feat: engine as library
This commit is contained in:
89
engine/CMakeLists.txt
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89
engine/CMakeLists.txt
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@ -0,0 +1,89 @@
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add_library(${ENGINE_TARGET} STATIC
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src/IO/parser.cpp
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src/IO/file_manager.cpp
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src/window/window.cpp
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src/components/batch.cpp
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src/renderer/debug.cpp
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src/renderer/mesh.cpp
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src/renderer/shader.cpp
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src/renderer/texture.cpp
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src/renderer/wavefront.cpp
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src/renderer/engine.cpp
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src/renderer/renderer.cpp
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src/main.cpp
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)
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set_target_properties(${ENGINE_TARGET} PROPERTIES
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CXX_STANDARD 17
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CXX_STANDARD_REQUIRED ON
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CXX_VISIBILITY_PRESET hidden
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VISIBILITY_INLINES_HIDDEN YES
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)
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target_include_directories(${ENGINE_TARGET} PUBLIC
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${CMAKE_CURRENT_SOURCE_DIR}/include
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${CMAKE_CURRENT_SOURCE_DIR}/contrib
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)
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target_link_libraries(${ENGINE_TARGET} PUBLIC
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SDL3::SDL3
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OpenGL::GL
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GLEW::GLEW
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glm::glm
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EnTT::EnTT
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)
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if (MSVC)
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target_compile_options(${ENGINE_TARGET} PRIVATE $<$<CONFIG:Debug>:/Zi>)
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target_link_options(${ENGINE_TARGET} PRIVATE $<$<CONFIG:Debug>:/DEBUG:FULL>)
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else()
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target_compile_options(${ENGINE_TARGET} PRIVATE $<$<CONFIG:Debug>:-ggdb>)
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endif()
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# Release flags
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if (MSVC)
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# /O2: optimize speed, /GL: whole program opt (LTCG), /DNDEBUG: disable asserts
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target_compile_options(${ENGINE_TARGET} PRIVATE
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$<$<CONFIG:Release>:/O2>
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$<$<CONFIG:Release>:/DNDEBUG>
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$<$<CONFIG:RelWithDebInfo>:/O2>
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)
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# Link-time codegen & extra linker opts for smaller/faster binaries
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target_link_options(${ENGINE_TARGET} PRIVATE
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$<$<CONFIG:Release>:/LTCG /OPT:ICF /OPT:REF>
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$<$<CONFIG:RelWithDebInfo>:/LTCG /OPT:ICF /OPT:REF>
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)
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else()
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# GCC/Clang
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# -O3 for max opts, -ffast-math optional but can be risky; we keep it OFF by default.
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option(CODINGGAME_USE_MARCH_NATIVE "Enable -march=native on Release for this machine" ON)
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target_compile_options(${ENGINE_TARGET} PRIVATE
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$<$<CONFIG:Release>:-O3>
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$<$<AND:$<CONFIG:Release>,$<BOOL:${CODINGGAME_USE_MARCH_NATIVE}>>:-march=native>
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$<$<CONFIG:Release>:-DNDEBUG>
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$<$<CONFIG:RelWithDebInfo>:-O3 -g>
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)
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# Linker: enable LTO when available; optionally strip symbols on non-Apple
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include(CheckIPOSupported) # IPO == LTO in CMake terms
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check_ipo_supported(RESULT ipo_supported OUTPUT ipo_msg)
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if(ipo_supported)
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set_property(TARGET ${ENGINE_TARGET} PROPERTY INTERPROCEDURAL_OPTIMIZATION_RELEASE TRUE)
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set_property(TARGET ${ENGINE_TARGET} PROPERTY INTERPROCEDURAL_OPTIMIZATION_RELWITHDEBINFO TRUE)
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endif()
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if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" AND NOT APPLE)
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# -s strips symbols at link stage (use only for pure Release)
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target_link_options(${ENGINE_TARGET} PRIVATE $<$<CONFIG:Release>:-s>)
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endif()
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endif()
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# ---------- Windows: copy runtime DLLs ----------
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if (WIN32)
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add_custom_command(TARGET ${ENGINE_TARGET} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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$<TARGET_RUNTIME_DLLS:${ENGINE_TARGET}> $<TARGET_FILE_DIR:${ENGINE_TARGET}>
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COMMAND_EXPAND_LISTS)
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endif()
|
7988
engine/contrib/stb_image.h
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7988
engine/contrib/stb_image.h
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File diff suppressed because it is too large
Load Diff
15
engine/include/engine/IO/file_manager.h
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15
engine/include/engine/IO/file_manager.h
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@ -0,0 +1,15 @@
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#ifndef FILE_MANAGER_H
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#define FILE_MANAGER_H
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#include <string>
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class FileManager
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{
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public:
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FileManager();
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~FileManager();
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static std::string read(const std::string &filename);
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};
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#endif // FILE_MANAGER_H
|
20
engine/include/engine/IO/parser.h
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20
engine/include/engine/IO/parser.h
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@ -0,0 +1,20 @@
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#ifndef PARSER_H_
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#define PARSER_H_
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// Very fast OBJ/MTL line parser
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class Parser {
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private:
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char* m_sv;
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public:
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Parser(char* sv) : m_sv(sv) {}
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public:
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void SkipSpaces();
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char* TakeWord();
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float TakeFloat();
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int TakeInt();
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bool TakeFaceIndices(int& vi, int& ti, int& ni);
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char* TakeUntil(char d);
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int TakeIndex(int baseCount);
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};
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#endif // PARSER_H_
|
17
engine/include/engine/app/app.h
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17
engine/include/engine/app/app.h
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@ -0,0 +1,17 @@
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#ifndef APPLICATION_H_
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#define APPLICATION_H_
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class IApplication {
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public:
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virtual ~IApplication() = default;
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virtual void OnInit() {};
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virtual void OnUpdate() {};
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virtual void OnRender() {};
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virtual void OnShutdown() {};
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virtual void OnEvent() {};
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virtual void OnWindowResized(const WindowResized& e) {};
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};
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#endif // APPLICATION_H_
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27
engine/include/engine/components/batch.h
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27
engine/include/engine/components/batch.h
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@ -0,0 +1,27 @@
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#ifndef COMPONENT_BATCH_H_
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#define COMPONENT_BATCH_H_
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#include "engine/renderer/renderer.h"
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// requires mesh component
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struct batch {
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friend class Renderer;
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public:
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// requires transform component
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struct item {
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unsigned int batchId;
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};
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batch();
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inline const unsigned int id() const { return m_id; }
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protected:
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static unsigned int LastID;
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private:
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unsigned int m_id;
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unsigned int m_instance_vbo { 0 };
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private:
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void prepare(glm::mat4 *instances, unsigned int count);
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};
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#endif // COMPONENT_BATCH_H_
|
6
engine/include/engine/components/camera.h
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6
engine/include/engine/components/camera.h
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@ -0,0 +1,6 @@
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#ifndef COMPONENTS_PLAYER_H_
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#define COMPONENTS_PLAYER_H_
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struct camera {};
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#endif // COMPONENTS_PLAYER_H_
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26
engine/include/engine/components/light.h
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26
engine/include/engine/components/light.h
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@ -0,0 +1,26 @@
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#ifndef COMPONENTS_LIGHT_H_
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#define COMPONENTS_LIGHT_H_
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#include <glm/glm.hpp>
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#include "engine/renderer/renderer.h"
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struct light {
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friend class Renderer;
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public:
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enum LightType {
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DIRECTIONAL = 0,
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};
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LightType type;
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glm::vec3 color;
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float intensity;
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light(LightType t, const glm::vec3& c, float i)
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: type(t), color(c), intensity(i),
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shadowMap(0), fbo(0), lightSpace(1.0f) {}
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private:
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unsigned int shadowMap;
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unsigned int fbo;
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glm::mat4 lightSpace;
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};
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#endif // COMPONENTS_LIGHT_H_
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11
engine/include/engine/components/mesh.h
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11
engine/include/engine/components/mesh.h
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@ -0,0 +1,11 @@
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#ifndef COMPONENTS_MESH_H_
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#define COMPONENTS_MESH_H_
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#include <memory>
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#include "engine/renderer/wavefront.h"
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struct mesh {
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std::shared_ptr<Object> object;
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};
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#endif // COMPONENTS_MESH_H_
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6
engine/include/engine/components/rotate.h
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6
engine/include/engine/components/rotate.h
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@ -0,0 +1,6 @@
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#ifndef COMPONENT_ROTATE_H_
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#define COMPONENT_ROTATE_H_
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struct rotate {};
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#endif // COMPONENT_ROTATE_H_
