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43 Commits

Author SHA1 Message Date
113412bb5b making prefab work 2025-11-14 18:26:30 +01:00
c7b6a79270 feat: use renderable 2025-11-05 11:51:38 +01:00
54fa900dff fix: fixme checked (uploading already) 2025-11-05 11:51:26 +01:00
b6b40837a4 feat: prepare each mesh entt for rendering 2025-11-05 11:50:57 +01:00
d6267f7a4b chore: remove unnecessary logs 2025-11-05 11:48:33 +01:00
71a14af25c fix: correct import filename 2025-11-05 11:48:24 +01:00
339da4ef02 fix: use correct data 2025-11-05 11:48:08 +01:00
0c4b7ed285 feat: mesh component accept renderable 2025-11-05 08:07:24 +01:00
bdd5a16b3d feat: renderable interface 2025-11-05 08:06:54 +01:00
116f274228 feat: render support for mesh 2025-11-05 08:06:41 +01:00
07108956b9 feat: return raw pointer to texture 2025-11-04 18:04:20 +01:00
eb4b3bc78f fix: raw pointer used 2025-11-04 18:04:11 +01:00
8434ee8633 feat: transparent buffer class with global binding control 2025-11-04 18:04:02 +01:00
2d10e22a99 feat: use custom buffers 2025-11-04 18:03:45 +01:00
103fdcaa26 feat: use custom buffers 2025-11-04 18:03:33 +01:00
9e3bc4790b feat: refactor wavefront to support new mesh + material system 2025-11-04 18:03:18 +01:00
4bc74d0d2c feat: simplify and return raw pointer 2025-11-04 18:02:55 +01:00
3cca0b5c87 fix: correct import 2025-11-04 18:02:38 +01:00
bb4a2c926e feat: adapt old mesh class for further removing 2025-11-04 18:02:33 +01:00
808fad3001 feat: delete basics 2025-11-04 18:01:49 +01:00
73da0d79f5 feat: better buffer binding/unbinding control 2025-11-04 18:01:42 +01:00
788a302d75 feat: new vertex impl 2025-11-04 18:01:14 +01:00
e36a599d68 feat: abstracted Mesh class 2025-11-04 18:00:49 +01:00
9591ad403b feat: custom new material class 2025-11-04 18:00:40 +01:00
51ace4a800 feat: custom dynamic array impl 2025-11-04 18:00:34 +01:00
577336b5b7 chore: vscode settings 2025-11-04 18:00:27 +01:00
9b26cf909b feat: vertex array class 2025-10-30 18:31:48 +01:00
c6d83c1b51 feat: destructor 2025-10-24 13:17:15 +02:00
e459fea503 feat: instance + array buffer 2025-10-24 13:06:40 +02:00
b5ea21ad43 feat: uniform buffer configure shader 2025-10-24 12:37:09 +02:00
ee8e6012c8 test: try 10.000 cubes to render 2025-10-24 11:16:32 +02:00
063b228b97 feat: support uniform blocks 2025-10-23 22:43:03 +02:00
1440fd847c test: try uniform buffers 2025-10-23 22:42:54 +02:00
337da2b3b7 feat: opengl buffer & nested uniform buffer class 2025-10-23 22:42:41 +02:00
3574634c4c chore: formatting 2025-10-23 21:34:13 +02:00
32873d14ae chore: rename transform to Transform 2025-10-23 20:32:12 +02:00
ec7ef40aea feat: input class for abstracting SDL_Input functions 2025-10-23 16:35:40 +02:00
7b9858cffa feat: move fps and deltatime calculations in core engine 2025-10-23 16:10:22 +02:00
ef498ba210 allow add component to return added component refenrefce 2025-10-23 15:37:06 +02:00
a427fb7099 fix: make new entity system wrapper work 2025-10-23 15:29:04 +02:00
37d35f990d fix: entity works 2025-10-22 16:14:20 +02:00
4798c52e51 feat: scene + entity class 2025-10-22 15:23:51 +02:00
ea593feb8d feat: refactoring 2025-10-22 14:25:02 +02:00
54 changed files with 5349 additions and 462 deletions

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@ -69,6 +69,7 @@
"regex": "cpp",
"semaphore": "cpp",
"shared_mutex": "cpp",
"stop_token": "cpp"
"stop_token": "cpp",
"filesystem": "cpp"
}
}

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@ -5,9 +5,12 @@ set(SOURCES
src/IO/file_manager.cpp
src/renderer/debug.cpp
src/window/window.cpp
src/input/input.cpp
src/opengl/buffers.cpp
src/scene/scene.cpp
src/window/window.cpp
src/components/batch.cpp
src/renderer/mesh.cpp

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@ -0,0 +1,122 @@
#ifndef CORE_ARRAY_H_
#define CORE_ARRAY_H_
#define ARRAY_INITIAL_CAPACITY 2
namespace Core {
template<typename Item, typename Size = unsigned int>
class Array {
public:
Array() {
m_size = 0;
m_capacity = ARRAY_INITIAL_CAPACITY;
m_items = static_cast<Item*>(::operator new[](m_capacity * sizeof(Item)));
}
Array(Size initialCapacity) {
m_size = 0;
m_capacity = initialCapacity;
m_items = static_cast<Item*>(::operator new[](m_capacity * sizeof(Item)));
}
~Array() {
for (unsigned int i = 0; i < m_size; ++i) {
m_items[i].~Item();
}
::operator delete[](m_items);
}
Array(Array&& other) {
m_capacity = other.m_capacity;
m_size = other.m_size;
m_items = other.m_items;
other.m_size = 0;
other.m_capacity = 0;
other.m_items = nullptr;
}
Array& operator=(Array&& other) noexcept {
if (this != &other) {
// Destroy current contents
for (unsigned int i = 0; i < m_size; ++i)
m_items[i].~Item();
::operator delete[](m_items);
// Move from other
m_items = other.m_items;
m_size = other.m_size;
m_capacity = other.m_capacity;
other.m_items = nullptr;
other.m_size = 0;
other.m_capacity = 0;
}
return *this;
}
Array(const Array&) = delete;
public:
inline const Size GetSize() const noexcept { return m_size; }
Item* Begin() { return m_items; }
const Item* Begin() const { return m_items; }
Item& Back() { assert(m_size > 0 && "Calling back() on empty array!"); return m_items[m_size - 1]; }
const Item& Back() const { assert(m_size > 0 && "Calling back() on empty array!"); return m_items[m_size - 1]; }
Item* End() { return m_items + m_size; }
const Item* End() const { return m_items + m_size; }
inline const bool Empty() const { return m_size == 0; }
public:
template<typename... Args>
void EmplaceBack(Args&&... args) {
_ensureSize(m_size + 1);
new (&m_items[m_size++]) Item(std::forward<Args>(args)...);
}
void PushBack(const Item& item) {
_ensureSize(m_size + 1);
new (&m_items[m_size++]) Item(item);
}
void PushBack(Item&& item) {
_ensureSize(m_size + 1);
new (&m_items[m_size++]) Item(std::move(item));
}
private:
void _ensureSize(Size size) {
if (size > m_capacity) {
_extend(static_cast<Size>(m_capacity + (m_capacity / 2)));
}
}
void _extend(Size newSize) {
auto newItems = static_cast<Item*>(::operator new[](newSize * sizeof(Item)));
std::uninitialized_move(
std::make_move_iterator(m_items),
std::make_move_iterator(m_items + m_size),
newItems
);
for (unsigned int i = 0; i < m_size; ++i) {
m_items[i].~Item();
}
::operator delete[](m_items);
m_items = newItems;
m_capacity = newSize;
}
private:
Item* m_items;
Size m_size;
Size m_capacity;
};
}
#endif // CORE_ARRAY_H_

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@ -0,0 +1,64 @@
#ifndef MATERIAL_H_
#define MATERIAL_H_
#include <glm/glm.hpp>
#include <memory>
#include "engine/renderer/texture.h"
#ifndef DEFAULT_MATERIAL_NAME
#define DEFAULT_MATERIAL_NAME "__default_material"
#endif
namespace Core {
typedef std::string MaterialID;
class Material {
public:
Material(const std::string& name) : m_id(name) {}
Material() : Material(DEFAULT_MATERIAL_NAME) {}
// Material(const Material&) = default;
public:
static Material Default() {
Material material;
material.SetAmbientColor(glm::vec3(0.52f, 0.52f, 0.52f));
return material;
}
public:
inline const MaterialID GetID() const { return m_id; }
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; }
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(Texture* texture) { m_diffuse_tex = texture; }
inline void SetOpacity(float opacity) { m_opacity = opacity; }
inline void SetIllumination(float illum) { m_illum = illum; }
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 };
MaterialID m_id { 0 };
Texture* m_diffuse_tex { nullptr };
}; // class Material
} // namespace Core
#endif // MATERIAL_H_

