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

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src/block.cpp Normal file
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#include "block.h"
Block::Block(glm::vec3 position, glm::vec4 color) {
this->m_position = position;
this->m_color = m_color;
}

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#include "file_manager.h"
#include <fstream>
#include <iostream>
#include <sstream>
FileManager::FileManager()
{
}
FileManager::~FileManager()
{
}
std::string FileManager::read(const std::string &filename)
{
std::ifstream file;
file.exceptions(std::ifstream::failbit | std::ifstream::badbit);
std::stringstream fileStream;
try
{
file.open(filename.c_str());
fileStream << file.rdbuf();
file.close();
}
catch (std::ifstream::failure e)
{
std::cout << "FileManager: error reading file: " << filename << std::endl;
}
return fileStream.str();
}

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src/main.bkp.cpp Normal file
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#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include "shader.h"
#include "file_manager.h"
#include "prelude.h"
#include "block.h"
#include "vertex.h"
#include "model.h"
#define WIDTH 1024
#define HEIGHT 768
int main() {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
SDL_Window *window = SDL_CreateWindow("OpenGL Test", WIDTH, HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE|SDL_WINDOW_ALWAYS_ON_TOP);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
fprintf(stderr, "Could not initialize GLEW!\n");
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
exit(1);
}
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEPTH_TEST);
glDebugMessageCallback(MessageCallback, 0);
// brightness multipliers for faces
const float FACE_BRIGHTNESS[6] = {
1.0f, // front
0.7f, // right
0.5f, // back
0.7f, // left
1.2f, // top
0.4f // bottom
};
// position, normal, color
glm::vec4 cubeColor = {1.0f, 0.5f, 0.31f, 1.0f};
std::vector<Point> cubeVerts = {
// front face (z = 0, normal = +Z)
{ {-0.5f, -0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
{ {0.5f, -0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
{ {0.5f, 0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
{ {-0.5f, 0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
// back face (z = 1, normal = -Z)
{ {-0.5f, -0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
{ {0.5f, -0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
{ {0.5f, 0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
{ {-0.5f, 0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
// left face (x = 0, normal = -X)
{ {-0.5f, -0.5f, -0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
{ {-0.5f, -0.5f, 0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
{ {-0.5f, 0.5f, 0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
{ {-0.5f, 0.5f, -0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
// right face (x = 1, normal = +X)
{ {0.5f, -0.5f, -0.5f}, {1.f, 0.f, 0.f}, cubeColor },
{ {0.5f, -0.5f, 0.5f}, {1.f, 0.f, 0.f}, cubeColor },
{ {0.5f, 0.5f, 0.5f}, {1.f, 0.f, 0.f}, cubeColor },
{ {0.5f, 0.5f, -0.5f}, {1.f, 0.f, 0.f}, cubeColor },
// top face (y = 1, normal = +Y)
{ {-0.5f, 0.5f, 0.5f}, {0.f, 1.f, 0.f}, cubeColor },
{ {0.5f, 0.5f, 0.5f}, {0.f, 1.f, 0.f}, cubeColor },
{ {0.5f, 0.5f, -0.5f}, {0.f, 1.f, 0.f}, cubeColor },
{ {-0.5f, 0.5f, -0.5f}, {0.f, 1.f, 0.f}, cubeColor },
// bottom face (y = 0, normal = -Y)
{ {-0.5f, -0.5f, 0.5f}, {0.f, -1.f, 0.f}, cubeColor },
{ {0.5f, -0.5f, 0.5f}, {0.f, -1.f, 0.f}, cubeColor },
{ {0.5f, -0.5f, -0.5f}, {0.f, -1.f, 0.f}, cubeColor },
{ {-0.5f, -0.5f, -0.5f}, {0.f, -1.f, 0.f}, cubeColor },
};
std::vector<unsigned int> cubeIndices = {
0,1,2, 2,3,0, // front
4,5,6, 6,7,4, // back
8,9,10, 10,11,8, // left
12,13,14, 14,15,12, // right
16,17,18, 18,19,16, // top
20,21,22, 22,23,20 // bottom
};
Vertices vertices;
for (auto &v : cubeVerts) vertices.PushVertex(v);
