feat: engine class impl + IApplication interface
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@ -1,195 +1,47 @@
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#include "renderer/engine.h"
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#include <memory>
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#ifdef WIN32
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#include <corecrt_math_defines.h>
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#endif
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#include <GL/glew.h>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include "renderer/engine.h"
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#include "window/event.h"
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#include "IO/file_manager.h"
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#include "renderer/shader.h"
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#include "renderer/wavefront.h"
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Engine::Engine() {
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m_window = std::make_unique<Window>();
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m_isRunning = true;
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m_projection = glm::perspective(
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static_cast<float>(M_PI_2),
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static_cast<float>(m_window->GetWidth()) / static_cast<float>(m_window->GetHeight()),
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0.01f,
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100.0f
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);
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std::unique_ptr<IApplication> Engine::s_app = nullptr;
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std::shared_ptr<Window> Engine::s_window = nullptr;
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bool Engine::s_running = false;
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m_window->subscribe<WindowResized>([this](const WindowResized& e) {
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HandleWindowResized(e);
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void Engine::Run(std::unique_ptr<IApplication> app) {
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s_app = std::move(app);
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s_window = Window::GetInstance();
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s_running = true;
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s_app->OnInit();
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s_window->Subscribe<WindowCloseRequested>([](const WindowCloseRequested& e) {
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Engine::s_running = false;
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});
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m_window->subscribe<WindowCloseRequested>([this](const WindowCloseRequested& e) {
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Stop();
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s_window->Subscribe<WindowResized>([](const WindowResized& e) {
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Engine::s_app->OnWindowResized(e);
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});
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}
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bool Engine::Running() const {
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return m_isRunning && m_window->IsOpen();
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}
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void Engine::Stop() {
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m_isRunning = false;
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}
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void Engine::HandleWindowResized(const WindowResized& event) {
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m_projection = glm::perspective(
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static_cast<float>(M_PI_2),
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static_cast<float>(event.w) / static_cast<float>(event.h),
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0.01f,
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100.0f
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);
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}
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void Engine::Run() {
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Shader simpleShader;
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simpleShader.init(
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FileManager::read("./src/shaders/simple.vs"),
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FileManager::read("./src/shaders/simple.fs")
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);
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glm::vec3 cameraPosition(0.f, 0.f, 2.f);
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// glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
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// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
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glm::vec3 lightPosition(-5.f, 5.f, 5.f);
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glm::mat4 model(1.f);
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float angle = 3.45f;
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Uint64 lastTicks = SDL_GetTicks();
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Object lightSource = Object::LoadFile("./assets/cube.obj");
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Object target = Object::LoadFile("./assets/monkey.obj");
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bool paused = false;
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float yaw = -90.0f; // looking along -Z initially
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float pitch = 0.0f; // no vertical tilt
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// FPS tracking
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Uint64 startTicks = SDL_GetTicks();
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int frameCount = 0;
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while (m_isRunning) {
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m_window->ProcessEvents();
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Uint64 currentTicks = SDL_GetTicks();
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float deltaTime = static_cast<float>(currentTicks - lastTicks) / 1000.0f; // seconds
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lastTicks = currentTicks;
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float mouseXRel, mouseYRel;
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SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
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float sensitivity = 0.1f; // tweak as needed
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yaw += mouseXRel * sensitivity;
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pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
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// clamp pitch to avoid flipping
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// if (pitch > 89.0f) pitch = 89.0f;
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// if (pitch < -89.0f) pitch = -89.0f;
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pitch = glm::clamp(pitch, -89.0f, 89.0f);
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// convert to direction vector
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glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
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cameraViewDirection.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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cameraViewDirection.y = sin(glm::radians(pitch));
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cameraViewDirection.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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cameraViewDirection = glm::normalize(cameraViewDirection);
