untitled/src/main.cpp
2025-07-12 02:12:46 +01:00

135 lines
4.2 KiB
C++

#include "main.hpp"
#include <GL/glu.h>
// Variables
bool running = true;
// Main
int main(int argc, char* argv[]) {
// Initialize SDL
if (initialize_sdl() != 0) {
std::cerr << "SDL initialization failed." << std::endl;
return 1; // SDL initialization failed
}
// Initialize OpenGL
if (initialize_opengl() != 0) {
std::cerr << "OpenGL initialization failed." << std::endl;
cleanup_sdl();
return 1; // OpenGL initialization failed
}
// Initialize ImGui
if (initialize_imgui() != 0) {
std::cerr << "ImGui initialization failed." << std::endl;
cleanup_opengl();
cleanup_sdl();
return 1; // ImGui initialization failed
}
// Triangle vertices
float vertices[] = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
// Vertex buffer object (VBO) and vertex array object (VAO) and element buffer object (EBO)
unsigned int VBO, VAO, EBO;
glGenVertexArrays(1, &VAO); // Generate a vertex array object
glGenBuffers(1, &VBO); // Generate a vertex buffer object
glGenBuffers(1, &EBO); // Generate an element buffer object
glBindVertexArray(VAO); // Bind the vertex array object
glBindBuffer(GL_ARRAY_BUFFER, VBO); // Bind the vertex buffer object
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); // Bind the element buffer object
// Upload vertex data to the buffer
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Set up vertex attributes
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0); // Unbind the vertex array object
// Load shaders
const char* vertex_shader_source = read_file("shaders/triangle.vert");
const char* fragment_shader_source = read_file("shaders/triangle.frag");
unsigned int vertex_shader = compile_shader(vertex_shader_source, GL_VERTEX_SHADER);
unsigned int fragment_shader = compile_shader(fragment_shader_source, GL_FRAGMENT_SHADER);
unsigned int shader_program = create_program(vertex_shader, fragment_shader);
// Set the shader program
glUseProgram(shader_program);
// Wireframe toggle
bool wireframe_mode = false;
// Main loop
while (running) {
// Handle events
while (SDL_PollEvent(&event)) {
ImGui_ImplSDL3_ProcessEvent(&event); // Process ImGui events
if (event.type == SDL_EVENT_QUIT) {
running = false; // Exit loop on quit event
}
}
// Start the ImGui frame
new_frame_imgui();
// Frame time UI
frame_time_ui();
// Toggle wireframe mode ui
ImGui::Begin("Wireframe Mode");
if (ImGui::Checkbox("Enable Wireframe Mode", &wireframe_mode)) {
if (wireframe_mode) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Enable wireframe mode
} else {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Disable wireframe mode
}
}
ImGui::End();
// Render
ImGui::Render();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(VAO); // Bind the vertex array object
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // Draw the triangles
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window);
// Calculate FPS
calc_frame_time();
}
// Cleanup
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteProgram(shader_program);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
free((void*)vertex_shader_source);
free((void*)fragment_shader_source);
cleanup_imgui();
cleanup_opengl();
cleanup_sdl();
std::cout << "Application exited successfully." << std::endl;
return 0; // Exit code
}