#include #include #include #include // glm::translate, glm::rotate, glm::scale #include // glm::perspective #include #include "mesh/mesh.hpp" #include "mesh/arrays.hpp" #include "input/keyboard.hpp" #include "input/mouse.hpp" #include "camera.hpp" #include "resize.hpp" #include "window.hpp" #include "shader.hpp" #include "mesh/font.hpp" using namespace sim::graphics; static GLFWwindow* win; static bool win_should_close = false; static mesh MeshScene, MeshText; void GLAPIENTRY cb_debug_message(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { std::cout << "GL CALLBACK: " << message << "\n"; } void window::create() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true); #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, true); #endif win = glfwCreateWindow(800, 600, "FastNuclearSim", nullptr, nullptr); glfwMakeContextCurrent(win); glfwSwapInterval(1); GLenum err = glewInit(); if(err != GLEW_OK) { std::cout << "GLEW Init Failed: " << glewGetErrorString(err) << "\n"; close(); return; } glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDebugMessageCallback(cb_debug_message, nullptr); keyboard::init(); mouse::init(); resize::init(); font::init(); shader::init_program(); MeshScene.bind(); MeshScene.load_model("../assets", "scene.obj"); glm::mat4 mat = glm::mat4(1); mat = glm::translate(mat, glm::vec3(-2.949, -1.7778 + 0.05, 3 - 0.05)); mat = glm::rotate(mat, glm::radians(-90), glm::vec3(1, 0, 0)); mat = glm::rotate(mat, glm::radians(-90), glm::vec3(0, 1, 0)); MeshText.model_matrix = mat; MeshText.colour_matrix = { 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; glViewport(0, 0, 800, 600); } void window::loop() { MeshText.bind(); font::generate(MeshText, "Hello, World!\nThis is cool!\n=)", 0.1); glm::mat4 mat_projection = glm::perspective(glm::radians(90.0f), 1.0f, 0.01f, 20.f); glUniformMatrix4fv(shader::gl_projection, 1, false, &mat_projection[0][0]); glClearColor(0, 0, 0, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); MeshScene.bind(); MeshScene.render(); MeshText.bind(); MeshText.render(); glfwSwapBuffers(win); glfwPollEvents(); } bool window::should_close() { return win_should_close || glfwWindowShouldClose(win); } void window::close() { win_should_close = true; } void window::destroy() { glfwTerminate(); } GLFWwindow* window::get_window() { return win; }