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@ -0,0 +1,222 @@
#pragma once
#include "engine/3d/array.hpp"
#include "engine/3d/vertex.hpp"
#include "engine/3d/material.hpp"
#include "engine/opengl/buffers.h"
#include "engine/renderer/renderable.hpp"
#include "engine/export.h"
namespace Core {
class MeshGroup;
class ENGINE_API Mesh : public Renderable, public OpenGL::VertexArray {
friend class Core::MeshGroup;
public:
Mesh() = default;
Mesh(const Material& material) : m_material(material) {}
Mesh(const Mesh&) = delete;
Mesh(Mesh&&) = default;
public:
template<typename... Args>
uint32_t EmplaceVertex(Args&&... args) {
Vertex v(std::forward<Args>(args)...);
auto it = m_vti.find(v);
if (it != m_vti.end()) return it->second;
uint32_t newIndex = static_cast<uint32_t>(m_vertices.GetSize());
m_vertices.PushBack(std::move(v));
m_vti.emplace(m_vertices.Back(), newIndex);
return newIndex;
}
uint32_t PushVertex(const Vertex& vertex) {
auto it = m_vti.find(vertex);
if (it != m_vti.end()) return it->second;
uint32_t newIndex = static_cast<uint32_t>(m_vertices.GetSize());
m_vertices.PushBack(vertex);
m_vti.emplace(m_vertices.Back(), newIndex);
return newIndex;
}
void PushTriangle(uint32_t a, uint32_t b, uint32_t c) {
m_indices.PushBack(a);
m_indices.PushBack(b);
m_indices.PushBack(c);
}
const auto GetVerticesCount() const { return m_vertices.GetSize(); }
const auto GetIndicesCount() const { return m_indices.GetSize(); }
public:
inline const Material& GetMaterial() const { return m_material; }
private:
void Prepare() override {
// ---------- INIT -----------
m_ebo = 0;
// glGenVertexArrays(1, &m_vao);
// glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ebo);
Bind();
SetupVertexBuffer(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, position)));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, normal)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, uv)));
glEnableVertexAttribArray(2);
// TODO: delete after ebo moved in VertexArray
// glBindBuffer(GL_DYNAMIC_DRAW, 0);
Unbind();
// ---------- UPLOAD -----------
Bind();
VertexBufferData(m_vertices.GetSize() * sizeof(Vertex), m_vertices.Begin());
// Upload indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.GetSize() * sizeof(unsigned int), m_indices.Begin(), GL_DYNAMIC_DRAW);
// TODO: delete after ebo moved in VertexArray
// glBindBuffer(GL_DYNAMIC_DRAW, 0);
Unbind();
}
void Render(Shader& shader, Scene& scene, unsigned int count) override {
// --- Basic material properties ---
shader.setFloat("opacity", m_material.GetOpacity());
// Albedo (base color)
shader.setVec3("albedo", m_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 (m_material.HasDiffuseTexture()) {
shader.setBool("useAlbedoMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
glBindTexture(GL_TEXTURE_2D, m_material.GetDiffuseTexture()->GetID());
shader.setInt("albedoTex", texUnit++);
} else {
shader.setBool("useAlbedoMap", false);
}
// Metallic texture
// if (m_material.HasMetallicTexture()) {
if (false) {
shader.setBool("useMetallicMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
// glBindTexture(GL_TEXTURE_2D, m_material.GetMetallicTexture()->GetID());
shader.setInt("metallicTex", texUnit++);
} else {
shader.setBool("useMetallicMap", false);
}
// Roughness texture
// if (m_material.HasRoughnessTexture()) {
if (false) {
shader.setBool("useRoughnessMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
// glBindTexture(GL_TEXTURE_2D, m_material.GetRoughnessTexture()->GetID());
shader.setInt("roughnessTex", texUnit++);
} else {
shader.setBool("useRoughnessMap", false);
}
// AO texture
// if (m_material.HasAoTexture()) {
if (false) {
shader.setBool("useAoMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
// glBindTexture(GL_TEXTURE_2D, m_material.GetAoTexture()->GetID());
shader.setInt("aoTex", texUnit++);
} else {
shader.setBool("useAoMap", false);
}
// --- Render mesh ---
Bind();
if (count > 1) {
glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(m_indices.GetSize()), GL_UNSIGNED_INT, 0, count);
} else {
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices.GetSize()), GL_UNSIGNED_INT, 0);
}
Unbind();
}
private:
Array<Vertex> m_vertices { VERTICES_INITIAL_CAPACITY };
Array<uint32_t> m_indices { INDICES_INITIAL_CAPACITY };
// TODO: move out
// ------- RENDERING ---------
unsigned int m_ebo;
// ------- RENDERING ---------
Material m_material;
std::unordered_map<Vertex, uint32_t, VertexHash> m_vti;
}; // class Mesh
// Right now it's just a list of meshes connected to each other.
// In future we might want to add support for global material
// that can affect all sub materials, aka this class
// will act like Parent Mesh that contains Child Meshes
class ENGINE_API MeshGroup : public Array<Mesh>, public Renderable {
public:
MeshGroup() {}
void Prepare() override {
for (auto it = Begin(); it != End(); ++it) {
it->Prepare();
}
}
void Render(Shader& shader, Scene& scene, unsigned int count) {
for (auto it = Begin(); it != End(); ++it) {
it->Render(shader, scene, count);
}
}
public:
inline Mesh* FindMeshByMaterial(const Material& material) {
for (auto it = Begin(); it != End(); ++it) {
if (it->GetMaterial().GetID() == material.GetID()) {
return it;
}
}
return End();
}
inline Mesh* FindMeshByMaterial(const Material* material) {
for (auto it = Begin(); it != End(); ++it) {
if (it->GetMaterial().GetID() == material->GetID()) {
return it;
}
}
return End();
}
};
} // namespace Core

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@ -0,0 +1,148 @@
#ifndef CORE_PREFAB_H_
#define CORE_PREFAB_H_
#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/opengl/buffers.h"
#include "engine/renderer/renderable.hpp"
#include "engine/scene/scene.h"
#include "engine/3d/array.hpp"
#include "engine/3d/mesh.hpp"
#include "engine/components/transform.h"
#include "engine/components/batch.h"
namespace Core {
class Prefab : public Renderable {
public:
Prefab(MeshGroup&& mesh) : m_mesh(std::move(mesh)), m_id(++LastID) {}
const unsigned int GetID() const { return m_id; }
public:
void Prepare() override {
std::cout << "[PREFAB] Prepare called" << std::endl;
EnsureResources();
m_mesh.Prepare();
for (auto it = m_mesh.Begin(); it != m_mesh.End(); ++it) {
it->Bind();
std::cout << "[PREFAB] Configuring instance buffer for mesh" << std::endl;
m_instanceBuffer->StartConfigure();
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
}
m_instanceBuffer->EndConfigure();
std::cout << "[PREFAB] Finished configuring" << std::endl;
it->Unbind();
}
}
void Render(Shader& shader, Scene& scene, unsigned int count) override {
std::cout << "[PREFAB] Render called" << std::endl;
Array<entt::entity> batches;
for (auto [entt, item] : scene.m_registry.view<batch::item>().each()) {
if (item.batchId == m_id) {
batches.PushBack(entt);
}
}
std::cout << "[PREFAB] Collected " << batches.GetSize() << " batch items" << std::endl;
std::vector<glm::mat4> models;
models.reserve(batches.GetSize());
std::cout << "[PREFAB] Starting collecting models..." << std::endl;
for (auto it = batches.Begin(); it != batches.End(); ++it) {
auto &t = scene.m_registry.get<Transform>(*it);
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);
}
std::cout << "[PREFAB] Collected " << models.size() << " models" << std::endl;
UploadInstances(models.data(), models.size());
shader.setBool("u_isInstanced", true);
shader.setBool("isLight", false);
shader.setVec3("currentLightColor", glm::vec3(0.f));
std::cout << "[PREFAB] Rendering mesh in instanced mode with size = " << models.size() << std::endl;
m_mesh.Render(shader, scene, models.size());
shader.setBool("u_isInstanced", false);
}
private:
void EnsureResources(unsigned int count = 0) {
if (!m_instanceBuffer) {
std::cout << "[PREFAB] Instance buffer init..." << std::endl;
m_instanceBuffer = new OpenGL::InstanceBuffer(GL_DYNAMIC_DRAW);
OpenGL::Buffer::Bind(m_instanceBuffer);
OpenGL::Buffer::Data(m_instanceBuffer, nullptr, sizeof(glm::mat4) * count);
OpenGL::Buffer::Unbind(m_instanceBuffer);
m_instance_count = count;
}
}
void UploadInstances(glm::mat4 *instances, unsigned int count) {
std::cout << "[PREFAB] UploadInstances called" << std::endl;
EnsureResources(count);
if (count > m_instance_count) {
std::cout << "[PREFAB] Reallocate buffer. Current = " << m_instance_count << " ; required = " << count << std::endl;
// Optional: reallocate only if you *really* have more instances than before
// FIXME: what the hell is m_instance_vbo
// glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
OpenGL::Buffer::Bind(m_instanceBuffer);
OpenGL::Buffer::Data(m_instanceBuffer, nullptr, sizeof(glm::mat4) * count);
OpenGL::Buffer::Unbind(m_instanceBuffer);
m_instance_count = count;
}
// Just update the data region — much cheaper
std::cout << "[PREFAB] Updating data of instance buffer..." << std::endl;
// std::cout << "[PREFAB] buffer target " << (m_instanceBuffer->GetTarget() == GL_ARRAY_BUFFER ? "array buffer" : "other") << std::endl;
// std::cout << "[PREFAB] buffer id " << m_instanceBuffer->GetID() << std::endl;
std::cout << "count = " << count << std::endl;
std::cout << "instances = " << instances << std::endl;
OpenGL::Buffer::Bind(m_instanceBuffer);
OpenGL::Buffer::SubData(m_instanceBuffer, instances, sizeof(glm::mat4) * count, 0);
}
protected:
static unsigned int LastID;
private:
unsigned int m_id;
MeshGroup m_mesh;
OpenGL::InstanceBuffer* m_instanceBuffer = nullptr;
unsigned int m_instance_count = 0;
unsigned int m_instance_vbo = 0;
};
unsigned int Prefab::LastID = 0;
}
#endif // CORE_PREFAB_H_