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12
engine/include/engine/components/transform.h
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12
engine/include/engine/components/transform.h
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@ -0,0 +1,12 @@
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#ifndef COMPONENTS_TRANSFORM_H_
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#define COMPONENTS_TRANSFORM_H_
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#include <glm/glm.hpp>
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struct transform {
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glm::vec3 position;
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glm::vec3 rotation;
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glm::vec3 scale;
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};
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#endif // COMPONENTS_TRANSFORM_H_
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21
engine/include/engine/renderer/basics.h
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21
engine/include/engine/renderer/basics.h
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@ -0,0 +1,21 @@
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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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#include "engine/renderer/mesh.h"
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class Vertex {
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friend class Mesh;
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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
|
14
engine/include/engine/renderer/debug.h
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14
engine/include/engine/renderer/debug.h
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@ -0,0 +1,14 @@
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#ifndef RENDERER_DEBUG_
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#define RENDERER_DEBUG_
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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_
|
22
engine/include/engine/renderer/engine.h
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22
engine/include/engine/renderer/engine.h
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@ -0,0 +1,22 @@
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#ifndef ENGINE_H_
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#define ENGINE_H_
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#include <memory>
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#include <glm/glm.hpp>
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#include "engine/window/window.h"
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#include "engine/window/events/window.h"
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#include "engine/app/app.h"
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class Engine {
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public:
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static void Run(std::unique_ptr<IApplication> app);
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private:
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static std::unique_ptr<IApplication> s_app;
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static std::shared_ptr<Window> s_window;
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static bool s_running;
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};
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#endif // ENGINE_H_
|
42
engine/include/engine/renderer/material.h
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42
engine/include/engine/renderer/material.h
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@ -0,0 +1,42 @@
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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 "engine/renderer/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_
|
27
engine/include/engine/renderer/mesh.h
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27
engine/include/engine/renderer/mesh.h
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@ -0,0 +1,27 @@
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#ifndef MESH_H_
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#define MESH_H_
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#include <vector>
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#include <string>
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#include <GL/glew.h>
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#include "engine/renderer/basics.h"
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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() const { glBindVertexArray(m_vao); }
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void Unbind() { glBindVertexArray(0); }
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void Upload() const;
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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(unsigned int count);
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};
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#endif // MESH_H_
|
37
engine/include/engine/renderer/renderer.h
Normal file
37
engine/include/engine/renderer/renderer.h
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@ -0,0 +1,37 @@
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#ifndef RENDERER_H_
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#define RENDERER_H_
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#include <glm/glm.hpp>
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#include <entt/entity/registry.hpp>
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#include "engine/renderer/shader.h"
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// TODO: make static or singleton
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class Renderer {
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public:
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Renderer(entt::registry& registry);
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void Render();
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void Init();
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void GenerateShadowMaps();
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void OnWindowResized(int w, int h);
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private:
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void ApplyLights(Shader &shader);
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void UpdateView();
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void RenderScene(Shader &shader);
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private:
|
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Shader m_shader;
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Shader m_depthShader;
|
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entt::registry& m_registry;
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// unsigned int m_depth_fbo;
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// unsigned int m_depthMap;
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glm::mat4 m_model;
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glm::mat4 m_proj;
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glm::mat4 m_view;
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||||
};
|
||||
|
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#endif // RENDERER_H_
|
46
engine/include/engine/renderer/shader.h
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46
engine/include/engine/renderer/shader.h
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@ -0,0 +1,46 @@
|
||||
#ifndef SHADER_H
|
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#define SHADER_H
|
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|
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#include <string>
|
||||
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#include <glm/glm.hpp>
|
||||
|
||||
class Shader
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||||
{
|
||||
public:
|
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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;
|
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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
|
16
engine/include/engine/renderer/texture.h
Normal file
16
engine/include/engine/renderer/texture.h
Normal file
@ -0,0 +1,16 @@
|
||||
#ifndef TEXTURE_H_
|
||||
#define TEXTURE_H_
|
||||
#include <string>
|
||||
#include <memory>
|
||||
|
||||
class Texture {
|
||||
public:
|
||||
Texture() : m_id(0) {}
|
||||
static std::unique_ptr<Texture> LoadFile(const std::string& filename);
|
||||
public:
|
||||
[[nodiscard]] unsigned int GetID() const { return m_id; }
|
||||
private:
|
||||
unsigned int m_id;
|
||||
};
|
||||
|
||||
#endif // TEXTURE_H_
|
54
engine/include/engine/renderer/wavefront.h
Normal file
54
engine/include/engine/renderer/wavefront.h
Normal file
@ -0,0 +1,54 @@
|
||||
#ifndef MODEL_H_
|
||||
#define MODEL_H_
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <filesystem>
|
||||
#include <unordered_map>
|
||||
#include <glm/glm.hpp>
|
||||
#include <memory>
|
||||
|
||||
#include "engine/renderer/shader.h"
|
||||
#include "engine/renderer/renderer.h"
|
||||
#include "engine/renderer/material.h"
|
||||
#include "engine/renderer/mesh.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 Object {
|
||||
friend class Renderer;
|
||||
private:
|
||||
static inline int NormalizeIndex(int idx, int baseCount);
|
||||
|
||||
private:
|
||||
Object();
|
||||
public:
|
||||
~Object() = default;
|
||||
public:
|
||||
static Object* LoadFile(const std::string& filename);
|
||||
|
||||
private:
|
||||
void LoadMaterials(const std::filesystem::path& 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, unsigned int count);
|
||||
[[nodiscard]] inline const std::string Name() const { return m_name; }
|
||||
protected:
|
||||
void EnableBatch(unsigned int instanceVBO);
|
||||
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;
|
||||
};
|
||||
|
||||
#endif // MODEL_H_
|
57
engine/include/engine/window/event.h
Normal file
57
engine/include/engine/window/event.h
Normal file
@ -0,0 +1,57 @@
|
||||
#ifndef EVENT_H_
|
||||
#define EVENT_H_
|
||||
|
||||
#include <functional>
|
||||
#include <algorithm>
|
||||
#include <typeindex>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
class EventDispatcher {
|
||||
using Type = std::type_index;
|
||||
using RawFn = std::function<void(const void*)>;
|
||||
|
||||
struct Slot { std::size_t id; RawFn fn; };
|
||||
|
||||
std::unordered_map<Type, std::vector<Slot>> subs_;
|
||||
std::size_t next_id_ = 1;
|
||||
|
||||
public:
|
||||
struct Handle {
|
||||
std::type_index type{typeid(void)};
|
||||
std::size_t id{0};
|
||||
explicit operator bool() const { return id != 0; }
|
||||
};
|
||||
|
||||
template<class E, class F>
|
||||
Handle Subscribe(F&& f) {
|
||||
auto& vec = subs_[Type(typeid(E))];
|
||||
Handle h{ Type(typeid(E)), next_id_++ };
|
||||
// Wrap strongly typed callback into type-erased RawFn
|
||||
RawFn wrapper = [fn = std::function<void(const E&)>(std::forward<F>(f))](const void* p){
|
||||
fn(*static_cast<const E*>(p));
|
||||
};
|
||||
vec.push_back(Slot{h.id, std::move(wrapper)});
|
||||
return h;
|
||||
}
|
||||
|
||||
// Unsubscribe with handle
|
||||
void Unsubscribe(const Handle& h) {
|
||||
auto it = subs_.find(h.type);
|
||||
if (it == subs_.end()) return;
|
||||
auto& vec = it->second;
|
||||
vec.erase(std::remove_if(vec.begin(), vec.end(),
|
||||
[&](const Slot& s){ return s.id == h.id; }),
|
||||
vec.end());
|
||||
}
|
||||
|
||||
// Publish immediately
|
||||
template<class E>
|
||||
void Dispatch(const E& e) const {
|
||||
auto it = subs_.find(Type(typeid(E)));
|
||||
if (it == subs_.end()) return;
|
||||
for (auto& slot : it->second) slot.fn(&e);
|
||||
}
|
||||
};
|
||||
|
||||
#endif // EVENT_H_
|
7
engine/include/engine/window/events/window.h
Normal file
7
engine/include/engine/window/events/window.h
Normal file
@ -0,0 +1,7 @@
|
||||
#ifndef WINDOW_EVENTS_H_
|
||||
#define WINDOW_EVENTS_H_
|
||||
|
||||
struct WindowResized { int w, h; };
|
||||
struct WindowCloseRequested {};
|
||||
|
||||
#endif // WINDOW_EVENTS_H_
|
51
engine/include/engine/window/window.h
Normal file
51
engine/include/engine/window/window.h
Normal file
@ -0,0 +1,51 @@
|
||||
#ifndef WINDOW_H_
|
||||
#define WINDOW_H_
|
||||
#include <SDL3/SDL.h>
|
||||
#include <memory>
|
||||
|
||||
#include "engine/window/event.h"
|
||||
|
||||
#define ENGINE_GL_MAJOR_VERSION 4
|
||||
#define ENGINE_GL_MINOR_VERSION 6
|
||||
#define ENGINE_GL_MULTISAMPLE_BUFFERS 1
|
||||
#define ENGINE_GL_MULTISAMPLE_SAMPLES 8
|
||||
|
||||
#define DEFAULT_WIDTH 1024
|
||||
#define DEFAULT_HEIGHT 768
|
||||
|
||||
class Window : public EventDispatcher {
|
||||
friend class Engine;
|
||||
private:
|
||||
Window();
|
||||
Window(const char* title, int width, int height);
|
||||
~Window();
|
||||
|
||||
struct WindowDeleter {
|
||||
void operator()(Window* w) const { delete w; };
|
||||
};
|
||||
public:
|
||||
static std::shared_ptr<Window> GetInstance();
|
||||
|
||||
Window(Window&& window) noexcept;
|
||||
Window& operator=(Window&& window) noexcept;
|
||||
|
||||
Window(const Window& window) noexcept = delete;
|
||||
Window& operator=(const Window& window) noexcept = delete;
|
||||
public:
|
||||
[[nodiscard]] static inline int GetWidth() { return Window::GetInstance()->m_width; }
|
||||
[[nodiscard]] static inline int GetHeight() { return Window::GetInstance()->m_height; }
|
||||
private:
|
||||
void ProcessEvents();
|
||||
void SwapBuffers() const;
|
||||
void Destroy() const;
|
||||
private:
|
||||
static std::shared_ptr<Window> s_instance;
|
||||
|
||||
SDL_Window *m_handle;
|
||||
SDL_GLContext m_context;
|
||||
|
||||
int m_width;
|
||||
int m_height;
|
||||
};
|
||||
|
||||
#endif //WINDOW_H_
|
33
engine/src/IO/file_manager.cpp
Normal file
33
engine/src/IO/file_manager.cpp
Normal file
@ -0,0 +1,33 @@
|
||||
#include "engine/IO/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();
|
||||
}
|
123
engine/src/IO/parser.cpp
Normal file
123
engine/src/IO/parser.cpp
Normal file
@ -0,0 +1,123 @@
|
||||
#include <charconv> // for std::from_chars (C++17+)
|
||||
#include <cstdlib> // for strtof (fallback)
|
||||
#include <cstring>
|
||||
|
||||
#include "engine/IO/parser.h"
|
||||
|
||||
// Skip whitespace
|
||||
void Parser::SkipSpaces() {
|
||||
while (*m_sv == ' ' || *m_sv == '\t') ++m_sv;
|
||||
}
|
||||
|
||||
int Parser::TakeIndex(int baseCount) {
|
||||
if (!m_sv || *m_sv == '\0') return -1;
|
||||
|
||||
bool neg = (*m_sv == '-');
|
||||
if (neg) ++m_sv;
|
||||
|
||||
int idx = 0;
|
||||
while (*m_sv >= '0' && *m_sv <= '9') {
|
||||
idx = idx * 10 + (*m_sv - '0');
|
||||
++m_sv;
|
||||
}
|
||||
|
||||
if (neg) return baseCount + (-idx);
|
||||
return idx > 0 ? idx - 1 : -1;
|
||||
}
|
||||
|
||||
// Get next whitespace-delimited word
|
||||
char* Parser::TakeWord() {
|
||||
SkipSpaces();
|
||||
if (*m_sv == '\0' || *m_sv == '\n' || *m_sv == '\r') return nullptr;
|
||||
|
||||
char* start = m_sv;
|
||||
while (*m_sv && *m_sv != ' ' && *m_sv != '\t' && *m_sv != '\n' && *m_sv != '\r')
|
||||
++m_sv;
|
||||
|
||||
if (*m_sv) { *m_sv = '\0'; ++m_sv; }
|
||||
return start;
|
||||
}
|
||||
|
||||
// Parse a float quickly
|
||||
float Parser::TakeFloat() {
|
||||
SkipSpaces();
|
||||
if (*m_sv == '\0') return 0.0f;
|
||||
|
||||
#if __cpp_lib_to_chars >= 201611L
|
||||
float value = 0.0f;
|
||||
auto result = std::from_chars(m_sv, m_sv + std::strlen(m_sv), value);
|
||||
m_sv = const_cast<char*>(result.ptr);
|
||||
return value;
|
||||
#else
|
||||
char* end;
|
||||
float value = std::strtof(m_sv, &end);
|
||||
m_sv = end;
|
||||
return value;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Parse an integer quickly
|
||||
int Parser::TakeInt() {
|
||||
SkipSpaces();
|
||||
if (*m_sv == '\0') return 0;
|
||||
|
||||
#if __cpp_lib_to_chars >= 201611L
|
||||
int value = 0;
|
||||
auto result = std::from_chars(m_sv, m_sv + std::strlen(m_sv), value);
|
||||
m_sv = const_cast<char*>(result.ptr);
|
||||
return value;
|
||||
#else
|
||||
char* end;
|
||||
int value = static_cast<int>(std::strtol(m_sv, &end, 10));
|
||||
m_sv = end;
|
||||
return value;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Take everything until delimiter (mutates buffer)
|
||||
char* Parser::TakeUntil(char d) {
|
||||
SkipSpaces();
|
||||
if (*m_sv == '\0') return nullptr;
|
||||
|
||||
char* start = m_sv;
|
||||
while (*m_sv && *m_sv != d && *m_sv != '\n' && *m_sv != '\r')
|
||||
++m_sv;
|
||||
|
||||
if (*m_sv) { *m_sv = '\0'; ++m_sv; }
|
||||
return start;
|
||||
}
|
||||
|
||||
// Parser.h (or Parser.cpp)
|
||||
// Parse one face element at current position.
