generated from AfonsoCMSousa/CPP-Template
203 lines
5.9 KiB
C++
203 lines
5.9 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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// 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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#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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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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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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// ERROR: macOS does not support compute shaders in OpenGL < 4.3.
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// GLuint computeProgram = createComputeProgram(COMPUTE_FILE);
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// ----- Vertex Data -----
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// Cube
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// Positions
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float vertices[] = {
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// positions
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f
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};
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unsigned int indices[] = {
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0, 1, 2,
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2, 3, 0
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};
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GLuint VAO, VBO, EBO;
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glGenVertexArrays(1,&VAO);
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glGenBuffers(1,&VBO);
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glGenBuffers(1,&EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER,VBO);
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glBufferData(GL_ARRAY_BUFFER,sizeof(vertices),vertices,GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(indices),indices,GL_STATIC_DRAW);
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// position - VERTEX SHADER
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)0);
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glEnableVertexAttribArray(0);
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// color - FRAGMENT SHADER
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glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,3*sizeof(float),(void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER,0);
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// glBindVertexArray(0);
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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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// Caulculate model, view, projection matrices
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -1.0f));
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glm::mat4 projection = glm::perspective(glm::radians(45.0f), (SCR_WIDTH/SCR_HEIGHT)*2, 0.1f, 100.0f);
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GLuint modelLoc = (unsigned int) glGetUniformLocation(shaderProgram, "model");
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GLuint viewLoc = (unsigned int) glGetUniformLocation(shaderProgram, "view");
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GLuint projLoc = (unsigned int) glGetUniformLocation(shaderProgram, "projection");
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glUseProgram(shaderProgram);
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glUniformMatrix4fv((int) modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv((int) viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv((int) projLoc, 1, GL_FALSE, glm::value_ptr(projection));
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GLint resLoc = glGetUniformLocation(shaderProgram, "u_resolution");
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glUniform2f(resLoc, SCR_WIDTH, SCR_HEIGHT); // hardcode for now
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GLint timeLoc = glGetUniformLocation(shaderProgram, "u_time");
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GLint scaleLoc = glGetUniformLocation(shaderProgram, "u_scale");
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GLint mouseLoc = glGetUniformLocation(shaderProgram, "u_mouse");
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glEnable(GL_MULTISAMPLE);
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float scale = 1.0f;
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int frameCount = 0;
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float mousePos[2] = {0.0f, 0.0f};
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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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// Render loop
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while (!glfwWindowShouldClose(window)) {
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float timeValue = (float)glfwGetTime();
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double xpos, ypos;
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// Get mouse positions
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glfwGetCursorPos(window, &xpos, &ypos);
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mousePos[0] = (float)xpos;
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mousePos[1] = (float)(SCR_HEIGHT - ypos); // Invert y-axis for OpenGL coordinates
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// Input
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glfwPollEvents();
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// Scroll to zoom in/out
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if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
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scale += 0.01f;
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if (scale > 10.0f) scale = 10.0f; // Max zoom
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}
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if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
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scale -= 0.01f;
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if (scale < 0.1f) scale = 0.1f; // Min zoom
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}
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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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<< " Scale: " << scale
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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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glUniform1f(timeLoc, timeValue);
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glUniform1f(scaleLoc, scale);
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glUniform2f(mouseLoc, mousePos[0], mousePos[1]);
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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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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES,6,GL_UNSIGNED_INT,0);
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glUseProgram(shaderProgram);
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glfwSwapBuffers(window);
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}
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glDeleteVertexArrays(1,&VAO);
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glDeleteBuffers(1,&VBO);
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glDeleteBuffers(1,&EBO);
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glDeleteProgram(shaderProgram);
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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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