for (auto i : cubeIndices) vertices.PushIndex(i);
vertices.Upload();
Shader simpleShader;
simpleShader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/simple.fs")
);
int screenWidth = WIDTH, screenHeight = HEIGHT;
glm::vec3 cameraPosition(0.f, 0.f, 2.f);
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
glm::vec3 lightPosition = cameraPosition;
glm::mat4 model(1.f);
glm::mat4 view = glm::lookAt(
cameraPosition,
cameraPosition + cameraViewDirection,
glm::vec3(0.f, 1.f, 0.f)
);
glm::mat4 projection = glm::perspective(
(float)M_PI_2,
(float)screenWidth / (float)screenHeight,
0.01f,
100.0f
);
float angle = 3.45f;
Uint64 lastTicks = SDL_GetTicks();
Object cube = Object::LoadFile("./assets/cube.obj");
Object monkey = Object::LoadFile("./assets/monkey.obj");
bool paused = false;
bool quit = false;
while (!quit) {
Uint64 currentTicks = SDL_GetTicks();
float deltaTime = (currentTicks - lastTicks) / 1000.0f; // seconds
lastTicks = currentTicks;
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
quit = true;
break;
case SDL_EVENT_WINDOW_RESIZED:
int width, height;
if (SDL_GetWindowSize(window, &width, &height)) {
glViewport(
0,
0,
width,
height);
}
break;
case SDL_EVENT_KEY_DOWN:
switch (event.key.key) {
case SDLK_SPACE:
paused = !paused;
break;
// case SDLK_F5:
// reload_shaders(&context);
// break;
default: break;
};
break;
default: break;
};
}
// update rotation
if (!paused) {
angle += glm::radians(45.0f) * deltaTime; // 72° per second
if (angle > glm::two_pi<float>()) {
angle -= glm::two_pi<float>(); // keep value small
}
}
// std::cout << "angle = " << angle << std::endl;
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Triangle render
{
simpleShader.use();
model = glm::rotate(
glm::mat4(1.f),
angle,
glm::vec3(0.8f, -0.4f, 0.5f)
);
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
simpleShader.setMat4("u_model", model);
simpleShader.setMat4("u_view", view);
simpleShader.setMat4("u_projection", projection);
simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
simpleShader.setVec3("lightPos", lightPosition);
simpleShader.setVec3("viewPos", cameraPosition);
simpleShader.setFloat("ambientStrength", 0.2f);
simpleShader.setFloat("specularStrength", 0.5f);
vertices.Draw();
}
SDL_GL_SwapWindow(window);
}
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
return 0;
}

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#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/ext/quaternion_geometric.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include "shader.h"
#include "file_manager.h"
#include "prelude.h"
#include "block.h"
#include "vertex.h"
#include "model.h"
#define WIDTH 1024
#define HEIGHT 768
int main() {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
SDL_Window *window = SDL_CreateWindow("OpenGL Test", WIDTH, HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE|SDL_WINDOW_ALWAYS_ON_TOP);
SDL_SetWindowRelativeMouseMode(window, true);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
fprintf(stderr, "Could not initialize GLEW!\n");
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
exit(1);
}
std::cout << "GL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "GL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "GL_VERSION: " << glGetString(GL_VERSION) << std::endl;
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEPTH_TEST);
glDebugMessageCallback(MessageCallback, 0);
Shader simpleShader;
simpleShader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/simple.fs")
);
int screenWidth = WIDTH, screenHeight = HEIGHT;
glm::vec3 cameraPosition(0.f, 0.f, 2.f);
// glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
glm::vec3 lightPosition(-5.f, 5.f, 5.f);
glm::mat4 model(1.f);
glm::mat4 projection = glm::perspective(
(float)M_PI_2,
(float)screenWidth / (float)screenHeight,
0.01f,
100.0f
);
float angle = 3.45f;
Uint64 lastTicks = SDL_GetTicks();
// Object teapot = Object::LoadFile("./assets/kastrula/kastrula.obj");