|
||||
// Accepts formats: "v", "v/t", "v//n", "v/t/n"
|
||||
// Returns true if a token was parsed, false if no more tokens on the line.
|
||||
bool Parser::TakeFaceIndices(int &vi, int &ti, int &ni) {
|
||||
SkipSpaces();
|
||||
if (*m_sv == '\0' || *m_sv == '\n' || *m_sv == '\r') {
|
||||
vi = ti = ni = 0; // sentinel raw value meaning "no token"
|
||||
return false;
|
||||
}
|
||||
|
||||
// parse vertex index (may be negative)
|
||||
vi = static_cast<int>(std::strtol(m_sv, &m_sv, 10));
|
||||
|
||||
ti = ni = 0; // 0 = not present (raw)
|
||||
if (*m_sv == '/') {
|
||||
++m_sv; // skip '/'
|
||||
// texcoord index (optional)
|
||||
if (*m_sv != '/' && *m_sv != ' ' && *m_sv != '\0' && *m_sv != '\n' && *m_sv != '\r') {
|
||||
ti = static_cast<int>(std::strtol(m_sv, &m_sv, 10));
|
||||
}
|
||||
if (*m_sv == '/') {
|
||||
++m_sv; // skip second '/'
|
||||
// normal index (optional)
|
||||
if (*m_sv != ' ' && *m_sv != '\0' && *m_sv != '\n' && *m_sv != '\r') {
|
||||
ni = static_cast<int>(std::strtol(m_sv, &m_sv, 10));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// At this point m_sv is either at whitespace, end, or next token char.
|
||||
// Do NOT mutate indices (leave them raw). Let NormalizeIndex handle conversion.
|
||||
return true;
|
||||
}
|
19
engine/src/components/batch.cpp
Normal file
19
engine/src/components/batch.cpp
Normal file
@ -0,0 +1,19 @@
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include "engine/components/batch.h"
|
||||
|
||||
unsigned int batch::LastID = 0;
|
||||
|
||||
batch::batch() {
|
||||
m_id = ++LastID;
|
||||
}
|
||||
|
||||
void batch::prepare(glm::mat4 *instances, unsigned int count) {
|
||||
if (m_instance_vbo == 0) {
|
||||
glGenBuffers(1, &m_instance_vbo);
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * count, reinterpret_cast<void*>(instances), GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
238
engine/src/main.cpp
Normal file
238
engine/src/main.cpp
Normal file
@ -0,0 +1,238 @@
|
||||
#ifndef WIN32
|
||||
#define GLEW_STATIC
|
||||
#endif
|
||||
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
|
||||
#ifdef WIN32
|
||||
#include <corecrt_math_defines.h>
|
||||
#endif
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/ext/matrix_clip_space.hpp>
|
||||
#include <glm/ext/matrix_transform.hpp>
|
||||
|
||||
#include "engine/renderer/shader.h"
|
||||
#include "engine/renderer/wavefront.h"
|
||||
#include "engine/renderer/engine.h"
|
||||
#include "engine/renderer/renderer.h"
|
||||
|
||||
#include "engine/IO/file_manager.h"
|
||||
|
||||
#include "engine/components/transform.h"
|
||||
#include "engine/components/light.h"
|
||||
#include "engine/components/camera.h"
|
||||
#include "engine/components/mesh.h"
|
||||
#include "engine/components/rotate.h"
|
||||
#include "engine/components/batch.h"
|
||||
|
||||
class Game : public IApplication {
|
||||
public:
|
||||
Game() : m_renderer(m_registry) {
|
||||
Object* lightObj = Object::LoadFile("./assets/sphere.obj");
|
||||
const auto lght = m_registry.create();
|
||||
m_registry.emplace<transform>(lght, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
|
||||
m_registry.emplace<light>(lght, light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
|
||||
m_registry.emplace<mesh>(lght, std::shared_ptr<Object>(lightObj));
|
||||
|
||||
const auto cameraEntity = m_registry.create();
|
||||
m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
|
||||
m_registry.emplace<camera>(cameraEntity);
|
||||
|
||||
Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
|
||||
const auto targetEntity = m_registry.create();
|
||||
m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.0f, 0.f));
|
||||
m_registry.emplace<mesh>(targetEntity, std::shared_ptr<Object>(targetObj));
|
||||
|
||||
Object* grass = Object::LoadFile("./assets/grass_block/grass_block.obj");
|
||||
const auto cubeEntity = m_registry.create();
|
||||
m_registry.emplace<transform>(cubeEntity, glm::vec3(-1.5f, 0.4f, 0.f));
|
||||
m_registry.emplace<mesh>(cubeEntity, std::shared_ptr<Object>(grass));
|
||||
|
||||
// Cube template (use shared object to avoid reloading 1000 times)
|
||||
std::shared_ptr<Object> cubeObj = std::shared_ptr<Object>(Object::LoadFile("./assets/grass_block/grass_block.obj"));
|
||||
const auto batchEntt = m_registry.create();
|
||||
m_registry.emplace<batch>(batchEntt);
|
||||
m_registry.emplace<mesh>(batchEntt, cubeObj);
|
||||
auto cubeBatch = m_registry.get<batch>(batchEntt);
|
||||
// Generate 1000 random cubes
|
||||
for (int i = 0; i < 1000; ++i) {
|
||||
const auto cubeEntity = m_registry.create();
|
||||
|
||||
float x = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
|
||||
float y = static_cast<float>(rand()) / RAND_MAX * 10.f; // range [0, 10]
|
||||
float z = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
|
||||
|
||||
m_registry.emplace<transform>(cubeEntity, glm::vec3(x, y, z));
|
||||
m_registry.emplace<rotate>(cubeEntity);
|
||||
m_registry.emplace<batch::item>(cubeEntity, cubeBatch.id());
|
||||
}
|
||||
|
||||
Object* floorObj = Object::LoadFile("./assets/plane.obj");
|
||||
const auto floorEntt = m_registry.create();
|
||||
m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
|
||||
m_registry.emplace<mesh>(floorEntt, std::shared_ptr<Object>(floorObj));
|
||||
}
|
||||
~Game() override {}
|
||||
|
||||
void OnInit() override {
|
||||
std::cout << "Game initialized" << std::endl;
|
||||
|
||||
m_angle = 3.45f;
|
||||
m_lastTicks = SDL_GetTicks();
|
||||
|
||||
m_paused = false;
|
||||
|
||||
m_yaw = -90.0f; // looking along -Z initially
|
||||
m_pitch = 0.0f; // no vertical tilt
|
||||
|
||||
// FPS tracking
|
||||
m_startTicks = SDL_GetTicks();
|
||||
m_frameCount = 0;
|
||||
|
||||
m_renderer.Init();
|
||||
m_renderer.GenerateShadowMaps();
|
||||
}
|
||||
|
||||
void OnWindowResized(const WindowResized& event) override {
|
||||
m_renderer.OnWindowResized(event.w, event.h);
|
||||
}
|
||||
|
||||
void OnUpdate() override {
|
||||
m_currentTicks = SDL_GetTicks();
|
||||
float deltaTime = static_cast<float>(m_currentTicks - m_lastTicks) / 1000.0f; // seconds
|
||||
|
||||
m_lastTicks = m_currentTicks;
|
||||
|
||||
float mouseXRel, mouseYRel;
|
||||
SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
|
||||
|
||||
float sensitivity = 0.1f; // tweak as needed
|
||||
m_yaw += mouseXRel * sensitivity;
|
||||
m_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;
|
||||
m_pitch = glm::clamp(m_pitch, -89.0f, 89.0f);
|
||||
|
||||
// convert to direction vector
|
||||
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
|
||||
cameraViewDirection.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
|
||||
cameraViewDirection.y = sin(glm::radians(m_pitch));
|
||||
cameraViewDirection.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
|
||||
cameraViewDirection = glm::normalize(cameraViewDirection);
|
||||
|
||||
glm::vec3 velocity(0.f);
|
||||
|
||||
const bool* state = SDL_GetKeyboardState(nullptr);
|
||||
|
||||
if (state[SDL_SCANCODE_P]) m_paused = !m_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;
|
||||
|
||||
auto view = m_registry.view<camera, transform>();
|
||||
for (auto [cam, camTransform] : view.each()) {
|
||||
camTransform.position += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
|
||||
camTransform.rotation = cameraViewDirection;
|
||||
}
|
||||
|
||||
// update rotation
|
||||
if (!m_paused) {
|
||||
m_angle += glm::radians(45.0f) * deltaTime; // 72° per second
|
||||
if (m_angle > glm::two_pi<float>()) {
|
||||
m_angle -= glm::two_pi<float>(); // keep value small
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Day-night simulation ----
|
||||
m_dayTime += deltaTime;
|
||||
if (m_dayTime > m_dayLength)
|
||||
m_dayTime -= m_dayLength; // loop every "day"
|
||||
|
||||
float dayProgress = m_dayTime / m_dayLength; // 0.0 -> 1.0
|
||||
float sunAngle = dayProgress * glm::two_pi<float>(); // radians through the sky
|
||||
|
||||
// Compute sun direction (rotating around X axis)
|
||||
// At t=0.0 sun at east horizon, at π/2 overhead, at π west horizon
|
||||
glm::vec3 sunDir = glm::normalize(glm::vec3(0.0f, sin(sunAngle), cos(sunAngle)));
|
||||
|
||||
// Compute intensity: bright at noon, dim at dusk/dawn, dark at night
|
||||
float intensity = glm::max(sin(sunAngle), (double)0.0f); // 0 at night, 1 at noon
|
||||
intensity = glm::mix(0.05f, 1.5f, intensity); // keep some ambient even at night
|
||||
|
||||
