#include <memory>
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#include <iostream>
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#include <cstdlib>
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#include <imgui.h>
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#include <imgui_impl_glfw_gl3.h>
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#include <GL/gl3w.h>
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#include <GLFW/glfw3.h>
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#include "gui.h"
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#include "state.h"
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#include "notify.h"
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#define CLEAR_COLOR 0.0, 0.0, 0.0, 1.0
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static void glfw_error_callback(int error, const char* description) {
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std::cerr << "GLFW error " << error << " " << description << '\n';
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}
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// static void glfw_key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) {
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// if (key == GLFW_KEY_R && mods == GLFW_MOD_CONTROL && action == GLFW_PRESS) {
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// printf("...\n");
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// }
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// }
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int main(int argc, char* argv[]) {
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit()){
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// glfw init failed; crash out
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std::clog << "GLFW: init failed; exiting.\n";
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std::exit(-1);
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}
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// request at least OpenGL v3.3
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, 1);
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auto window = glfwCreateWindow(1024, 768, "Zinnia", NULL, NULL);
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if (!window) {
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// window creation failed
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glfwTerminate();
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std::clog << "GLFW: failed to create window; exiting.\n";
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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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if (gl3wInit()) {
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std::clog << "Failed to initialize OpenGL\n";
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return EXIT_FAILURE;
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}
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std::cout << "[GL] OpenGL v" << glGetString(GL_VERSION)
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<< ", GLSL v" << glGetString(GL_SHADING_LANGUAGE_VERSION) << '\n';
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ImGui_ImplGlfwGL3_Init(window, true);
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// demo state
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auto config = Config::from_file("../config.toml");
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auto state = DemoState(std::make_shared<Config>(config));
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auto inotify = NotifyService();
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// set up a GUI state
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auto gui = Gui(&state);
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if (argc == 2) {
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auto proj = Project::fromFile(std::string(argv[1]));
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inotify.watch(*proj);
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state.current_project = std::move(proj);
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}
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const GLfloat v_quad[][2] = {
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{1, 1}, {1, -1}, {-1, -1}, {-1, 1},
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};
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const GLuint i_quad[] = {
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0, 1, 3,
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1, 2, 3,
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};
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GLuint vao, vbo, ebo;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(i_quad), i_quad, GL_STATIC_DRAW);
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glBindVertexArray(vao);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(v_quad), v_quad, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glBindVertexArray(0);
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double t, t_prev, dt;
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unsigned long frame_n = 0;
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glfwSetTime(0); t_prev = glfwGetTime();
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while(!glfwWindowShouldClose(window) && state.running) {
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t = glfwGetTime();
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dt = t - t_prev; t_prev = t;
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glfwPollEvents();
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ImGui_ImplGlfwGL3_NewFrame();
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glfwGetFramebufferSize(window, &state.width, &state.height);
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state.ratio = (float)state.width / (float)state.height;
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glViewport(0, 0, (float)state.width, (float)state.height);
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glClearColor(CLEAR_COLOR);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
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if (state.current_project != nullptr) {
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if (state.current_project->scene_loaded) {
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auto prog = *state.current_project->current_scene->shader_p;
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auto u_resolution = glGetUniformLocation(prog, "u_Resolution");
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auto u_mouse = glGetUniformLocation(prog, "u_Mouse");
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auto u_time = glGetUniformLocation(prog, "u_Time");
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double m_x, m_y;
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glfwGetCursorPos(window, &m_x, &m_y);
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glUseProgram(prog);
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glUniform2f(u_resolution, (float)state.width, (float)state.height);
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glUniform4f(u_mouse, m_x, m_y, 0., 0.);
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glUniform1f(u_time, t);
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glBindVertexArray(vao);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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}
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gui.render();
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ImGui::Render();
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glfwSwapBuffers(window);
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if ((frame_n % 10) == 0) {
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inotify._poll();
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}
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std::cout << std::flush;
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std::cerr << std::flush;
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frame_n++;
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}
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ImGui_ImplGlfwGL3_Shutdown();
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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