// Object bricks = Object::LoadFile("./assets/bricks/bricks.obj");
Object lightSource = Object::LoadFile("./assets/cube.obj");
Object target = Object::LoadFile("./assets/car/car.obj");
bool paused = false;
float yaw = -90.0f; // looking along -Z initially
float pitch = 0.0f; // no vertical tilt
// FPS tracking
Uint64 startTicks = SDL_GetTicks();
int frameCount = 0;
bool quit = false;
while (!quit) {
Uint64 currentTicks = SDL_GetTicks();
float deltaTime = (currentTicks - lastTicks) / 1000.0f; // seconds
lastTicks = currentTicks;
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
quit = true;
break;
case SDL_EVENT_WINDOW_RESIZED:
int width, height;
if (SDL_GetWindowSize(window, &width, &height)) {
screenWidth = width;
screenHeight = height;
glViewport(
0,
0,
width,
height);
projection = glm::perspective(
(float)M_PI_2,
(float)screenWidth / (float)screenHeight,
0.01f,
100.0f
);
}
break;
default: break;
};
}
float mouseXRel, mouseYRel;
Uint32 mouseState = SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
float sensitivity = 0.1f; // tweak as needed
yaw += mouseXRel * sensitivity;
pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
// clamp pitch to avoid flipping
if (pitch > 89.0f) pitch = 89.0f;
if (pitch < -89.0f) pitch = -89.0f;
// convert to direction vector
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
cameraViewDirection.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection.y = sin(glm::radians(pitch));
cameraViewDirection.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection = glm::normalize(cameraViewDirection);
glm::vec3 velocity(0.f);
const bool* state = SDL_GetKeyboardState(nullptr);
if (state[SDL_SCANCODE_P]) paused = !paused;
glm::vec3 front = glm::normalize(glm::vec3(cameraViewDirection.x, 0.f, cameraViewDirection.z));
glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0.f, 1.f, 0.f)));
if (state[SDL_SCANCODE_W]) velocity += front;
if (state[SDL_SCANCODE_S]) velocity -= front;
if (state[SDL_SCANCODE_A]) velocity -= right;
if (state[SDL_SCANCODE_D]) velocity += right;
if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
cameraPosition += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
glm::mat4 view = glm::lookAt(
cameraPosition,
cameraPosition + cameraViewDirection,
glm::vec3(0.f, 1.f, 0.f)
);
// update rotation
if (!paused) {
angle += glm::radians(45.0f) * deltaTime; // 72° per second
if (angle > glm::two_pi<float>()) {
angle -= glm::two_pi<float>(); // keep value small
}
}
// std::cout << "angle = " << angle << std::endl;
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Triangle render
{
simpleShader.use();
simpleShader.setMat4("u_view", view);
simpleShader.setMat4("u_projection", projection);
simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
simpleShader.setVec3("lightPos", lightPosition);
simpleShader.setVec3("viewPos", cameraPosition);
model = glm::mat4(1.f);
model = glm::translate(model, lightPosition);
simpleShader.setMat4("u_model", model);
lightSource.Render(simpleShader);
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
model = glm::rotate(
glm::mat4(1.f),
angle,
glm::vec3(0.f, -0.5f, 0.0f)
) * 0.5f;
simpleShader.setMat4("u_model", model);
target.Render(simpleShader);
}
SDL_GL_SwapWindow(window);
frameCount++;
currentTicks = SDL_GetTicks();
Uint64 elapsed = currentTicks - startTicks;
if (elapsed >= 1000) { // one second passed
double fps = (double)frameCount / (elapsed / 1000.0);
std::cout << "FPS: " << fps << std::endl;
frameCount = 0;
startTicks = currentTicks;
}
}
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
return 0;
}

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#include <iostream>
#include <fstream>
#include <sstream>
#include <memory>
#include <filesystem>
#include <GL/glew.h>
#include "model.h"
ObjElement toElement(const std::string &s) {
if (s == "#") return ObjElement::OHASH;
if (s == "mtllib") return ObjElement::MTLLIB;
if (s == "usemtl") return ObjElement::USEMTL;