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@ -0,0 +1,63 @@
#pragma once
#include <cstring>
#include <glm/glm.hpp>
#define VERTICES_INITIAL_CAPACITY 256
#define INDICES_INITIAL_CAPACITY 512
namespace Core {
struct Vertex {
public:
Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 uv)
: position(position), normal(normal), uv(uv) {}
Vertex()
: position(glm::vec3()), normal(glm::vec3()), uv(glm::vec2()) {}
Vertex(const Vertex&) noexcept = default;
Vertex(Vertex&&) noexcept = default;
bool operator ==(Vertex const& o) const noexcept {
return o.position == position
&& o.normal == normal
&& o.uv == uv;
}
public:
glm::vec3 position;
glm::vec3 normal;
glm::vec2 uv;
friend class VertexHash;
};
struct VertexHash {
size_t operator()(Vertex const& v) const noexcept {
auto h = [](float f) -> size_t {
uint32_t b;
static_assert(sizeof(float) == sizeof(uint32_t));
std::memcpy(&b, &f, sizeof(float));
// splitmix64-like mixing (simple)
uint64_t x = b;
x = (x ^ (x >> 30)) * 0xbf58476d1ce4e5b9ULL;
x = (x ^ (x >> 27)) * 0x94d049bb133111ebULL;
x ^= x >> 31;
return static_cast<size_t>(x);
};
size_t res = 1469598103934665603ULL;
res ^= h(v.position.x) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
res ^= h(v.position.y) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
res ^= h(v.position.z) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
res ^= h(v.normal.x) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
res ^= h(v.normal.y) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
res ^= h(v.normal.z) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
res ^= h(v.uv.x) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
res ^= h(v.uv.y) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
return res;
}
};
}

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@ -3,6 +3,8 @@
#include <string>
namespace Core {
class FileManager
{
public:
@ -12,4 +14,6 @@ public:
static std::string read(const std::string &filename);
};
}
#endif // FILE_MANAGER_H

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@ -1,6 +1,8 @@
#ifndef PARSER_H_
#define PARSER_H_
namespace Core {
// Very fast OBJ/MTL line parser
class Parser {
private:
@ -17,4 +19,6 @@ public:
int TakeIndex(int baseCount);
};
}
#endif // PARSER_H_

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@ -9,10 +9,10 @@
#include "engine/app/app.h"
#include "engine/renderer/core.h"
extern IApplication* CreateApplication();
extern Core::IApplication* CreateApplication();
int main() {
auto engine = Engine::GetInstance();
engine->Run(std::unique_ptr<IApplication>(CreateApplication()));
auto engine = Core::Engine::GetInstance();
engine->Run(std::unique_ptr<Core::IApplication>(CreateApplication()));
return 0;
}

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@ -3,17 +3,21 @@
#include "engine/scene/scene.h"
#include "engine/window/event.hpp"
#include "engine/time/timestep.h"
#include "engine/export.h"
namespace Core {
class ENGINE_API IApplication {
public:
virtual ~IApplication() = default;
virtual void OnInit(std::shared_ptr<Scene> scene) {};
virtual void OnUpdate() {};
virtual void OnUpdate(Timestep dt) {};
virtual void OnShutdown() {};
virtual void OnEvent(const Event& event) {};
};
}
#endif // APPLICATION_H_

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@ -2,13 +2,17 @@
#define COMPONENT_BATCH_H_
#include <glm/mat4x4.hpp>
#include <memory>
#include "engine/opengl/buffers.h"
#include "engine/export.h"
namespace Core {
// requires mesh component
struct ENGINE_API batch {
friend class Renderer;
public:
// requires transform component
// requires Transform component
struct item {
unsigned int batchId;
};
@ -16,14 +20,20 @@ public:
batch();
inline const unsigned int id() const { return m_id; }
inline const bool Initialized() const { return m_instanceBuffer != nullptr; }
protected:
static unsigned int LastID;
private:
unsigned int m_id;
unsigned int m_instance_vbo { 0 };
unsigned int m_instance_count { 0 };
// TODO: use static draw when possible
OpenGL::InstanceBuffer* m_instanceBuffer = nullptr;
private:
friend class Renderer;
void prepare(glm::mat4 *instances, unsigned int count);
};
}
#endif // COMPONENT_BATCH_H_

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@ -3,6 +3,8 @@
#include "engine/export.h"
namespace Core {
struct ENGINE_API camera {};
}
#endif // COMPONENTS_PLAYER_H_

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@ -6,6 +6,7 @@
#include "engine/renderer/renderer.h"
#include "engine/export.h"
namespace Core {
struct ENGINE_API light {
friend class Renderer;
public:
@ -25,5 +26,6 @@ private:
glm::mat4 lightSpace;
int shadowRes{1024};
};
}
#endif // COMPONENTS_LIGHT_H_

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@ -2,12 +2,14 @@
#define COMPONENTS_MESH_H_
#include <memory>
#include "engine/renderer/renderable.hpp"
#include "engine/renderer/wavefront.h"
#include "engine/export.h"
namespace Core {
struct ENGINE_API mesh {
std::shared_ptr<Object> object;
std::shared_ptr<Renderable> mesh;
};
}
#endif // COMPONENTS_MESH_H_

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@ -3,6 +3,8 @@
#include "engine/export.h"
namespace Core {
struct ENGINE_API rotate {};
}
#endif // COMPONENT_ROTATE_H_

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@ -4,10 +4,14 @@
#include <glm/glm.hpp>
#include "engine/export.h"
struct ENGINE_API transform {
namespace Core {
struct ENGINE_API Transform {
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
};
}
#endif // COMPONENTS_TRANSFORM_H_

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@ -0,0 +1,29 @@
#ifndef ENGINE_INPUT_H_
#define ENGINE_INPUT_H_
#include <SDL3/SDL.h>
#include <glm/glm.hpp>
#include "engine/time/timestep.h"
#include "engine/export.h"
namespace Core {
class ENGINE_API Input {
public:
Input() = delete;
private:
friend class Engine;
static void Update(Timestep dt);
public:
[[nodiscard]] static glm::vec2 GetRelativeMouse();
[[nodiscard]] static bool IsKeyPressed(SDL_Scancode keyCode);
private:
static bool* s_keys_state;
static int s_keys_state_size;
};
}
#endif // ENGINE_INPUT_H_

