feat: engine as library

This commit is contained in:
2025-10-16 19:43:51 +02:00
parent 165073c36d
commit aa7aafe944
42 changed files with 160 additions and 147 deletions

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

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#ifndef PARSER_H_
#define PARSER_H_
// Very fast OBJ/MTL line parser
class Parser {
private:
char* m_sv;
public:
Parser(char* sv) : m_sv(sv) {}
public:
void SkipSpaces();
char* TakeWord();
float TakeFloat();
int TakeInt();
bool TakeFaceIndices(int& vi, int& ti, int& ni);
char* TakeUntil(char d);
int TakeIndex(int baseCount);
};
#endif // PARSER_H_

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#ifndef APPLICATION_H_
#define APPLICATION_H_
class IApplication {
public:
virtual ~IApplication() = default;
virtual void OnInit() {};
virtual void OnUpdate() {};
virtual void OnRender() {};
virtual void OnShutdown() {};
virtual void OnEvent() {};
virtual void OnWindowResized(const WindowResized& e) {};
};
#endif // APPLICATION_H_

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#ifndef COMPONENT_BATCH_H_
#define COMPONENT_BATCH_H_
#include "engine/renderer/renderer.h"
// requires mesh component
struct batch {
friend class Renderer;
public:
// requires transform component
struct item {
unsigned int batchId;
};
batch();
inline const unsigned int id() const { return m_id; }
protected:
static unsigned int LastID;
private:
unsigned int m_id;
unsigned int m_instance_vbo { 0 };
private:
void prepare(glm::mat4 *instances, unsigned int count);
};
#endif // COMPONENT_BATCH_H_

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#ifndef COMPONENTS_PLAYER_H_
#define COMPONENTS_PLAYER_H_
struct camera {};
#endif // COMPONENTS_PLAYER_H_

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#ifndef COMPONENTS_LIGHT_H_
#define COMPONENTS_LIGHT_H_
#include <glm/glm.hpp>
#include "engine/renderer/renderer.h"
struct light {
friend class Renderer;
public:
enum LightType {
DIRECTIONAL = 0,
};
LightType type;
glm::vec3 color;
float intensity;
light(LightType t, const glm::vec3& c, float i)
: type(t), color(c), intensity(i),
shadowMap(0), fbo(0), lightSpace(1.0f) {}
private:
unsigned int shadowMap;
unsigned int fbo;
glm::mat4 lightSpace;
};
#endif // COMPONENTS_LIGHT_H_

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#ifndef COMPONENTS_MESH_H_
#define COMPONENTS_MESH_H_
#include <memory>
#include "engine/renderer/wavefront.h"
struct mesh {
std::shared_ptr<Object> object;
};
#endif // COMPONENTS_MESH_H_

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#ifndef COMPONENT_ROTATE_H_
#define COMPONENT_ROTATE_H_
struct rotate {};
#endif // COMPONENT_ROTATE_H_

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#ifndef COMPONENTS_TRANSFORM_H_
#define COMPONENTS_TRANSFORM_H_
#include <glm/glm.hpp>
struct transform {
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
};
#endif // COMPONENTS_TRANSFORM_H_

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#ifndef RENDERER_BASICS_H
#define RENDERER_BASICS_H
#include <glm/glm.hpp>
#include "engine/renderer/mesh.h"
class Vertex {
friend class Mesh;
private:
glm::vec3 m_position;
glm::vec3 m_normal;
glm::vec2 m_texCoord;
public:
Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 texCoord)
: m_position(position), m_normal(normal), m_texCoord(texCoord) {}
public:
static void DefineAttrib();
};
#endif // RENDERER_BASICS_H

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#ifndef RENDERER_DEBUG_
#define RENDERER_DEBUG_
#include <GL/glew.h>
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam);
#endif // RENDERER_DEBUG_

