mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 03:52:48 -05:00
209 lines
6.2 KiB
C++
209 lines
6.2 KiB
C++
#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <imgui.h>
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#include <backends/imgui_impl_glfw.h>
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#include <backends/imgui_impl_opengl3.h>
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#include <iostream>
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#include "gldebug.hpp"
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void show_overlay(float* clear_color) {
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static std::string gl_vendor = (const char *) glGetString(GL_VENDOR);
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static std::string gl_renderer = (const char *) glGetString(GL_RENDERER);
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static std::string gl_version = (const char *) glGetString(GL_VERSION);
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static std::string glsl_version = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
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ImGuiWindowFlags window_flags =
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ImGuiWindowFlags_AlwaysAutoResize |
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ImGuiWindowFlags_NoSavedSettings |
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ImGuiWindowFlags_NoFocusOnAppearing |
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ImGuiWindowFlags_NoNav |
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ImGuiWindowFlags_NoBringToFrontOnFocus |
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ImGuiWindowFlags_NoMove;
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ImGuiStyle &style = ImGui::GetStyle();
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const auto PAD = style.DisplaySafeAreaPadding;
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auto window_pos = PAD;
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ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always);
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ImGui::SetNextWindowBgAlpha(0.35f * style.Alpha);
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ImGui::SetNextWindowCollapsed(true, ImGuiCond_Appearing);
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ImGui::Begin("Graphics Information", nullptr, window_flags);
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ImGui::Text("GL Vendor | %s", gl_vendor.c_str());
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ImGui::Text("GL Renderer | %s", gl_renderer.c_str());
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ImGui::Text("GL Version | %s", gl_version.c_str());
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ImGui::Text("GLSL Version | %s", glsl_version.c_str());
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auto v2 = ImGui::GetWindowSize();
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window_pos.y += v2.y + PAD.y;
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ImGui::End();
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ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always);
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ImGui::SetNextWindowBgAlpha(0.35f * style.Alpha);
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ImGui::Begin("Controls", nullptr, window_flags);
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ImGuiIO &io = ImGui::GetIO();
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ImGui::Text("FPS | %.2f", io.Framerate);
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ImGui::Separator();
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ImGui::ColorEdit3("Background", state.bg, ImGuiColorEditFlags_Float);
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ImGui::SliderFloat("Alpha", &state.fg[3], 0.0f, 1.0f, "%.2f");
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ImGui::End();
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}
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void set_style() {
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ImGui::StyleColorsDark();
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ImGuiStyle &style = ImGui::GetStyle();
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style.WindowRounding = 4;
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style.FrameRounding = 2;
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style.DisplaySafeAreaPadding.x = 10;
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style.DisplaySafeAreaPadding.y = 10;
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}
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int run(GLFWwindow *window, ImGuiContext *context) {
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State state;
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float points[]{
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+0.5f, +0.5f, 0.0f, 1.0f,
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+0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, +0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.0f, 1.0f,
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};
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unsigned int inds[]{
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0, 1, 2,
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1, 2, 3,
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};
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GLuint vao;
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glCreateVertexArrays(1, &vao);
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GLuint vbo;
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glCreateBuffers(1, &vbo);
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glNamedBufferData(vbo, sizeof(points), (void *) points, GL_STATIC_DRAW);
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glEnableVertexArrayAttrib(vao, 0);
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glVertexArrayVertexBuffer(vao, 0, vbo, 0, sizeof(float) * 4);
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glVertexArrayAttribFormat(vao, 0, 4, GL_FLOAT, GL_FALSE, 0);
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GLuint ibo;
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glCreateBuffers(1, &ibo);
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glGetError();
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glNamedBufferData(ibo, sizeof(inds), (void *) inds, GL_STATIC_DRAW);
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glVertexArrayElementBuffer(vao, ibo);
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const char *vs_src = "#version 440\n"
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"layout(location=0) in vec4 pos;"
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"void main() {"
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" gl_Position = pos;"
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"}";
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GLuint vs = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vs, 1, &vs_src, nullptr);
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glCompileShader(vs);
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const char *fs_src = "#version 440\n"
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"layout(location=0) uniform vec4 ucol;"
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"layout(location=0) out vec4 col;"
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"void main() {"
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" col = ucol;"
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"}";
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GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fs, 1, &fs_src, nullptr);
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glCompileShader(fs);
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GLuint pgm = glCreateProgram();
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glAttachShader(pgm, vs);
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glAttachShader(pgm, fs);
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glLinkProgram(pgm);
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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show_overlay(state);
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(state.bg[0], state.bg[1], state.bg[2], state.bg[3]);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(pgm);
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glBindVertexArray(vao);
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glUniform4fv(0, 1, state.fg);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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glUseProgram(0);
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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glDeleteBuffers(1, &vbo);
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glDeleteBuffers(1, &ibo);
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glDeleteVertexArrays(1, &vao);
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return EXIT_SUCCESS;
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}
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int main() {
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if (!glfwInit()) {
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std::cerr << "GLFW:Failed initialization" << std::endl;
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return EXIT_FAILURE;
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}
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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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auto *window = glfwCreateWindow(1280, 720, "Cosets Visualization", nullptr, nullptr);
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if (!window) {
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std::cerr << "GLFW:Failed to create window" << std::endl;
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return EXIT_FAILURE;
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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#ifndef NDEBUG
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(log_gl_debug_callback, nullptr);
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glDebugMessageControl(
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GL_DONT_CARE, GL_DEBUG_TYPE_OTHER,
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GL_DEBUG_SEVERITY_NOTIFICATION,
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0, nullptr, GL_FALSE
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);
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#endif
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IMGUI_CHECKVERSION();
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auto *context = ImGui::CreateContext();
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 130");
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set_style();
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int exit_code = EXIT_SUCCESS;
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try {
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exit_code = run(window, context);
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} catch (const std::exception &e) {
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std::cerr << e.what() << std::endl;
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exit_code = EXIT_FAILURE;
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}
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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return exit_code;
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}
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