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@ -0,0 +1,93 @@
#ifndef OPENGL_BUFFERS_H_
#define OPENGL_BUFFERS_H_
#include <GL/glew.h>
#include "engine/renderer/shader.h"
#include "engine/export.h"
namespace Core {
namespace OpenGL {
using BufferTarget = GLenum;
using BufferUsage = GLenum;
using BufferID = unsigned int;
class ENGINE_API Buffer {
public:
Buffer(BufferTarget target, BufferUsage usage);
Buffer(BufferTarget target);
~Buffer();
inline const BufferID GetID() const { return m_buffer; }
inline const BufferTarget GetTarget() const { return m_target; }
public:
static inline const bool IsBound(const Buffer& buffer) { return m_bound == buffer.GetID(); }
static inline const bool IsBound(const Buffer* buffer) { return buffer && m_bound == buffer->GetID(); }
// static inline void Bind(const Buffer& buffer) { glBindBuffer(buffer.GetTarget(), buffer.GetID()); }
static inline void Bind(const Buffer* buffer) { glBindBuffer(buffer->GetTarget(), buffer->GetID()); m_bound = buffer->GetID(); }
static inline void Unbind(const Buffer* buffer) { glBindBuffer(buffer->GetTarget(), 0); m_bound = 0; }
static void Data(const Buffer* buffer, const void* data, size_t size);
static void SubData(const Buffer* buffer, const void *data, size_t size, size_t offset);
protected:
void BindBuffer(unsigned int index) const;
void BindBufferRanged(unsigned int index, size_t offset, size_t size) const;
private:
BufferID m_buffer;
BufferTarget m_target;
BufferUsage m_usage;
private:
static BufferID m_bound;
};
// TODO: Implement custom fields structuring via ordered_map?
class ENGINE_API UniformBuffer : public Buffer {
public:
UniformBuffer(size_t size, unsigned int index);
void ConfigureShader(Shader& shader, const char* uniformName) const;
template<typename T, typename S = size_t>
void UpdateUniform(void* data, S offset) {
SubData(this, data, sizeof(T), offset);
}
private:
unsigned int m_uniformBinding;
private:
static unsigned int s_bufferNextId;
};
class ENGINE_API ArrayBuffer : public Buffer {
public:
ArrayBuffer(BufferUsage usage);
};
class ENGINE_API InstanceBuffer : public ArrayBuffer {
public:
InstanceBuffer(BufferUsage usage);
inline void StartConfigure() const { Buffer::Bind(this); }
inline void EndConfigure() const { Buffer::Unbind(this); }
};
class ENGINE_API VertexArray {
public:
VertexArray();
~VertexArray();
void Bind();
void Unbind();
void SetupVertexBuffer(BufferUsage usage);
public:
void VertexBufferData(size_t size, const void* data);
private:
unsigned int m_id { 0 };
ArrayBuffer* m_vbo { nullptr };
};
} // namespace OpenGL
} // namespace Core
#endif // OPENGL_BUFFERS_H_

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@ -1,17 +0,0 @@
#ifndef RENDERER_BASICS_H
#define RENDERER_BASICS_H
#include <glm/glm.hpp>
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) {}
};
#endif // RENDERER_BASICS_H

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@ -13,6 +13,8 @@
#include "engine/app/app.h"
#include "engine/export.h"
namespace Core {
class ENGINE_API Engine : public EventHandler {
public:
static Engine* GetInstance();
@ -28,8 +30,10 @@ private:
std::shared_ptr<Window> m_window;
std::unique_ptr<Renderer> m_renderer;
std::shared_ptr<Scene> m_scene;
uint64_t m_elapsed;
bool m_running;
};
}
#endif // ENGINE_H_

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@ -3,6 +3,8 @@
#include <GL/glew.h>
namespace Core {
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
@ -11,4 +13,6 @@ void MessageCallback(GLenum source,
const GLchar* message,
const void* userParam);
}
#endif // RENDERER_DEBUG_

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@ -6,6 +6,8 @@
#include "engine/renderer/texture.h"
namespace Core {
class Material {
private:
glm::vec3 m_ambient { 0.2f, 0.2f, 0.2f };
@ -39,4 +41,6 @@ public:
inline void SetIllumination(float illum) { m_illum = illum; }
};
}
#endif // MATERIAL_H_

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@ -5,23 +5,31 @@
#include <string>
#include <GL/glew.h>
#include "engine/renderer/basics.h"
#include "engine/3d/vertex.hpp"
#include "engine/opengl/buffers.h"
class Mesh {
namespace Core {
class Mesh : public OpenGL::VertexArray {
public: // TODO: abstract away
unsigned int m_vao, m_vbo, m_ebo;
unsigned int 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;
Mesh(const std::string& name);
Mesh(const Mesh& other) = delete;
Mesh(Mesh&& other) noexcept
: m_ebo(other.m_ebo), m_vertexBuffer(std::move(other.m_vertexBuffer)), m_indexBuffer(std::move(other.m_indexBuffer)), m_materialName(std::move(other.m_materialName)) {}
public:
Mesh();
inline const std::string& GetMaterialName() const { return m_materialName; }
void Upload();
public:
void Render(unsigned int count);
private:
std::string m_materialName;
};
}
#endif // MESH_H_

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@ -0,0 +1,26 @@
#ifndef CORE_RENDERABLE_H_
#define CORE_RENDERABLE_H_
#include "engine/renderer/shader.h"
#include "engine/export.h"
namespace Core {
class Renderer;
class ENGINE_API Renderable {
protected:
Renderable() = default;
virtual ~Renderable() = default;
private:
virtual void Prepare() = 0;
virtual void Render(Shader& shader, Scene& scene, unsigned int count = 1) = 0;
friend class Core::Renderer;
};
} // namespace Core
#endif // CORE_RENDERABLE_H_

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@ -8,6 +8,10 @@
#include "engine/export.h"
#include "engine/components/light.h"
#include "engine/opengl/buffers.h"
namespace Core {
// TODO: make static or singleton
class ENGINE_API Renderer {
public:
@ -24,6 +28,8 @@ private:
void GenerateShadowMaps();
void EnsureShadowResources(light& l);
private:
OpenGL::UniformBuffer m_uniform_matrices;
Shader m_shader;
Shader m_depthShader;
@ -37,4 +43,6 @@ private:
glm::mat4 m_view;
};
}
#endif // RENDERER_H_

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@ -7,17 +7,19 @@
#include "engine/export.h"
namespace Core {
class ENGINE_API Shader
{
public:
Shader();
~Shader();
unsigned int m_id;
void init(const std::string &vertexCode, const std::string &fragmentCode);
void use();
const unsigned int GetID() const { return m_id; }
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;
@ -30,8 +32,8 @@ public:
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_id;
unsigned int m_vertexId;
unsigned int m_fragmentId;
@ -45,4 +47,6 @@ private:
void checkLinkingError();
};
}
#endif // SHADER_H

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@ -3,14 +3,18 @@
#include <string>
#include <memory>
namespace Core {
class Texture {
public:
Texture() : m_id(0) {}
static std::unique_ptr<Texture> LoadFile(const std::string& filename);
static 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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@ -9,48 +9,56 @@
#include "engine/renderer/shader.h"
#include "engine/renderer/renderer.h"
#include "engine/renderer/material.h"
#include "engine/renderer/mesh.h"
#include "engine/3d/mesh.hpp"
#include "engine/opengl/buffers.h"
#include "engine/export.h"
namespace Core {
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 ENGINE_API Object {
class ENGINE_API Object : public MeshGroup {
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);
void LoadMTL(const std::filesystem::path& filename);
private:
void CreateNewMesh();
void CreateNewMesh(const Material& material);
Mesh& GetLastMesh();
void CreateNewMesh(const std::string& materialName);
void AddMaterial(MaterialID id, const Material& material);
Material* GetMaterial(const MaterialID& id);
public:
void Render(Shader& shader, unsigned int count);
[[nodiscard]] inline const std::string Name() const { return m_name; }
protected:
void EnableBatch(unsigned int instanceVBO);
void EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer);
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;
std::unordered_map<MaterialID, Material> m_materials;
};
}
#endif // MODEL_H_