if (s == "o") return ObjElement::O;
if (s == "v") return ObjElement::V;
if (s == "vn") return ObjElement::VN;
if (s == "vt") return ObjElement::VT;
if (s == "f") return ObjElement::F;
return ObjElement::OUNKNOWN;
}
MtlElement toMtlElement(const std::string &s) {
if (s == "#") return MtlElement::MHASH;
if (s == "newmtl") return MtlElement::NEWMTL;
if (s == "Ns") return MtlElement::NS;
if (s == "Ka") return MtlElement::KA;
if (s == "Ks") return MtlElement::KS;
if (s == "Kd") return MtlElement::KD;
if (s == "Ni") return MtlElement::NI;
if (s == "d") return MtlElement::D;
if (s == "illum") return MtlElement::ILLUM;
if (s == "map_Kd") return MtlElement::MAP_KD;
if (s == "map_Ka") return MtlElement::MAP_KA;
// if (s == "map_Ke") return MtlElement::MAP_KE;
return MtlElement::MUNKNOWN;
}
void Vertex::DefineAttrib()
{
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
glEnableVertexAttribArray(2);
}
void Face::PushItem(const FaceItem& item)
{
m_items.push_back(item);
}
inline int Object::NormalizeIndex(const std::string &s, int baseCount) {
if (s.empty()) return -1;
int idx = std::stoi(s);
if (idx > 0) return idx - 1;
return baseCount + idx;
}
Mesh::Mesh() {
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ebo);
glBindVertexArray(m_vao);
// VBO (vertex buffer)
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
// EBO (index buffer)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
Vertex::DefineAttrib();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
Object::Object() {
m_vertices = std::vector<glm::vec3>();
m_normals = std::vector<glm::vec3>();
m_texCoords = std::vector<glm::vec2>();
}
void Object::LoadMaterials(const std::string& filename) {
std::ifstream file(filename);
std::string currentMaterialName;
std::shared_ptr<Material> currentMaterial;
std::string line;
while (std::getline(file, line)) {
std::istringstream iss(line);
std::string prefix;
iss >> prefix;
switch(toMtlElement(prefix)) {
case MtlElement::MHASH:
{
std::cout << "comment: " << line << std::endl;
continue;
}
case MtlElement::NEWMTL:
{
if (currentMaterial) {
m_materials.insert(std::make_pair(currentMaterialName, std::move(currentMaterial)));
currentMaterial = nullptr;
}
std::string materialName;
iss >> materialName;
currentMaterialName = materialName;
currentMaterial = std::make_shared<Material>();
break;
}
case MtlElement::NS:
{
float weight;
iss >> weight;
currentMaterial->SetSpecularWeight(weight);
}
case MtlElement::KA:
{
float r, g, b;
iss >> r >> g >> b;
currentMaterial->SetAmbientColor(glm::vec3(r, g, b));
break;
}
case MtlElement::KS:
{
float r, g, b;
iss >> r >> g >> b;
currentMaterial->SetSpecularColor(glm::vec3(r, g, b));
break;
}
case MtlElement::KD:
{
float r, g, b;
iss >> r >> g >> b;
currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
break;
}
case MtlElement::MAP_KD:
{
std::string texturePath;
std::string part;
while (iss >> part) {
texturePath += part + " ";
}
texturePath = texturePath.substr(0, texturePath.size() - 1);
currentMaterial->SetDiffuseTexture(Texture::LoadFile(texturePath));
}
}
}
if (currentMaterial) {
// m_materials.insert(std::make_pair(currentMaterialName, std::move(currentMaterial)));
AddMaterial(currentMaterialName, std::move(currentMaterial));
}
}
void Object::AddMaterial(std::string name, std::shared_ptr<Material> material)
{
m_materials.insert(std::make_pair(std::move(name), std::move(material)));
}
std::shared_ptr<Material> Object::GetMaterial(std::string name)
{
auto material = m_materials.find(name);
if (material == m_materials.end()) return nullptr;
return material->second;
}
void Object::CreateNewMesh(const std::string& materialName)
{
Mesh mesh;
mesh.materialName = materialName;
m_meshes.push_back(mesh);
}
Mesh& Object::GetLastMesh()
{
if (m_meshes.empty()) {
auto material = std::make_shared<Material>();
material->SetAmbientColor(glm::vec3(0.52f, 0.52f, 0.52f));
// TODO: come up with name for a default material
