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authorrtk0c <[email protected]>2025-04-24 12:25:33 -0700
committerrtk0c <[email protected]>2025-04-24 12:25:33 -0700
commitd5fd02d8eb387b477678ffbfb44303a38c105607 (patch)
treeef706d91dbcd8cd345034e791b7be9076d0897a8 /src/main.cpp
parent75585f4fb6f312195a47b16224d45e671858dac7 (diff)
Some draft ideas on simulation
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp124
1 files changed, 124 insertions, 0 deletions
diff --git a/src/main.cpp b/src/main.cpp
index e69de29..38f6961 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -0,0 +1,124 @@
+#include "common.hpp"
+#include "ui.hpp"
+
+#include <imgui.h>
+#include <imgui_impl_glfw.h>
+#include <imgui_impl_opengl3.h>
+#include <imgui_impl_opengl3_loader.h>
+#include <cstdio>
+#include <stdexcept>
+
+// Different packaging defines this inconsistently, e.g. Xrepo but not most Linux distros
+// We need it, so define just in case
+#define GLFW_INCLUDE_NONE
+#include <GLFW/glfw3.h>
+#include <GLFW/glfw3native.h>
+
+static void glfw_error_handler(int err, const char* desc) {
+ fprintf(stderr, MSG_ERROR "GLFW error %d: %s", err, desc);
+}
+
+static const char* imgui_glsl_version = nullptr;
+
+struct GlfwInit {
+ GlfwInit() {
+ if (!glfwInit()) {
+ throw std::runtime_error("failed to init GLFW");
+ }
+ glfwSetErrorCallback(&glfw_error_handler);
+
+// Decide GL+GLSL versions
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+ // GL ES 2.0 + GLSL 100
+ imgui_glsl_version = "#version 100";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+#elif defined(__APPLE__)
+ // GL 3.2 + GLSL 150
+ imgui_glsl_version = "#version 150";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
+#else
+ // GL 3.0 + GLSL 130
+ imgui_glsl_version = "#version 130";
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+#endif
+ }
+
+ ~GlfwInit() {
+ glfwTerminate();
+ }
+};
+
+struct GlfwWindow {
+ GLFWwindow* _h;
+
+ GlfwWindow(int width, int height, const char* title) {
+ _h = glfwCreateWindow(width, height, title, nullptr, nullptr);
+ if (_h == nullptr)
+ throw std::runtime_error("failed to create GLFW window");
+ }
+
+ ~GlfwWindow() {
+ glfwDestroyWindow(_h);
+ }
+};
+
+struct ImGuiInit {
+ ImGuiInit(GLFWwindow* window) {
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+
+ ImGui_ImplGlfw_InitForOpenGL(window, true);
+ ImGui_ImplOpenGL3_Init("#version 130");
+ }
+
+ ~ImGuiInit() {
+ ImGui_ImplOpenGL3_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+
+ ImGui::DestroyContext();
+ }
+};
+
+int main() {
+ GlfwInit i_glfw;
+
+ GlfwWindow i_window(1280, 730, "Sand Physics");
+ GLFWwindow* window = i_window._h;
+
+ glfwMakeContextCurrent(window);
+ // V-sync to make timing easier, we don't really care about latency
+ glfwSwapInterval(1);
+
+ ImGuiInit i_imgui(window);
+
+ ImVec4 bg_col(1.0f, 1.0f, 1.0f, 1.0f);
+ bg_col.x *= bg_col.w;
+ bg_col.y *= bg_col.w;
+ bg_col.z *= bg_col.w;
+
+ while (!glfwWindowShouldClose(window)) {
+ glfwPollEvents();
+
+ ImGui_ImplOpenGL3_NewFrame();
+ ImGui_ImplGlfw_NewFrame();
+ ImGui::NewFrame();
+
+ ShowEverything();
+
+ ImGui::Render();
+ int display_w, display_h;
+ glfwGetFramebufferSize(window, &display_w, &display_h);
+ glViewport(0, 0, display_w, display_h);
+ glClearColor(bg_col.x * bg_col.w, bg_col.y * bg_col.w, bg_col.z * bg_col.w, bg_col.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
+
+ glfwSwapBuffers(window);
+ }
+} \ No newline at end of file