98 lines
2.5 KiB
C++
98 lines
2.5 KiB
C++
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#include <iostream>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "VoxelGame.h"
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// ImGui headers (make sure these files are available in your include path)
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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// Initialize GLFW and create a window
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GLFWwindow* initWindow(int width, int height, const char* title) {
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW\n";
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return nullptr;
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}
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// Request OpenGL 3.3 Core Profile
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(width, height, title, nullptr, nullptr);
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if (!window) {
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std::cerr << "Failed to create GLFW window\n";
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glfwTerminate();
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return nullptr;
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}
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glfwMakeContextCurrent(window);
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// Initialize GLAD to load OpenGL function pointers
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cerr << "Failed to initialize GLAD\n";
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return nullptr;
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}
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return window;
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}
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int main() {
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GLFWwindow* window = initWindow(800, 600, "Voxel Game");
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if (!window)
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return -1;
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// Setup ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO();
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(void)io;
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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ImGui_ImplOpenGL3_Init("#version 330");
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// Create game instance and initialize it
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VoxelGame game;
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if (!game.init()) {
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std::cerr << "Failed to initialize game\n";
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return -1;
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}
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// Main loop
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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// Update game logic (assume fixed deltaTime for demo)
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game.update(0.016f);
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// Start new ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// Draw debug UI from game
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game.debugUI();
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ImGui::Render();
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// Clear the screen
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// Render the voxel game (mesh drawing, etc.)
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game.render();
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// Render ImGui on top
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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}
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// Cleanup ImGui and GLFW
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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