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@ -1,15 +1,65 @@
#ifndef ENGINE_SCENE_H_
#define ENGINE_SCENE_H_
#pragma once
#include <entt/entt.hpp>
#include "engine/export.h"
class Scene {
namespace Core {
class Entity;
class Renderer;
class Prefab;
class ENGINE_API Scene {
public:
Scene();
Scene() = default;
Entity CreateEntity();
private:
entt::registry m_registry;
friend class Renderer;
friend class Game;
friend class Core::Renderer;
friend class Core::Entity;
friend class Core::Prefab;
};
#endif // ENGINE_SCENE_H_
class ENGINE_API Entity {
public:
Entity() = default;
Entity(entt::entity entity, Scene* scene) : m_entity(entity), m_scene(scene) {}
Entity(const Entity& other) = default;
template<typename Type, typename... Args>
decltype(auto) AddComponent(Args&&... args) {
assert(m_entity != entt::null && "Entity is empty");
assert(m_scene && "Scene has not been assigned to the entity");
if constexpr (std::is_void_v<decltype(m_scene->m_registry.emplace<Type>(m_entity, std::forward<Args>(args)...))>) {
m_scene->m_registry.emplace<Type>(m_entity, std::forward<Args>(args)...);
} else {
return m_scene->m_registry.emplace<Type>(m_entity, std::forward<Args>(args)...);
}
}
template<typename Type>
[[nodiscard]] Type& GetComponent() {
assert(m_entity != entt::null && "Entity is empty");
assert(m_scene && "Scene has not been assigned to the entity");
return m_scene->m_registry.get<Type>(m_entity);
}
template<typename Type>
[[nodiscard]] const Type& GetComponent() const {
assert(m_entity != entt::null && "Entity is empty");
assert(m_scene && "Scene has not been assigned to the entity");
return m_scene->m_registry.get<Type>(m_entity);
}
template<typename Type>
[[nodiscard]] bool HasComponent() const {
return m_scene->m_registry.all_of<Type>(m_entity);
}
private:
entt::entity m_entity { entt::null };
Scene *m_scene = nullptr;
};
} // namespace Core

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@ -0,0 +1,22 @@
#ifndef TIME_TIMESTEP_H_
#define TIME_TIMESTEP_H_
namespace Core {
class Timestep {
public:
Timestep(float time = 0.0f)
: m_time(time) {}
[[nodiscard]] float GetSeconds() const { return m_time; }
[[nodiscard]] float GetMilliseconds() const { return m_time * 1000.f; }
operator float() const { return m_time; }
public:
static Timestep FromMilliseconds(float milliseconds) { return Timestep(milliseconds * 0.001f); }
static Timestep FromSeconds(float seconds) { return Timestep(seconds); }
private:
float m_time;
};
}
#endif // TIME_TIMESTEP_H_

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@ -7,6 +7,8 @@
#include <unordered_map>
#include <vector>
namespace Core {
enum class EventType {
WINDOW_RESIZE,
WINDOW_CLOSE,
@ -47,13 +49,13 @@ public:
EventEmitter() = default;
Handle Subscribe2(EventHandler* handler) {
Handle Subscribe(EventHandler* handler) {
auto slot = Slot{ m_next_id++, handler };
m_subs.push_back(slot);
return Handle{ slot.id };
}
void Unsubscribe2(const Handle& h) {
void UnSubscribe(const Handle& h) {
m_subs.erase(std::remove_if(m_subs.begin(), m_subs.end(),
[&](const Slot& s){ return s.id == h.id; }),
m_subs.end());
@ -71,4 +73,6 @@ private:
std::size_t m_next_id = 1;
};
}
#endif // EVENT_H_

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@ -3,6 +3,8 @@
#include "engine/window/event.hpp"
namespace Core {
class WindowEvent : public Event {
public:
WindowEvent() : Event(Event::EventCategory::WINDOW) {}
@ -27,4 +29,6 @@ public:
WindowCloseEvent() {}
};
}
#endif // WINDOW_EVENTS_H_

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@ -13,6 +13,8 @@
#define DEFAULT_WIDTH 1024
#define DEFAULT_HEIGHT 768
namespace Core {
class Window : public EventEmitter {
friend class Engine;
private:
@ -48,4 +50,6 @@ private:
int m_height;
};
}
#endif //WINDOW_H_

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@ -4,6 +4,8 @@
#include <iostream>
#include <sstream>
namespace Core {
FileManager::FileManager()
{
}
@ -31,3 +33,5 @@ std::string FileManager::read(const std::string &filename)
return fileStream.str();
}
}

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@ -4,6 +4,8 @@
#include "engine/IO/parser.h"
namespace Core {
// Skip whitespace
void Parser::SkipSpaces() {
while (*m_sv == ' ' || *m_sv == '\t') ++m_sv;
@ -121,3 +123,5 @@ bool Parser::TakeFaceIndices(int &vi, int &ti, int &ni) {
// Do NOT mutate indices (leave them raw). Let NormalizeIndex handle conversion.
return true;
}
}

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@ -2,6 +2,8 @@
#include "engine/components/batch.h"
namespace Core {
unsigned int batch::LastID = 0;
batch::batch() {
@ -9,22 +11,24 @@ batch::batch() {
}
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);
// Allocate *once*, no data yet — just reserve space
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * count, nullptr, GL_DYNAMIC_DRAW);
if (!m_instanceBuffer) {
m_instanceBuffer = new OpenGL::InstanceBuffer(GL_DYNAMIC_DRAW);
OpenGL::Buffer::Bind(m_instanceBuffer);
OpenGL::Buffer::Data(m_instanceBuffer, nullptr, sizeof(glm::mat4) * count);
OpenGL::Buffer::Unbind(m_instanceBuffer);
m_instance_count = count;
} else if (count > m_instance_count) {
// Optional: reallocate only if you *really* have more instances than before
// FIXME: what the hell is m_instance_vbo
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * count, nullptr, GL_DYNAMIC_DRAW);
OpenGL::Buffer::Bind(m_instanceBuffer);
OpenGL::Buffer::Data(m_instanceBuffer, nullptr, sizeof(glm::mat4) * count);
OpenGL::Buffer::Unbind(m_instanceBuffer);
m_instance_count = count;
} else {
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
}
// Just update the data region — much cheaper
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::mat4) * count, instances);
glBindBuffer(GL_ARRAY_BUFFER, 0);
OpenGL::Buffer::SubData(m_instanceBuffer, instances, sizeof(glm::mat4) * count, 0);
}
}

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@ -0,0 +1,24 @@
#include "engine/input/input.h"
namespace Core {
bool* Input::s_keys_state = nullptr;
int Input::s_keys_state_size = 0;
// Engine only function
void Input::Update(Timestep dt) {
s_keys_state = (bool*)SDL_GetKeyboardState(&s_keys_state_size);
}
glm::vec2 Input::GetRelativeMouse() {
glm::vec2 mouse;
SDL_GetRelativeMouseState(&mouse.x, &mouse.y);
return mouse;
}
bool Input::IsKeyPressed(SDL_Scancode keyCode) {
assert(keyCode < s_keys_state_size && "Key is out of bounds of the key input state");
return s_keys_state[keyCode];
}
}