// Optional: tint color (warm at sunrise/sunset)
|
||||
glm::vec3 dayColor = glm::vec3(1.0f, 0.95f, 0.9f);
|
||||
glm::vec3 sunsetColor= glm::vec3(1.0f, 0.6f, 0.3f);
|
||||
float sunsetFactor = glm::clamp(1.0f - abs(sin(sunAngle)) * 2.0f, 0.0f, 1.0f);
|
||||
glm::vec3 sunColor = glm::mix(dayColor, sunsetColor, sunsetFactor);
|
||||
|
||||
// Update the directional light in the registry
|
||||
auto lightsView = m_registry.view<light, transform>();
|
||||
for (auto [entity, l, t] : lightsView.each()) {
|
||||
if (l.type == light::LightType::DIRECTIONAL) {
|
||||
// "position" for directional light often stores direction vector
|
||||
// If your system instead uses transform.rotation, adjust accordingly
|
||||
t.position = sunDir * 15.f; // use this as light direction
|
||||
l.color = sunColor;
|
||||
l.intensity = intensity;
|
||||
}
|
||||
}
|
||||
|
||||
auto rotateEntts = m_registry.view<transform, rotate>();
|
||||
for (auto [entity, t] : rotateEntts.each()) {
|
||||
// auto targetTransform = rotateEntts.get<transform>(entity);
|
||||
if (!m_registry.all_of<light>(entity)) {
|
||||
t.rotation.y = m_angle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnRender() override {
|
||||
m_renderer.Render();
|
||||
|
||||
m_frameCount++;
|
||||
m_currentTicks = SDL_GetTicks();
|
||||
Uint64 elapsed = m_currentTicks - m_startTicks;
|
||||
|
||||
if (elapsed >= 1000) { // one second passed
|
||||
double fps = static_cast<double>(m_frameCount) / (static_cast<double>(elapsed) / 1000.0);
|
||||
std::cout << "FPS: " << fps << std::endl;
|
||||
m_frameCount = 0;
|
||||
m_startTicks = m_currentTicks;
|
||||
}
|
||||
}
|
||||
private:
|
||||
Renderer m_renderer;
|
||||
entt::registry m_registry;
|
||||
|
||||
float m_angle;
|
||||
Uint64 m_lastTicks;
|
||||
|
||||
float m_dayTime = 0.0f; // accumulates time for day-night cycle
|
||||
float m_dayLength = 60.0f; // seconds per full day cycle
|
||||
|
||||
bool m_paused = false;
|
||||
|
||||
float m_yaw = -90.0f; // looking along -Z initially
|
||||
float m_pitch = 0.0f; // no vertical tilt
|
||||
|
||||
// FPS tracking
|
||||
Uint64 m_startTicks;
|
||||
int m_frameCount;
|
||||
|
||||
Uint64 m_currentTicks;
|
||||
};
|
||||
|
||||
int main() {
|
||||
Engine::Run(std::make_unique<Game>());
|
||||
return 0;
|
||||
}
|
61
engine/src/renderer/debug.cpp
Normal file
61
engine/src/renderer/debug.cpp
Normal file
@ -0,0 +1,61 @@
|
||||
#include "engine/renderer/debug.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
void MessageCallback(GLenum source,
|
||||
GLenum type,
|
||||
GLuint id,
|
||||
GLenum severity,
|
||||
GLsizei length,
|
||||
const GLchar* message,
|
||||
const void* userParam)
|
||||
{
|
||||
if(id == 131169 || id == 131185 || id == 131218 || id == 131204) return;
|
||||
|
||||
std::cout << "---------------" << std::endl;
|
||||
std::cout << "Debug message (" << id << "): " << message << std::endl;
|
||||
|
||||
switch (source)
|
||||
{
|
||||
case GL_DEBUG_SOURCE_API: std::cout << "Source: API"; break;
|
||||
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: std::cout << "Source: Window System"; break;
|
||||
case GL_DEBUG_SOURCE_SHADER_COMPILER: std::cout << "Source: Shader Compiler"; break;
|
||||
case GL_DEBUG_SOURCE_THIRD_PARTY: std::cout << "Source: Third Party"; break;
|
||||
case GL_DEBUG_SOURCE_APPLICATION: std::cout << "Source: Application"; break;
|
||||
case GL_DEBUG_SOURCE_OTHER: std::cout << "Source: Other"; break;
|
||||
} std::cout << std::endl;
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case GL_DEBUG_TYPE_ERROR: std::cout << "Type: Error"; break;
|
||||
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: std::cout << "Type: Deprecated Behaviour"; break;
|
||||
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: std::cout << "Type: Undefined Behaviour"; break;
|
||||
case GL_DEBUG_TYPE_PORTABILITY: std::cout << "Type: Portability"; break;
|
||||
case GL_DEBUG_TYPE_PERFORMANCE: std::cout << "Type: Performance"; break;
|
||||
case GL_DEBUG_TYPE_MARKER: std::cout << "Type: Marker"; break;
|
||||
case GL_DEBUG_TYPE_PUSH_GROUP: std::cout << "Type: Push Group"; break;
|
||||
case GL_DEBUG_TYPE_POP_GROUP: std::cout << "Type: Pop Group"; break;
|
||||
case GL_DEBUG_TYPE_OTHER: std::cout << "Type: Other"; break;
|
||||
} std::cout << std::endl;
|
||||
|
||||
switch (severity)
|
||||
{
|
||||
case GL_DEBUG_SEVERITY_HIGH: std::cout << "Severity: high"; break;
|
||||
case GL_DEBUG_SEVERITY_MEDIUM: std::cout << "Severity: medium"; break;
|
||||
case GL_DEBUG_SEVERITY_LOW: std::cout << "Severity: low"; break;
|
||||
case GL_DEBUG_SEVERITY_NOTIFICATION: std::cout << "Severity: notification"; break;
|
||||
} std::cout << std::endl;
|
||||
std::cout << std::endl;
|
||||
return;
|
||||
(void) source;
|
||||
(void) id;
|
||||
(void) length;
|
||||
(void) userParam;
|
||||
std::cerr << "GL CALLBACK: " << (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "")
|
||||
<< " type = 0x" << type
|
||||
<< ", severity = 0x" << severity
|
||||
<< ", message = " << message << std::endl;
|
||||
// std::cerr << "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
|
||||
// (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
|
||||
// type, severity, message);
|
||||
}
|
42
engine/src/renderer/engine.cpp
Normal file
42
engine/src/renderer/engine.cpp
Normal file
@ -0,0 +1,42 @@
|
||||
#include <memory>
|
||||
|
||||
#include "engine/renderer/engine.h"
|
||||
#include "engine/window/event.h"
|
||||
|
||||
#include "engine/renderer/wavefront.h"
|
||||
|
||||
std::unique_ptr<IApplication> Engine::s_app = nullptr;
|
||||
std::shared_ptr<Window> Engine::s_window = nullptr;
|
||||
bool Engine::s_running = false;
|
||||
|
||||
void Engine::Run(std::unique_ptr<IApplication> app) {
|
||||
s_app = std::move(app);
|
||||
s_window = Window::GetInstance();
|
||||
s_running = true;
|
||||
|
||||
s_app->OnInit();
|
||||
|
||||
s_window->Subscribe<WindowCloseRequested>([](const WindowCloseRequested& e) {
|
||||
Engine::s_running = false;
|
||||
});
|
||||
|
||||
s_window->Subscribe<WindowResized>([](const WindowResized& e) {
|
||||
Engine::s_app->OnWindowResized(e);
|
||||
});
|
||||
|
||||
while (s_running) {
|
||||
s_window->ProcessEvents();
|
||||
|
||||
s_app->OnUpdate();
|
||||
|
||||
s_app->OnRender();
|
||||
|
||||
s_window->SwapBuffers();
|
||||
}
|
||||
|
||||
s_app->OnShutdown();
|
||||
|
||||
s_window->Destroy();
|
||||
s_app.reset();
|
||||
}
|
||||
|
60
engine/src/renderer/mesh.cpp
Normal file
60
engine/src/renderer/mesh.cpp
Normal file
@ -0,0 +1,60 @@
|
||||
#include <cstddef>
|
||||
|
||||
#include "engine/renderer/mesh.h"
|
||||
|
||||
Mesh::Mesh() {
|
||||
m_vao = 0;
|
||||
m_vbo = 0;
|
||||
m_ebo = 0;
|
||||
|
||||
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);
|
||||
|
||||
// attributes
|
||||
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);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::Upload() const {
|
||||
glBindVertexArray(m_vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_DYNAMIC_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_DYNAMIC_DRAW);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::Render(unsigned int count)
|
||||
{
|
||||
Bind();
|
||||
if (count > 1) {
|
||||
glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0, count);
|
||||
} else {
|
||||
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
Unbind();
|
||||
}
|
246
engine/src/renderer/renderer.cpp
Normal file
246
engine/src/renderer/renderer.cpp
Normal file
@ -0,0 +1,246 @@
|
||||
#include <iostream>
|
||||
#include <cassert>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/ext/matrix_clip_space.hpp>
|
||||
#ifdef WIN32
|
||||
#include <corecrt_math_defines.h>
|
||||
#endif
|
||||
#include <glm/ext/matrix_transform.hpp>
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
#include <glm/gtx/euler_angles.hpp>
|
||||
|
||||
#include "engine/renderer/renderer.h"
|
||||
#include "engine/window/window.h"
|
||||
#include "engine/IO/file_manager.h"
|
||||
|
||||
#include "engine/components/transform.h"
|
||||
#include "engine/components/camera.h"
|
||||
#include "engine/components/light.h"
|
||||
#include "engine/components/mesh.h"
|
||||
#include "engine/components/batch.h"
|
||||
|
||||
Renderer::Renderer(entt::registry& registry) : m_registry(registry)
|
||||
{
|
||||
m_proj = glm::perspective(
|
||||
static_cast<float>(M_PI_2),
|
||||
static_cast<float>(Window::GetWidth()) / static_cast<float>(Window::GetHeight()),
|
||||
0.01f,
