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19 Commits

Author SHA1 Message Date
165073c36d feat: initialize all vars in shaders 2025-10-16 14:07:12 +02:00
87168d42c3 feat: rename shader 2025-10-16 14:07:01 +02:00
4deb22f37d feat: object enable batch 2025-10-16 14:06:53 +02:00
ec92a3310e feat: registry refactoring + batch impl 2025-10-16 14:06:46 +02:00
b991a85b6b feat: draw instanced 2025-10-16 14:06:33 +02:00
282f8e8cb2 feat: better gl debug messages 2025-10-16 14:06:13 +02:00
4cc6f0cb26 feat: delete basics impl unnecessary code 2025-10-16 14:06:04 +02:00
a7a4840dd4 feat: batch component impl 2025-10-16 14:05:49 +02:00
2144b8a03a test: generate 1000 grass blocks + call renderer init 2025-10-16 14:05:43 +02:00
8563b424e9 feat: friend class with renderer + accept render count 2025-10-16 14:05:04 +02:00
4326ecd23f feat: keep registry reference 2025-10-16 14:04:46 +02:00
a68b4a85f0 feat(mesh): accept rendering count for instanced draw 2025-10-16 14:03:55 +02:00
19988d9c1d feat: friend class mesh for vertex 2025-10-16 14:03:42 +02:00
fde96d1419 feat: rotate component 2025-10-16 14:03:33 +02:00
6972ca3cb5 feat: make mesh objects shareable 2025-10-16 14:03:24 +02:00
4757ba8e58 feat: batch component 2025-10-16 14:03:12 +02:00
5fa9a04cb2 feat: add batch component 2025-10-16 14:03:05 +02:00
e38bb50245 feat: fullscreen toggling support 2025-10-14 21:38:20 +02:00
75e1748302 fix: update projection matrix 2025-10-14 21:38:09 +02:00
18 changed files with 276 additions and 79 deletions

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@ -40,8 +40,9 @@ add_executable(CodingGame
src/window/window.cpp
src/components/batch.cpp
src/renderer/debug.cpp
src/renderer/basics.cpp
src/renderer/mesh.cpp
src/renderer/shader.cpp
src/renderer/texture.cpp

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@ -0,0 +1,27 @@
#ifndef COMPONENT_BATCH_H_
#define COMPONENT_BATCH_H_
#include "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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@ -5,7 +5,7 @@
#include "renderer/wavefront.h"
struct mesh {
std::unique_ptr<Object> object;
std::shared_ptr<Object> object;
};
#endif // COMPONENTS_MESH_H_

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@ -0,0 +1,6 @@
#ifndef COMPONENT_ROTATE_H_
#define COMPONENT_ROTATE_H_
struct rotate {};
#endif // COMPONENT_ROTATE_H_

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@ -3,7 +3,10 @@
#include <glm/glm.hpp>
#include "renderer/mesh.h"
class Vertex {
friend class Mesh;
private:
glm::vec3 m_position;
glm::vec3 m_normal;

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@ -21,7 +21,7 @@ public:
public:
Mesh();
public:
void Render();
void Render(unsigned int count);
};
#endif // MESH_H_

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@ -9,20 +9,23 @@
// TODO: make static or singleton
class Renderer {
public:
Renderer();
Renderer(entt::registry& registry);
void Render(entt::registry& registry);
void GenerateShadowMaps(entt::registry& registry);
void Render();
void Init();
void GenerateShadowMaps();
void OnWindowResized(int w, int h);
private:
void ApplyLights(entt::registry& registry, Shader &shader);
void UpdateView(entt::registry& registry, Shader &shader);
void RenderScene(entt::registry& registry, Shader &shader);
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;

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@ -8,6 +8,7 @@
#include <memory>
#include "shader.h"
#include "renderer/renderer.h"
#include "renderer/material.h"
#include "renderer/mesh.h"
@ -15,6 +16,7 @@ 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);
@ -34,8 +36,10 @@ private:
Mesh& GetLastMesh();
void CreateNewMesh(const std::string& materialName);
public:
void Render(Shader& shader);
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;