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@ -0,0 +1,119 @@
#include <iostream>
#include <cassert>
#include "engine/opengl/buffers.h"
namespace Core {
namespace OpenGL {
BufferID Buffer::m_bound = 0;
Buffer::Buffer(BufferTarget target, BufferUsage usage)
: m_target(target), m_usage(usage)
{
glGenBuffers(1, &m_buffer);
}
Buffer::Buffer(BufferTarget target)
: Buffer(target, GL_STATIC_DRAW) {}
Buffer::~Buffer() {
glDeleteBuffers(1, &m_buffer);
}
void Buffer::Data(const Buffer* buffer, const void *data, size_t size) {
if (!IsBound(buffer)) Bind(buffer);
glBufferData(buffer->m_target, size, data, buffer->m_usage);
}
void Buffer::SubData(const Buffer* buffer, const void *data, size_t size, size_t offset) {
if (!IsBound(buffer)) Bind(buffer);
glBufferSubData(buffer->m_target, offset, size, data);
}
void Buffer::BindBuffer(unsigned int index) const {
Buffer::Bind(this);
glBindBufferBase(m_target, index, m_buffer);
Buffer::Unbind(this);
}
void Buffer::BindBufferRanged(unsigned int index, size_t offset, size_t size) const {
Buffer::Bind(this);
glBindBufferRange(m_target, index, m_buffer, offset, size);
Buffer::Unbind(this);
}
unsigned int UniformBuffer::s_bufferNextId = 1;
UniformBuffer::UniformBuffer(size_t size, unsigned int index)
: Buffer(GL_UNIFORM_BUFFER, GL_STATIC_DRAW), m_uniformBinding(s_bufferNextId++)
{
Buffer::Bind(this);
Data(this, nullptr, size);
Buffer::Unbind(this);
BindBuffer(m_uniformBinding);
}
void UniformBuffer::ConfigureShader(Shader& shader, const char* uniformName) const {
auto uniformIndex = glGetUniformBlockIndex(shader.GetID(), uniformName);
glUniformBlockBinding(shader.GetID(), uniformIndex, m_uniformBinding);
}
ArrayBuffer::ArrayBuffer(BufferUsage usage)
: Buffer(GL_ARRAY_BUFFER, usage) {}
InstanceBuffer::InstanceBuffer(BufferUsage usage)
: ArrayBuffer(usage) {}
VertexArray::VertexArray() : m_id(0) {
glGenVertexArrays(1, &m_id);
std::cout << "[DEBUG] VArr initialized: " << m_id << std::endl;
}
VertexArray::~VertexArray() {
// if (m_vbo) {
// delete m_vbo;
// }
glDeleteVertexArrays(1, &m_id);
}
void VertexArray::Bind() {
assert(m_id != 0 && "Vertex Array wasn't initialized.");
std::cout << "[DEBUG] VArr binding: " << m_id << std::endl;
glBindVertexArray(m_id);
}
void VertexArray::Unbind() {
assert(m_id != 0 && "Vertex Array wasn't initialized.");
// TODO: Add EBO as well
if (Buffer::IsBound(m_vbo)) {
Buffer::Unbind(m_vbo);
}
glBindVertexArray(0);
}
void VertexArray::SetupVertexBuffer(BufferUsage usage) {
if (m_vbo) {
delete m_vbo;
}
m_vbo = new ArrayBuffer(usage);
Buffer::Bind(m_vbo);
Buffer::Data(m_vbo, nullptr, 0);
}
void VertexArray::VertexBufferData(size_t size, const void* data) {
assert(m_vbo != nullptr && "Trying to upload vertex buffer data to nullptr");
Buffer::Bind(m_vbo);
Buffer::Data(m_vbo, data, size);
}
} // namespace OpenGL
} // namespace Core

View File

@ -5,34 +5,38 @@
#include "engine/window/event.hpp"
#include "engine/renderer/wavefront.h"
#include "engine/time/timestep.h"
#include "engine/input/input.h"
namespace Core {
Engine* Engine::s_instance = nullptr;
void Engine::Run(std::unique_ptr<IApplication> app) {
m_scene = std::make_shared<Scene>();
m_renderer = std::make_unique<Renderer>(m_scene);
m_window = Window::GetInstance();
m_renderer = std::make_unique<Renderer>(m_scene);
m_app = std::move(app);
m_running = true;
m_app->OnInit(m_scene);
m_renderer->Init();
// m_window->Subscribe<WindowCloseEvent>([&](const WindowCloseEvent& e) {
m_window->Subscribe(this);
// m_app->OnEvent(e);
// });
// m_window->Subscribe<WindowResizeEvent>([&](const WindowResizeEvent& e) {
// m_renderer->OnWindowResized(e.GetWidth(), e.GetHeight());
// m_app->OnEvent(e);
// });
m_window->Subscribe2(this);
uint64_t now = SDL_GetPerformanceCounter();
m_elapsed = 0;
while (m_running) {
m_elapsed = now;
now = SDL_GetPerformanceCounter();
auto dt = Timestep::FromMilliseconds((float)((now - m_elapsed)*1000 / (float)SDL_GetPerformanceFrequency()));
m_window->ProcessEvents();
m_app->OnUpdate();
Input::Update(dt);
m_app->OnUpdate(dt);
m_renderer->Render();
@ -49,7 +53,7 @@ void Engine::OnEvent(const Event& event) {
m_app->OnEvent(event);
if (event.GetCategory() == Event::EventCategory::WINDOW) {
if (event.GetType() == EventType::WINDOW_RESIZE) {
auto e = static_cast<const WindowResizeEvent&>(event);
const auto e = dynamic_cast<const WindowResizeEvent&>(event);
m_renderer->OnWindowResized(e.GetWidth(), e.GetHeight());
}
if (event.GetType() == EventType::WINDOW_CLOSE) {
@ -66,3 +70,4 @@ Engine* Engine::GetInstance() {
return s_instance;
}
}

View File

@ -2,6 +2,8 @@
#include <iostream>
namespace Core {
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
@ -59,3 +61,5 @@ void MessageCallback(GLenum source,
// (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
// type, severity, message);
}
}

View File

@ -1,51 +1,56 @@
#include <iostream>
#include <cstddef>
#include "engine/renderer/mesh.h"
Mesh::Mesh() {
m_vao = 0;
m_vbo = 0;
namespace Core {
Mesh::Mesh(const std::string& name) : m_materialName(name.c_str()) {
std::cout << "Mesh init" << std::endl;
// m_vao = 0;
// m_vbo = 0;
m_ebo = 0;
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
// glGenVertexArrays(1, &m_vao);
// glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ebo);
glBindVertexArray(m_vao);
Bind();
// VBO (vertex buffer)
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
SetupVertexBuffer(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)));
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, position)));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, normal)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, uv)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// TODO: delete after ebo moved in VertexArray
// glBindBuffer(GL_DYNAMIC_DRAW, 0);
Unbind();
}
void Mesh::Upload() const {
glBindVertexArray(m_vao);
void Mesh::Upload() {
Bind();
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_DYNAMIC_DRAW);
VertexBufferData(m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data());
// 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);
// TODO: delete after ebo moved in VertexArray
// glBindBuffer(GL_DYNAMIC_DRAW, 0);
Unbind();
}
void Mesh::Render(unsigned int count)
@ -58,3 +63,5 @@ void Mesh::Render(unsigned int count)
}
Unbind();
}
}

