skein/src/hello.cpp

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// To compile on Windows
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// Install GLFW 3.3.8
// https://www.glfw.org/download.html
// Install GLEW 2.2.0
// https://github.com/nigels-com/glew/releases/tag/glew-2.2.0
//
// extract the downloaded .zip files to "C:/libs"; this is currently expected
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// by our CMakeLists.txt.
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// Install CMake
// https://cmake.org/download
// Add to PATH for all users
// from project root:
// mkdir build
// cd build
// cmake ..
// cmake --build .
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// The last step compiles the executable - this can also be done from Visual
// Studio
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// To run in VS
// Set startup project in Solution Explorer
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// Press F5 to run
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// To run in VSCode
// https://code.visualstudio.com/docs/cpp/config-mingw
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// To compile on Arch Linux
//
// Install dependencies
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// sudo pacman -S glfw mesa glew
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//
// Build
// cmake ..
// cmake --build .
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#include <glm/glm.hpp>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
#include <string>
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#include <chrono>
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#include "io.hpp"
GLuint compileShader(const std::string& shaderPath, GLenum shaderType)
{
GLuint shader;
GLint success;
std::string shaderSource = readFile(shaderPath);
const char* source = shaderSource.c_str();
shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
GLchar infoLog[512];
glGetShaderInfoLog(shader, 512, NULL, infoLog);
std::cerr << "shader compilation failed" << std::endl
<< infoLog << std::endl;
}
return shader;
}
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std::chrono::steady_clock::time_point startTime = std::chrono::steady_clock::now();
float getTime()
{
std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now();
std::chrono::duration<float> timeSpan = std::chrono::duration_cast<std::chrono::duration<float>>(now - startTime);
return timeSpan.count();
}
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#include <vector>
#include <cmath>
#include "astro/twoBodyMethods.hpp"
// Initialize GLFW, OpenGL and GLEW, open a window and make it the current context.
// Returns 0 for success, and -1 for any failure.
// Failures are printed to STDERR.
int initGraphics(GLFWwindow** window)
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{
// Set up GLFW, OpenGL and GLEW.
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if (!glfwInit())
{
std::cerr << "Failed to initialize GLFW" << std::endl;
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return -1;
}
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*window = glfwCreateWindow(640, 480, "Hello Astro", NULL, NULL);
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if (!window)
{
glfwTerminate();
std::cerr << "Failed to open window with GLFW" << std::endl;
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return -1;
}
glfwMakeContextCurrent(*window);
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glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
std::cerr << "Failed to initialize GLEW" << std::endl;
return -1;
}
return 0;
}
int main()
{
// Calculate period of ISS orbit around the Earth
const float semiMajorAxis = 6738000;
const float gravitationalParameter = 3.986e14;
float period = astro::computeKeplerOrbitalPeriod(semiMajorAxis, gravitationalParameter);
period /= 60.0;
std::cout << period << std::endl;
glm::vec3 v(0.0, 1.0, 2.0);
std::cout << "(" << v.x << ", " << v.y << ", " << v.z << ")" << std::endl;
GLFWwindow* window = nullptr;
if (initGraphics(&window) != 0)
return -1;
// VAO, VBO
float vertices[] =
{
-0.5, -0.5, 0.0, // left
0.5, -0.5, 0.0, // right
0.0, 0.5, 0.0 // top
};
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Shaders
GLuint vertShader = compileShader("./vert.glsl", GL_VERTEX_SHADER);
GLuint fragShader = compileShader("./frag.glsl", GL_FRAGMENT_SHADER);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertShader);
glAttachShader(shaderProgram, fragShader);
glLinkProgram(shaderProgram);
GLint success;
GLchar infoLog[512];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
std::cerr << "shader linking failed" << std::endl
<< infoLog << std::endl;
}
// We no longer need the individual shaders
glDeleteShader(vertShader);
glDeleteShader(fragShader);
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// Main loop
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while (!glfwWindowShouldClose(window))
{
glClearColor(0.2, 0.3, 0.3, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
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GLint timeLocation = glGetUniformLocation(shaderProgram, "_Time");
if (timeLocation == -1)
{
std::cerr << "Could not find uniform: _Time" << std::endl;
}
float timeValue = getTime();
glUniform1f(timeLocation, timeValue);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwPollEvents();
}
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
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glfwTerminate();
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return 0;
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}