AddMaterial("", std::move(material));
CreateNewMesh("");
}
return m_meshes.back();
}
Object Object::LoadFile(const std::string& filename) {
std::ifstream file(filename);
Object obj;
std::string line;
while (std::getline(file, line)) {
std::istringstream iss(line);
std::string prefix;
iss >> prefix;
switch(toElement(prefix)) {
// comment
case ObjElement::OHASH:
{
std::cout << "comment: " << line << std::endl;
continue;
}
case ObjElement::MTLLIB:
{
std::string mtlFile;
iss >> mtlFile;
std::filesystem::path fullPath = filename;
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
obj.LoadMaterials(mtlPath);
std::cout << "loaded mtl at '" << mtlPath << "' with "
<< obj.m_materials.size() << " materials" << std::endl;
break;
}
case ObjElement::USEMTL:
{
std::string materialName;
iss >> materialName;
auto& mesh = obj.GetLastMesh();
if (mesh.materialName != materialName) {
Mesh mesh;
mesh.materialName = materialName;
obj.m_meshes.push_back(mesh);
}
break;
}
// object name I suppose
case ObjElement::O:
{
obj.m_name = line.substr(2);
break;
}
// vertex with its position
case ObjElement::V:
{
float x, y, z, w;
w = 1.0f;
iss >> x >> y >> z;
if (iss >> w) {
x /= w;
y /= w;
z /= w;
}
obj.m_vertices.emplace_back(x, y, z);
break;
}
case ObjElement::VN:
{
float x, y, z;
iss >> x >> y >> z;
obj.m_normals.emplace_back(x, y, z);
break;
}
case ObjElement::VT:
{
float u, v;
iss >> u >> v;
obj.m_texCoords.emplace_back(u, 1.0f - v);
break;
}
case ObjElement::F:
{
auto& mesh = obj.GetLastMesh();
std::string token;
Face fv;
while (iss >> token) {
std::string a, b, c;
std::istringstream ref(token);
std::getline(ref, a, '/');
std::getline(ref, b, '/');
std::getline(ref, c, '/');
int vi = Object::NormalizeIndex(a, (int)obj.m_vertices.size());
int ti = Object::NormalizeIndex(b, (int)obj.m_texCoords.size());
int ni = Object::NormalizeIndex(c, (int)obj.m_normals.size());
glm::vec3 vert, norm;
glm::vec2 texCoord;
vert = obj.m_vertices[vi];
if (ni >= 0) norm = obj.m_normals[ni];
if (ti >= 0) texCoord = obj.m_texCoords[ti];
mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
}
break;
}
}
}
std::cout << "Object name: " << obj.m_name << std::endl;
std::cout << "Vertices count: " << obj.m_vertices.size() << std::endl;
std::cout << "Normals count: " << obj.m_normals.size() << std::endl;
std::cout << "TexCoords count: " << obj.m_texCoords.size() << std::endl;
std::cout << "Meshes count: " << obj.m_meshes.size() << std::endl;
std::cout << "Materials count: " << obj.m_materials.size() << std::endl;
// std::cout << "Vertex Buffer size: " << obj.m_vertexBuffer.size() << std::endl;
// std::cout << "Index Buffer size: " << obj.m_indexBuffer.size() << std::endl;
file.close();
for (auto &mesh : obj.m_meshes) {
mesh.Upload();
}
return obj;
}
void Object::Render(Shader& shader)
{
for (auto &mesh : m_meshes) {
auto material = GetMaterial(mesh.materialName);
shader.setFloat("ambientStrength", 0.2f);
shader.setFloat("specularStrength", material->GetSpecularWeight());
shader.setVec3("ambientColor", material->GetAmbientColor());
shader.setVec3("diffuseColor", material->GetDiffuseColor());
shader.setVec3("specularColor", material->GetSpecularColor());
if (material->HasDiffuseTexture()) {
shader.setBool("useTexture", true);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
shader.setInt("diffuseTex", 0);
} else {
shader.setBool("useTexture", false);
}
mesh.Render();
}
}
void Mesh::Upload()
{
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_STATIC_DRAW);
// Upload indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
}
void Mesh::Render()
{
Bind();
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
Unbind();
}

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#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <stdbool.h>
#include <string.h>
#include <errno.h>
#include "prelude.h"
#define GLEW_STATIC
#include <GL/glew.h>
#define SCREEN_WIDTH 1024
#define SCREEN_HEIGHT 768
void panic_errno(const char *fmt, ...)
