terravisor/source/main.cpp

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/*
* --------------------------------------------------------------------------
*
* ___________ ____ ____.__
* \__ ___/______________________\ \ / /|__| _________________
* | |_/ __ \_ __ \_ __ \__ \\ Y / | |/ ___/ _ \_ __ \
* | |\ ___/| | \/| | \// __ \\ / | |\___ ( <_> ) | \/
* |____| \___ >__| |__| (____ /\___/ |__/____ >____/|__|
* \/ \/ \/
*
* TerraVisor
* Dynamic Terrain Visualization
*
* --------------------------------------------------------------------------
* Author: Jack Christensen
* Version: 0.0.1
*
* Description:
* TerraVisor is a dynamic terrain visualization tool that uses real-world elevation
* data to render high-fidelity 3D landscapes. It leverages tessellation shaders
* to provide detailed and adaptive terrain rendering.
*
* License:
* This project is licensed under the GNU General Public License v3.0.
* See the COPYING file for more details.
*/
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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
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#include <chrono>
#include <thread>
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#include <imgui.h>
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#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
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#include "scene.h"
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namespace {
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const int kTargetFps = 60;
const auto kFrameDuration = std::chrono::milliseconds(1000 / kTargetFps);
bool InitializeGlfw() {
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return false;
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}
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return true;
}
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GLFWwindow* CreateGlfwWindow() {
#ifdef _DEBUG
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
#endif
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GLFWwindow* window = glfwCreateWindow(1280, 720, "TerraVisor", nullptr, nullptr);
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if (!window) {
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std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
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return nullptr;
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}
glfwMakeContextCurrent(window);
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return window;
}
bool InitializeGlew() {
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK) {
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std::cerr << "Failed to initialize GLEW" << std::endl;
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return false;
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}
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return true;
}
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void InitializeImGui(GLFWwindow* window) {
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IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 150");
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}
void CleanupImGui() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
void MainLoop(GLFWwindow* window, Scene& scene) {
auto last_frame_time = std::chrono::high_resolution_clock::now();
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while (!glfwWindowShouldClose(window)) {
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auto frame_start = std::chrono::high_resolution_clock::now();
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scene.Idle();
scene.Display(window);
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glfwPollEvents();
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auto frame_end = std::chrono::high_resolution_clock::now();
auto frame_duration = frame_end - frame_start;
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if (frame_duration < kFrameDuration) {
std::this_thread::sleep_for(kFrameDuration - frame_duration);
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}
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auto current_frame_time = std::chrono::high_resolution_clock::now();
auto actual_frame_duration = std::chrono::duration_cast<std::chrono::milliseconds>(current_frame_time - last_frame_time).count();
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last_frame_time = current_frame_time;
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}
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}
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} // namespace
int main() {
if (!InitializeGlfw()) return -1;
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GLFWwindow* window = CreateGlfwWindow();
if (!window) return -1;
if (!InitializeGlew()) return -1;
Scene scene;
scene.Init();
InitializeImGui(window);
MainLoop(window, scene);
CleanupImGui();
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glfwDestroyWindow(window);
glfwTerminate();
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return 0;
}