feat: 3D spaces and Camera

This commit is contained in:
AfonsoCMSousa 2026-03-19 22:41:39 +00:00
parent a31af8f9b8
commit 2980fda372
No known key found for this signature in database
9 changed files with 507 additions and 40 deletions

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@ -89,20 +89,23 @@ target_include_directories(${EXECUTABLE_NAME} PRIVATE
${CMAKE_SOURCE_DIR}/libraries ${CMAKE_SOURCE_DIR}/libraries
) )
# 1. Find the GLFW library in your lib folder # Link GLFW and the required Apple Frameworks
find_library(GLFW_LIB NAMES glfw glfw3 PATHS "${CMAKE_SOURCE_DIR}/libraries" NO_DEFAULT_PATH)
# 2. Link GLFW and the required Apple Frameworks
if(APPLE) if(APPLE)
find_library(GLFW_LIB NAMES glfw3_macOS PATHS "${CMAKE_SOURCE_DIR}/libraries" NO_DEFAULT_PATH)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${GLFW_LIB} ${GLFW_LIB}
"-framework Cocoa" "-framework Cocoa"
"-framework IOKit" "-framework IOKit"
"-framework CoreVideo" "-framework CoreVideo"
) )
else() elseif(UNIX)
# For Windows/Linux find_library(GLFW_LIB NAMES glfw3_linux PATHS "${CMAKE_SOURCE_DIR}/libraries" NO_DEFAULT_PATH)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE ${GLFW_LIB}) target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${GLFW_LIB}
GL
dl
pthread
)
endif() endif()

139
include/axis.h Normal file
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@ -0,0 +1,139 @@
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
// 3 axis lines: X=red, Y=green, Z=blue
// Each line: 2 vertices, each vertex has pos(3) + color(3)
static const float AXIS_VERTICES[] = {
// X axis - red
0.0f,
0.0f,
0.0f,
1.0f,
0.2f,
0.2f,
1.0f,
0.0f,
0.0f,
1.0f,
0.2f,
0.2f,
// Y axis - green
0.0f,
0.0f,
0.0f,
0.2f,
1.0f,
0.2f,
0.0f,
1.0f,
0.0f,
0.2f,
1.0f,
0.2f,
// Z axis - blue
0.0f,
0.0f,
0.0f,
0.2f,
0.4f,
1.0f,
0.0f,
0.0f,
1.0f,
0.2f,
0.4f,
1.0f,
};
struct AxisRenderer {
unsigned int VAO, VBO;
unsigned int shader;
};
static const char *AXIS_VERT_SRC = R"(
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
out vec3 vColor;
uniform mat4 uMVP;
void main() {
vColor = aColor;
gl_Position = uMVP * vec4(aPos, 1.0);
}
)";
static const char *AXIS_FRAG_SRC = R"(
#version 330 core
in vec3 vColor;
out vec4 FragColor;
void main() {
FragColor = vec4(vColor, 1.0);
}
)";
inline AxisRenderer axis_init() {
AxisRenderer r;
// Compile inline shaders
int success;
char log[512];
unsigned int vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert, 1, &AXIS_VERT_SRC, NULL);
glCompileShader(vert);
glGetShaderiv(vert, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vert, 512, NULL, log);
fprintf(stderr, "Axis vert: %s\n", log);
}
unsigned int frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, &AXIS_FRAG_SRC, NULL);
glCompileShader(frag);
glGetShaderiv(frag, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(frag, 512, NULL, log);
fprintf(stderr, "Axis frag: %s\n", log);
}
r.shader = glCreateProgram();
glAttachShader(r.shader, vert);
glAttachShader(r.shader, frag);
glLinkProgram(r.shader);
glDeleteShader(vert);
glDeleteShader(frag);
glGenVertexArrays(1, &r.VAO);
glGenBuffers(1, &r.VBO);
glBindVertexArray(r.VAO);
glBindBuffer(GL_ARRAY_BUFFER, r.VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(AXIS_VERTICES), AXIS_VERTICES, GL_STATIC_DRAW);
// pos
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
return r;
}
inline void axis_draw(const AxisRenderer &r, const glm::mat4 &mvp) {
glUseProgram(r.shader);
glUniformMatrix4fv(glGetUniformLocation(r.shader, "uMVP"), 1, GL_FALSE, glm::value_ptr(mvp));
glBindVertexArray(r.VAO);
glLineWidth(2.0f);
glDrawArrays(GL_LINES, 0, 6);
glBindVertexArray(0);
}
inline void axis_destroy(AxisRenderer &r) {
glDeleteVertexArrays(1, &r.VAO);
glDeleteBuffers(1, &r.VBO);
glDeleteProgram(r.shader);
}

