feat: initial commit

This commit is contained in:
2025-09-30 16:12:38 +02:00
commit 1d1d23a148
42 changed files with 9256374 additions and 0 deletions

16
include/block.h Normal file
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#ifndef BLOCK_H_
#define BLOCK_H_
#include <glm/glm.hpp>
class Block {
private:
glm::vec3 m_position;
glm::vec4 m_color;
public:
Block(glm::vec3 position, glm::vec4 color);
public:
inline glm::vec3 Position() const { return m_position; }
inline glm::vec4 Color() const { return m_color; }
};
#endif

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include/file_manager.h Normal file
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#ifndef FILE_MANAGER_H
#define FILE_MANAGER_H
#include <string>
class FileManager
{
public:
FileManager();
~FileManager();
static std::string read(const std::string &filename);
};
#endif // FILE_MANAGER_H

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include/model.h Normal file
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#ifndef MODEL_H_
#define MODEL_H_
#include <vector>
#include <string>
#include <unordered_map>
#include <glm/glm.hpp>
#include <memory>
#include "shader.h"
#include "texture.h"
enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
class Vertex {
private:
glm::vec3 m_position;
glm::vec3 m_normal;
glm::vec2 m_texCoord;
public:
Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 texCoord)
: m_position(position), m_normal(normal), m_texCoord(texCoord) {}
public:
static void DefineAttrib();
};
class FaceItem {
private:
unsigned int m_vIndex;
unsigned int m_nIndex;
unsigned int m_tIndex;
public:
FaceItem()
: m_vIndex(0), m_nIndex(0), m_tIndex(0) {}
FaceItem(unsigned int vI, unsigned int nI, unsigned int tI)
: m_vIndex(vI), m_nIndex(nI), m_tIndex(tI) {}
public:
inline const unsigned int GetVertex() const { return m_vIndex; }
inline const unsigned int GetNormal() const { return m_nIndex; }
inline const unsigned int GetTex() const { return m_tIndex; }
public:
inline void SetVertex(unsigned int vIndex) { m_vIndex = vIndex; }
inline void SetNorm(unsigned int nIndex) { m_nIndex = nIndex; }
inline void SetTex(unsigned int tIndex) { m_tIndex = tIndex; }
};
class Face {
private:
std::vector<FaceItem> m_items;
public:
Face()
: m_items(std::vector<FaceItem>()) {}
public:
void PushItem(const FaceItem& item);
public:
inline const unsigned int GetSize() const { return m_items.size(); }
inline const FaceItem& GetItem(unsigned int index) const { return m_items[index]; }
};
class Material {
private:
glm::vec3 m_ambient { 0.2f, 0.2f, 0.2f };
glm::vec3 m_diffuse { 0.8f, 0.8f, 0.8f };
glm::vec3 m_specular { 1.0f, 1.0f, 1.0f };
float m_shininess { 32.0f };
std::unique_ptr<Texture> m_diffuse_tex { nullptr };
public:
Material() = default;
Material(const Material& other) = default; // copy constructor
Material& operator=(const Material& other) = default;
public:
inline const glm::vec3 GetAmbientColor() const { return m_ambient; }
inline const glm::vec3 GetDiffuseColor() const { return m_diffuse; }
inline const glm::vec3 GetSpecularColor() const { return m_specular; }
inline const float GetSpecularWeight() const { return m_shininess; }
inline const bool HasDiffuseTexture() const { return m_diffuse_tex != nullptr; }
inline const Texture* GetDiffuseTexture() const { return m_diffuse_tex.get(); }
public:
inline void SetAmbientColor(glm::vec3 ambient) { m_ambient = ambient; }
inline void SetDiffuseColor(glm::vec3 diffuse) { m_diffuse = diffuse; }
inline void SetSpecularColor(glm::vec3 specular) { m_specular = specular; }
inline void SetSpecularWeight(float weight) { m_shininess = weight; }
inline void SetDiffuseTexture(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); }
};
class Mesh {
public: // TODO: abstract away
unsigned int m_vao, m_vbo, m_ebo;
std::vector<Vertex> m_vertexBuffer;
std::vector<unsigned int> m_indexBuffer;
public: // TODO: abstract away
void Bind() { glBindVertexArray(m_vao); }
void Unbind() { glBindVertexArray(0); }
void Upload();
public:
std::string materialName;
public:
Mesh();
public:
void Render();
};
class Object {
private:
std::string m_name;
std::vector<glm::vec3> m_vertices;
std::vector<glm::vec3> m_normals;
std::vector<glm::vec2> m_texCoords;
std::vector<Mesh> m_meshes;
std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
private:
static inline int NormalizeIndex(const std::string &s, int baseCount);
private:
Object();
public:
static Object LoadFile(const std::string& filename);
private:
void LoadMaterials(const std::string& filename);
private:
void AddMaterial(std::string name, std::shared_ptr<Material> material);
std::shared_ptr<Material> GetMaterial(std::string name);
private:
Mesh& GetLastMesh();
void CreateNewMesh(const std::string& materialName);
public:
void Render(Shader& shader);
};
#endif // MODEL_H_

