#include #include #include #include #include // glad and GLFW #include #include // glm math #include #include #include // HPP files #include "shader.h" // imGui #include "imgui.h" #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" // CURL #include "http_get.h" #include #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; 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) { // 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 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_SAMPLES, currentAA); GLFWwindow *window = glfwCreateWindow((int)SCR_WIDTH, (int)SCR_HEIGHT, "RASTER", nullptr, nullptr); if (!window) { glfwTerminate(); return -1; } glfwMakeContextCurrent(window); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cerr << "Failed to initialize GLAD\n"; return -1; } glViewport(0, 0, (int)SCR_WIDTH, (int)SCR_HEIGHT); // 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("WEATHER_API_KEY=") == 0) { 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; } // ERROR: macOS does not support compute shaders in OpenGL < 4.3. // GLuint computeProgram = createComputeProgram(COMPUTE_FILE); // Load shaders GLuint shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE); // Quad to render vertex too float vertices[] = {// positions -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f}; unsigned int indices[] = {0, 1, 2, 2, 1, 3}; 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); // positions glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); glBindVertexArray(0); glEnable(GL_MULTISAMPLE); // 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}; // Check if API key is valid (dummy check here, implement actual validation // 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\":"); 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; } free(response); } else { apiIsValid = 0; } } char *currentWeather = (char *)malloc(1024); // buffer for current weather data snprintf(currentWeather, 1024, "No data"); // Render loop while (!glfwWindowShouldClose(window)) { 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; }