{
fprintf(stderr, "ERROR: ");
va_list args;
va_start(args, fmt);
vfprintf(stderr, fmt, args);
va_end(args);
fprintf(stderr, ": %s\n", strerror(errno));
exit(1);
}
char *slurp_file(const char *file_path)
{
#define SLURP_FILE_PANIC panic_errno("Could not read file `%s`", file_path)
FILE *f = fopen(file_path, "r");
if (f == NULL) SLURP_FILE_PANIC;
if (fseek(f, 0, SEEK_END) < 0) SLURP_FILE_PANIC;
long size = ftell(f);
if (size < 0) SLURP_FILE_PANIC;
char *buffer = (char*)malloc(size + 1);
if (buffer == NULL) SLURP_FILE_PANIC;
if (fseek(f, 0, SEEK_SET) < 0) SLURP_FILE_PANIC;
fread(buffer, 1, size, f);
if (ferror(f) < 0) SLURP_FILE_PANIC;
buffer[size] = '\0';
if (fclose(f) < 0) SLURP_FILE_PANIC;
return buffer;
#undef SLURP_FILE_PANIC
}
bool compile_shader_source(const GLchar *source, GLenum shader_type, GLuint *shader)
{
*shader = glCreateShader(shader_type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
GLint compiled = 0;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar message[1024];
GLsizei message_size = 0;
glGetShaderInfoLog(*shader, sizeof(message), &message_size, message);
fprintf(stderr, "%.*s\n", message_size, message);
return false;
}
return true;
}
bool compile_shader_file(const char *file_path, GLenum shader_type, GLuint *shader)
{
char *source = slurp_file(file_path);
bool err = compile_shader_source(source, shader_type, shader);
free(source);
return err;
}
bool link_program(GLuint vert_shader, GLuint frag_shader, GLuint *program)
{
*program = glCreateProgram();
glAttachShader(*program, vert_shader);
glAttachShader(*program, frag_shader);
glLinkProgram(*program);
GLint linked = 0;
glGetProgramiv(*program, GL_LINK_STATUS, &linked);
if (!linked) {
GLsizei message_size = 0;
GLchar message[1024];
glGetProgramInfoLog(*program, sizeof(message), &message_size, message);
fprintf(stderr, "Program Linking: %.*s\n", message_size, message);
}
glDeleteShader(vert_shader);
glDeleteShader(frag_shader);
return program;
}
void reload_shaders(RenderContext* context)
{
glDeleteProgram(context->program);
context->program_failed = false;
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLuint vert = 0;
if (!compile_shader_file("./main.vert", GL_VERTEX_SHADER, &vert)) {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
context->program_failed = true;
return;
}
GLuint frag = 0;
if (!compile_shader_file("./main.frag", GL_FRAGMENT_SHADER, &frag)) {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
context->program_failed = true;
return;
}
if (!link_program(vert, frag, &context->program)) {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
context->program_failed = true;
return;
}
glUseProgram(context->program);
context->resolution_location = glGetUniformLocation(context->program, "resolution");
context->time_location = glGetUniformLocation(context->program, "time");
printf("Successfully Reload the Shaders\n");
}
void window_size_callback(SDL_Window* window, int width, int height)
{
(void) window;
glViewport(
width / 2 - SCREEN_WIDTH / 2,
height / 2 - SCREEN_HEIGHT / 2,
SCREEN_WIDTH,
SCREEN_HEIGHT);
}
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam)
{
(void) source;
(void) id;
(void) length;
(void) userParam;
fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
(type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
type, severity, message);
}
void process_prelude(RenderContext *context)
{
// glfwSetKeyCallback(window, key_callback);
// glfwSetFramebufferSizeCallback(window, window_size_callback);
glClear(GL_COLOR_BUFFER_BIT);
if (!context->program_failed) {
glUniform2f(context->resolution_location,
SCREEN_WIDTH,
SCREEN_HEIGHT);
glUniform1f(context->time_location, context->time);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
int64_t cur_time = SDL_GetTicks();
if (!context->pause) {
context->time += cur_time - context->prev_time;
}
context->prev_time = cur_time;
}

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#include "shader.h"
Shader::Shader()
{
}
Shader::~Shader()
{
}
void Shader::init(const std::string &vertexCode, const std::string &fragmentCode)
{
m_vertexCode = vertexCode;
m_fragmentCode = fragmentCode;
compile();
link();
}
void Shader::use()
{
glUseProgram(m_id);
}
void Shader::setBool(const std::string &name, bool value) const
{
glUniform1i(glGetUniformLocation(m_id, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, int value) const
{