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glm::vec3 velocity(0.f);
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const bool* state = SDL_GetKeyboardState(nullptr);
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if (state[SDL_SCANCODE_P]) paused = !paused;
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glm::vec3 front = glm::normalize(glm::vec3(cameraViewDirection.x, 0.f, cameraViewDirection.z));
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glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0.f, 1.f, 0.f)));
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if (state[SDL_SCANCODE_W]) velocity += front;
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if (state[SDL_SCANCODE_S]) velocity -= front;
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if (state[SDL_SCANCODE_A]) velocity -= right;
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if (state[SDL_SCANCODE_D]) velocity += right;
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if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
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if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
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cameraPosition += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
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glm::mat4 view = glm::lookAt(
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cameraPosition,
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cameraPosition + cameraViewDirection,
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glm::vec3(0.f, 1.f, 0.f)
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);
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// update rotation
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if (!paused) {
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angle += glm::radians(45.0f) * deltaTime; // 72° per second
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if (angle > glm::two_pi<float>()) {
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angle -= glm::two_pi<float>(); // keep value small
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}
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}
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while (s_running) {
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s_window->ProcessEvents();
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s_app->OnUpdate();
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glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Triangle render
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{
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simpleShader.use();
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s_app->OnRender();
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simpleShader.setMat4("u_view", view);
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simpleShader.setMat4("u_projection", m_projection);
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simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
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simpleShader.setVec3("lightPos", lightPosition);
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simpleShader.setVec3("viewPos", cameraPosition);
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model = glm::mat4(1.f);
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model = glm::translate(model, lightPosition);
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simpleShader.setMat4("u_model", model);
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lightSource.Render(simpleShader);
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// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
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model = glm::rotate(
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glm::mat4(1.f),
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angle,
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glm::vec3(0.f, -0.5f, 0.0f)
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) * 0.5f;
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simpleShader.setMat4("u_model", model);
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target.Render(simpleShader);
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}
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m_window->SwapBuffers();
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frameCount++;
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currentTicks = SDL_GetTicks();
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Uint64 elapsed = currentTicks - startTicks;
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if (elapsed >= 1000) { // one second passed
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double fps = static_cast<double>(frameCount) / (static_cast<double>(elapsed) / 1000.0);
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std::cout << "FPS: " << fps << std::endl;
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frameCount = 0;
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startTicks = currentTicks;
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}
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s_window->SwapBuffers();
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}
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}
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Engine::~Engine() {
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Destroy();
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}
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void Engine::Destroy() const {
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m_window->Destroy();
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s_app->OnShutdown();
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s_window->Destroy();
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s_app.reset();
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}
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@ -259,14 +259,14 @@ Mesh& Object::GetLastMesh()
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return m_meshes.back();
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}
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Object Object::LoadFile(const std::string& filename) {
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Object* Object::LoadFile(const std::string& filename) {
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std::ifstream file(filename);
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if (!file.is_open()) {
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std::cerr << "Failed to open OBJ file: " << filename << std::endl;
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return {};
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}
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Object obj;
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Object* obj = new Object();
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char line[1024]; // static buffer for each line (enough for OBJ lines)
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while (file.getline(line, sizeof(line))) {
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@ -284,7 +284,7 @@ Object Object::LoadFile(const std::string& filename) {
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if (mtlFile) {
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std::filesystem::path fullPath = filename;
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std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
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obj.LoadMaterials(mtlPath);
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obj->LoadMaterials(mtlPath);
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}
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break;
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}
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@ -293,11 +293,11 @@ Object Object::LoadFile(const std::string& filename) {
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{
