294 lines
8.4 KiB
C++

#include <fstream>
#include <iostream>
#include <sstream>
#include <stdio.h>
#include <stdlib.h>
// glad and GLFW
#include <GLFW/glfw3.h>
#include <glad/glad.h>
// glm math
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// 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 <curl/curl.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;
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;
}