|
||||
100.0f
|
||||
);
|
||||
|
||||
m_shader.init(
|
||||
FileManager::read("./src/shaders/main.vs"),
|
||||
FileManager::read("./src/shaders/pbr.fs")
|
||||
);
|
||||
|
||||
m_depthShader.init(
|
||||
FileManager::read("./src/shaders/depth.vs"),
|
||||
FileManager::read("./src/shaders/depth.fs")
|
||||
);
|
||||
|
||||
m_model = glm::mat4(1.f);
|
||||
|
||||
m_shader.use();
|
||||
m_shader.setMat4("u_projection", m_proj);
|
||||
}
|
||||
|
||||
void Renderer::Init() {
|
||||
// auto view = m_registry.view<batch, mesh>();
|
||||
// for (auto [_, b, m] : m_registry.view<batch, mesh>().each()) {
|
||||
// unsigned int items = 0;
|
||||
// for (auto [entt, item] : m_registry.view<batch::item>().each()) {
|
||||
// if (item.batchId == b.id()) ++items;
|
||||
// }
|
||||
// b.prepare()
|
||||
// m.object->EnableBatch(b.m_instance_vbo);
|
||||
// }
|
||||
}
|
||||
|
||||
void Renderer::OnWindowResized(int w, int h) {
|
||||
m_proj = glm::perspective(
|
||||
static_cast<float>(M_PI_2),
|
||||
static_cast<float>(w) / static_cast<float>(h),
|
||||
0.01f,
|
||||
100.0f
|
||||
);
|
||||
}
|
||||
|
||||
void Renderer::ApplyLights(Shader &shader) {
|
||||
auto lights = m_registry.view<light>();
|
||||
// TODO: Pass Lights Data to depth shader as well
|
||||
shader.setInt("lightsCount", static_cast<int>(lights.size()));
|
||||
size_t lightIndex = 0;
|
||||
for (auto entity : lights) {
|
||||
auto &l = m_registry.get<light>(entity);
|
||||
auto &transf = m_registry.get<transform>(entity);
|
||||
|
||||
shader.setInt("lights[" + std::to_string(lightIndex) + "].type", static_cast<int>(l.type));
|
||||
shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
|
||||
shader.setVec3("lights[" + std::to_string(lightIndex) + "].color", l.color);
|
||||
shader.setFloat("lights[" + std::to_string(lightIndex) + "].intensity", l.intensity);
|
||||
shader.setMat4("lights[" + std::to_string(lightIndex) + "].lightSpace", l.lightSpace);
|
||||
shader.setInt("lights[" + std::to_string(lightIndex) + "].shadowMap", 10 + lightIndex);
|
||||
glActiveTexture(GL_TEXTURE10 + lightIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, l.shadowMap);
|
||||
|
||||
++lightIndex;
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::UpdateView() {
|
||||
auto cam = m_registry.view<transform, camera>().back();
|
||||
auto camTransform = m_registry.get<transform>(cam);
|
||||
|
||||
m_view = glm::lookAt(
|
||||
camTransform.position,
|
||||
camTransform.position + camTransform.rotation,
|
||||
glm::vec3(0.f, 1.f, 0.f)
|
||||
);
|
||||
m_shader.setMat4("u_view", m_view);
|
||||
m_shader.setMat4("u_projection", m_proj);
|
||||
|
||||
m_shader.setVec3("viewPos", camTransform.position);
|
||||
}
|
||||
|
||||
void Renderer::RenderScene(Shader &shader) {
|
||||
std::unordered_map<unsigned int, std::vector<entt::entity>> batches;
|
||||
|
||||
for (auto [entt, item] : m_registry.view<batch::item>().each()) {
|
||||
if (batches.find(item.batchId) == batches.end())
|
||||
batches.insert(std::make_pair(item.batchId, std::vector<entt::entity>()));
|
||||
|
||||
batches[item.batchId].push_back(entt);
|
||||
}
|
||||
|
||||
shader.setBool("u_isInstanced", true);
|
||||
shader.setBool("isLight", false);
|
||||
shader.setVec3("currentLightColor", glm::vec3(0.f));
|
||||
for (auto [entt, b, m] : m_registry.view<batch, mesh>().each()) {
|
||||
// check if have items for batch render
|
||||
if (batches.find(b.id()) == batches.end()) continue;
|
||||
|
||||
auto &batchItems = batches[b.id()];
|
||||
|
||||
std::vector<glm::mat4> models;
|
||||
models.reserve(batchItems.size());
|
||||
|
||||
for (auto item : batchItems) {
|
||||
auto &t = m_registry.get<transform>(item);
|
||||
glm::mat4 rotation = glm::yawPitchRoll(t.rotation.y, t.rotation.x, t.rotation.z);
|
||||
auto itemModel = glm::translate(glm::mat4(1.f), t.position) * rotation;
|
||||
models.push_back(itemModel);
|
||||
}
|
||||
|
||||
auto prevInstanceVBO = b.m_instance_vbo;
|
||||
b.prepare(models.data(), models.size());
|
||||
if (prevInstanceVBO <= 0) {
|
||||
std::cout << "[DEBUG] enabling batch"<<std::endl;
|
||||
m.object->EnableBatch(b.m_instance_vbo);
|
||||
}
|
||||
m.object->Render(shader, batchItems.size());
|
||||
}
|
||||
shader.setBool("u_isInstanced", false);
|
||||
|
||||
for (auto [entity, transf, mesh] : m_registry.view<transform, mesh>(entt::exclude<batch, batch::item>).each()) {
|
||||
if (mesh.object == nullptr) {
|
||||
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_registry.all_of<light>(entity)) {
|
||||
auto &l = m_registry.get<light>(entity);
|
||||
shader.setBool("isLight", true);
|
||||
shader.setVec3("currentLightColor", l.color);
|
||||
} else {
|
||||
shader.setBool("isLight", false);
|
||||
shader.setVec3("currentLightColor", glm::vec3(0.f));
|
||||
}
|
||||
|
||||
glm::mat4 rotation = glm::yawPitchRoll(transf.rotation.y, transf.rotation.x, transf.rotation.z);
|
||||
m_model = glm::translate(glm::mat4(1.f), transf.position) * rotation;
|
||||
|
||||
shader.setMat4("u_model", m_model);
|
||||
|
||||
mesh.object->Render(shader, 1);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::GenerateShadowMaps() {
|
||||
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||
|
||||
m_depthShader.use();
|
||||
|
||||
auto lights = m_registry.view<light>();
|
||||
|
||||
for (auto [lEntt, l] : lights.each()) {
|
||||
// TODO: support other light types when ready
|
||||
if (l.type != light::LightType::DIRECTIONAL) return;
|
||||
|
||||
glGenFramebuffers(1, &l.fbo);
|
||||
glGenTextures(1, &l.shadowMap);
|
||||
glBindTexture(GL_TEXTURE_2D, l.shadowMap);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
|
||||
SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
|
||||
float borderColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, l.shadowMap, 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
glReadBuffer(GL_NONE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::Render() {
|
||||
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||
|
||||
m_depthShader.use();
|
||||
|
||||
auto lights = m_registry.view<light, transform>();
|
||||
|
||||
for (auto [lEntt, l, t] : lights.each()) {
|
||||
// TODO: support other light types when ready
|
||||
if (l.type != light::LightType::DIRECTIONAL) return;
|
||||
|
||||
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
float near_plane = 0.1f, far_plane = 50.0f;
|
||||
glm::vec3 target = glm::vec3(0.0f, 0.5f, 0.0f);
|
||||
glm::mat4 lightView = glm::lookAt(t.position, target, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
glm::mat4 lightProjection = glm::ortho(-6.0f, 6.0f, -6.0f, 6.0f, 1.0f, 20.0f);
|
||||
glm::mat4 lightSpaceMatrix = lightProjection * lightView;
|
||||
|
||||
m_depthShader.setMat4("u_lightSpace", lightSpaceMatrix);
|
||||
l.lightSpace = lightSpaceMatrix;
|
||||
|
||||
glCullFace(GL_FRONT);
|
||||
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
RenderScene(m_depthShader);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glCullFace(GL_BACK);
|
||||
}
|
||||
|
||||
// actual rendering
|
||||
|
||||
glViewport(0, 0, Window::GetWidth(), Window::GetHeight());
|
||||
|
||||
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_shader.use();
|
||||
|
||||
ApplyLights(m_shader);
|
||||
UpdateView();
|
||||
|
||||
RenderScene(m_shader);
|
||||
}
|
135
engine/src/renderer/shader.cpp
Normal file
135
engine/src/renderer/shader.cpp
Normal file
@ -0,0 +1,135 @@
|
||||
#include <iostream>
|
||||
#include <GL/glew.h>
|
||||
#include "engine/renderer/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;
|
||||
}
|
||||
}
|
36
engine/src/renderer/texture.cpp
Normal file
36
engine/src/renderer/texture.cpp
Normal file
@ -0,0 +1,36 @@
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include "engine/renderer/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, 4);
|
||||
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);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, 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);
|
||||
}
|
509
engine/src/renderer/wavefront.cpp
Normal file
509
engine/src/renderer/wavefront.cpp
Normal file
@ -0,0 +1,509 @@
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <cstring>
|
||||
#include <memory>
|
||||
#include <filesystem>
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include "engine/IO/parser.h"
|
||||
#include "engine/renderer/mesh.h"
|
||||
#include "engine/renderer/wavefront.h"
|
||||
|
||||
#define DEFAULT_MATERIAL_NAME "default"
