#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Shader.h"
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
const char* vertex_fractal = "#version 450 core\n"
"layout(location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0f);\n"
"}\0";
const char* fragment_fractal = "#version 450 core\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = vec4(1, 0, 0, 1);\n"
"}\0";
void Framebuffer_Size_Callback(GLFWwindow* window, int width, int height);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void GetInput(GLFWwindow* window);
unsigned int Screen_Width, Screen_Height;
const bool full_screen = false;
int main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window;
if (full_screen)
{
const GLFWvidmode* mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
Screen_Width = mode->width;
Screen_Height = mode->height;
window = glfwCreateWindow(mode->width, mode->height, "Voxel Engine", glfwGetPrimaryMonitor(), NULL);
}
else
{
Screen_Width = 1000;
Screen_Height = 800;
window = glfwCreateWindow(Screen_Width, Screen_Height, "OpenGL1", NULL, NULL);
}
if (window == NULL)
{
std::cout << "GLFW window creation failed" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, Framebuffer_Size_Callback);
glfwSetScrollCallback(window, scroll_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Glad initialization failed" << std::endl;
glfwTerminate();
return -1;
}
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init();
//these are the vertices used to draw a rectangle covering the whole screen.
float fractal_vertices[] =
{
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
};
//this code will generate the vaos and vbos that the graphics card will use.
//the "Shader" class is a custom class.
Shader shader_fractal(vertex_fractal, fragment_fractal);
unsigned int fractal_vao, fractal_vbo;
glGenVertexArrays(1, &fractal_vao);
glGenBuffers(1, &fractal_vbo);
glBindVertexArray(fractal_vao);
glBindBuffer(GL_ARRAY_BUFFER, fractal_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(fractal_vertices), fractal_vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
while (!glfwWindowShouldClose(window))
{
GetInput(window);
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader_fractal.Use();
glBindVertexArray(fractal_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
ImGui::Begin("Settings");
if (ImGui::Button("Exit")) glfwSetWindowShouldClose(window, true);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteVertexArrays(1, &fractal_vao);
glDeleteBuffers(1, &fractal_vbo);
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwTerminate();
return 0;
}
void Framebuffer_Size_Callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
}
void GetInput(GLFWwindow* window)
{
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
}