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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const int TARGET_FPS = 60;
const auto FRAME_DURATION = std::chrono::milliseconds(1000 / TARGET_FPS);
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int main(){
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
return -1;
}
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#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();
return -1;
}
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
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if(glewInit() != GLEW_OK) {
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std::cerr << "Failed to initialize GLEW" << std::endl;
return -1;
}
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Scene::Init();
//Init ImGui
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 150");
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auto lastFrameTime = std::chrono::high_resolution_clock::now();
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while (!glfwWindowShouldClose(window)) {
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auto frameStart = std::chrono::high_resolution_clock::now();
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Scene::Idle();
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Scene::Display(window);
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glfwPollEvents();
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auto frameEnd = std::chrono::high_resolution_clock::now();
auto frameDuration = frameEnd - frameStart;
if (frameDuration < FRAME_DURATION) {
std::this_thread::sleep_for(FRAME_DURATION - frameDuration);
}
auto currentFrameTime = std::chrono::high_resolution_clock::now();
auto actualFrameDuration = std::chrono::duration_cast<std::chrono::milliseconds>(currentFrameTime - lastFrameTime).count();
lastFrameTime = currentFrameTime;
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}
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// Cleanup ImGui
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
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glfwDestroyWindow(window);
glfwTerminate();
return 0;
}