|
||||
|
||||
// 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;
|
||||
// }
|
||||
|
||||
inline ObjElement toElement(const char* s) {
|
||||
switch (s[0]) {
|
||||
case '#': return ObjElement::OHASH;
|
||||
case 'm': if (strcmp(s, "mtllib") == 0) return ObjElement::MTLLIB; break;
|
||||
case 'u': if (strcmp(s, "usemtl") == 0) return ObjElement::USEMTL; break;
|
||||
case 'o': if (s[1] == '\0') return ObjElement::O; break;
|
||||
case 'v':
|
||||
if (s[1] == '\0') return ObjElement::V;
|
||||
if (s[1] == 'n' && s[2] == '\0') return ObjElement::VN;
|
||||
if (s[1] == 't' && s[2] == '\0') return ObjElement::VT;
|
||||
break;
|
||||
case 'f': if (s[1] == '\0') return ObjElement::F; break;
|
||||
}
|
||||
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;
|
||||
// }
|
||||
|
||||
inline MtlElement toMtlElement(const char* s) {
|
||||
switch (s[0]) {
|
||||
case '#': return MtlElement::MHASH;
|
||||
case 'n':
|
||||
if (strcmp(s, "newmtl") == 0) return MtlElement::NEWMTL;
|
||||
break;
|
||||
case 'N':
|
||||
if (s[1] == 's' && s[2] == '\0') return MtlElement::NS;
|
||||
if (s[1] == 'i' && s[2] == '\0') return MtlElement::NI;
|
||||
break;
|
||||
case 'K':
|
||||
if (s[1] == 'a' && s[2] == '\0') return MtlElement::KA;
|
||||
if (s[1] == 's' && s[2] == '\0') return MtlElement::KS;
|
||||
if (s[1] == 'd' && s[2] == '\0') return MtlElement::KD;
|
||||
break;
|
||||
case 'd':
|
||||
if (s[1] == '\0') return MtlElement::D;
|
||||
break;
|
||||
case 'i':
|
||||
if (strcmp(s, "illum") == 0) return MtlElement::ILLUM;
|
||||
break;
|
||||
case 'm':
|
||||
if (strcmp(s, "map_Kd") == 0) return MtlElement::MAP_KD;
|
||||
if (strcmp(s, "map_Ka") == 0) return MtlElement::MAP_KA;
|
||||
// if (strcmp(s, "map_Ke") == 0) return MtlElement::MAP_KE;
|
||||
break;
|
||||
}
|
||||
return MtlElement::MUNKNOWN;
|
||||
}
|
||||
|
||||
inline int Object::NormalizeIndex(int idx, int baseCount) {
|
||||
// idx is the raw value returned by parser:
|
||||
// 0 -> means "not present" or invalid in our convention
|
||||
// >0 -> 1-based index -> convert to 0-based
|
||||
// <0 -> negative index -> relative to baseCount: baseCount + idx
|
||||
if (idx == 0) return -1; // absent / invalid
|
||||
if (idx > 0) return idx - 1; // 1-based -> 0-based
|
||||
return baseCount + idx; // negative -> count from end
|
||||
}
|
||||
|
||||
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::filesystem::path& filename) {
|
||||
std::ifstream file(filename);
|
||||
if (!file.is_open()) {
|
||||
std::cerr << "Failed to open MTL file: " << filename << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
std::string currentMaterialName;
|
||||
std::shared_ptr<Material> currentMaterial;
|
||||
|
||||
char line[1024]; // buffer per line
|
||||
|
||||
while (file.getline(line, sizeof(line))) {
|
||||
Parser p(line);
|
||||
char* prefix = p.TakeWord();
|
||||
if (!prefix) continue;
|
||||
|
||||
switch (toMtlElement(prefix)) {
|
||||
case MtlElement::MHASH: // comment
|
||||
continue;
|
||||
|
||||
case MtlElement::NEWMTL:
|
||||
{
|
||||
// If a material was being built, commit it first
|
||||
if (currentMaterial) {
|
||||
AddMaterial(currentMaterialName, std::move(currentMaterial));
|
||||
currentMaterial = nullptr;
|
||||
}
|
||||
|
||||
char* materialName = p.TakeWord();
|
||||
if (materialName) {
|
||||
currentMaterialName = materialName;
|
||||
currentMaterial = std::make_shared<Material>();
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case MtlElement::NS: // specular weight
|
||||
{
|
||||
float weight = p.TakeFloat();
|
||||
if (currentMaterial) currentMaterial->SetSpecularWeight(weight);
|
||||
break;
|
||||
}
|
||||
|
||||
case MtlElement::KA: // ambient color
|
||||
{
|
||||
float r = p.TakeFloat();
|
||||
float g = p.TakeFloat();
|
||||
float b = p.TakeFloat();
|
||||
if (currentMaterial) currentMaterial->SetAmbientColor(glm::vec3(r, g, b));
|
||||
break;
|
||||
}
|
||||
|
||||
case MtlElement::KS: // specular color
|
||||
{
|
||||
float r = p.TakeFloat();
|
||||
float g = p.TakeFloat();
|
||||
float b = p.TakeFloat();
|
||||
if (currentMaterial) currentMaterial->SetSpecularColor(glm::vec3(r, g, b));
|
||||
break;
|
||||
}
|
||||
|
||||
case MtlElement::KD: // diffuse color
|
||||
{
|
||||
float r = p.TakeFloat();
|
||||
float g = p.TakeFloat();
|
||||
float b = p.TakeFloat();
|
||||
if (currentMaterial) currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
|
||||
break;
|
||||
}
|
||||
|
||||
case MtlElement::D: // opacity
|
||||
{
|
||||
float d = p.TakeFloat();
|
||||
if (currentMaterial) currentMaterial->SetOpacity(d);
|
||||
break;
|
||||
}
|
||||
|
||||
case MtlElement::ILLUM: // illumination model
|
||||
{
|
||||
int illum = p.TakeInt();
|
||||
if (currentMaterial) currentMaterial->SetIllumination(illum);
|
||||
break;
|
||||
}
|
||||
|
||||
case MtlElement::MAP_KD: // diffuse texture map
|
||||
{
|
||||
// take rest of line as texture path (can contain spaces)
|
||||
char* texPath = p.TakeUntil('\0');
|
||||
if (texPath && currentMaterial) {
|
||||
// trim trailing spaces
|
||||
size_t len = std::strlen(texPath);
|
||||
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
|
||||
texPath[--len] = '\0';
|
||||
|
||||
currentMaterial->SetDiffuseTexture(Texture::LoadFile(texPath));
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case MtlElement::MAP_KA: // ambient texture map
|
||||
{
|
||||
char* texPath = p.TakeUntil('\0');
|
||||
if (texPath && currentMaterial) {
|
||||
size_t len = std::strlen(texPath);
|
||||
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
|
||||
texPath[--len] = '\0';
|
||||
|
||||
// optional: handle ambient texture
|
||||
// currentMaterial->SetAmbientTexture(Texture::LoadFile(texPath));
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
// ignore unknown tokens
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Commit last material if pending
|
||||
if (currentMaterial) {
|
||||
AddMaterial(currentMaterialName, std::move(currentMaterial));
|
||||
}
|
||||
|
||||
file.close();
|
||||
}
|
||||
|
||||
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));
|
||||
AddMaterial(DEFAULT_MATERIAL_NAME, std::move(material));
|
||||
CreateNewMesh(DEFAULT_MATERIAL_NAME);
|
||||
}
|
||||
return m_meshes.back();
|
||||
}
|
||||
|
||||
Object* Object::LoadFile(const std::string& filename) {
|
||||
std::ifstream file(filename);
|
||||
if (!file.is_open()) {
|
||||
std::cerr << "Failed to open OBJ file: " << filename << std::endl;
|
||||
return {};
|
||||
}
|
||||
|
||||
Object* obj = new Object();
|
||||
char line[1024]; // static buffer for each line (enough for OBJ lines)
|
||||
|
||||
while (file.getline(line, sizeof(line))) {
|
||||
Parser p(line);
|
||||
char* prefix = p.TakeWord();
|
||||
if (!prefix) continue;
|
||||
|
||||
switch (toElement(prefix)) {
|
||||
case ObjElement::OHASH: // comment
|
||||
continue;
|
||||
|
||||
case ObjElement::MTLLIB:
|
||||
{
|
||||
char* mtlFile = p.TakeWord();
|
||||
if (mtlFile) {
|
||||
std::filesystem::path fullPath = filename;
|
||||
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
|
||||
obj->LoadMaterials(mtlPath);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ObjElement::USEMTL:
|
||||
{
|
||||
char* materialName = p.TakeWord();
|
||||
if (materialName) {
|
||||
auto& mesh = obj->GetLastMesh();
|
||||
if (mesh.materialName != materialName) {
|
||||
Mesh newMesh;
|
||||
newMesh.materialName = materialName;
|
||||
obj->m_meshes.push_back(newMesh);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ObjElement::O: // object name
|
||||
{
|
||||
char* name = p.TakeWord();
|
||||
if (name) obj->m_name = name;
|
||||
break;
|
||||
}
|
||||
|
||||
case ObjElement::V: // vertex
|
||||
{
|
||||
float x = p.TakeFloat();
|
||||
float y = p.TakeFloat();
|
||||
float z = p.TakeFloat();
|
||||
float w = p.TakeFloat();
|
||||
|
||||
if (w != 0.0f && w != 1.0f) {
|
||||
x /= w; y /= w; z /= w;
|
||||
}
|
||||
obj->m_vertices.emplace_back(x, y, z);
|
||||
break;
|
||||
}
|
||||
|
||||
case ObjElement::VN: // normal
|
||||
{
|
||||
float x = p.TakeFloat();
|
||||
float y = p.TakeFloat();
|
||||
float z = p.TakeFloat();
|
||||
obj->m_normals.emplace_back(x, y, z);
|
||||
break;
|
||||
}
|
||||
|
||||
case ObjElement::VT: // texcoord
|
||||
{
|
||||
float u = p.TakeFloat();
|
||||
float v = p.TakeFloat();
|
||||
obj->m_texCoords.emplace_back(u, 1.0f - v);
|
||||
break;
|
||||
}
|
||||
|
||||
case ObjElement::F: // face
|
||||
{
|