116
include/camera.h Normal file
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@ -0,0 +1,116 @@
#pragma once
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
struct Camera {
glm::vec3 position;
glm::vec3 front;
glm::vec3 up;
glm::vec3 right;
glm::vec3 world_up;
float yaw; // horizontal angle, degrees
float pitch; // vertical angle, degrees
float fov;
float speed;
float sensitivity;
// Mouse state
float last_x, last_y;
bool first_mouse;
bool cursor_captured;
};
inline Camera camera_init(glm::vec3 position, float scr_width, float scr_height) {
Camera c;
c.position = position;
c.world_up = glm::vec3(0.0f, 1.0f, 0.0f);
c.yaw = -90.0f; // face -Z by default
c.pitch = -20.0f;
c.fov = 60.0f;
c.speed = 5.0f;
c.sensitivity = 0.1f;
c.last_x = scr_width * 0.5f;
c.last_y = scr_height * 0.5f;
c.first_mouse = true;
c.cursor_captured = false;
// Compute initial vectors from yaw/pitch
glm::vec3 front;
front.x = cos(glm::radians(c.yaw)) * cos(glm::radians(c.pitch));
front.y = sin(glm::radians(c.pitch));
front.z = sin(glm::radians(c.yaw)) * cos(glm::radians(c.pitch));
c.front = glm::normalize(front);
c.right = glm::normalize(glm::cross(c.front, c.world_up));
c.up = glm::normalize(glm::cross(c.right, c.front));
return c;
}
inline glm::mat4 camera_view(const Camera &c) {
return glm::lookAt(c.position, c.position + c.front, c.up);
}
inline glm::mat4 camera_projection(const Camera &c, float aspect) {
return glm::perspective(glm::radians(c.fov), aspect, 0.1f, 1000.0f);
}
// Call every frame with GLFW window
inline void camera_keyboard(Camera &c, GLFWwindow *window, float dt) {
if (!c.cursor_captured)
return;
float vel = c.speed * dt;
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
c.position += c.front * vel;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
c.position -= c.front * vel;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
c.position -= c.right * vel;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
c.position += c.right * vel;
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
c.position += c.world_up * vel;
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
c.position -= c.world_up * vel;
}
// Call from your GLFW cursor position callback
inline void camera_mouse(Camera &c, double xpos, double ypos) {
if (!c.cursor_captured)
return;
if (c.first_mouse) {
c.last_x = (float)xpos;
c.last_y = (float)ypos;
c.first_mouse = false;
}
float dx = ((float)xpos - c.last_x) * c.sensitivity;
float dy = (c.last_y - (float)ypos) * c.sensitivity; // inverted Y
c.last_x = (float)xpos;
c.last_y = (float)ypos;
c.yaw += dx;
c.pitch += dy;
if (c.pitch > 89.0f)
c.pitch = 89.0f;
if (c.pitch < -89.0f)
c.pitch = -89.0f;
glm::vec3 front;
front.x = cos(glm::radians(c.yaw)) * cos(glm::radians(c.pitch));
front.y = sin(glm::radians(c.pitch));
front.z = sin(glm::radians(c.yaw)) * cos(glm::radians(c.pitch));
c.front = glm::normalize(front);
c.right = glm::normalize(glm::cross(c.front, c.world_up));
c.up = glm::normalize(glm::cross(c.right, c.front));
}
// Call from scroll callback
inline void camera_scroll(Camera &c, double yoffset) {
c.fov -= (float)yoffset;
if (c.fov < 10.0f)
c.fov = 10.0f;
if (c.fov > 90.0f)
c.fov = 90.0f;
}