19
src/components/batch.cpp Normal file
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@ -0,0 +1,19 @@
#include <GL/glew.h>
#include "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);
}

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@ -23,15 +23,17 @@
#include "components/light.h"
#include "components/camera.h"
#include "components/mesh.h"
#include "components/rotate.h"
#include "components/batch.h"
class Game : public IApplication {
public:
Game() {
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::unique_ptr<Object>(lightObj));
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));
@ -40,17 +42,36 @@ public:
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::unique_ptr<Object>(targetObj));
m_registry.emplace<mesh>(targetEntity, std::shared_ptr<Object>(targetObj));
Object* cubeObj = Object::LoadFile("./assets/grass_block/grass_block.obj");
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::unique_ptr<Object>(cubeObj));
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::unique_ptr<Object>(floorObj));
m_registry.emplace<mesh>(floorEntt, std::shared_ptr<Object>(floorObj));
}
~Game() override {}
@ -69,7 +90,8 @@ public:
m_startTicks = SDL_GetTicks();
m_frameCount = 0;
m_renderer.GenerateShadowMaps(m_registry);
m_renderer.Init();
m_renderer.GenerateShadowMaps();
}
void OnWindowResized(const WindowResized& event) override {
@ -165,17 +187,17 @@ public:
}
}
// auto rotateEntts = m_registry.view<transform, const mesh>();
// for (auto [entity, transform, mesh] : rotateEntts.each()) {
// // auto targetTransform = rotateEntts.get<transform>(entity);
// if (!m_registry.all_of<light>(entity)) {
// transform.rotation.y = m_angle;
// }
// }
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_registry);
m_renderer.Render();
m_frameCount++;
m_currentTicks = SDL_GetTicks();

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@ -1,15 +0,0 @@
#include <GL/glew.h>
#include "renderer/basics.h"
void Vertex::DefineAttrib()
{
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);
}

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@ -10,6 +10,43 @@ void MessageCallback(GLenum source,
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;

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@ -1,3 +1,5 @@
#include <cstddef>
#include "renderer/mesh.h"
Mesh::Mesh() {
@ -13,13 +15,21 @@ Mesh::Mesh() {
// VBO (vertex buffer)
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
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_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
Vertex::DefineAttrib();
// 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);
@ -29,18 +39,22 @@ 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_STATIC_DRAW);
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_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_DYNAMIC_DRAW);
glBindVertexArray(0);
}
void Mesh::Render()
void Mesh::Render(unsigned int count)
{
Bind();
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
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();
}