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char* materialName = p.TakeWord();
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if (materialName) {
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auto& mesh = obj.GetLastMesh();
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auto& mesh = obj->GetLastMesh();
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if (mesh.materialName != materialName) {
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Mesh newMesh;
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newMesh.materialName = materialName;
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obj.m_meshes.push_back(newMesh);
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obj->m_meshes.push_back(newMesh);
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}
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}
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break;
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@ -306,7 +306,7 @@ Object Object::LoadFile(const std::string& filename) {
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case ObjElement::O: // object name
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{
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char* name = p.TakeWord();
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if (name) obj.m_name = name;
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if (name) obj->m_name = name;
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break;
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}
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@ -320,7 +320,7 @@ Object Object::LoadFile(const std::string& filename) {
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if (w != 0.0f && w != 1.0f) {
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x /= w; y /= w; z /= w;
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}
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obj.m_vertices.emplace_back(x, y, z);
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obj->m_vertices.emplace_back(x, y, z);
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break;
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}
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@ -329,7 +329,7 @@ Object Object::LoadFile(const std::string& filename) {
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float x = p.TakeFloat();
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float y = p.TakeFloat();
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float z = p.TakeFloat();
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obj.m_normals.emplace_back(x, y, z);
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obj->m_normals.emplace_back(x, y, z);
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break;
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}
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@ -337,32 +337,32 @@ Object Object::LoadFile(const std::string& filename) {
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{
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float u = p.TakeFloat();
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float v = p.TakeFloat();
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obj.m_texCoords.emplace_back(u, 1.0f - v);
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obj->m_texCoords.emplace_back(u, 1.0f - v);
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break;
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}
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case ObjElement::F: // face
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{
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auto& mesh = obj.GetLastMesh();
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auto& mesh = obj->GetLastMesh();
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int raw_vi, raw_ti, raw_ni;
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while (p.TakeFaceIndices(raw_vi, raw_ti, raw_ni)) {
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// Convert raw OBJ indices to 0-based / -1 sentinel
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int vi = Object::NormalizeIndex(raw_vi, (int)obj.m_vertices.size());
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int ti = Object::NormalizeIndex(raw_ti, (int)obj.m_texCoords.size());
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int ni = Object::NormalizeIndex(raw_ni, (int)obj.m_normals.size());
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int vi = Object::NormalizeIndex(raw_vi, (int)obj->m_vertices.size());
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int ti = Object::NormalizeIndex(raw_ti, (int)obj->m_texCoords.size());
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int ni = Object::NormalizeIndex(raw_ni, (int)obj->m_normals.size());
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if (vi < 0) {
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// malformed token (no vertex) — skip
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continue;
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}
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glm::vec3 vert = obj.m_vertices[vi];
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glm::vec3 vert = obj->m_vertices[vi];
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glm::vec3 norm(0.0f);
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glm::vec2 texCoord(0.0f);
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if (ni >= 0) norm = obj.m_normals[ni];
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if (ti >= 0) texCoord = obj.m_texCoords[ti];
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if (ni >= 0) norm = obj->m_normals[ni];
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if (ti >= 0) texCoord = obj->m_texCoords[ti];
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mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
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mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
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@ -376,16 +376,16 @@ Object Object::LoadFile(const std::string& filename) {
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}
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}
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std::cout << "Object name: " << obj.m_name << std::endl;
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std::cout << "Vertices count: " << obj.m_vertices.size() << std::endl;
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std::cout << "Normals count: " << obj.m_normals.size() << std::endl;
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std::cout << "TexCoords count: " << obj.m_texCoords.size() << std::endl;
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std::cout << "Meshes count: " << obj.m_meshes.size() << std::endl;
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std::cout << "Materials count: " << obj.m_materials.size() << std::endl;
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std::cout << "Object name: " << obj->m_name << std::endl;
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std::cout << "Vertices count: " << obj->m_vertices.size() << std::endl;
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std::cout << "Normals count: " << obj->m_normals.size() << std::endl;
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std::cout << "TexCoords count: " << obj->m_texCoords.size() << std::endl;
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std::cout << "Meshes count: " << obj->m_meshes.size() << std::endl;
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std::cout << "Materials count: " << obj->m_materials.size() << std::endl;
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file.close();
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for (auto &mesh : obj.m_meshes) {
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for (auto &mesh : obj->m_meshes) {
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mesh.Upload();
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}
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