113
include/grid.h Normal file
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@ -0,0 +1,113 @@
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <vector>
// XZ floor grid, centered at origin
// SIZE = half-extent (25 means grid goes -25 to +25)
// STEP = spacing between lines
static constexpr int GRID_SIZE = 25;
static constexpr float GRID_STEP = 1.0f;
struct GridRenderer {
unsigned int VAO, VBO;
unsigned int shader;
int vertex_count;
};
static const char *GRID_VERT_SRC = R"(
#version 330 core
layout(location = 0) in vec3 aPos;
uniform mat4 uMVP;
void main() {
gl_Position = uMVP * vec4(aPos, 1.0);
}
)";
static const char *GRID_FRAG_SRC = R"(
#version 330 core
out vec4 FragColor;
void main() {
FragColor = vec4(0.35, 0.35, 0.35, 1.0);
}
)";
inline GridRenderer grid_init() {
GridRenderer r;
// Build vertices on the CPU — two endpoints per line, X-parallel and Z-parallel
std::vector<float> verts;
verts.reserve(4 * 3 * (GRID_SIZE * 2 + 1) * 2); // rough upper bound
float lo = -GRID_SIZE * GRID_STEP;
float hi = GRID_SIZE * GRID_STEP;
for (int i = -GRID_SIZE; i <= GRID_SIZE; i++) {
float t = i * GRID_STEP;
// Line parallel to X axis (varies X, fixed Z=t)
verts.insert(verts.end(), { lo, 0.0f, t,
hi, 0.0f, t });
// Line parallel to Z axis (fixed X=t, varies Z)
verts.insert(verts.end(), { t, 0.0f, lo,
t, 0.0f, hi });
}
r.vertex_count = (int)(verts.size() / 3);
// Compile shaders
int success;
char log[512];
unsigned int vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert, 1, &GRID_VERT_SRC, NULL);
glCompileShader(vert);
glGetShaderiv(vert, GL_COMPILE_STATUS, &success);
if (!success) { glGetShaderInfoLog(vert, 512, NULL, log); fprintf(stderr, "Grid vert: %s\n", log); }
unsigned int frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, &GRID_FRAG_SRC, NULL);
glCompileShader(frag);
glGetShaderiv(frag, GL_COMPILE_STATUS, &success);
if (!success) { glGetShaderInfoLog(frag, 512, NULL, log); fprintf(stderr, "Grid frag: %s\n", log); }
r.shader = glCreateProgram();
glAttachShader(r.shader, vert);
glAttachShader(r.shader, frag);
glLinkProgram(r.shader);
glGetProgramiv(r.shader, GL_LINK_STATUS, &success);
if (!success) { glGetProgramInfoLog(r.shader, 512, NULL, log); fprintf(stderr, "Grid link: %s\n", log); }
glDeleteShader(vert);
glDeleteShader(frag);
// Upload geometry
glGenVertexArrays(1, &r.VAO);
glGenBuffers(1, &r.VBO);
glBindVertexArray(r.VAO);
glBindBuffer(GL_ARRAY_BUFFER, r.VBO);
glBufferData(GL_ARRAY_BUFFER, verts.size() * sizeof(float), verts.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
return r;
}
inline void grid_draw(const GridRenderer &r, const glm::mat4 &mvp) {
glUseProgram(r.shader);
glUniformMatrix4fv(glGetUniformLocation(r.shader, "uMVP"), 1, GL_FALSE, glm::value_ptr(mvp));
glBindVertexArray(r.VAO);
glLineWidth(1.0f);
glDrawArrays(GL_LINES, 0, r.vertex_count);
glBindVertexArray(0);
}
inline void grid_destroy(GridRenderer &r) {
glDeleteVertexArrays(1, &r.VAO);
glDeleteBuffers(1, &r.VBO);
glDeleteProgram(r.shader);
}

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@ -3,7 +3,7 @@
#include <stdlib.h> #include <stdlib.h>
#define G_CONSTANT 9.807f #define G_CONSTANT 0.207f
typedef struct { typedef struct {
float x, y, z; float x, y, z;
@ -49,14 +49,12 @@ int particle_update(Particle *particles, unsigned long long size, float time) {
continue; continue;
} }
p.velocity.y += (G_CONSTANT * time); p.velocity.y -= (G_CONSTANT * time);
p.position.x += p.velocity.x * time; p.position.x += p.velocity.x * time;
p.position.y += p.velocity.y * time; p.position.y += p.velocity.y * time;
p.position.z += p.velocity.z * time; p.position.z += p.velocity.z * time;
vec_add(p.position, (p.velocity));
if (p.life > 0) p.life -= time; if (p.life > 0) p.life -= time;
particles[i] = p; particles[i] = p;

BIN
libraries/libglfw3_linux.a Normal file

Binary file not shown.

