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"
#include "glm/gtc/matrix_transform.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>
#include "gfx.hpp"
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#include "icosphere.hpp"
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#include <cmath>
#include "astro/twoBodyMethods.hpp"
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const int WIDTH = 640;
const int HEIGHT = 480;
const float ASPECT = (float)WIDTH / (float)HEIGHT;
// 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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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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*window = glfwCreateWindow(WIDTH, HEIGHT, "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;
}
GLint getShaderUniformLocation(GLuint shaderProgram, const std::string& uniformName)
{
GLint location = glGetUniformLocation(shaderProgram, uniformName.c_str());
if (location == -1)
{
std::cerr << "Could not find uniform: " << uniformName << std::endl;
return -1;
}
return location;
}
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void updateProjectionMatrix(GLuint shaderProgram)
{
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float left = -ASPECT, right = ASPECT, bottom = -1.0, top = 1.0, near = -1.0, far = 1.0;
glm::mat4 projection = glm::ortho(left, right, bottom, top, near, far);
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GLint projectionLocation = getShaderUniformLocation(shaderProgram, "_Projection");
glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, &projection[0][0]);
}
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void updateModelMatrix(GLuint shaderProgram, float time)
{
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constexpr float angle = glm::radians(10.0);
glm::vec3 axis = glm::vec3(0.0, 1.0, 0.0);
glm::mat4 model = glm::rotate(glm::mat4(1.0), angle * time, axis);
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GLint modelLocation = getShaderUniformLocation(shaderProgram, "_Model");
glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &model[0][0]);
}
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void updateViewMatrix(GLuint shaderProgram)
{
glm::mat4 view = glm::mat4(1.0);
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GLint viewLocation = getShaderUniformLocation(shaderProgram, "_View");
glUniformMatrix4fv(viewLocation, 1, GL_FALSE, &view[0][0]);
}
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void updateModelViewProjectionMatrix(GLuint shaderProgram, float time)
{
// Calculate matrices
updateProjectionMatrix(shaderProgram);
updateModelMatrix(shaderProgram, time);
updateViewMatrix(shaderProgram);
}
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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;
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GLuint shaderProgram = compileShaderProgram();
Icosphere sphere(2);
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glEnable(GL_DEPTH_TEST);
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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 | GL_DEPTH_BUFFER_BIT);
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// Render everything with the same shaders
glUseProgram(shaderProgram);
// Update uniforms
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updateModelViewProjectionMatrix(shaderProgram, glfwGetTime());
// Render objects
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sphere.render();
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glfwSwapBuffers(window);
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glfwPollEvents();
}
glfwTerminate();
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return 0;
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}