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 22:33:55 +11:00
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#include <glm/ext/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale
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#include <glm/ext/matrix_clip_space.hpp> // glm::perspective
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2024-01-21 12:58:37 +11:00
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2024-01-21 01:36:21 +11:00
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#include <iostream>
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2024-01-24 18:34:04 +11:00
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#include "mesh/mesh.hpp"
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#include "mesh/arrays.hpp"
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#include "input/keyboard.hpp"
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#include "input/mouse.hpp"
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2024-01-22 00:20:54 +11:00
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#include "camera.hpp"
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2024-01-21 01:36:21 +11:00
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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 "mesh/font.hpp"
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2024-01-28 00:02:54 +11:00
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#include "locations.hpp"
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#include "../system.hpp"
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#include "monitor/vessel.hpp"
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#include "monitor/core.hpp"
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#include "mesh/texture.hpp"
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2024-01-21 01:36:21 +11:00
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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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2024-01-26 00:30:14 +11:00
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2024-01-30 16:09:43 +11:00
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static glmesh MeshScene, MeshCollisionScene;
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static monitor::vessel MonitorVessel;
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static monitor::core MonitorCore;
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2024-01-21 01:36:21 +11:00
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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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2024-01-25 00:52:02 +11:00
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if(severity != GL_DEBUG_SEVERITY_NOTIFICATION)
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{
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std::cout << "GL CALLBACK: " << message << "\n";
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}
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2024-01-21 01:36:21 +11:00
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}
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2024-01-30 16:09:43 +11:00
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void window::create(system& sys)
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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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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
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2024-01-28 00:02:54 +11:00
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glfwWindowHint(GLFW_VISIBLE, false);
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2024-01-23 17:46:33 +11:00
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, true);
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#endif
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2024-01-21 01:36:21 +11:00
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win = glfwCreateWindow(800, 600, "FastNuclearSim", nullptr, nullptr);
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glfwMakeContextCurrent(win);
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glfwSwapInterval(1);
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2024-01-21 01:36:21 +11:00
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GLenum err = glewInit();
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if(err != GLEW_OK)
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{
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2024-01-27 12:01:52 +11:00
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std::cerr << "GLEW Init Failed: " << glewGetErrorString(err) << "\n";
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close();
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return;
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}
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if(!glGetTextureHandleARB || !glMakeTextureHandleResidentARB)
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{
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std::cerr << "Fatal: Bindless textures not supported\n";
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if(!glGetTextureHandleARB)
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std::cerr << " Missing: glGetTextureHandleARB\n";
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if(!glMakeTextureHandleResidentARB)
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std::cerr << " Missing: glMakeTextureHandleResidentARB\n";
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2024-01-21 01:36:21 +11:00
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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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glEnable(GL_CULL_FACE);
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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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mouse::init();
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resize::init();
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texture::init();
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font::init();
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shader::init_program();
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2024-01-30 16:09:43 +11:00
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sys.scene.load_model("../assets", "scene-baked.glb");
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MeshScene.bind();
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MeshScene.set(sys.scene, GL_STATIC_DRAW);
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sys.scene.load_model("../assets/model", "scene_collisions.stl");
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MeshCollisionScene.bind();
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MeshCollisionScene.set(sys.scene.to_lines(), GL_STATIC_DRAW);
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MonitorCore.init();
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MonitorVessel.init();
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glfwShowWindow(win);
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glViewport(0, 0, 800, 600);
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}
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void window::loop(sim::system& sys)
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{
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MonitorVessel.update(sys);
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glm::mat4 mat_projection = glm::perspective(glm::radians(80.0f), resize::get_aspect(), 0.01f, 20.f);
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glUniformMatrix4fv(shader::gl_projection, 1, false, &mat_projection[0][0]);
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2024-01-24 22:01:33 +11:00
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glClearColor(0, 0, 0, 1.0f);
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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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2024-01-29 01:26:07 +11:00
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MeshScene.bind();
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MeshScene.uniform();
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MeshScene.render();
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MeshCollisionScene.bind();
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MeshCollisionScene.uniform();
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MeshCollisionScene.render(GL_LINES);
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2024-01-29 01:26:07 +11:00
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MonitorCore.render(sys);
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MonitorVessel.render();
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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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glfwDestroyWindow(win);
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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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