feat: engine as library
This commit is contained in:
21
engine/include/engine/renderer/basics.h
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21
engine/include/engine/renderer/basics.h
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#ifndef RENDERER_BASICS_H
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#define RENDERER_BASICS_H
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#include <glm/glm.hpp>
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#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
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14
engine/include/engine/renderer/debug.h
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engine/include/engine/renderer/debug.h
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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_
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22
engine/include/engine/renderer/engine.h
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22
engine/include/engine/renderer/engine.h
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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_
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42
engine/include/engine/renderer/material.h
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engine/include/engine/renderer/material.h
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#ifndef MATERIAL_H_
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#define MATERIAL_H_
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#include <glm/glm.hpp>
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#include <memory>
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#include "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_
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27
engine/include/engine/renderer/mesh.h
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engine/include/engine/renderer/mesh.h
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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_
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37
engine/include/engine/renderer/renderer.h
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37
engine/include/engine/renderer/renderer.h
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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_
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46
engine/include/engine/renderer/shader.h
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46
engine/include/engine/renderer/shader.h
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#ifndef SHADER_H
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#define SHADER_H
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#include <string>
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#include <glm/glm.hpp>
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class Shader
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{
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public:
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Shader();
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~Shader();
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unsigned int m_id;
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void init(const std::string &vertexCode, const std::string &fragmentCode);
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void use();
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void setBool(const std::string &name, bool value) const;
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void setInt(const std::string &name, int value) const;
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void setFloat(const std::string &name, float value) const;
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void setVec2(const std::string &name, const glm::vec2 &value) const;
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void setVec2(const std::string &name, float x, float y) const;
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void setVec3(const std::string &name, const glm::vec3 &value) const;
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void setVec3(const std::string &name, float x, float y, float z) const;
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void setVec4(const std::string &name, const glm::vec4 &value) const;
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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;
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void setMat3(const std::string &name, const glm::mat3 &mat) const;
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void setMat4(const std::string &name, const glm::mat4 &mat) const;
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private:
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unsigned int m_vertexId;
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unsigned int m_fragmentId;
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std::string m_vertexCode;
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std::string m_fragmentCode;
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void compile();
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void link();
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void checkCompileError(unsigned int shader, const std::string type);
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void checkLinkingError();
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};
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#endif // SHADER_H
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16
engine/include/engine/renderer/texture.h
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16
engine/include/engine/renderer/texture.h
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#ifndef TEXTURE_H_
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#define TEXTURE_H_
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#include <string>
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#include <memory>
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class Texture {
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public:
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Texture() : m_id(0) {}
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static std::unique_ptr<Texture> LoadFile(const std::string& filename);
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public:
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[[nodiscard]] unsigned int GetID() const { return m_id; }
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private:
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unsigned int m_id;
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};
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#endif // TEXTURE_H_
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54
engine/include/engine/renderer/wavefront.h
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54
engine/include/engine/renderer/wavefront.h
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#ifndef MODEL_H_
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#define MODEL_H_
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#include <vector>
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#include <string>
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#include <filesystem>
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#include <unordered_map>
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#include <glm/glm.hpp>
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#include <memory>
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#include "engine/renderer/shader.h"
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#include "engine/renderer/renderer.h"
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#include "engine/renderer/material.h"
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#include "engine/renderer/mesh.h"
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enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
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enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
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class Object {
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friend class Renderer;
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private:
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static inline int NormalizeIndex(int idx, int baseCount);
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private:
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Object();
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public:
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~Object() = default;
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public:
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static Object* LoadFile(const std::string& filename);
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private:
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void LoadMaterials(const std::filesystem::path& filename);
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private:
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void AddMaterial(std::string name, std::shared_ptr<Material> material);
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std::shared_ptr<Material> GetMaterial(std::string name);
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private:
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Mesh& GetLastMesh();
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void CreateNewMesh(const std::string& materialName);
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public:
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void Render(Shader& shader, unsigned int count);
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[[nodiscard]] inline const std::string Name() const { return m_name; }
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protected:
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void EnableBatch(unsigned int instanceVBO);
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private:
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std::string m_name;
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std::vector<glm::vec3> m_vertices;
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std::vector<glm::vec3> m_normals;
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std::vector<glm::vec2> m_texCoords;
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std::vector<Mesh> m_meshes;
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std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
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};
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#endif // MODEL_H_
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