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#ifndef ENGINE_H_
#define ENGINE_H_
#include <memory>
#include <glm/glm.hpp>
#include "engine/window/window.h"
#include "engine/window/events/window.h"
#include "engine/app/app.h"
class Engine {
public:
static void Run(std::unique_ptr<IApplication> app);
private:
static std::unique_ptr<IApplication> s_app;
static std::shared_ptr<Window> s_window;
static bool s_running;
};
#endif // ENGINE_H_

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#ifndef MATERIAL_H_
#define MATERIAL_H_
#include <glm/glm.hpp>
#include <memory>
#include "engine/renderer/texture.h"
class Material {
private:
glm::vec3 m_ambient { 0.2f, 0.2f, 0.2f };
glm::vec3 m_diffuse { 0.8f, 0.8f, 0.8f };
glm::vec3 m_specular { 1.0f, 1.0f, 1.0f };
float m_shininess { 32.0f };
float m_opacity { 1.0f };
int m_illum { 2 };
std::unique_ptr<Texture> m_diffuse_tex { nullptr };
public:
Material() = default;
Material(const Material& other) = default; // copy constructor
Material& operator=(const Material& other) = default;
public:
inline const glm::vec3 GetAmbientColor() const { return m_ambient; }
inline const glm::vec3 GetDiffuseColor() const { return m_diffuse; }
inline const glm::vec3 GetSpecularColor() const { return m_specular; }
inline const float GetSpecularWeight() const { return m_shininess; }
inline const bool HasDiffuseTexture() const { return m_diffuse_tex != nullptr; }
inline const Texture* GetDiffuseTexture() const { return m_diffuse_tex.get(); }
inline const float GetOpacity() const { return m_opacity; }
inline const int GetIllumination() const { return m_illum; }
public:
inline void SetAmbientColor(glm::vec3 ambient) { m_ambient = ambient; }
inline void SetDiffuseColor(glm::vec3 diffuse) { m_diffuse = diffuse; }
inline void SetSpecularColor(glm::vec3 specular) { m_specular = specular; }
inline void SetSpecularWeight(float weight) { m_shininess = weight; }
inline void SetDiffuseTexture(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); }
inline void SetOpacity(float opacity) { m_opacity = opacity; }
inline void SetIllumination(float illum) { m_illum = illum; }
};
#endif // MATERIAL_H_

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#ifndef MESH_H_
#define MESH_H_
#include <vector>
#include <string>
#include <GL/glew.h>
#include "engine/renderer/basics.h"
class Mesh {
public: // TODO: abstract away
unsigned int m_vao, m_vbo, m_ebo;
std::vector<Vertex> m_vertexBuffer;
std::vector<unsigned int> m_indexBuffer;
public: // TODO: abstract away
void Bind() const { glBindVertexArray(m_vao); }
void Unbind() { glBindVertexArray(0); }
void Upload() const;
public:
std::string materialName;
public:
Mesh();
public:
void Render(unsigned int count);
};
#endif // MESH_H_

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#ifndef RENDERER_H_
#define RENDERER_H_
#include <glm/glm.hpp>
#include <entt/entity/registry.hpp>
#include "engine/renderer/shader.h"
// TODO: make static or singleton
class Renderer {
public:
Renderer(entt::registry& registry);
void Render();
void Init();
void GenerateShadowMaps();
void OnWindowResized(int w, int h);
private:
void ApplyLights(Shader &shader);
void UpdateView();
void RenderScene(Shader &shader);
private:
Shader m_shader;
Shader m_depthShader;
entt::registry& m_registry;
// unsigned int m_depth_fbo;
// unsigned int m_depthMap;
glm::mat4 m_model;
glm::mat4 m_proj;
glm::mat4 m_view;
};
#endif // RENDERER_H_

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

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#ifndef TEXTURE_H_
#define TEXTURE_H_
#include <string>
#include <memory>
class Texture {
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_

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#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_

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#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_

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#ifndef WINDOW_EVENTS_H_
#define WINDOW_EVENTS_H_
struct WindowResized { int w, h; };
struct WindowCloseRequested {};
#endif // WINDOW_EVENTS_H_

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#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_