glUniform1i(glGetUniformLocation(m_id, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const
{
glUniform1f(glGetUniformLocation(m_id, name.c_str()), value);
}
void Shader::setVec2(const std::string &name, const glm::vec2 &value) const
{
glUniform2fv(glGetUniformLocation(m_id, name.c_str()), 1, &value[0]);
}
void Shader::setVec2(const std::string &name, float x, float y) const
{
glUniform2f(glGetUniformLocation(m_id, name.c_str()), x, y);
}
void Shader::setVec3(const std::string &name, const glm::vec3 &value) const
{
glUniform3fv(glGetUniformLocation(m_id, name.c_str()), 1, &value[0]);
}
void Shader::setVec3(const std::string &name, float x, float y, float z) const
{
glUniform3f(glGetUniformLocation(m_id, name.c_str()), x, y, z);
}
void Shader::setVec4(const std::string &name, const glm::vec4 &value) const
{
glUniform4fv(glGetUniformLocation(m_id, name.c_str()), 1, &value[0]);
}
void Shader::setVec4(const std::string &name, float x, float y, float z, float w) const
{
glUniform4f(glGetUniformLocation(m_id, name.c_str()), x, y, z, w);
}
void Shader::setMat2(const std::string &name, const glm::mat2 &mat) const
{
glUniformMatrix2fv(glGetUniformLocation(m_id, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
void Shader::setMat3(const std::string &name, const glm::mat3 &mat) const
{
glUniformMatrix3fv(glGetUniformLocation(m_id, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
void Shader::setMat4(const std::string &name, const glm::mat4 &mat) const
{
glUniformMatrix4fv(glGetUniformLocation(m_id, name.c_str()), 1, GL_FALSE, &mat[0][0]);
}
void Shader::compile()
{
const char *vsCode = m_vertexCode.c_str();
m_vertexId = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(m_vertexId, 1, &vsCode, NULL);
glCompileShader(m_vertexId);
checkCompileError(m_vertexId, "Vertex Shader");
const char *fsCode = m_fragmentCode.c_str();
m_fragmentId = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(m_fragmentId, 1, &fsCode, NULL);
glCompileShader(m_fragmentId);
checkCompileError(m_fragmentId, "Fragment Shader");
}
void Shader::link()
{
m_id = glCreateProgram();
glAttachShader(m_id, m_vertexId);
glAttachShader(m_id, m_fragmentId);
glLinkProgram(m_id);
checkLinkingError();
glDeleteShader(m_vertexId);
glDeleteShader(m_fragmentId);
}
void Shader::checkCompileError(unsigned int shader, const std::string type)
{
int success;
char infoLog[1024];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "Shader: Error compiling " << type << ":" << std::endl
<< infoLog
<< std::endl;
}
}
void Shader::checkLinkingError()
{
int success;
char infoLog[1024];
glGetProgramiv(m_id, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(m_id, 1024, NULL, infoLog);
std::cout << "Shader: Error linking shader program: " << std::endl
<< infoLog
<< std::endl;
}
}

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#version 410 core
// Output color of the fragment (pixel)
out vec4 FragColor; // RGBA color for the fragment, where A is the alpha (opacity)
in vec3 vertexPos;
in vec3 vertexNormal;
in vec2 TexCoords;
uniform vec3 lightPos;
uniform vec3 viewPos;
// From Object Renderer
uniform vec3 ambientColor;
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform float ambientStrength;
uniform float specularStrength;
uniform sampler2D diffuseTex;
uniform bool useTexture;
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
void main()
{
// Lighting vectors
vec3 lightDir = normalize(lightPos - vertexPos);
vec3 norm = normalize(vertexNormal);
vec3 viewDir = normalize(viewPos - vertexPos);
vec3 reflectDir = reflect(-lightDir, norm);
// Phong components
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * specularColor;
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * diffuseColor;
vec3 ambient = ambientStrength * ambientColor;
vec3 texColor = (useTexture)
? texture(diffuseTex, TexCoords).rgb
: diffuseColor;
vec3 result = (ambient + diffuse + specular) * texColor;
FragColor = vec4(result, 1.0);
}

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#version 460 core
// Input vertex attributes
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
layout (location = 1) in vec3 normal; // vertex normal
layout (location = 2) in vec2 texCoord; // Vertex texture uv
// Output to fragment shader
out vec3 vertexPos;
out vec3 vertexNormal;
out vec2 TexCoords;
// Uniforms for transformation matrices
uniform mat4 u_model; // Model matrix: transforms from local space to world space
