generated from AfonsoCMSousa/CPP-OpenGLTemplate
190 lines
5.4 KiB
C++
190 lines
5.4 KiB
C++
#include "main.h"
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#include "io.h"
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#include "particle.h"
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// ImGui includes
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#include "imgui/imgui.h"
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#include "imgui/imgui_impl_glfw.h"
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#include "imgui/imgui_impl_opengl3.h"
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#include <cstdio>
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const char FRAGMENT_SHADER_SOURCE[] = "./source/shader/fragment.glsl";
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const char VERTEX_SHADER_SOURCE[] = "./source/shader/vertex.glsl";
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const char PROGRAM_NAME[] = "Particle Sim";
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const unsigned int SCR_WIDTH = 1920;
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const unsigned int SCR_HEIGHT = 1080;
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const char *glsl_version;
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const unsigned int PARTICLE_COUNT = 1000;
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GLFWwindow *window;
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unsigned int VBO, VAO;
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unsigned int shader;
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__attribute__((constructor)) static void init_glfw(void) {
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if (!glfwInit()) {
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fprintf(stderr, "GLFW initialization failed\n");
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abort(); // program cannot continue
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}
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#ifdef __APPLE__
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glsl_version = "#version 330";
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
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#else
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glsl_version = "#version 130";
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#endif
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, PROGRAM_NAME, NULL, NULL);
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if (window == NULL) {
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glfwTerminate();
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fprintf(stderr, "Failed to create GLFW window\n");
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abort(); // program cannot continue
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1); // Enable vsync
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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glfwTerminate();
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}
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glEnableVertexAttribArray(0);
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// Position: 3 floats, starts at 0
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// Color: 4 floats, starts after 6 floats (Position + Velocity)
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void *)(6 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// Life: 1 float, starts after 10 floats (Position + Velocity + Color)
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void *)(10 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glBufferData(GL_ARRAY_BUFFER, sizeof(Particle) * PARTICLE_COUNT, NULL, GL_DYNAMIC_DRAW);
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char *vertex_shader_source = read_file(VERTEX_SHADER_SOURCE);
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char *fragment_shader_source = read_file(FRAGMENT_SHADER_SOURCE);
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unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL);
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glCompileShader(vertex_shader);
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unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL);
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glCompileShader(fragment_shader);
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shader = glCreateProgram();
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glAttachShader(shader, vertex_shader);
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glAttachShader(shader, fragment_shader);
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glLinkProgram(shader);
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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free(vertex_shader_source);
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free(fragment_shader_source);
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}
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__attribute__((destructor)) static void shutdown_glfw(void) {
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glfwDestroyWindow(window);
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glfwTerminate();
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}
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static inline void init_imgui() {
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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}
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int main() {
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#ifndef NDEBUG
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init_imgui();
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#endif
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Particle *particles = (Particle *)malloc(sizeof(Particle) * PARTICLE_COUNT);
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char errLog[128];
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if (particles == NULL) {
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snprintf(errLog, 128, "There was a issue allocating memory for the particle list\n");
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} else {
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snprintf(errLog, 128, "Successfully allocated memory for the particle list\n");
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for (unsigned long long i = 0; i < PARTICLE_COUNT; i++) {
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particles[i] = particle_init({0.0,0.0,0.0}, {1.0,1.0,1.0,1.0});
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particles[i].life = -1.0f; // Start with imortal particles
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}
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}
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float current_time, last_time, delta_time;
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int alive_count = 0;
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while (!glfwWindowShouldClose(window)) {
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current_time = static_cast<float>(glfwGetTime());
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delta_time = current_time - last_time;
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last_time = current_time;
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// Poll events
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glfwPollEvents();
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#ifndef NDEBUG
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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// Start ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// Create ImGui window
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ImGui::Begin("Debug");
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ImGui::Text("FPS: %.1f", static_cast<double>(ImGui::GetIO().Framerate));
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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);
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ImGui::Text("Thread Status: ");
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ImGui::TextColored({0.0, 0.7f ,0.0, 1.0}, "READY\n");
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ImGui::Text("%s", errLog);
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ImGui::End();
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#endif
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alive_count = particle_update(particles, PARTICLE_COUNT, delta_time);
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glUseProgram(shader);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Particle) * PARTICLE_COUNT, particles);
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glBindVertexArray(VAO);
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glDrawArrays(GL_POINTS, 0, alive_count);
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// Render
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glClearColor(0.03f, 0.03f, 0.03f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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#ifndef NDEBUG
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// Render ImGui
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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#endif
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// Swap buffers
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glfwSwapBuffers(window);
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}
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free(particles);
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return 0;
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}
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