2024-01-21 01:36:21 +11:00
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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2024-01-21 12:58:37 +11:00
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#include <glm/matrix.hpp>
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2024-01-21 01:36:21 +11:00
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#include <iostream>
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#include "arrays.hpp"
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#include "keyboard.hpp"
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#include "resize.hpp"
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#include "window.hpp"
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#include "shader.hpp"
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#include "font.hpp"
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using namespace sim::graphics;
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static GLFWwindow* win;
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static bool win_should_close = false;
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void GLAPIENTRY cb_debug_message(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam)
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{
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std::cout << "GL CALLBACK: " << message << "\n";
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}
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void window::create()
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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2024-01-21 12:58:37 +11:00
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, true);
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2024-01-21 01:36:21 +11:00
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
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win = glfwCreateWindow(800, 600, "FastNuclearSim", nullptr, nullptr);
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glfwMakeContextCurrent(win);
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GLenum err = glewInit();
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if(err != GLEW_OK)
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{
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std::cout << "GLEW Init Failed: " << glewGetErrorString(err) << "\n";
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close();
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return;
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}
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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2024-01-21 12:58:37 +11:00
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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2024-01-21 01:36:21 +11:00
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glDebugMessageCallback(cb_debug_message, nullptr);
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keyboard::init();
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resize::init();
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font::init();
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shader::init_program();
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arrays::init();
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glViewport(0, 0, 800, 600);
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}
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void window::loop()
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{
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2024-01-21 12:58:37 +11:00
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glClearColor(0.2f, 0.3f, 0.5f, 1.0f);
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2024-01-21 01:36:21 +11:00
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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2024-01-21 12:58:37 +11:00
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glm::mat4 m = {
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1, 1, 1, 1,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0
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};
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glUniformMatrix4fv(shader::gl_tex_mat, 1, false, &m[0][0]);
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glUniform1i(shader::gl_do_tex, 1);
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2024-01-21 01:36:21 +11:00
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glfwSwapBuffers(win);
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glfwPollEvents();
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}
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bool window::should_close()
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{
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return win_should_close || glfwWindowShouldClose(win);
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}
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void window::close()
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{
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win_should_close = true;
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}
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void window::destroy()
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{
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glfwTerminate();
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}
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GLFWwindow* window::get_window()
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{
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return win;
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}
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