#include "main.h" #include "axis.h" #include "camera.h" #include "grid.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 const char FRAGMENT_SHADER_SOURCE[] = "./source/shader/fragment.glsl"; const char VERTEX_SHADER_SOURCE[] = "./source/shader/vertex.glsl"; 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; 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) { if (!glfwInit()) { fprintf(stderr, "GLFW initialization failed\n"); abort(); // program cannot continue } glsl_version = "#version 330"; #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac #endif glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, PROGRAM_NAME, NULL, NULL); if (window == NULL) { glfwTerminate(); fprintf(stderr, "Failed to create GLFW window\n"); abort(); } glfwMakeContextCurrent(window); glfwSwapInterval(1); // Enable vsync if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; glfwTerminate(); abort(); } glGenBuffers(1, &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); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glEnableVertexAttribArray(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); 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); glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL); 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); glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL); 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(); glAttachShader(shader, vertex_shader); glAttachShader(shader, fragment_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(fragment_shader); free(vertex_shader_source); free(fragment_shader_source); } __attribute__((destructor)) static void shutdown_glfw(void) { axis_destroy(g_axis); glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); glDeleteProgram(shader); glfwDestroyWindow(window); glfwTerminate(); } static inline void init_imgui() { IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGui::StyleColorsDark(); ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init(glsl_version); } int main() { #ifndef NDEBUG init_imgui(); #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); if (particles == NULL) { snprintf(errLog, 128, "There was a issue allocating memory for the particle list\n"); } else { 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; float last_time = static_cast(glfwGetTime()); float delta_time; int alive_count = 0; while (!glfwWindowShouldClose(window)) { current_time = static_cast(glfwGetTime()); delta_time = current_time - last_time; last_time = current_time; // Poll events glfwPollEvents(); #ifndef NDEBUG // ESC releases cursor; if cursor already free, close window if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) { if (camera.cursor_captured) { camera.cursor_captured = false; camera.first_mouse = true; glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); } else { glfwSetWindowShouldClose(window, true); } } #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); // 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); glUniformMatrix4fv(glGetUniformLocation(shader, "uMVP"), 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Particle) * PARTICLE_COUNT, particles); glBindVertexArray(VAO); glDrawArrays(GL_POINTS, 0, alive_count); glBindVertexArray(0); #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 ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); #endif // Swap buffers glfwSwapBuffers(window); } free(particles); return 0; }