||||
auto& mesh = obj->GetLastMesh();
|
||||
int raw_vi, raw_ti, raw_ni;
|
||||
|
||||
while (p.TakeFaceIndices(raw_vi, raw_ti, raw_ni)) {
|
||||
// Convert raw OBJ indices to 0-based / -1 sentinel
|
||||
int vi = Object::NormalizeIndex(raw_vi, (int)obj->m_vertices.size());
|
||||
int ti = Object::NormalizeIndex(raw_ti, (int)obj->m_texCoords.size());
|
||||
int ni = Object::NormalizeIndex(raw_ni, (int)obj->m_normals.size());
|
||||
|
||||
if (vi < 0) {
|
||||
// malformed token (no vertex) — skip
|
||||
continue;
|
||||
}
|
||||
|
||||
glm::vec3 vert = obj->m_vertices[vi];
|
||||
glm::vec3 norm(0.0f);
|
||||
glm::vec2 texCoord(0.0f);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
default:
|
||||
// ignore unknown tokens
|
||||
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;
|
||||
|
||||
file.close();
|
||||
|
||||
for (auto &mesh : obj->m_meshes) {
|
||||
mesh.Upload();
|
||||
}
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
void Object::EnableBatch(unsigned int instanceVBO) {
|
||||
for (auto &mesh : m_meshes) {
|
||||
mesh.Bind();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
|
||||
std::size_t vec4Size = sizeof(glm::vec4);
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
|
||||
glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
|
||||
sizeof(glm::mat4), (void*)(i * vec4Size));
|
||||
glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
mesh.Unbind();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// void Object::Render(Shader& shader)
|
||||
// {
|
||||
// for (auto &mesh : m_meshes) {
|
||||
// auto material = GetMaterial(mesh.materialName);
|
||||
|
||||
// shader.setFloat("ambientStrength", 0.2f);
|
||||
// shader.setFloat("shininess", material->GetSpecularWeight());
|
||||
// shader.setFloat("opacity", material->GetOpacity());
|
||||
// shader.setBool("useSpecular", material->GetIllumination() >= 2);
|
||||
// shader.setFloat("specularStrength", 1.0f);
|
||||
// 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 Object::Render(Shader& shader, unsigned int count)
|
||||
{
|
||||
for (auto &mesh : m_meshes)
|
||||
{
|
||||
auto material = GetMaterial(mesh.materialName);
|
||||
|
||||
// --- Basic material properties ---
|
||||
shader.setFloat("opacity", material->GetOpacity());
|
||||
|
||||
// Albedo (base color)
|
||||
shader.setVec3("albedo", material->GetDiffuseColor());
|
||||
|
||||
// Metallic and roughness (defaults)
|
||||
shader.setFloat("metallic", 0.8f);
|
||||
shader.setFloat("roughness", 0.5f);
|
||||
shader.setFloat("ao", 1.0f); // default ambient occlusion if none
|
||||
|
||||
// --- Optional textures ---
|
||||
int texUnit = 0;
|
||||
|
||||
// Albedo texture
|
||||
if (material->HasDiffuseTexture()) {
|
||||
shader.setBool("useAlbedoMap", true);
|
||||
glActiveTexture(GL_TEXTURE0 + texUnit);
|
||||
glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
|
||||
shader.setInt("albedoTex", texUnit++);
|
||||
} else {
|
||||
shader.setBool("useAlbedoMap", false);
|
||||
}
|
||||
|
||||
// Metallic texture
|
||||
// if (material->HasMetallicTexture()) {
|
||||
if (false) {
|
||||
shader.setBool("useMetallicMap", true);
|
||||
glActiveTexture(GL_TEXTURE0 + texUnit);
|
||||
// glBindTexture(GL_TEXTURE_2D, material->GetMetallicTexture()->GetID());
|
||||
shader.setInt("metallicTex", texUnit++);
|
||||
} else {
|
||||
shader.setBool("useMetallicMap", false);
|
||||
}
|
||||
|
||||
// Roughness texture
|
||||
// if (material->HasRoughnessTexture()) {
|
||||
if (false) {
|
||||
shader.setBool("useRoughnessMap", true);
|
||||
glActiveTexture(GL_TEXTURE0 + texUnit);
|
||||
// glBindTexture(GL_TEXTURE_2D, material->GetRoughnessTexture()->GetID());
|
||||
shader.setInt("roughnessTex", texUnit++);
|
||||
} else {
|
||||
shader.setBool("useRoughnessMap", false);
|
||||
}
|
||||
|
||||
// AO texture
|
||||
// if (material->HasAoTexture()) {
|
||||
if (false) {
|
||||
shader.setBool("useAoMap", true);
|
||||
glActiveTexture(GL_TEXTURE0 + texUnit);
|
||||
// glBindTexture(GL_TEXTURE_2D, material->GetAoTexture()->GetID());
|
||||
shader.setInt("aoTex", texUnit++);
|
||||
} else {
|
||||
shader.setBool("useAoMap", false);
|
||||
}
|
||||
|
||||
// --- Render mesh ---
|
||||
mesh.Render(count);
|
||||
}
|
||||
}
|
||||
|
||||
|
6
engine/src/shaders/depth.fs
Normal file
6
engine/src/shaders/depth.fs
Normal file
@ -0,0 +1,6 @@
|
||||
#version 410 core
|
||||
|
||||
void main()
|
||||
{
|
||||
// gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
13
engine/src/shaders/depth.vs
Normal file
13
engine/src/shaders/depth.vs
Normal file
@ -0,0 +1,13 @@
|
||||
#version 410 core
|
||||
|
||||
// Input vertex attributes
|
||||
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
|
||||
|
||||
// Uniforms for transformation matrices
|
||||
uniform mat4 u_model; // Model matrix: transforms from local space to world space
|
||||
uniform mat4 u_lightSpace;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_lightSpace * u_model * vec4(position, 1.0);
|
||||
}
|
36
engine/src/shaders/main.vs
Normal file
36
engine/src/shaders/main.vs
Normal file
@ -0,0 +1,36 @@
|
||||
#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
|
||||
layout (location = 3) in mat4 instanceModel; // Vertex texture uv
|
||||
|
||||
// Output to fragment shader
|
||||
out vec3 vertexPos;
|
||||
out vec3 vertexNormal;
|
||||
out vec2 TexCoords;
|
||||
out vec4 fragPosLightSpace;
|
||||
|
||||
// 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
|
||||
uniform bool u_isInstanced;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 model = u_isInstanced ? instanceModel : u_model;
|
||||
|
||||
vertexPos = vec3(model * vec4(position, 1.0));
|
||||
|
||||
mat3 normalMatrix = mat3(transpose(inverse(model)));
|
||||
vertexNormal = normalMatrix * normal;
|
||||
// vertexNormal = normal;
|
||||
|
||||
TexCoords = texCoord;
|
||||
|
||||
// fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
|
||||
|
||||
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
|
||||
}
|
203
engine/src/shaders/pbr.fs
Normal file
203
engine/src/shaders/pbr.fs
Normal file
@ -0,0 +1,203 @@
|
||||
#version 410 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec3 vertexPos; // must be world-space position
|
||||
in vec3 vertexNormal;
|
||||
in vec2 TexCoords;
|
||||
|
||||
uniform vec3 viewPos;
|
||||
|
||||
// Lights
|
||||
struct Light {
|
||||
int type; // 0 = directional (shadowed), other = non-directional (no shadow)
|
||||
vec3 position; // for directional: encode light direction (see note)
|
||||
vec3 color;
|
||||
float intensity;
|
||||
mat4 lightSpace;
|
||||
sampler2D shadowMap;
|
||||
};
|
||||
#define MAX_LIGHTS 10
|
||||
uniform int lightsCount;
|
||||
uniform Light lights[MAX_LIGHTS];
|
||||
|
||||
uniform bool isLight;
|
||||
uniform vec3 currentLightColor;
|
||||
|
||||
// Material parameters
|
||||
uniform vec3 albedo;
|
||||
uniform float metallic;
|
||||
uniform float roughness;
|
||||
uniform float ao;
|
||||
|
||||
uniform sampler2D albedoTex;
|
||||
uniform sampler2D metallicTex;
|
||||
uniform sampler2D roughnessTex;
|
||||
uniform sampler2D aoTex;
|
||||
uniform bool useAlbedoMap;
|
||||
uniform bool useMetallicMap;
|
||||
uniform bool useRoughnessMap;
|
||||
uniform bool useAoMap;
|
||||
|
||||
uniform float opacity;
|
||||
|
||||
#define PI 3.14159265359
|
||||
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
|
||||
|
||||
// -------------------------------------------------------------
|
||||
// Improved ShadowCalculation: returns [0,1] shadow factor (1 = fully in shadow)
|
||||
float ShadowCalculation(sampler2D shadowMap, mat4 lightSpace, vec3 N, vec3 L)
|
||||
{
|
||||
// Transform fragment position to light's clip / NDC space
|
||||
vec4 fragPosLightSpace = lightSpace * vec4(vertexPos, 1.0);
|
||||
|
||||
// perspective divide
|
||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||
// to [0,1]
|
||||
projCoords = projCoords * 0.5 + 0.5;
|
||||
|
||||
// if outside the light's orthographic frustum (xy outside or z > 1), consider unshadowed
|
||||
if (projCoords.z > 1.0) {
|
||||
return 0.0;
|
||||
}
|
||||
if (projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
float currentDepth = projCoords.z;
|
||||
// basic bias (slope-dependent)
|
||||
float bias = max(0.001 * (1.0 - dot(N, L)), 0.0005);
|
||||
|
||||
// PCF (3x3)
|
||||
float shadow = 0.0;
|
||||
vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
|
||||
for (int x = -1; x <= 1; ++x) {
|
||||
