2021-03-20 01:11:39 +01:00

75 lines
2.2 KiB
C++

// Must be the first include
#include <glad/glad.h>
// Other includes
#include <GLFW/glfw3.h>
#include <iostream>
#include "Framebuffer3D.h"
#include "MCRenderer.h"
#include "Shader.h"
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
// settings
const unsigned int SCR_WIDTH = 1920;
const unsigned int SCR_HEIGHT = 1080;
int main() {
// glfw: initialize and configure
// ------------------------------
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// glfw window creation
// --------------------
GLFWwindow *window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Marching Cubes", NULL, NULL);
if (window == NULL) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// glad: load all OpenGL function pointers
// ---------------------------------------
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// configure global opengl state
// -----------------------------
glEnable(GL_DEPTH_TEST);
// Setup the Marching Cubes renderer
MCRenderer renderer = MCRenderer(128, 128, 128);
// render loop
// -----------
while (!glfwWindowShouldClose(window)) {
renderer.render(0.1); // TODO: Proper delta
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
glViewport(0, 0, width, height);
}