#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 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; __attribute__((constructor)) static void init_glfw(void) { if (!glfwInit()) { fprintf(stderr, "GLFW initialization failed\n"); abort(); // program cannot continue } #ifdef __APPLE__ glsl_version = "#version 330"; glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac #else glsl_version = "#version 130"; #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(); // program cannot continue } glfwMakeContextCurrent(window); glfwSwapInterval(1); // Enable vsync if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD" << std::endl; glfwTerminate(); } glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); 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); unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL); glCompileShader(vertex_shader); unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL); glCompileShader(fragment_shader); shader = glCreateProgram(); glAttachShader(shader, vertex_shader); glAttachShader(shader, fragment_shader); glLinkProgram(shader); glDeleteShader(vertex_shader); glDeleteShader(fragment_shader); free(vertex_shader_source); free(fragment_shader_source); } __attribute__((destructor)) static void shutdown_glfw(void) { glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); 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 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(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); } // Start ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); // Create ImGui window ImGui::Begin("Debug"); ImGui::Text("FPS: %.1f", static_cast(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); glClear(GL_COLOR_BUFFER_BIT); #ifndef NDEBUG // Render ImGui ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); #endif // Swap buffers glfwSwapBuffers(window); } free(particles); return 0; }