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@ -1,4 +1,5 @@
#include <iostream>
#include <cassert>
#include <glm/glm.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#ifdef WIN32
@ -16,8 +17,9 @@
#include "components/camera.h"
#include "components/light.h"
#include "components/mesh.h"
#include "components/batch.h"
Renderer::Renderer()
Renderer::Renderer(entt::registry& registry) : m_registry(registry)
{
m_proj = glm::perspective(
static_cast<float>(M_PI_2),
@ -27,7 +29,7 @@ Renderer::Renderer()
);
m_shader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/main.vs"),
FileManager::read("./src/shaders/pbr.fs")
);
@ -42,6 +44,18 @@ Renderer::Renderer()
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),
@ -49,18 +63,16 @@ void Renderer::OnWindowResized(int w, int h) {
0.01f,
100.0f
);
m_shader.setMat4("u_projection", m_proj);
m_depthShader.setMat4("u_projection", m_proj);
}
void Renderer::ApplyLights(entt::registry& registry, Shader &shader) {
auto lights = registry.view<light>();
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 = registry.get<light>(entity);
auto &transf = registry.get<transform>(entity);
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);
@ -75,31 +87,68 @@ void Renderer::ApplyLights(entt::registry& registry, Shader &shader) {
}
}
void Renderer::UpdateView(entt::registry& registry, Shader &shader) {
auto cam = registry.view<transform, camera>().back();
auto camTransform = registry.get<transform>(cam);
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)
);
shader.setMat4("u_view", m_view);
m_shader.setMat4("u_view", m_view);
m_shader.setMat4("u_projection", m_proj);
shader.setVec3("viewPos", camTransform.position);
m_shader.setVec3("viewPos", camTransform.position);
}
void Renderer::RenderScene(entt::registry& registry, Shader &shader) {
auto view = registry.view<transform, mesh>();
void Renderer::RenderScene(Shader &shader) {
std::unordered_map<unsigned int, std::vector<entt::entity>> batches;
for (auto [entity, transf, mesh] : view.each()) {
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 (registry.all_of<light>(entity)) {
auto &l = registry.get<light>(entity);
if (m_registry.all_of<light>(entity)) {
auto &l = m_registry.get<light>(entity);
shader.setBool("isLight", true);
shader.setVec3("currentLightColor", l.color);
} else {
@ -112,16 +161,16 @@ void Renderer::RenderScene(entt::registry& registry, Shader &shader) {
shader.setMat4("u_model", m_model);
mesh.object->Render(shader);
mesh.object->Render(shader, 1);
}
}
void Renderer::GenerateShadowMaps(entt::registry& registry) {
void Renderer::GenerateShadowMaps() {
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
m_depthShader.use();
auto lights = registry.view<light>();
auto lights = m_registry.view<light>();
for (auto [lEntt, l] : lights.each()) {
// TODO: support other light types when ready
@ -149,12 +198,12 @@ void Renderer::GenerateShadowMaps(entt::registry& registry) {
}
}
void Renderer::Render(entt::registry& registry) {
void Renderer::Render() {
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
m_depthShader.use();
auto lights = registry.view<light, transform>();
auto lights = m_registry.view<light, transform>();
for (auto [lEntt, l, t] : lights.each()) {
// TODO: support other light types when ready
@ -176,7 +225,7 @@ void Renderer::Render(entt::registry& registry) {
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
glClear(GL_DEPTH_BUFFER_BIT);
RenderScene(registry, m_depthShader);
RenderScene(m_depthShader);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glCullFace(GL_BACK);
}
@ -190,8 +239,8 @@ void Renderer::Render(entt::registry& registry) {
m_shader.use();
ApplyLights(registry, m_shader);
UpdateView(registry, m_shader);
ApplyLights(m_shader);
UpdateView();
RenderScene(registry, m_shader);
RenderScene(m_shader);
}

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@ -392,6 +392,24 @@ Object* Object::LoadFile(const std::string& filename) {
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)
// {
@ -420,7 +438,7 @@ Object* Object::LoadFile(const std::string& filename) {
// }
// }
void Object::Render(Shader& shader)
void Object::Render(Shader& shader, unsigned int count)
{
for (auto &mesh : m_meshes)
{
@ -484,7 +502,7 @@ void Object::Render(Shader& shader)
}
// --- Render mesh ---
mesh.Render();
mesh.Render(count);
}
}

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@ -4,6 +4,7 @@
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;
@ -15,12 +16,15 @@ out vec4 fragPosLightSpace;
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()
{
vertexPos = vec3(u_model * vec4(position, 1.0));
mat4 model = u_isInstanced ? instanceModel : u_model;
mat3 normalMatrix = mat3(transpose(inverse(u_model)));
vertexPos = vec3(model * vec4(position, 1.0));
mat3 normalMatrix = mat3(transpose(inverse(model)));
vertexNormal = normalMatrix * normal;
// vertexNormal = normal;

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@ -147,7 +147,7 @@ void main()
for (int i = 0; i < lightsCount; i++)
{
// compute light vector L depending on type
vec3 L;
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).

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@ -104,8 +104,13 @@ void Window::ProcessEvents() {
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;