Files
LivePlotter/src/main.cpp
2025-08-17 12:40:31 -05:00

176 lines
5.2 KiB
C++

#include <array>
#include <cmath>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <stdio.h>
#include <optional>
#include "util.hpp"
#include "shaders.hpp"
static GLFWwindow* window;
void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }
void processInput(GLFWwindow* window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
bool glfw_window_setup() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
window = glfwCreateWindow(800, 800, "LearnOpenGL", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW windoww" << std::endl;
glfwTerminate();
return false;
}
glfwMakeContextCurrent(window);
return true;
}
enum class ParserState {
PREFIX,
VERTEX,
FACE,
FACE_SKIP,
};
std::optional<std::pair<array<float>, array<unsigned int>>> load_icosphere() {
std::FILE* f = NULL;
if (fopen_s(&f, "Icosphere.obj", "r")) {
return {};
}
// MEMORY LEAK!!! 84 verts currently
float* vert_data = (float*)malloc(sizeof(float) * 128);
size_t vert_data_size = 0;
// MEMORY LEAK!!! (I think)
unsigned int* indices_data = (unsigned int*)malloc(sizeof(int) * 256);
size_t indices_data_size = 0;
ParserState state = ParserState::PREFIX;
char ln[128];
int len = 0;
int start = 0;
while ((ln[len] = std::fgetc(f)) != EOF) {
switch (state) {
case ParserState::PREFIX:
if (len > 0 && ln[len - 1] == 'v' && ln[len] == ' ') {
state = ParserState::VERTEX;
start = len + 1;
} else if (len > 0 && ln[len - 1] == 'f' && ln[len] == ' ') {
state = ParserState::FACE;
start = len + 1;
}
break;
case ParserState::VERTEX:
if (ln[len] == ' ' || ln[len] == '\n') {
vert_data[vert_data_size] = atof(&ln[start]);
vert_data_size++;
start = len + 1;
}
break;
case ParserState::FACE:
if (ln[len] == '/') {
state = ParserState::FACE_SKIP;
indices_data[indices_data_size] = atoi(&ln[start]) - 1;
indices_data_size++;
}
break;
case ParserState::FACE_SKIP:
if (ln[len] == ' ') {
state = ParserState::FACE;
start = len + 1;
}
}
if (ln[len] == '\n') {
len = 0;
state = ParserState::PREFIX;
}
len++;
}
array<float> verts = { vert_data, vert_data_size };
array<unsigned int> indices = { indices_data, indices_data_size };
return std::make_pair(verts, indices);
}
int main() {
if (!glfw_window_setup())
return -1;
auto data = load_icosphere();
if (!data) {
std::cout << "ERROR loading the icosphere obj file failed" << std::endl;
return -1;
}
auto verts = data.value().first;
auto indices = data.value().second;
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glViewport(0, 0, 800, 800);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); // Write to back buffer
glfwSwapBuffers(window); // front buffer is now back
glClear(GL_COLOR_BUFFER_BIT); // Write to back buffer again (former front buf)
unsigned int VAO;
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
unsigned int VBO;
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, verts.len * sizeof(float), verts.data, GL_STATIC_DRAW);
unsigned int EBO;
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.len * sizeof(unsigned int), indices.data, GL_STATIC_DRAW);
uint program_id;
const char* vertex_filepath = "src/shaders/vertex.glsl";
const char* fragment_filepath = "src/shaders/fragment.glsl";
if (!shader::load(&program_id, vertex_filepath, fragment_filepath))
return -1;
shader::use(program_id);
// Tell opengl which attribute our data is for (i.e. location)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
while (!glfwWindowShouldClose(window)) {
float time = glfwGetTime();
shader::set_uniform(program_id, "color", vec4 { 1, sin(time), 1, 1.0 });
shader::use(program_id);
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, indices.len, GL_UNSIGNED_INT, 0);
glBindVertexArray(VAO);
processInput(window);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}