C++ implementation of fortune's algorithm for voronoi diagrams.
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// clang-format off
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "shader.h"
// clang-format on
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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int main() {
std::cout << "Hello, World!" << std::endl;
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(800, 600, "Voronoi", nullptr, nullptr);
if (window == nullptr) {
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (gladLoadGLLoader((GLADloadproc)glfwGetProcAddress) == 0) {
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
glViewport(0, 0, 800, 600);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// Add shaders
Shader shader("/home/olivier/CodeProject/Voronoi_2/src/shaders/shader.vert", "/home/olivier/CodeProject/Voronoi_2/src/shaders/shader.frag");
float vertices[] = {
0.5f, 0.5f, 0.0f, // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
};
unsigned int indices[] = {
// note that we start from 0!
0, 1, 3, // first triangle
1, 2, 3 // second triangle
};
unsigned int VBO, VAO, EBO;
// Generate buffers
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// Bind buffers
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
// Copy data to buffers
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
// Set vertex attributes
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),
(void*)nullptr);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Copy data to buffers
// Draw loop
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
glClearColor(0.2f, 0.3f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader.use();
glBindVertexArray(VAO);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDrawElements(GL_LINES, 6, GL_UNSIGNED_INT, nullptr);
glfwSwapBuffers(window);
}
glfwTerminate();
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return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}