for (int y = -1; y <= 1; ++y) {
|
||||
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
|
||||
shadow += (currentDepth - bias) > pcfDepth ? 1.0 : 0.0;
|
||||
}
|
||||
}
|
||||
shadow /= 9.0;
|
||||
|
||||
// clamp to [0,1]
|
||||
shadow = clamp(shadow, 0.0, 1.0);
|
||||
return shadow;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// PBR helpers (unchanged)
|
||||
float DistributionGGX(vec3 N, vec3 H, float roughness)
|
||||
{
|
||||
float a = roughness * roughness;
|
||||
float a2 = a * a;
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float NdotH2 = NdotH * NdotH;
|
||||
|
||||
float num = a2;
|
||||
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||
denom = PI * denom * denom;
|
||||
|
||||
return num / denom;
|
||||
}
|
||||
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
float r = roughness + 1.0;
|
||||
float k = (r * r) / 8.0;
|
||||
|
||||
float num = NdotV;
|
||||
float denom = NdotV * (1.0 - k) + k;
|
||||
return num / denom;
|
||||
}
|
||||
|
||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||
{
|
||||
float ggx1 = GeometrySchlickGGX(max(dot(N,L),0.0), roughness);
|
||||
float ggx2 = GeometrySchlickGGX(max(dot(N,V),0.0), roughness);
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
|
||||
vec3 fresnelSchlick(float cosTheta, vec3 F0)
|
||||
{
|
||||
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Main
|
||||
void main()
|
||||
{
|
||||
if (isLight) {
|
||||
vec3 emissive = currentLightColor * 10.0;
|
||||
FragColor = vec4(emissive, 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 N = normalize(vertexNormal);
|
||||
vec3 V = normalize(viewPos - vertexPos);
|
||||
|
||||
vec3 baseColor = useAlbedoMap ? texture(albedoTex, TexCoords).rgb : albedo;
|
||||
float metal = useMetallicMap ? texture(metallicTex, TexCoords).r : metallic;
|
||||
float rough = useRoughnessMap ? texture(roughnessTex, TexCoords).r : roughness;
|
||||
float aoValue = useAoMap ? texture(aoTex, TexCoords).r : ao;
|
||||
|
||||
vec3 F0 = mix(vec3(0.04), baseColor, metal);
|
||||
|
||||
vec3 Lo = vec3(0.0);
|
||||
|
||||
// Loop over all lights
|
||||
for (int i = 0; i < lightsCount; i++)
|
||||
{
|
||||
// compute light vector L depending on type
|
||||
vec3 L = vec3(0);
|
||||
if (lights[i].type == 0) {
|
||||
// directional light: convention here is that lights[i].position stores the direction
|
||||
// *towards* the light (for example, for sun direction you may upload -sunDir).
|
||||
// Adjust according to your CPU-side convention.
|
||||
L = normalize(lights[i].position); // expect this to be a direction
|
||||
} else {
|
||||
// point / spot style light: position is world-space point
|
||||
L = normalize(lights[i].position - vertexPos);
|
||||
}
|
||||
|
||||
vec3 H = normalize(V + L);
|
||||
|
||||
float NDF = DistributionGGX(N, H, rough);
|
||||
float G = GeometrySmith(N, V, L, rough);
|
||||
vec3 F = fresnelSchlick(max(dot(H,V),0.0), F0);
|
||||
|
||||
// compute shadow only for directional (type==0) lights that have shadow maps
|
||||
float shadow_i = 0.0;
|
||||
if (lights[i].type == 0) {
|
||||
shadow_i = ShadowCalculation(lights[i].shadowMap, lights[i].lightSpace, N, L);
|
||||
}
|
||||
|
||||
vec3 numerator = NDF * G * F;
|
||||
float denominator = 4.0 * max(dot(N,V),0.0) * max(dot(N,L),0.0) + 0.001;
|
||||
vec3 specular = numerator / denominator;
|
||||
|
||||
vec3 kS = F;
|
||||
vec3 kD = vec3(1.0) - kS;
|
||||
kD *= 1.0 - metal;
|
||||
|
||||
float NdotL = max(dot(N,L), 0.0);
|
||||
|
||||
vec3 radiance = lights[i].color * lights[i].intensity;
|
||||
|
||||
// Apply shadow_i only to this light's contribution:
|
||||
// when shadow_i == 1.0 -> this light contributes 0
|
||||
// when shadow_i == 0.0 -> full contribution
|
||||
vec3 contrib = (kD * baseColor / PI + specular) * radiance * NdotL * (1.0 - shadow_i);
|
||||
|
||||
Lo += contrib;
|
||||
}
|
||||
|
||||
// Ambient (unshadowed by design)
|
||||
vec3 ambient = vec3(0.03) * baseColor * aoValue;
|
||||
|
||||
vec3 color = ambient + Lo;
|
||||
|
||||
// HDR tonemapping + gamma
|
||||
color = color / (color + vec3(1.0));
|
||||
color = pow(color, vec3(1.0/2.2));
|
||||
|
||||
FragColor = vec4(color, opacity);
|
||||
}
|
145
engine/src/window/window.cpp
Normal file
145
engine/src/window/window.cpp
Normal file
@ -0,0 +1,145 @@
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include "engine/window/window.h"
|
||||
#include "engine/window/events/window.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include "engine/renderer/debug.h"
|
||||
|
||||
std::shared_ptr<Window> Window::s_instance = nullptr;
|
||||
|
||||
Window::Window(const char* title, int width, int height) {
|
||||
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, ENGINE_GL_MAJOR_VERSION);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, ENGINE_GL_MINOR_VERSION);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, ENGINE_GL_MULTISAMPLE_BUFFERS);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, ENGINE_GL_MULTISAMPLE_SAMPLES);
|
||||
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
|
||||
m_handle = SDL_CreateWindow(title, m_width, m_height, SDL_WINDOW_OPENGL|SDL_WINDOW_ALWAYS_ON_TOP|SDL_WINDOW_RESIZABLE);
|
||||
|
||||
if (!m_handle) {
|
||||
std::cerr << "Failed to create window" << std::endl;
|
||||
std::exit(1);
|
||||
}
|
||||
|
||||
SDL_SetWindowRelativeMouseMode(m_handle, true);
|
||||
|
||||
m_context = SDL_GL_CreateContext(m_handle);
|
||||
|
||||
if (!SDL_GL_MakeCurrent(m_handle, m_context)) {
|
||||
std::cerr << "SDL_GL_MakeCurrent failed: " << SDL_GetError() << "\n";
|
||||
SDL_DestroyWindow(m_handle);
|
||||
std::exit(1);
|
||||
}
|
||||
|
||||
glewExperimental = GL_TRUE;
|
||||
if (GLEW_OK != glewInit()) {
|
||||
std::cerr << "Could not initialize GLEW!" << std::endl;
|
||||
SDL_GL_DestroyContext(m_context);
|
||||
SDL_DestroyWindow(m_handle);
|
||||
std::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);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glDebugMessageCallback(MessageCallback, nullptr);
|
||||
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
}
|
||||
|
||||
Window::Window() : Window("OpenGL Test", DEFAULT_WIDTH, DEFAULT_HEIGHT) {}
|
||||
|
||||
std::shared_ptr<Window> Window::GetInstance() {
|
||||
if (!s_instance) {
|
||||
s_instance = std::shared_ptr<Window>(new Window(), WindowDeleter{});
|
||||
}
|
||||
return s_instance;
|
||||
}
|
||||
|
||||
Window::Window(Window&& window) noexcept
|
||||
: m_handle(window.m_handle), m_context(window.m_context), m_width(window.m_width), m_height(window.m_height)
|
||||
{
|
||||
window.m_handle = nullptr;
|
||||
window.m_context = (SDL_GLContext)nullptr;
|
||||
window.m_width = 0;
|
||||
window.m_height = 0;
|
||||
}
|
||||
|
||||
Window& Window::operator=(Window&& window) noexcept
|
||||
{
|
||||
if (this == &window) return *this;
|
||||
|
||||
// Destroy();
|
||||
|
||||
this->m_handle = window.m_handle;
|
||||
this->m_context = window.m_context;
|
||||
this->m_width = window.m_width;
|
||||
this->m_height = window.m_height;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
void Window::ProcessEvents() {
|
||||
SDL_Event event;
|
||||
while(SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
|
||||
case SDL_EVENT_QUIT:
|
||||
Dispatch(WindowCloseRequested());
|
||||
break;
|
||||
case SDL_EVENT_KEY_DOWN:
|
||||
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
|
||||
Dispatch(WindowCloseRequested());
|
||||
}
|
||||
if (event.key.scancode == SDL_SCANCODE_F11) {
|
||||
bool isFullscreen = SDL_GetWindowFlags(m_handle) & SDL_WINDOW_FULLSCREEN;
|
||||
SDL_SetWindowFullscreen(m_handle, !isFullscreen);
|
||||
}
|
||||
break;
|
||||
case SDL_EVENT_WINDOW_RESIZED:
|
||||
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
|
||||
int width, height;
|
||||
if (SDL_GetWindowSizeInPixels(m_handle, &width, &height)) {
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
glViewport(
|
||||
0,
|
||||
0,
|
||||
width,
|
||||
height);
|
||||
Dispatch(WindowResized{ m_width, m_height });
|
||||
}
|
||||
break;
|
||||
default: break;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
void Window::SwapBuffers() const {
|
||||
SDL_GL_SwapWindow(m_handle);
|
||||
}
|
||||
|
||||
Window::~Window() {
|
||||
Destroy();
|
||||
}
|
||||
|
||||
void Window::Destroy() const {
|
||||
if (m_context)
|
||||
SDL_GL_DestroyContext(m_context);
|
||||
if (m_handle)
|
||||
SDL_DestroyWindow(m_handle);
|
||||
}
|
||||
|
Reference in New Issue
Block a user