192 lines
5.4 KiB
C++

#include <fstream>
#include <iostream>
#include <sstream>
#include <stdio.h>
#include <stdlib.h>
// glad and GLFW
#include <glad/glad.h>
#include <GLFW/glfw3.h>
// glm math
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// HPP files
#include "shader.h"
#define VERTEX_FILE "./shaders/vertex.glsl"
#define FRAGMENT_FILE "./shaders/fragment.glsl"
#define COMPUTE_FILE "./shaders/compute.glsl"
const float SCR_WIDTH = 1200.0f;
const float SCR_HEIGHT = 1200.0f;
int main(void) {
// Initialize GLFW
if (!glfwInit())
return -1;
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, 8); // 8x MSAA
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;
// 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);
// Check if shader program was created successfully
if (shaderProgram == 0) {
std::cerr << "Failed to create shader programs.\n";
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;
// Render loop
while (!glfwWindowShouldClose(window)) {
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
// 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
}
// --- 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 << " Scale: " << scale << " Mouse: (" << mousePos[0] << ", " << mousePos[1] << ")" << std::endl;
frameCount = 0;
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);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shaderProgram);
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}