#include #include #include // Include GLAD/GLFW // Ensure these are in your include path #include // ImGui #include "imgui.h" #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" // Include your implementation files // (Unity build style as requested) #include "../util/noise/pnoise.cpp" #include "planet.cpp" #include "../util/basicdefines.hpp" void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "GLFW Error %d: %s\n", error, description); } int main() { glfwSetErrorCallback(glfw_error_callback); if (!glfwInit()) return -1; #if defined(IMGUI_IMPL_OPENGL_ES2) // GL ES 2.0 + GLSL 100 (WebGL 1.0) const char* 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(IMGUI_IMPL_OPENGL_ES3) // GL ES 3.0 + GLSL 300 es (WebGL 2.0) const char* glsl_version = "#version 300 es"; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); #elif defined(__APPLE__) // GL 3.2 + GLSL 150 const char* 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 const char* glsl_version = "#version 130"; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only #endif bool application_not_closed = true; GLFWwindow* window = glfwCreateWindow((int)(1280), (int)(800), "StupidSim", nullptr, nullptr); if (window == nullptr) { glfwTerminate(); return 1; } glfwMakeContextCurrent(window); glfwSwapInterval(1); IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; ImGui::StyleColorsDark(); ImGuiStyle& style = ImGui::GetStyle(); ImGui_ImplGlfw_InitForOpenGL(window, true); #ifdef __EMSCRIPTEN__ ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); #endif ImGui_ImplOpenGL3_Init(glsl_version); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); planetSimUI planetApp; NoisePreviewState noiseState; if (noiseState.layers.empty()) { NoiseLayer defaultLayer; strcpy(defaultLayer.name, "Base Terrain"); defaultLayer.type = NoiseType::Fractal; noiseState.layers.push_back(defaultLayer); } updateNoiseTexture(noiseState); while (!glfwWindowShouldClose(window)) { glfwPollEvents(); glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); ImGui::GetMainViewport(); drawNoiseLab(noiseState); planetApp.renderUI(window); ImGui::Begin("Integration Control"); ImGui::Text("Bridge: Noise Lab -> Planet Sim"); ImGui::Separator(); ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1.0f), "Current Noise Layers: %zu", noiseState.layers.size()); if (ImGui::Button("APPLY CURRENT NOISE TO PLANET", ImVec2(-1, 50))) { planetApp.applyNoise(noiseState); } ImGui::End(); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwDestroyWindow(window); glfwTerminate(); FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED); return 0; }