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270 lines (205 loc) · 6.95 KB
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#define IMGUI_IMPL_OPENGL_LOADER_GLAD
#include "imgui/imgui.h"
#include "imgui/imgui_impl_glfw.h"
#include "imgui/imgui_impl_opengl3.h"
#include <stdio.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <cmath>
#include <iostream>
#include <fstream>
#include <algorithm>
const int MAX_INFO_LOG = 512;
struct Game
{
unsigned int shaderProgram;
unsigned int VAO;
unsigned int color_location;
unsigned int offset;
GLFWwindow *window;
float accum_time;
float move_rate;
struct {
float previous;
float now;
float delta;
} time;
int X;
int Y;
float r;
float g;
float b;
float a;
};
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
{
glViewport(0, 0, width, height);
}
int file_length(std::ifstream &file)
{
file.seekg(0, file.end);
int length = file.tellg();
file.seekg(0, file.beg);
return length;
}
unsigned int load_shader(Game &game, char const *filename, unsigned int shader_type)
{
std::ifstream file(filename, std::ifstream::in);
int length = file_length(file);
char *buffer = new char[length];
file.read(buffer, length);
file.close();
unsigned int shader;
shader = glCreateShader(shader_type);
glShaderSource(shader, 1, &buffer, &length);
glCompileShader(shader);
int success;
char infoLog[MAX_INFO_LOG];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, MAX_INFO_LOG, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
<< infoLog << std::endl;
return -1;
}
delete[] buffer;
return shader;
}
int setup_shaders(Game &game)
{
// create shaders
unsigned int vertex_shader = load_shader(game, "shader/vertex.glsl", GL_VERTEX_SHADER);
if (vertex_shader < 0)
return vertex_shader;
unsigned int fragment_shader = load_shader(game, "shader/fragment.glsl", GL_FRAGMENT_SHADER);
if (fragment_shader < 0)
return fragment_shader;
game.shaderProgram = glCreateProgram();
glAttachShader(game.shaderProgram, vertex_shader);
glAttachShader(game.shaderProgram, fragment_shader);
glLinkProgram(game.shaderProgram);
int success;
char infoLog[MAX_INFO_LOG];
glGetProgramiv(game.shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(game.shaderProgram, MAX_INFO_LOG, NULL, infoLog);
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n"
<< infoLog << std::endl;
}
game.color_location = glGetUniformLocation(game.shaderProgram, "ourColor");
game.offset = glGetUniformLocation(game.shaderProgram, "offset");
// delete shaders once they are linked, we don't need them anymore
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return 0;
}
int init_gl(Game &game)
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
game.window = glfwCreateWindow(game.X, game.Y, "conway", NULL, NULL);
if (game.window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(game.window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glfwSetFramebufferSizeCallback(game.window, framebuffer_size_callback);
glViewport(0, 0, game.X, game.Y);
// this is a stupid workaround around a bug in Mojave. Figure out why this sucks'
// https://stackoverflow.com/questions/52509427/mac-mojave-opengl
glfwSetWindowSize(game.window, game.X - 1, game.Y);
glfwPollEvents();
glfwSetWindowSize(game.window, game.X, game.Y);
return 0;
}
void processInput(Game &game)
{
if (glfwGetKey(game.window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(game.window, true);
double xpos, ypos;
glfwGetCursorPos(game.window, &xpos, &ypos);
game.r = std::clamp(xpos / game.X, 0.0, 1.0);
game.g = std::clamp(ypos / game.Y, 0.0, 1.0);
// std::cout << "xpos: " << xpos << " ypos: " << ypos << std::endl;
// std::cout << "r: " << game->r << " g: " << game->g << " b: " << game->b << std::endl;
}
void renderWindow(Game &game)
{
glUseProgram(game.shaderProgram);
// glClearColor(0.8f, 0.0f, 0.4f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(game.VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLES, 6, 3);
// glDrawArrays(GL_TRIANGLES, 12, 3);
// glDrawArrays(GL_TRIANGLES, 18, 3);
// glDrawArrays(GL_TRIANGLES, 24, 3);
glUniform4f(game.color_location, game.r, game.g, 0.0f, 0.0f);
game.accum_time += game.time.delta;
glUniform3f(game.offset, (sin(game.accum_time * game.move_rate) / 2.0f) , 0.0f, 0.0f);
}
int main()
{
Game game = Game{.X = 800, .Y = 600, .a = 1};
if (int res = init_gl(game) < 0)
return res;
if (int res = setup_shaders(game) < 0)
return res;
glGenVertexArrays(1, &game.VAO);
glBindVertexArray(game.VAO);
float vertices[] = {
0.2f, -0.2f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
-0.2f, -0.2f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
0.0f, 0.2f, 0.0f, 0.0f, 0.0f, 1.0f, // top
};
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// color attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(game.window, true);
ImGui_ImplOpenGL3_Init("#version 330");
game.time.previous = glfwGetTime();
while (!glfwWindowShouldClose(game.window))
{
// common part, do this only once
game.time.now = glfwGetTime();
game.time.delta = game.time.now - game.time.previous;
game.time.previous = game.time.now;
processInput(game);
renderWindow(game);
glfwPollEvents();
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("Triangle Shit");
ImGui::SliderFloat("move rate", &game.move_rate, 0.0f, 5.0f, "%.3f");
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(game.window);
}
return 0;
}