#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" #include "locations.hpp" #include "monitor/vessel.hpp" #include "monitor/core.hpp" #include "mesh/texture.hpp" #include "ui.hpp" using namespace sim::graphics; static GLFWwindow* win; static bool win_should_close = false; static glmesh MeshScene; static monitor::vessel MonitorVessel; static monitor::core MonitorCore; glm::mat4 window::projection_matrix; void GLAPIENTRY cb_debug_message(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { if(severity != GL_DEBUG_SEVERITY_NOTIFICATION) { 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); glfwWindowHint(GLFW_VISIBLE, false); #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::cerr << "GLEW Init Failed: " << glewGetErrorString(err) << "\n"; close(); return; } if(!glGetTextureHandleARB || !glMakeTextureHandleResidentARB) { std::cerr << "Fatal: Bindless textures not supported\n"; if(!glGetTextureHandleARB) std::cerr << " Missing: glGetTextureHandleARB\n"; if(!glMakeTextureHandleResidentARB) std::cerr << " Missing: glMakeTextureHandleResidentARB\n"; close(); return; } glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDebugMessageCallback(cb_debug_message, nullptr); keyboard::init(); mouse::init(); resize::init(); texture::init(); font::init(); ui::init(); shader::init_program(); sim::system& sys = sim::system::active; mesh m; m.load_model("../assets", "scene-baked.glb"); MeshScene.bind(); MeshScene.set(m, GL_STATIC_DRAW); sys.scene.load_model("../assets/model", "scene_collisions.stl"); // MeshCollisionScene.bind(); // MeshCollisionScene.set(sys.scene.to_lines(), GL_STATIC_DRAW); MonitorCore.init(); MonitorVessel.init(); glfwShowWindow(win); glViewport(0, 0, 800, 600); } void window::update(double dt) { glfwPollEvents(); MonitorCore.update(); MonitorVessel.update(); ui::update(dt); } void window::render() { glm::mat4 mat_camera = camera::get_matrix(); glm::mat4 mat_projection = glm::perspective(glm::radians(90.0f), resize::get_aspect(), 0.01f, 20.f); glUniformMatrix4fv(shader::gl_projection, 1, false, &mat_projection[0][0]); glUniformMatrix4fv(shader::gl_camera, 1, false, &mat_camera[0][0]); projection_matrix = mat_projection; glClearColor(0, 0, 0, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); MeshScene.bind(); MeshScene.uniform(); MeshScene.render(); MonitorCore.render(); MonitorVessel.render(); ui::render(); glfwSwapBuffers(win); } bool window::should_close() { return win_should_close || glfwWindowShouldClose(win); } void window::close() { win_should_close = true; } void window::destroy() { glfwDestroyWindow(win); glfwTerminate(); } GLFWwindow* window::get_window() { return win; }