2023-07-23 16:46:30 +02:00
|
|
|
// To compile on Windows
|
|
|
|
|
2023-07-24 23:15:49 +02:00
|
|
|
// Install GLFW 3.3.8
|
|
|
|
// https://www.glfw.org/download.html
|
2023-07-26 23:29:51 +02:00
|
|
|
// 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
|
2023-07-24 23:15:49 +02:00
|
|
|
// by our CMakeLists.txt.
|
|
|
|
|
2023-07-23 16:46:30 +02:00
|
|
|
// Install CMake
|
|
|
|
// https://cmake.org/download
|
|
|
|
// Add to PATH for all users
|
|
|
|
// from project root:
|
|
|
|
// mkdir build
|
|
|
|
// cd build
|
|
|
|
// cmake ..
|
|
|
|
// cmake --build .
|
2023-07-23 17:46:53 +02:00
|
|
|
// The last step compiles the executable - this can also be done from Visual
|
|
|
|
// Studio
|
2023-07-23 16:46:30 +02:00
|
|
|
|
2023-07-23 17:46:53 +02:00
|
|
|
// To run in VS
|
|
|
|
// Set startup project in Solution Explorer
|
2023-07-24 23:15:49 +02:00
|
|
|
// Press F5 to run
|
2023-08-02 00:29:52 +02:00
|
|
|
|
|
|
|
// To run in VSCode
|
|
|
|
// https://code.visualstudio.com/docs/cpp/config-mingw
|
|
|
|
|
2023-07-24 23:15:49 +02:00
|
|
|
// To compile on Arch Linux
|
|
|
|
//
|
|
|
|
// Install dependencies
|
2023-07-24 23:31:58 +02:00
|
|
|
// sudo pacman -S glfw mesa glew
|
2023-07-24 23:15:49 +02:00
|
|
|
//
|
|
|
|
// Build
|
|
|
|
// cmake ..
|
|
|
|
// cmake --build .
|
2023-07-23 17:46:53 +02:00
|
|
|
|
2023-07-31 02:14:23 +02:00
|
|
|
#include <glm/glm.hpp>
|
2023-07-24 23:31:58 +02:00
|
|
|
#include <GL/glew.h>
|
2023-07-23 17:46:53 +02:00
|
|
|
#include <GLFW/glfw3.h>
|
2023-07-23 16:45:15 +02:00
|
|
|
|
2023-07-24 23:31:58 +02:00
|
|
|
#include <iostream>
|
2023-07-24 23:54:37 +02:00
|
|
|
#include <string>
|
|
|
|
|
2023-07-27 21:54:06 +02:00
|
|
|
#include <chrono>
|
|
|
|
|
2023-07-28 00:23:51 +02:00
|
|
|
#include "io.hpp"
|
2023-07-24 23:54:37 +02:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
2023-07-24 23:31:58 +02:00
|
|
|
|
2023-07-27 21:54:06 +02:00
|
|
|
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();
|
|
|
|
}
|
|
|
|
|
2023-07-27 01:04:23 +02:00
|
|
|
#include <vector>
|
|
|
|
#include <cmath>
|
|
|
|
#include "astro/twoBodyMethods.hpp"
|
|
|
|
|
2023-07-23 16:45:15 +02:00
|
|
|
int main()
|
|
|
|
{
|
2023-07-27 01:04:23 +02:00
|
|
|
// 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;
|
|
|
|
|
2023-07-31 02:14:23 +02:00
|
|
|
glm::vec3 v(0.0, 1.0, 2.0);
|
|
|
|
std::cout << "(" << v.x << ", " << v.y << ", " << v.z << ")" << std::endl;
|
|
|
|
|
2023-07-24 23:54:37 +02:00
|
|
|
// Set up GLFW, OpenGL and GLEW.
|
2023-07-23 17:46:53 +02:00
|
|
|
if (!glfwInit())
|
|
|
|
return -1;
|
|
|
|
|
2023-07-27 01:34:41 +02:00
|
|
|
GLFWwindow* window = glfwCreateWindow(640, 480, "Hello Astro", NULL, NULL);
|
2023-07-23 17:46:53 +02:00
|
|
|
if (!window)
|
|
|
|
{
|
|
|
|
glfwTerminate();
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
glfwMakeContextCurrent(window);
|
|
|
|
|
2023-07-24 23:31:58 +02:00
|
|
|
glewExperimental = GL_TRUE;
|
|
|
|
if (glewInit() != GLEW_OK)
|
|
|
|
{
|
|
|
|
std::cerr << "Failed to initialize GLEW" << std::endl;
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
2023-07-24 23:54:37 +02:00
|
|
|
// 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);
|
|
|
|
|
2023-07-27 21:54:06 +02:00
|
|
|
// Main loop
|
2023-07-23 17:46:53 +02:00
|
|
|
while (!glfwWindowShouldClose(window))
|
|
|
|
{
|
2023-07-24 23:54:37 +02:00
|
|
|
glClearColor(0.2, 0.3, 0.3, 1.0);
|
2023-07-23 18:21:44 +02:00
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
|
2023-07-24 23:54:37 +02:00
|
|
|
glUseProgram(shaderProgram);
|
2023-07-27 21:54:06 +02:00
|
|
|
|
|
|
|
GLint timeLocation = glGetUniformLocation(shaderProgram, "_Time");
|
|
|
|
if (timeLocation == -1)
|
|
|
|
{
|
|
|
|
std::cerr << "Could not find uniform: _Time" << std::endl;
|
|
|
|
}
|
|
|
|
float timeValue = getTime();
|
|
|
|
glUniform1f(timeLocation, timeValue);
|
|
|
|
|
2023-07-24 23:54:37 +02:00
|
|
|
glBindVertexArray(VAO);
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
2023-07-23 18:21:44 +02:00
|
|
|
|
2023-07-24 23:54:37 +02:00
|
|
|
glfwSwapBuffers(window);
|
2023-07-23 17:46:53 +02:00
|
|
|
glfwPollEvents();
|
|
|
|
}
|
|
|
|
|
2023-07-24 23:54:37 +02:00
|
|
|
glDeleteVertexArrays(1, &VAO);
|
|
|
|
glDeleteBuffers(1, &VBO);
|
|
|
|
|
2023-07-23 17:46:53 +02:00
|
|
|
glfwTerminate();
|
2023-07-23 16:45:15 +02:00
|
|
|
return 0;
|
2023-07-24 23:15:49 +02:00
|
|
|
}
|