#include #include #include #include #include #include #include #include #include #include #include "Camera.hpp" #include "Shader.hpp" #include "Texture.hpp" #include "Cube.hpp" int width = 800; int height = 800; void LogGlfwError(const char* message) { const char* error; int code = glfwGetError(&error); std::cerr << message << std::endl << "(" << code << ") " << error << std::endl; } void PrintVersionInfo() { int glfwMajor, glfwMinor, glfwRev; glfwGetVersion(&glfwMajor, &glfwMinor, &glfwRev); const char* vendor = (const char*)glGetString(GL_VENDOR); const char* renderer = (const char*)glGetString(GL_RENDERER); const char* version = (const char*)glGetString(GL_VERSION); const char* glslVersion = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION); const char* extensions = (const char*)glGetString(GL_EXTENSIONS); std::cout << "Using GLFW " << glfwMajor << "." << glfwMinor << "." << glfwRev << std::endl; std::cout << "GPU Vendor: " << vendor << std::endl; std::cout << "GPU Model: " << renderer << std::endl; std::cout << "OpenGL Version: " << version << std::endl; std::cout << "GLSL Version: " << glslVersion << std::endl; if (extensions != nullptr) std::cout << "Loaded extensions: " << extensions << std::endl; std::cout << "----------------------------------------" << std::endl; } void FramebufferSizeCallback(GLFWwindow* window, int w, int h) { width = w; height = h; glViewport(0, 0, w, h); } int main(int argc, char** argv) { // Initialize ImGui IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); // Initialize GLFW int success; success = glfwInit(); if (!success) { LogGlfwError("Failed to initialize GLFW"); return -1; } glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); GLFWwindow* window; window = glfwCreateWindow(800, 800, "OpenGL Test", NULL, NULL); if (window == nullptr) { LogGlfwError("Failed to create GLFWwindow"); return -1; } glfwMakeContextCurrent(window); // Load OpenGL Bindings if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cerr << "Failed to initialize GLAD" << std::endl; return -1; } // Finally initialize ImGui ImGui_ImplGlfw_InitForOpenGL(window, true); ImGui_ImplOpenGL3_Init((char*)glGetString(GL_NUM_SHADING_LANGUAGE_VERSIONS)); ImGui::StyleColorsDark(); PrintVersionInfo(); // Set Viewport and callbacks glViewport(0, 0, 800, 800); glfwSetFramebufferSizeCallback(window, FramebufferSizeCallback); Shader cubeShader("cube.vert", "cube.frag"); cubeShader.Use(); glm::mat4 perspective = glm::mat4(1.0f); Texture cubeTexture("crate.jpg"); cubeShader.SetUniformInt("lauch", 0); glm::vec3 cubePositions[] = { glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(2.0f, 5.0f, -7.0f), glm::vec3(-1.5f, -2.2f, -2.5f), glm::vec3(-3.8f, -2.0f, 6.3f), glm::vec3(2.4f, -0.4f, 3.5f), glm::vec3(-1.7f, 3.0f, -7.5f), glm::vec3(1.3f, -2.0f, 2.5f), glm::vec3(1.5f, 2.0f, -2.5f), glm::vec3(1.5f, 0.2f, -1.5f), glm::vec3(-1.3f, 1.0f, 1.5f) }; std::vector cubes; for (int i = 0; i < 10; i++) { Cube* newCube = new Cube(cubePositions[i], glm::vec3(0.5f)); newCube->Rotate(glm::radians(20.0f * i), glm::vec3(1.0f, 0.3f, 0.5f)); cubes.push_back(newCube); } // A camera Camera cam(glm::vec3(0.0f, 0.0f, 10.0f), glm::vec3(0.0f, 0.0f, 0.0f)); // So that stuff isnt clipping through each other glEnable(GL_DEPTH_TEST); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); float t = glfwGetTime(); static float PI = glm::pi(); static float fov = glm::radians(45.0f); static float zNear = 0.1f; static float zFar = 100.0f; static float orbitSpeed = 1.0f; static float orbitRadius = 10.0f; glClearColor(0.1f, 0.4f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); // Render ImGui ImGui::Begin("Rendering Controls"); if (ImGui::CollapsingHeader("Projection")) { ImGui::SliderAngle("FOV", &fov, 10.0f, 120.0f, "%.0f°"); ImGui::SliderFloat("zNear", &zNear, 0.1f, 10.0f); ImGui::SliderFloat("zFar", &zFar, 10.0f, 100.0f); } if (ImGui::CollapsingHeader("Orbit")) { ImGui::SliderFloat("Speed", &orbitSpeed, 0.0f, 4 * PI, "%.2f rad/s"); ImGui::SliderFloat("Radius", &orbitRadius, 1.0f, 50.0f, "%.1f u"); } ImGui::End(); perspective = glm::perspective(fov, (float)width/(float)height, zNear, zFar); cubeTexture.Bind(); cubeShader.Use(); cubeShader.SetUniformMat4("projection", &perspective[0][0]); cam.SetPosition(orbitRadius * glm::vec3(cos(orbitSpeed * t), 0.0f, sin(orbitSpeed * t))); cam.Use(cubeShader); for (Cube* cube : cubes) cube->Draw(cubeShader); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } glfwDestroyWindow(window); return 0; }