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@ -1,4 +1,7 @@
#include "main.h" #include "main.h"
#include "axis.h"
#include "camera.h"
#include "grid.h"
#include "io.h" #include "io.h"
#include "particle.h" #include "particle.h"
@ -22,17 +25,45 @@ const unsigned int PARTICLE_COUNT = 1000;
GLFWwindow *window; GLFWwindow *window;
unsigned int VBO, VAO; unsigned int VBO, VAO;
unsigned int shader; unsigned int shader;
char errLog[128];
Camera *g_camera = nullptr;
AxisRenderer g_axis;
GridRenderer g_grid;
static void cursor_callback(GLFWwindow *w, double xpos, double ypos) {
#ifndef NDEBUG
// Let ImGui eat mouse when cursor is free
if (!g_camera->cursor_captured)
return;
#endif
if (g_camera)
camera_mouse(*g_camera, xpos, ypos);
}
static void scroll_callback(GLFWwindow *w, double xoffset, double yoffset) {
if (g_camera && g_camera->cursor_captured)
camera_scroll(*g_camera, yoffset);
}
static void mouse_button_callback(GLFWwindow *w, int button, int action, int mods) {
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
if (g_camera && !g_camera->cursor_captured) {
g_camera->cursor_captured = true;
g_camera->first_mouse = true;
glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
}
}
__attribute__((constructor)) static void init_glfw(void) { __attribute__((constructor)) static void init_glfw(void) {
if (!glfwInit()) { if (!glfwInit()) {
fprintf(stderr, "GLFW initialization failed\n"); fprintf(stderr, "GLFW initialization failed\n");
abort(); // program cannot continue abort(); // program cannot continue
} }
#ifdef __APPLE__
glsl_version = "#version 330"; glsl_version = "#version 330";
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
glsl_version = "#version 130";
#endif #endif
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
@ -42,7 +73,7 @@ __attribute__((constructor)) static void init_glfw(void) {
if (window == NULL) { if (window == NULL) {
glfwTerminate(); glfwTerminate();
fprintf(stderr, "Failed to create GLFW window\n"); fprintf(stderr, "Failed to create GLFW window\n");
abort(); // program cannot continue abort();
} }
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
@ -51,9 +82,13 @@ __attribute__((constructor)) static void init_glfw(void) {
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl; std::cout << "Failed to initialize GLAD" << std::endl;
glfwTerminate(); glfwTerminate();
abort();
} }
glGenBuffers(1, &VBO); glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO);
glEnable(GL_PROGRAM_POINT_SIZE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glGenVertexArrays(1, &VAO); glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO); glBindVertexArray(VAO);
@ -78,18 +113,42 @@ __attribute__((constructor)) static void init_glfw(void) {
char *vertex_shader_source = read_file(VERTEX_SHADER_SOURCE); char *vertex_shader_source = read_file(VERTEX_SHADER_SOURCE);
char *fragment_shader_source = read_file(FRAGMENT_SHADER_SOURCE); char *fragment_shader_source = read_file(FRAGMENT_SHADER_SOURCE);
if (!vertex_shader_source || !fragment_shader_source) {
fprintf(stderr, "Failed to read shader files. CWD is probably wrong.\n");
abort();
}
int success;
unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER); unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL); glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
glCompileShader(vertex_shader); glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex_shader, 512, NULL, errLog);
fprintf(stderr, "VERTEX ERROR: %s\n", errLog);
}
unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL); glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
glCompileShader(fragment_shader); glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment_shader, 512, NULL, errLog);
fprintf(stderr, "FRAGMENT ERROR: %s\n", errLog);
}
shader = glCreateProgram(); shader = glCreateProgram();
glAttachShader(shader, vertex_shader); glAttachShader(shader, vertex_shader);
glAttachShader(shader, fragment_shader); glAttachShader(shader, fragment_shader);
glLinkProgram(shader); glLinkProgram(shader);
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shader, 512, NULL, errLog);
fprintf(stderr, "LINK: %s\n", errLog);
}
glDeleteShader(vertex_shader); glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader); glDeleteShader(fragment_shader);
@ -99,8 +158,10 @@ __attribute__((constructor)) static void init_glfw(void) {
} }
__attribute__((destructor)) static void shutdown_glfw(void) { __attribute__((destructor)) static void shutdown_glfw(void) {
axis_destroy(g_axis);
glDeleteVertexArrays(1, &VAO); glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &VBO);
