Improved openGL and ImGUI implementation

This commit is contained in:
Afonso Clerigo Mendes de Sousa 2026-03-10 20:46:53 +00:00
parent d5f27c8dc2
commit a31af8f9b8
3 changed files with 145 additions and 17 deletions

69
include/particle.h Normal file
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@ -0,0 +1,69 @@
#ifndef PARTICLE_H
#define PARTICLE_H
#include <stdlib.h>
#define G_CONSTANT 9.807f
typedef struct {
float x, y, z;
} Vec3;
typedef struct {
float r, g, b, a;
} Color;
typedef struct {
Vec3 position;
Vec3 velocity;
Color color;
float life;
} Particle;
// INFO: This adds adder to out, basicaly out + adder
void vec_add(Vec3 &out, Vec3 adder) {
out.x += adder.x;
out.y += adder.y;
out.z += adder.z;
}
Particle particle_init(Vec3 position, Color color) {
Particle p;
p.position = position;
p.color = color;
p.velocity = {0.0f, 0.0f, 0.0f};
p.life = 10;
return p;
}
int particle_update(Particle *particles, unsigned long long size, float time) {
int alive_count = 0;
for (unsigned long long i = 0; i < size; i++) {
Particle p = particles[i];
if (p.life == 0) {
particles[i].position = {0.0f, 0.0f, 0.0f}; // Start at center
particles[i].velocity = {(rand() % 100 - 50) / 50.0f, 5.0f, 0.0f}; // Random spray up
particles[i].life = 2.0f; // Give it 2 seconds of life
continue;
}
p.velocity.y += (G_CONSTANT * time);
p.position.x += p.velocity.x * time;
p.position.y += p.velocity.y * time;
p.position.z += p.velocity.z * time;
vec_add(p.position, (p.velocity));
if (p.life > 0) p.life -= time;
particles[i] = p;
alive_count++;
}
return alive_count;
}
#endif // PARTICLE_H

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@ -1,20 +1,24 @@
#include "main.h"
#include "io.h"
#include "particle.h"
// ImGui includes
#include "imgui/imgui.h"
#include "imgui/imgui_impl_glfw.h"
#include "imgui/imgui_impl_opengl3.h"
#include <cstdio>
const char FRAGMENT_SHADER_SOURCE[] = "./source/shader/fragment.glsl";
const char VERTEX_SHADER_SOURCE[] = "./source/shader/vertex.glsl";
const char PROGRAM_NAME[] = "OpenGL Template";
const char PROGRAM_NAME[] = "Particle Sim";
const unsigned int SCR_WIDTH = 1920;
const unsigned int SCR_HEIGHT = 1080;
const char *glsl_version;
const unsigned int PARTICLE_COUNT = 1000;
GLFWwindow *window;
unsigned int VBO, VAO;
unsigned int shader;
@ -56,7 +60,20 @@ __attribute__((constructor)) static void init_glfw(void) {
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
// Position: 3 floats, starts at 0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// Color: 4 floats, starts after 6 floats (Position + Velocity)
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void *)(6 * sizeof(float)));
glEnableVertexAttribArray(1);
// Life: 1 float, starts after 10 floats (Position + Velocity + Color)
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void *)(10 * sizeof(float)));
glEnableVertexAttribArray(2);
glBufferData(GL_ARRAY_BUFFER, sizeof(Particle) * PARTICLE_COUNT, NULL, GL_DYNAMIC_DRAW);
char *vertex_shader_source = read_file(VERTEX_SHADER_SOURCE);
char *fragment_shader_source = read_file(FRAGMENT_SHADER_SOURCE);
@ -84,31 +101,51 @@ __attribute__((constructor)) static void init_glfw(void) {
__attribute__((destructor)) static void shutdown_glfw(void) {
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glfwDestroyWindow(window);
glfwDestroyWindow(window);
glfwTerminate();
}
static inline void init_imgui() {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
}
int main() {
#ifndef NDEBUG
init_imgui();
init_imgui();
#endif
Particle *particles = (Particle *)malloc(sizeof(Particle) * PARTICLE_COUNT);
char errLog[128];
if (particles == NULL) {
snprintf(errLog, 128, "There was a issue allocating memory for the particle list\n");
} else {
snprintf(errLog, 128, "Successfully allocated memory for the particle list\n");
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].life = -1.0f; // Start with imortal particles
}
}
float current_time, last_time, delta_time;
int alive_count = 0;
while (!glfwWindowShouldClose(window)) {
current_time = static_cast<float>(glfwGetTime());
delta_time = current_time - last_time;
last_time = current_time;
// Poll events
glfwPollEvents();
#ifndef NDEBUG
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
// Start ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
@ -117,8 +154,21 @@ int main() {
// 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
alive_count = particle_update(particles, PARTICLE_COUNT, delta_time);
glUseProgram(shader);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Particle) * PARTICLE_COUNT, particles);
glBindVertexArray(VAO);
glDrawArrays(GL_POINTS, 0, alive_count);
// Render
glClearColor(0.03f, 0.03f, 0.03f, 1.0f);
@ -134,6 +184,6 @@ int main() {
glfwSwapBuffers(window);
}
free(particles);
return 0;
}

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@ -1,9 +1,18 @@
#version 330 core
layout (location = 0) in vec2 aPos;
layout(location = 0) in vec3 aPos; // Position
layout(location = 1) in vec4 aColor; // Color (RGBA)
layout(location = 2) in float aLife; // Life
out vec3 vColor;
out vec4 vColor;
void main() {
gl_Position = vec4(aPos, 0.0, 1.0);
float alpha = aLife;
if (aLife > 0.0) {
alpha = aLife / 10.0; // Fade mortal particles
} else if (aLife < 0.0) {
alpha = 1.0; // Eternal particles are fully opaque
}
vColor = vec4(aColor.rgb, aColor.a * alpha);
gl_Position = vec4(aPos, 1.0);
gl_PointSize = 10.0; // Make them big enough to see!
}