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include/prelude.h Normal file
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#ifndef PRELUDE_H_
#define PRELUDE_H_
#define GLEW_STATIC
#include <GL/glew.h>
#include "SDL3/SDL.h"
struct RenderContext {
Uint64 time;
Uint64 prev_time;
bool program_failed = false;
GLuint program = 0;
GLint resolution_location = 0;
GLint time_location = 0;
bool pause = false;
};
bool compile_shader_source(const GLchar *source, GLenum shader_type, GLuint *shader);
bool compile_shader_file(const char *file_path, GLenum shader_type, GLuint *shader);
bool link_program(GLuint vert_shader, GLuint frag_shader, GLuint *program);
void reload_shaders(RenderContext*context);
// void key_callback(SDL_Window* window, int key, int scancode, int action, int mods);
void window_size_callback(SDL_Window* window, int width, int height);
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam);
void process_prelude(RenderContext *context);
#endif // PRELUDE_H_

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#ifndef SHADER_H
#define SHADER_H
#include <iostream>
#include <string>
#include <GL/glew.h>
#include <glm/glm.hpp>
class Shader
{
public:
Shader();
~Shader();
unsigned int m_id;
void init(const std::string &vertexCode, const std::string &fragmentCode);
void use();
void setBool(const std::string &name, bool value) const;
void setInt(const std::string &name, int value) const;
void setFloat(const std::string &name, float value) const;
void setVec2(const std::string &name, const glm::vec2 &value) const;
void setVec2(const std::string &name, float x, float y) const;
void setVec3(const std::string &name, const glm::vec3 &value) const;
void setVec3(const std::string &name, float x, float y, float z) const;
void setVec4(const std::string &name, const glm::vec4 &value) const;
void setVec4(const std::string &name, float x, float y, float z, float w) const;
void setMat2(const std::string &name, const glm::mat2 &mat) const;
void setMat3(const std::string &name, const glm::mat3 &mat) const;
void setMat4(const std::string &name, const glm::mat4 &mat) const;
private:
unsigned int m_vertexId;
unsigned int m_fragmentId;
std::string m_vertexCode;
std::string m_fragmentCode;
void compile();
void link();
void checkCompileError(unsigned int shader, const std::string type);
void checkLinkingError();
};
#endif // SHADER_H

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#ifndef TEXTURE_H_
#define TEXTURE_H_
#include <string>
#include <memory>
class Texture {
private:
unsigned int m_id;
private:
public:
Texture() {}
static std::unique_ptr<Texture> LoadFile(const std::string& filename);
public:
inline const unsigned int GetID() const { return m_id; }
};
#endif // TEXTURE_H_

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include/vertex.h Normal file
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#ifndef VERTEX_H_
#define VERTEX_H_
#include <vector>
#include <glm/glm.hpp>
#include "block.h"
class Point {
private:
glm::vec3 m_position;
glm::vec3 m_normal;
glm::vec4 m_color;
public:
Point(glm::vec3 position, glm::vec3 normal, glm::vec4 color);
};
class Vertices {
private:
std::vector<Point> m_items;
std::vector<unsigned int> m_indices;
unsigned int m_vao;
unsigned int m_vbo;
unsigned int m_ebo;
public:
Vertices();
public: // GPU
void Bind();
void Unbind();
void Draw();
void Upload();
public:
void PushVertex(const Point& point);
void PushIndex(unsigned int index);
};
#endif // VERTEX_H_