skein/src/hello.cpp

173 lines
4.5 KiB
C++

// To compile on Windows
// 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
// by our CMakeLists.txt.
// Install CMake
// https://cmake.org/download
// Add to PATH for all users
// from project root:
// mkdir build
// cd build
// cmake ..
// cmake --build .
// The last step compiles the executable - this can also be done from Visual
// Studio
// To run in VS
// Set startup project in Solution Explorer
// Press F5 to run
// To run in VSCode
// https://code.visualstudio.com/docs/cpp/config-mingw
// To compile on Arch Linux
//
// Install dependencies
// sudo pacman -S glfw mesa glew
//
// Build
// cmake ..
// cmake --build .
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <string>
#include "gfx.hpp"
#include "icosphere.hpp"
#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)
{
// Set up GLFW, OpenGL and GLEW.
if (!glfwInit())
{
std::cerr << "Failed to initialize GLFW" << std::endl;
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
*window = glfwCreateWindow(640, 480, "Hello Astro", NULL, NULL);
if (!window)
{
glfwTerminate();
std::cerr << "Failed to open window with GLFW" << std::endl;
return -1;
}
glfwMakeContextCurrent(*window);
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;
}
void updateProjectionMatrix(GLuint shaderProgram)
{
// Calculate matrices
float left = -1.0, right = 1.0, bottom = -1.0, top = 1.0, near = -1.0, far = 1.0;
glm::mat4 projection = glm::ortho(left, right, bottom, top, near, far);
GLint projectionLocation = getShaderUniformLocation(shaderProgram, "_Projection");
glUniformMatrix4fv(projectionLocation, 1, GL_FALSE, &projection[0][0]);
}
void updateModelMatrix(GLuint shaderProgram, float time)
{
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);
GLint modelLocation = getShaderUniformLocation(shaderProgram, "_Model");
glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &model[0][0]);
}
void updateViewMatrix(GLuint shaderProgram)
{
glm::mat4 view = glm::mat4(1.0);
GLint viewLocation = getShaderUniformLocation(shaderProgram, "_View");
glUniformMatrix4fv(viewLocation, 1, GL_FALSE, &view[0][0]);
}
void updateModelViewProjectionMatrix(GLuint shaderProgram, float time)
{
// Calculate matrices
updateProjectionMatrix(shaderProgram);
updateModelMatrix(shaderProgram, time);
updateViewMatrix(shaderProgram);
}
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;
GLuint shaderProgram = compileShaderProgram();
Icosphere sphere(2);
// Main loop
while (!glfwWindowShouldClose(window))
{
glClearColor(0.2, 0.3, 0.3, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
// Render everything with the same shaders
glUseProgram(shaderProgram);
// Update uniforms
updateModelViewProjectionMatrix(shaderProgram, glfwGetTime());
// Render objects
sphere.render();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}