glDeleteProgram(shader);
glfwDestroyWindow(window); glfwDestroyWindow(window);
glfwTerminate(); glfwTerminate();
} }
@ -117,21 +178,33 @@ int main() {
#ifndef NDEBUG #ifndef NDEBUG
init_imgui(); init_imgui();
#endif #endif
Camera camera = camera_init(glm::vec3(2.0f, 2.0f, 5.0f), SCR_WIDTH, SCR_HEIGHT);
g_camera = &camera;
// Axis renderer
g_axis = axis_init();
g_grid = grid_init();
// Register callbacks AFTER ImGui init so ImGui gets them first via chain
glfwSetCursorPosCallback(window, cursor_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
Particle *particles = (Particle *)malloc(sizeof(Particle) * PARTICLE_COUNT); Particle *particles = (Particle *)malloc(sizeof(Particle) * PARTICLE_COUNT);
char errLog[128];
if (particles == NULL) { if (particles == NULL) {
snprintf(errLog, 128, "There was a issue allocating memory for the particle list\n"); snprintf(errLog, 128, "There was a issue allocating memory for the particle list\n");
} else { } else {
snprintf(errLog, 128, "Successfully allocated memory for the particle list\n");
for (unsigned long long i = 0; i < PARTICLE_COUNT; i++) { for (unsigned long long i = 0; i < PARTICLE_COUNT; i++) {
particles[i] = particle_init({0.0,0.0,0.0}, {1.0,1.0,1.0,1.0}); particles[i] = particle_init({0.0, 0.0, 0.0}, {1.0, 1.0, 1.0, 1.0});
particles[i].life = -1.0f; // Start with imortal particles particles[i].life = -1.0f; // Start with imortal particles
} }
} }
float current_time, last_time, delta_time; float current_time;
float last_time = static_cast<float>(glfwGetTime());
float delta_time;
int alive_count = 0; int alive_count = 0;
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
@ -143,38 +216,61 @@ int main() {
glfwPollEvents(); glfwPollEvents();
#ifndef NDEBUG #ifndef NDEBUG
// ESC releases cursor; if cursor already free, close window
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true); if (camera.cursor_captured) {
camera.cursor_captured = false;
camera.first_mouse = true;
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
} else {
glfwSetWindowShouldClose(window, true);
}
} }
// Start ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// Create ImGui window
ImGui::Begin("Debug");
ImGui::Text("FPS: %.1f", static_cast<double>(ImGui::GetIO().Framerate));
ImGui::Text("Particle %d: X=%3.2f Y=%3.2f Z=%3.2f",0, particles[0].position.x, particles[0].position.y, particles[0].position.z);
ImGui::Text("Thread Status: ");
ImGui::TextColored({0.0, 0.7f ,0.0, 1.0}, "READY\n");
ImGui::Text("%s", errLog);
ImGui::End();
#endif #endif
camera_keyboard(camera, window, delta_time);
// Build MVP
float aspect = (float)SCR_WIDTH / (float)SCR_HEIGHT;
glm::mat4 view = camera_view(camera);
glm::mat4 projection = camera_projection(camera, aspect);
glm::mat4 mvp = projection * view; // model is identity
alive_count = particle_update(particles, PARTICLE_COUNT, delta_time); alive_count = particle_update(particles, PARTICLE_COUNT, delta_time);
// Render
glClearColor(0.03f, 0.03f, 0.03f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
grid_draw(g_grid, mvp);
axis_draw(g_axis, mvp);
glUseProgram(shader); glUseProgram(shader);
glUniformMatrix4fv(glGetUniformLocation(shader, "uMVP"), 1, GL_FALSE, glm::value_ptr(mvp));
glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Particle) * PARTICLE_COUNT, particles); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Particle) * PARTICLE_COUNT, particles);
glBindVertexArray(VAO); glBindVertexArray(VAO);
glDrawArrays(GL_POINTS, 0, alive_count); glDrawArrays(GL_POINTS, 0, alive_count);
glBindVertexArray(0);
// Render
glClearColor(0.03f, 0.03f, 0.03f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
#ifndef NDEBUG #ifndef NDEBUG
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("Debug");
ImGui::Text("FPS: %.1f", (double)ImGui::GetIO().Framerate);
ImGui::Text("Camera: %.2f %.2f %.2f", (double)camera.position.x, (double)camera.position.y, (double)camera.position.z);
ImGui::Text("Alive particles: %d", alive_count);
if (particles)
ImGui::Text("P[0]: %.2f %.2f %.2f", (double)particles[0].position.x, (double)particles[0].position.y, (double)particles[0].position.z);
ImGui::Separator();
ImGui::Text("Left-click to capture mouse");
ImGui::Text("ESC = release mouse / quit");
ImGui::Text("%s", errLog);
ImGui::End();
// Render ImGui // Render ImGui
ImGui::Render(); ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

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@ -1,8 +1,10 @@
#version 330 core #version 330 core
in vec4 vColor;
out vec4 FragColor; out vec4 FragColor;
void main() { void main() {
FragColor = vec4(1.0, 1.0, 1.0, 1.0); FragColor = vColor;
} }