generated from AfonsoCMSousa/CPP-Template
165 lines
4.7 KiB
C++
165 lines
4.7 KiB
C++
#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <stdio.h>
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#include <stdlib.h>
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#define GL_SILENCE_DEPRECATION
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// glad and GLFW
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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// glm math
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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// HPP files
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#include "shader.h"
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//imGui
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#define VERTEX_FILE "./shaders/vertex.glsl"
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#define FRAGMENT_FILE "./shaders/fragment.glsl"
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#define COMPUTE_FILE "./shaders/compute.glsl"
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#define ENV_FILE "./.env"
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const float SCR_WIDTH = 1200.0f;
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const float SCR_HEIGHT = 1200.0f;
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int main(void) {
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// Initialize GLFW
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if (!glfwInit()) return -1;
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// Set OpenGL version (4.1 Core) and other window hints
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // REQUIRED on macOS
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_SAMPLES, 8); // 8x MSAA
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GLFWwindow* window = glfwCreateWindow((int)SCR_WIDTH, (int)SCR_HEIGHT, "RASTER", nullptr, nullptr);
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if (!window) {
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cerr << "Failed to initialize GLAD\n";
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return -1;
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}
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glViewport(0, 0, (int)SCR_WIDTH, (int)SCR_HEIGHT);
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//DEBUG
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std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << std::endl;
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(window, true); // Second param install_callback=true will install GLFW callbacks and chain to existing ones.
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ImGui_ImplOpenGL3_Init();
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//DEBUG
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std::cout << "ImGui Version: " << IMGUI_VERSION << std::endl;
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std::string api_key = "";
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// Get API keys from .env file
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std::ifstream envFile(ENV_FILE);
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if (envFile.is_open()) {
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std::string line;
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while (std::getline(envFile, line)) {
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// std::cout << line << std::endl; // Print each line (for debugging)
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// Here you can parse the line to extract key-value pairs if needed
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if (line.find("API_KEY=") == 0) {
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api_key = line.substr(8); // Extract value after "API_KEY="
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}
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}
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envFile.close();
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} else {
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std::cerr << "Could not open the .env file." << std::endl;
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}
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// ERROR: macOS does not support compute shaders in OpenGL < 4.3.
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// GLuint computeProgram = createComputeProgram(COMPUTE_FILE);
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// Load shaders
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GLuint shaderProgram = createShaderProgram(VERTEX_FILE, FRAGMENT_FILE);
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// Check if shader program was created successfully
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if (shaderProgram == 0) {
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std::cerr << "Failed to create shader programs.\n";
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return -1;
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}
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// FPS tracking
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double lastTime = glfwGetTime(); // when we last printed FPS
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double fps = 0.0;
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int frameCount = 0; // frames since last FPS print
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float mousePos[2] = {0.0f, 0.0f};
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// Render loop
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while (!glfwWindowShouldClose(window)) {
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// Time
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float timeValue = (float)glfwGetTime();
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mousePos[0] = (float)io.MousePos.x;
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mousePos[1] = (float)io.MousePos.y;
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// Input
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glfwPollEvents();
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// --- FPS Counter ---
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double currentTime = glfwGetTime();
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double delta = currentTime - lastTime;
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if (delta >= 1.0) { // print every ~1 second
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fps = double(frameCount) / delta;
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std::cout << "FPS: " << fps
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<< " Time: " << timeValue
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<< " Mouse: (" << mousePos[0] << ", " << mousePos[1] << ")"
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<< std::endl;
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frameCount = 0;
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lastTime = currentTime;
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}
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frameCount++;
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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glDeleteProgram(shaderProgram);
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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