View File

@ -8,6 +8,9 @@
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtx/string_cast.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "engine/renderer/renderer.h"
#include "engine/window/window.h"
#include "engine/IO/file_manager.h"
@ -17,16 +20,13 @@
#include "engine/components/light.h"
#include "engine/components/mesh.h"
#include "engine/components/batch.h"
#include "engine/3d/prefab.hpp"
Renderer::Renderer(std::shared_ptr<Scene> scene) : m_scene(scene)
namespace Core {
Renderer::Renderer(std::shared_ptr<Scene> scene)
: m_scene(scene), m_uniform_matrices(2 * sizeof(glm::mat4), 1)
{
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("./engine/src/shaders/main.vs"),
FileManager::read("./engine/src/shaders/pbr.fs")
@ -37,6 +37,19 @@ Renderer::Renderer(std::shared_ptr<Scene> scene) : m_scene(scene)
FileManager::read("./engine/src/shaders/depth.fs")
);
// glUniformBlockBinding(m_shader.m_id, glGetUniformBlockIndex(m_shader.m_id, "Matrices"), 1);
m_uniform_matrices.ConfigureShader(m_shader, "Matrices");
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_uniform_matrices.UpdateUniform<glm::mat4>(glm::value_ptr(m_proj), 0);
m_model = glm::mat4(1.f);
m_shader.use();
@ -45,6 +58,14 @@ Renderer::Renderer(std::shared_ptr<Scene> scene) : m_scene(scene)
void Renderer::Init() {
GenerateShadowMaps();
for (auto [entt, mesh] : m_scene->m_registry.view<mesh>().each()) {
mesh.mesh->Prepare();
}
for (auto [entt, prefab] : m_scene->m_registry.view<Prefab>().each()) {
prefab.Prepare();
}
}
void Renderer::OnWindowResized(int w, int h) {
@ -54,6 +75,7 @@ void Renderer::OnWindowResized(int w, int h) {
0.01f,
100.0f
);
m_uniform_matrices.UpdateUniform<glm::mat4>(glm::value_ptr(m_proj), 0);
}
void Renderer::ApplyLights(Shader &shader) {
@ -63,7 +85,7 @@ void Renderer::ApplyLights(Shader &shader) {
size_t lightIndex = 0;
for (auto entity : lights) {
auto &l = m_scene->m_registry.get<light>(entity);
auto &transf = m_scene->m_registry.get<transform>(entity);
auto &transf = m_scene->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);
@ -107,8 +129,8 @@ void Renderer::EnsureShadowResources(light& l) {
void Renderer::UpdateView() {
auto camView = m_scene->m_registry.view<camera>();
auto camTransform = camView.size() > 0 ?
m_scene->m_registry.get<transform>(camView.back()) :
transform {glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 0.f, 0.f)};
m_scene->m_registry.get<Transform>(camView.back()) :
Transform {glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f, 1.f, 1.f)};
m_view = glm::lookAt(
camTransform.position,
@ -116,6 +138,8 @@ void Renderer::UpdateView() {
glm::vec3(0.f, 1.f, 0.f)
);
m_uniform_matrices.UpdateUniform<glm::mat4>(glm::value_ptr(m_view), sizeof(glm::mat4));
m_shader.setVec3("viewPos", camTransform.position);
m_shader.setMat4("u_view", m_view);
@ -123,46 +147,55 @@ void Renderer::UpdateView() {
}
void Renderer::RenderScene(Shader &shader) {
std::unordered_map<unsigned int, std::vector<entt::entity>> batches;
// std::unordered_map<unsigned int, std::vector<entt::entity>> batches;
for (auto [entt, item] : m_scene->m_registry.view<batch::item>().each()) {
if (batches.find(item.batchId) == batches.end())
batches.insert(std::make_pair(item.batchId, std::vector<entt::entity>()));
// for (auto [entt, item] : m_scene->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);
}
// batches[item.batchId].push_back(entt);
// }
shader.setBool("u_isInstanced", true);
// shader.setBool("u_isInstanced", true);
// shader.setBool("isLight", false);
// shader.setVec3("currentLightColor", glm::vec3(0.f));
// for (auto [entt, b, m] : m_scene->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_scene->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 prevState = b.Initialized();
// b.prepare(models.data(), models.size());
// if (!prevState) {
// std::cout << "[DEBUG] enabling batch" << std::endl;
// // TODO:
// // m.object->EnableBatch(b.m_instanceBuffer);
// }
// m.mesh->Render(shader);
// }
// shader.setBool("u_isInstanced", false);
// light cannot be batch rendered (yet :3)
shader.setBool("isLight", false);
shader.setVec3("currentLightColor", glm::vec3(0.f));
for (auto [entt, b, m] : m_scene->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_scene->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);
for (auto [entity, prefab] : m_scene->m_registry.view<Prefab>().each()) {
prefab.Render(shader, *m_scene.get(), 1);
}
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_scene->m_registry.view<transform, mesh>(entt::exclude<batch, batch::item>).each()) {
if (mesh.object == nullptr) {
// entt::exclude<batch, batch::item>
for (auto [entity, transf, mesh] : m_scene->m_registry.view<Transform, mesh>().each()) {
if (mesh.mesh == nullptr) {
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
return;
}
@ -181,7 +214,7 @@ void Renderer::RenderScene(Shader &shader) {
shader.setMat4("u_model", m_model);
mesh.object->Render(shader, 1);
mesh.mesh->Render(shader, *m_scene.get(), 1);
}
}
@ -202,7 +235,7 @@ void Renderer::Render() {
glCullFace(GL_FRONT);
const auto lights = m_scene->m_registry.view<light, transform>();
const auto lights = m_scene->m_registry.view<light, Transform>();
for (auto [_, l, t] : lights.each()) {
// TODO: support other light types when ready
@ -246,3 +279,5 @@ void Renderer::Render() {
UpdateView();
RenderScene(m_shader);
}
}

View File

@ -2,6 +2,8 @@
#include <GL/glew.h>
#include "engine/renderer/shader.h"
namespace Core {
Shader::Shader()
{
}
@ -133,3 +135,5 @@ void Shader::checkLinkingError()
<< std::endl;
}
}
}

View File

@ -7,8 +7,10 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
auto texture = std::make_unique<Texture>();
namespace Core {
Texture* Texture::LoadFile(const std::string& filename) {
auto texture = new Texture();
int w, h, c;
unsigned char *data = stbi_load(filename.c_str(), &w, &h, &c, 4);
@ -17,8 +19,8 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
std::exit(1);
}
glGenTextures(1, &texture.get()->m_id);
glBindTexture(GL_TEXTURE_2D, texture.get()->m_id);
glGenTextures(1, &texture->m_id);
glBindTexture(GL_TEXTURE_2D, texture->m_id);
// TODO: configure properly
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@ -32,5 +34,7 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
std::cout << "Loaded texture under '" << filename << "' with size of " << sizeof(data) << " bytes" << std::endl;
stbi_image_free(data);
return std::move(texture);
return texture;
}
}

