feat: reorganize source code + cleanup
This commit is contained in:
@ -1,16 +0,0 @@
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#ifndef BLOCK_H_
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#define BLOCK_H_
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#include <glm/glm.hpp>
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class Block {
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private:
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glm::vec3 m_position;
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glm::vec4 m_color;
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public:
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Block(glm::vec3 position, glm::vec4 color);
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public:
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inline glm::vec3 Position() const { return m_position; }
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inline glm::vec4 Color() const { return m_color; }
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};
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#endif
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141
include/model.h
141
include/model.h
@ -1,141 +0,0 @@
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#ifndef MODEL_H_
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#define MODEL_H_
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#include <vector>
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#include <string>
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#include <filesystem>
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#include <unordered_map>
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#include <glm/glm.hpp>
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#include <memory>
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#include "shader.h"
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#include "texture.h"
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enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
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enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
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class Vertex {
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private:
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glm::vec3 m_position;
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glm::vec3 m_normal;
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glm::vec2 m_texCoord;
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public:
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Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 texCoord)
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: m_position(position), m_normal(normal), m_texCoord(texCoord) {}
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public:
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static void DefineAttrib();
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};
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class FaceItem {
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private:
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unsigned int m_vIndex;
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unsigned int m_nIndex;
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unsigned int m_tIndex;
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public:
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FaceItem()
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: m_vIndex(0), m_nIndex(0), m_tIndex(0) {}
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FaceItem(unsigned int vI, unsigned int nI, unsigned int tI)
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: m_vIndex(vI), m_nIndex(nI), m_tIndex(tI) {}
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public:
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inline const unsigned int GetVertex() const { return m_vIndex; }
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inline const unsigned int GetNormal() const { return m_nIndex; }
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inline const unsigned int GetTex() const { return m_tIndex; }
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public:
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inline void SetVertex(unsigned int vIndex) { m_vIndex = vIndex; }
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inline void SetNorm(unsigned int nIndex) { m_nIndex = nIndex; }
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inline void SetTex(unsigned int tIndex) { m_tIndex = tIndex; }
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};
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class Face {
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private:
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std::vector<FaceItem> m_items;
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public:
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Face()
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: m_items(std::vector<FaceItem>()) {}
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public:
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void PushItem(const FaceItem& item);
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public:
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inline const unsigned int GetSize() const { return m_items.size(); }
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inline const FaceItem& GetItem(unsigned int index) const { return m_items[index]; }
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};
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class Material {
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private:
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glm::vec3 m_ambient { 0.2f, 0.2f, 0.2f };
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glm::vec3 m_diffuse { 0.8f, 0.8f, 0.8f };
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glm::vec3 m_specular { 1.0f, 1.0f, 1.0f };
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float m_shininess { 32.0f };
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float m_opacity { 1.0f };
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int m_illum { 2 };
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std::unique_ptr<Texture> m_diffuse_tex { nullptr };
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public:
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Material() = default;
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Material(const Material& other) = default; // copy constructor
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Material& operator=(const Material& other) = default;
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public:
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inline const glm::vec3 GetAmbientColor() const { return m_ambient; }
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inline const glm::vec3 GetDiffuseColor() const { return m_diffuse; }
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inline const glm::vec3 GetSpecularColor() const { return m_specular; }
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inline const float GetSpecularWeight() const { return m_shininess; }
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inline const bool HasDiffuseTexture() const { return m_diffuse_tex != nullptr; }
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inline const Texture* GetDiffuseTexture() const { return m_diffuse_tex.get(); }
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inline const float GetOpacity() const { return m_opacity; }
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inline const int GetIllumination() const { return m_illum; }
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public:
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inline void SetAmbientColor(glm::vec3 ambient) { m_ambient = ambient; }
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inline void SetDiffuseColor(glm::vec3 diffuse) { m_diffuse = diffuse; }
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inline void SetSpecularColor(glm::vec3 specular) { m_specular = specular; }
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inline void SetSpecularWeight(float weight) { m_shininess = weight; }
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inline void SetDiffuseTexture(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); }
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inline void SetOpacity(float opacity) { m_opacity = opacity; }
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inline void SetIllumination(float illum) { m_illum = illum; }
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};
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class Mesh {
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public: // TODO: abstract away
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unsigned int m_vao, m_vbo, m_ebo;
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std::vector<Vertex> m_vertexBuffer;