uniform mat4 u_view; // View matrix: transforms from world space to camera space (view space)
uniform mat4 u_projection; // Projection matrix: transforms from camera space to clip space
void main()
{
vertexPos = vec3(u_model * vec4(position, 1.0));
mat3 normalMatrix = mat3(transpose(inverse(u_model)));
vertexNormal = normalMatrix * normal;
// vertexNormal = normal;
TexCoords = texCoord;
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
}

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#include <iostream>
#include <memory>
#include <GL/glew.h>
#include "texture.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
auto texture = std::make_unique<Texture>();
int w, h, c;
unsigned char *data = stbi_load(filename.c_str(), &w, &h, &c, 0);
if (!data) {
std::cerr << "ERROR: Failed to load texture under '" << filename << "'" << std::endl;
std::exit(1);
}
glGenTextures(1, &texture.get()->m_id);
glBindTexture(GL_TEXTURE_2D, texture.get()->m_id);
// TODO: configure properly
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// TODO: automatically detect values for this function
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
std::cout << "Loaded texture under '" << filename << "' with size of " << sizeof(data) << " bytes" << std::endl;
stbi_image_free(data);
return std::move(texture);
}

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#include <GL/glew.h>
#include "vertex.h"
#define BLOCK_SIZE 0.5f
Point::Point(glm::vec3 position, glm::vec3 normal, glm::vec4 color)
{
m_position = position;
m_normal = normal;
m_color = color;
}
Vertices::Vertices()
{
m_items = std::vector<Point>();
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ebo);
glBindVertexArray(m_vao);
// VBO (vertex buffer)
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
// EBO (index buffer)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(triangleIndices), triangleIndices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Point), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Point), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(Point), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// Call this after you finish adding vertices (or call it each time after PushBlock)
void Vertices::Upload()
{
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_items.size() * sizeof(Point), m_items.data(), GL_DYNAMIC_DRAW);
// Upload indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(unsigned int), m_indices.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
}
// void Vertices::PushBlock(const Block& block)
// {
// // 1 face
// m_items.emplace_back(block.Position(), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, 0.f), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, 0.f), block.Color());
// // 2 face
// m_items.emplace_back(block.Position(), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, 0.f), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, 0.f), block.Color());
// // 3 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// // 4 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// // 5 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position(), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, 0.f), block.Color());
// // 6 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, 0.f), block.Color());
// // 7 face
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, 0.f), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, 0.f), block.Color());
// // 8 face
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, 0.f), block.Color());
// // 9 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, 0.f), block.Color());
// m_items.emplace_back(block.Position(), block.Color());
// // 10 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, 0.f), block.Color());
// // 11 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, BLOCK_SIZE, 0.f), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, BLOCK_SIZE, 0.f), block.Color());
// // 12 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, BLOCK_SIZE, 0.f), block.Color());
// }
void Vertices::PushVertex(const Point& point)
{
m_items.push_back(point);
}
void Vertices::PushIndex(unsigned int index)
{
m_indices.push_back(index);
}
void Vertices::Bind()
{
glBindVertexArray(m_vao);
}
void Vertices::Unbind()
{
glBindVertexArray(0);
}
void Vertices::Draw()
{
Bind();
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices.size()), GL_UNSIGNED_INT, 0);
Unbind();
}