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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#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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#include "../parts.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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static mesh MeshScene, MeshText;
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static mesh MeshMon1, MeshMon2, MeshMon3;
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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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}
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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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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
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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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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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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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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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font::init();
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shader::init_program();
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MeshScene.bind();
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MeshScene.load_model("../assets", "scene-baked.glb");
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glm::mat4 mat = glm::mat4(1);
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mat = glm::translate(mat, glm::vec3(-2.949, -1.7778 + 0.05, 3 - 0.05));
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mat = glm::rotate(mat, glm::radians<float>(-90), glm::vec3(1, 0, 0));
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mat = glm::rotate(mat, glm::radians<float>(-90), glm::vec3(0, 1, 0));
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MeshText.model_matrix = mat;
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MeshText.colour_matrix = {
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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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mat = glm::mat4(1);
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mat = glm::translate(mat, glm::vec3(-1.5 + 0.05, 3.949, 3 - 0.05));
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mat = glm::rotate(mat, glm::radians<float>(-90), glm::vec3(1, 0, 0));
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MeshMon1.model_matrix = mat;
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MeshMon1.colour_matrix = {
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1, 0.5, 0.5, 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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mat = glm::translate(glm::mat4(1), glm::vec3(2.5, 0, 0)) * mat;
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MeshMon2.model_matrix = mat;
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MeshMon2.colour_matrix = {
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0.5, 1, 0.5, 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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mat = glm::translate(glm::mat4(1), glm::vec3(2.5, 0, 0)) * mat;
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MeshMon3.model_matrix = mat;
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MeshMon3.colour_matrix = {
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0.5, 0.5, 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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2024-01-21 01:36:21 +11:00
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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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MeshText.bind();
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font::generate(MeshText, "Reactor Core\n\nTODO", 0.1);
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MeshMon1.bind();
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font::generate(MeshMon1, "Reactor Vessel\n\n", parts::vessel, 0.1);
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MeshMon2.bind();
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font::generate(MeshMon2, "Steam Valve\n\n", parts::valve, 0.1);
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MeshMon3.bind();
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font::generate(MeshMon3, "Coolant Pump\n\n", parts::pump, 0.1);
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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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MeshScene.bind();
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MeshScene.render();
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MeshText.bind();
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MeshText.render();
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MeshMon1.bind();
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MeshMon1.render();
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MeshMon2.bind();
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MeshMon2.render();
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MeshMon3.bind();
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MeshMon3.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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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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