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std::vector<unsigned int> m_indexBuffer;
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public: // TODO: abstract away
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void Bind() { glBindVertexArray(m_vao); }
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void Unbind() { glBindVertexArray(0); }
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void Upload();
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public:
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std::string materialName;
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public:
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Mesh();
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public:
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void Render();
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};
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class Object {
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private:
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std::string m_name;
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std::vector<glm::vec3> m_vertices;
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std::vector<glm::vec3> m_normals;
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std::vector<glm::vec2> m_texCoords;
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std::vector<Mesh> m_meshes;
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std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
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private:
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static inline int NormalizeIndex(const std::string &s, int baseCount);
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private:
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Object();
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public:
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static Object LoadFile(const std::string& filename);
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private:
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void LoadMaterials(const std::filesystem::path& filename);
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private:
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void AddMaterial(std::string name, std::shared_ptr<Material> material);
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std::shared_ptr<Material> GetMaterial(std::string name);
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private:
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Mesh& GetLastMesh();
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void CreateNewMesh(const std::string& materialName);
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public:
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void Render(Shader& shader);
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};
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#endif // MODEL_H_
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@ -1,43 +0,0 @@
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#ifndef PRELUDE_H_
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#define PRELUDE_H_
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#ifndef WIN32
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#define GLEW_STATIC
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#endif
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#include <GL/glew.h>
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#include "SDL3/SDL.h"
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struct RenderContext {
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Uint64 time;
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Uint64 prev_time;
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bool program_failed = false;
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GLuint program = 0;
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GLint resolution_location = 0;
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GLint time_location = 0;
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bool pause = false;
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};
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bool compile_shader_source(const GLchar *source, GLenum shader_type, GLuint *shader);
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bool compile_shader_file(const char *file_path, GLenum shader_type, GLuint *shader);
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bool link_program(GLuint vert_shader, GLuint frag_shader, GLuint *program);
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void reload_shaders(RenderContext*context);
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// void key_callback(SDL_Window* window, int key, int scancode, int action, int mods);
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void window_size_callback(SDL_Window* window, int width, int height);
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void MessageCallback(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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const void* userParam);
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void process_prelude(RenderContext *context);
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#endif // PRELUDE_H_
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18
include/renderer/basics.h
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18
include/renderer/basics.h
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#ifndef RENDERER_BASICS_H
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#define RENDERER_BASICS_H
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#include <glm/glm.hpp>
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class Vertex {
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private:
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glm::vec3 m_position;
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glm::vec3 m_normal;
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glm::vec2 m_texCoord;
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public:
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Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 texCoord)
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: m_position(position), m_normal(normal), m_texCoord(texCoord) {}
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public:
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static void DefineAttrib();
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};
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#endif // RENDERER_BASICS_H
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16
include/renderer/debug.h
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16
include/renderer/debug.h
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#ifndef RENDERER_DEBUG_
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#define RENDERER_DEBUG_
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#include <iostream>
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#include <GL/glew.h>
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void MessageCallback(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar* message,
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const void* userParam);
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#endif // RENDERER_DEBUG_
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42
include/renderer/material.h
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42
include/renderer/material.h
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#ifndef MATERIAL_H_
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#define MATERIAL_H_
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#include <glm/glm.hpp>
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#include <memory>
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#include "texture.h"
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class Material {
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private:
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glm::vec3 m_ambient { 0.2f, 0.2f, 0.2f };
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glm::vec3 m_diffuse { 0.8f, 0.8f, 0.8f };
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glm::vec3 m_specular { 1.0f, 1.0f, 1.0f };
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float m_shininess { 32.0f };
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float m_opacity { 1.0f };
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int m_illum { 2 };
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std::unique_ptr<Texture> m_diffuse_tex { nullptr };
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public:
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Material() = default;
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Material(const Material& other) = default; // copy constructor
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Material& operator=(const Material& other) = default;
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public:
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inline const glm::vec3 GetAmbientColor() const { return m_ambient; }
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inline const glm::vec3 GetDiffuseColor() const { return m_diffuse; }
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inline const glm::vec3 GetSpecularColor() const { return m_specular; }
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inline const float GetSpecularWeight() const { return m_shininess; }
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inline const bool HasDiffuseTexture() const { return m_diffuse_tex != nullptr; }
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inline const Texture* GetDiffuseTexture() const { return m_diffuse_tex.get(); }
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inline const float GetOpacity() const { return m_opacity; }
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inline const int GetIllumination() const { return m_illum; }
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public:
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inline void SetAmbientColor(glm::vec3 ambient) { m_ambient = ambient; }
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inline void SetDiffuseColor(glm::vec3 diffuse) { m_diffuse = diffuse; }
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inline void SetSpecularColor(glm::vec3 specular) { m_specular = specular; }
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inline void SetSpecularWeight(float weight) { m_shininess = weight; }
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inline void SetDiffuseTexture(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); }
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inline void SetOpacity(float opacity) { m_opacity = opacity; }
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inline void SetIllumination(float illum) { m_illum = illum; }
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};
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#endif // MATERIAL_H_
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65
include/renderer/wavefront.h
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65
include/renderer/wavefront.h
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#ifndef MODEL_H_
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#define MODEL_H_
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#include <vector>
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#include <string>
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#include <filesystem>
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#include <unordered_map>
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#include <glm/glm.hpp>
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#include <memory>
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#include "shader.h"
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#include "texture.h"
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#include "renderer/material.h"
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#include "renderer/basics.h"
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enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
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enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
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class Mesh {
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public: // TODO: abstract away
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unsigned int m_vao, m_vbo, m_ebo;
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std::vector<Vertex> m_vertexBuffer;
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std::vector<unsigned int> m_indexBuffer;
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public: // TODO: abstract away
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void Bind() { glBindVertexArray(m_vao); }
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void Unbind() { glBindVertexArray(0); }
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void Upload();
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public:
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std::string materialName;
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public:
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Mesh();
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public:
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void Render();
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};
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class Object {
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private:
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std::string m_name;
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std::vector<glm::vec3> m_vertices;
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std::vector<glm::vec3> m_normals;
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std::vector<glm::vec2> m_texCoords;
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std::vector<Mesh> m_meshes;
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std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
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private:
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static inline int NormalizeIndex(const std::string &s, int baseCount);
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private:
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Object();
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public:
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static Object LoadFile(const std::string& filename);
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private:
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void LoadMaterials(const std::filesystem::path& filename);
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private:
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void AddMaterial(std::string name, std::shared_ptr<Material> material);
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std::shared_ptr<Material> GetMaterial(std::string name);
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private:
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Mesh& GetLastMesh();
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void CreateNewMesh(const std::string& materialName);
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public:
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void Render(Shader& shader);
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};
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#endif // MODEL_H_
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@ -1,37 +0,0 @@
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#ifndef VERTEX_H_
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#define VERTEX_H_
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#include <vector>
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#include <glm/glm.hpp>
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#include "block.h"
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class Point {
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private:
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glm::vec3 m_position;
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glm::vec3 m_normal;
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glm::vec4 m_color;
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public:
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Point(glm::vec3 position, glm::vec3 normal, glm::vec4 color);
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};
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class Vertices {
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private:
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std::vector<Point> m_items;
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std::vector<unsigned int> m_indices;
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unsigned int m_vao;
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unsigned int m_vbo;
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unsigned int m_ebo;
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public:
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Vertices();
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public: // GPU
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void Bind();
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void Unbind();
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void Draw();
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void Upload();
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public:
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void PushVertex(const Point& point);
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void PushIndex(unsigned int index);
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};
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#endif // VERTEX_H_
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Reference in New Issue
Block a user