuint modelLoc = (unsigned int) glGetUniformLocation(shaderProgram, "model");
GLuint viewLoc = (unsigned int) glGetUniformLocation(shaderProgram, "view");
GLuint projLoc = (unsigned int) glGetUniformLocation(shaderProgram, "projection");
glUseProgram(shaderProgram);
glUniformMatrix4fv((int) modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv((int) viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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 timeLoc = glGetUniformLocation(shaderProgram, "u_time");
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};
// FPS tracking
double lastTime = glfwGetTime(); // when we last printed FPS
double fps = 0.0;
int frameCount = 0; // frames since last FPS print
float mousePos[2] = {0.0f, 0.0f};
// Render loop
while (!glfwWindowShouldClose(window)) {
// Time
float timeValue = (float)glfwGetTime();
double xpos, ypos;
// Get mouse positions
glfwGetCursorPos(window, &xpos, &ypos);
mousePos[0] = (float)xpos;
mousePos[1] = (float)(SCR_HEIGHT - ypos); // Invert y-axis for OpenGL coordinates
mousePos[0] = (float)io.MousePos.x;
mousePos[1] = (float)io.MousePos.y;
// Input
glfwPollEvents();
// Scroll to zoom in/out
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
scale += 0.01f;
if (scale > 10.0f) scale = 10.0f; // Max zoom
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
scale -= 0.01f;
if (scale < 0.1f) scale = 0.1f; // Min zoom
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// --- FPS Counter ---
double currentTime = glfwGetTime();
@@ -166,7 +132,6 @@ int main(void) {
fps = double(frameCount) / delta;
std::cout << "FPS: " << fps
<< " Time: " << timeValue
<< " Scale: " << scale
<< " Mouse: (" << mousePos[0] << ", " << mousePos[1] << ")"
<< std::endl;
@@ -174,27 +139,24 @@ int main(void) {
lastTime = currentTime;
}
glUniform1f(timeLoc, timeValue);
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);
glUseProgram(shaderProgram);
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&VBO);
glDeleteBuffers(1,&EBO);
glDeleteProgram(shaderProgram);
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;