View File

@ -8,21 +8,9 @@
#include "engine/renderer/wavefront.h"
#include "engine/IO/parser.h"
#include "engine/renderer/mesh.h"
#include "engine/3d/mesh.hpp"
#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;
// }
namespace Core {
inline ObjElement toElement(const char* s) {
switch (s[0]) {
@ -40,22 +28,6 @@ inline ObjElement toElement(const char* s) {
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;
@ -102,7 +74,11 @@ Object::Object() {
m_texCoords = std::vector<glm::vec2>();
}
void Object::LoadMaterials(const std::filesystem::path& filename) {
void Object::AddMaterial(MaterialID id, const Material& material) {
m_materials.insert(std::make_pair(id, material));
}
void Object::LoadMTL(const std::filesystem::path& filename) {
std::ifstream file(filename);
if (!file.is_open()) {
std::cerr << "Failed to open MTL file: " << filename << std::endl;
@ -110,7 +86,8 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
}
std::string currentMaterialName;
std::shared_ptr<Material> currentMaterial;
Material currentMaterial;
bool hasCurrent = false;
char line[1024]; // buffer per line
@ -126,15 +103,15 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
case MtlElement::NEWMTL:
{
// If a material was being built, commit it first
if (currentMaterial) {
AddMaterial(currentMaterialName, std::move(currentMaterial));
currentMaterial = nullptr;
if (hasCurrent) {
AddMaterial(currentMaterialName, currentMaterial);
}
char* materialName = p.TakeWord();
if (materialName) {
currentMaterialName = materialName;
currentMaterial = std::make_shared<Material>();
currentMaterial = Material(currentMaterialName);
hasCurrent = true;
}
break;
}
@ -142,7 +119,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
case MtlElement::NS: // specular weight
{
float weight = p.TakeFloat();
if (currentMaterial) currentMaterial->SetSpecularWeight(weight);
if (hasCurrent) currentMaterial.SetSpecularWeight(weight);
break;
}
@ -151,7 +128,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
float r = p.TakeFloat();
float g = p.TakeFloat();
float b = p.TakeFloat();
if (currentMaterial) currentMaterial->SetAmbientColor(glm::vec3(r, g, b));
if (hasCurrent) currentMaterial.SetAmbientColor(glm::vec3(r, g, b));
break;
}
@ -160,7 +137,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
float r = p.TakeFloat();
float g = p.TakeFloat();
float b = p.TakeFloat();
if (currentMaterial) currentMaterial->SetSpecularColor(glm::vec3(r, g, b));
if (hasCurrent) currentMaterial.SetSpecularColor(glm::vec3(r, g, b));
break;
}
@ -169,21 +146,21 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
float r = p.TakeFloat();
float g = p.TakeFloat();
float b = p.TakeFloat();
if (currentMaterial) currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
if (hasCurrent) currentMaterial.SetDiffuseColor(glm::vec3(r, g, b));
break;
}
case MtlElement::D: // opacity
{
float d = p.TakeFloat();
if (currentMaterial) currentMaterial->SetOpacity(d);
if (hasCurrent) currentMaterial.SetOpacity(d);
break;
}
case MtlElement::ILLUM: // illumination model
{
int illum = p.TakeInt();
if (currentMaterial) currentMaterial->SetIllumination(illum);
if (hasCurrent) currentMaterial.SetIllumination(illum);
break;
}
@ -191,7 +168,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
{
// take rest of line as texture path (can contain spaces)
char* texPath = p.TakeUntil('\0');
if (texPath && currentMaterial) {
if (texPath && hasCurrent) {
// trim trailing spaces
size_t len = std::strlen(texPath);
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
@ -199,7 +176,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
std::filesystem::path texturePath = filename.parent_path() / texPath;
currentMaterial->SetDiffuseTexture(Texture::LoadFile(texturePath.string()));
currentMaterial.SetDiffuseTexture(Texture::LoadFile(texturePath.string()));
}
break;
}
@ -207,13 +184,13 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
case MtlElement::MAP_KA: // ambient texture map
{
char* texPath = p.TakeUntil('\0');
if (texPath && currentMaterial) {
if (texPath && hasCurrent) {
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));
// currentMaterial.SetAmbientTexture(Texture::LoadFile(texPath));
}
break;
}
@ -225,41 +202,36 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
}
// Commit last material if pending
if (currentMaterial) {
AddMaterial(currentMaterialName, std::move(currentMaterial));
if (hasCurrent) {
AddMaterial(currentMaterialName, currentMaterial);
}
file.close();
}
void Object::AddMaterial(std::string name, std::shared_ptr<Material> material)
Material* Object::GetMaterial(const MaterialID& id)
{
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);
auto material = m_materials.find(id);
if (material == m_materials.end()) return nullptr;
return material->second;
return &material->second;
}
void Object::CreateNewMesh(const std::string& materialName)
void Object::CreateNewMesh(const Material& material)
{
Mesh mesh;
mesh.materialName = materialName;
m_meshes.push_back(mesh);
EmplaceBack(material);
}
void Object::CreateNewMesh()
{
EmplaceBack();
}
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);
if (Empty()) {
CreateNewMesh(Material::Default());
}
return m_meshes.back();
return Back();
}
Object* Object::LoadFile(const std::string& filename) {
@ -287,7 +259,7 @@ Object* Object::LoadFile(const std::string& filename) {
if (mtlFile) {
std::filesystem::path fullPath = filename;
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
obj->LoadMaterials(mtlPath);
obj->LoadMTL(mtlPath);
}
break;
}
@ -296,11 +268,16 @@ Object* Object::LoadFile(const std::string& filename) {
{
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);
auto material = obj->GetMaterial(materialName);
if (!material) {
// Not defined material being used.
std::cerr << "[WARN] WavefrontError: use of undefined material '"
<< materialName << "'" << std::endl;
material = new Material();
}
auto mesh = obj->FindMeshByMaterial(material);
if (mesh == obj->End()) {
obj->CreateNewMesh(*material);
}
}
break;
@ -324,6 +301,7 @@ Object* Object::LoadFile(const std::string& filename) {
x /= w; y /= w; z /= w;
}
obj->m_vertices.emplace_back(x, y, z);
break;
}
@ -347,8 +325,11 @@ Object* Object::LoadFile(const std::string& filename) {
case ObjElement::F: // face
{
auto& mesh = obj->GetLastMesh();
int raw_vi, raw_ti, raw_ni;
std::vector<uint32_t> faceIndices;
faceIndices.reserve(8);
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());
@ -360,15 +341,25 @@ Object* Object::LoadFile(const std::string& filename) {
continue;
}
glm::vec3 vert = obj->m_vertices[vi];
glm::vec3 norm(0.0f);
glm::vec2 texCoord(0.0f);
Vertex v;
v.position = obj->m_vertices[vi];
v.normal = (ni >= 0) ? obj->m_normals[ni] : glm::vec3(0.0f);
v.uv = (ti >= 0) ? obj->m_texCoords[ti] : glm::vec2(0.0f);
if (ni >= 0) norm = obj->m_normals[ni];
if (ti >= 0) texCoord = obj->m_texCoords[ti];
uint32_t idx = mesh.PushVertex(v);
faceIndices.push_back(idx);
// mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
// mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
}
mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
// [0, 1, 2]
// ^
// triangulate polygon (fan)
if (faceIndices.size() >= 3) {
for (size_t i = 1; i + 1 < faceIndices.size(); ++i) {
mesh.PushTriangle(faceIndices[0], faceIndices[i], faceIndices[i+1]);
}
}
break;
}
@ -383,130 +374,107 @@ Object* Object::LoadFile(const std::string& filename) {
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 << "Meshes count: " << obj->GetSize() << std::endl;
std::cout << "Materials count: " << obj->m_materials.size() << std::endl;
file.close();
for (auto &mesh : obj->m_meshes) {
mesh.Upload();
unsigned int i = 0;
for (auto it = obj->Begin(); it != obj->End(); ++it, ++i) {
std::cout << "Mesh #" << i << " primitives count: " << it->GetIndicesCount() / 3 << std::endl;
}
return obj;
}
void Object::EnableBatch(unsigned int instanceVBO) {
for (auto &mesh : m_meshes) {
mesh.Bind();
void Object::EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer) {
// FIXME:
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);
// mesh.Bind();
// 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());
// instanceBuffer->StartConfigure();
// 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
// }
// instanceBuffer->EndConfigure();
// 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();
// }
// mesh.Unbind();
// }
}
void Object::Render(Shader& shader, unsigned int count)
{
for (auto &mesh : m_meshes)
{
auto material = GetMaterial(mesh.materialName);
// FIXME:
// --- Basic material properties ---
shader.setFloat("opacity", material->GetOpacity());
// for (auto &mesh : m_meshes)
// {
// auto material = GetMaterial(mesh.GetMaterialName());
// Albedo (base color)
shader.setVec3("albedo", material->GetDiffuseColor());
// // --- Basic material properties ---
// shader.setFloat("opacity", material->GetOpacity());
// Metallic and roughness (defaults)
shader.setFloat("metallic", 0.8f);
shader.setFloat("roughness", 0.5f);
shader.setFloat("ao", 1.0f); // default ambient occlusion if none
// // Albedo (base color)
// shader.setVec3("albedo", material->GetDiffuseColor());
// --- Optional textures ---
int texUnit = 0;
// // Metallic and roughness (defaults)
// shader.setFloat("metallic", 0.8f);
// shader.setFloat("roughness", 0.5f);
// shader.setFloat("ao", 1.0f); // default ambient occlusion if none
// 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);
// // --- 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);
// }
}
// 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);
}
}

View File

@ -1,4 +1,13 @@
#include "engine/scene/scene.h"
Scene::Scene() : m_registry() {
#include <iostream>
namespace Core {
Entity Scene::CreateEntity() {
Entity entity = { m_registry.create(), this };
// std::cout << "Entities: " << (int)m_registry.view<entt::entity>().size() << std::endl;
return entity;
}
}

View File

@ -1,13 +1,23 @@
#version 410 core
#version 460 core
// Input vertex attributes
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
layout (location = 3) in mat4 instanceModel; // Vertex texture uv
// layout (std140, binding = 1) uniform Matrices
// {
// mat4 projection;
// mat4 view;
// };
// Uniforms for transformation matrices
uniform mat4 u_model; // Model matrix: transforms from local space to world space
uniform mat4 u_lightSpace;
uniform bool u_isInstanced;
void main()
{
gl_Position = u_lightSpace * u_model * vec4(position, 1.0);
mat4 model = u_isInstanced ? instanceModel : u_model;
gl_Position = u_lightSpace * model * vec4(position, 1.0);
}

View File

@ -6,6 +6,12 @@ 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
layout (std140, binding = 1) uniform Matrices
{
mat4 projection;
mat4 view;
};
// Output to fragment shader
out vec3 vertexPos;
out vec3 vertexNormal;
@ -14,8 +20,8 @@ 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 mat4 u_view;
// uniform mat4 u_projection;
uniform bool u_isInstanced;
void main()
@ -32,5 +38,5 @@ void main()
// fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
gl_Position = projection * view * vec4(vertexPos, 1.0);
}

View File

@ -8,6 +8,8 @@
#include "engine/renderer/debug.h"
namespace Core {
std::shared_ptr<Window> Window::s_instance = nullptr;
Window::Window(const char* title, int width, int height) {
@ -100,12 +102,10 @@ void Window::ProcessEvents() {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
Dispatch(WindowCloseEvent());
EmitEvent(WindowCloseEvent{});
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
Dispatch(WindowCloseEvent());
EmitEvent(WindowCloseEvent{});
}
if (event.key.scancode == SDL_SCANCODE_F11) {
@ -125,7 +125,6 @@ void Window::ProcessEvents() {
width,
height);
auto event = WindowResizeEvent(static_cast<unsigned int>(m_width), static_cast<unsigned int>(m_height));
Dispatch(event);
EmitEvent(event);
SDL_SetWindowRelativeMouseMode(m_handle, true);
SDL_Rect boundaries = {0, 0, m_width, m_height};
@ -152,3 +151,4 @@ void Window::Destroy() const {
SDL_DestroyWindow(m_handle);
}
}

3685
out.txt Normal file

File diff suppressed because it is too large Load Diff

View File

@ -1,13 +1,21 @@
set(SANDBOX_TARGET sandbox)
set(MODEL_TARGET model)
add_executable(${SANDBOX_TARGET} src/main.cpp)
add_executable(${MODEL_TARGET} src/model.cpp)
set_target_properties(${SANDBOX_TARGET} PROPERTIES
CXX_STANDARD 17
CXX_STANDARD_REQUIRED ON
)
set_target_properties(${MODEL_TARGET} PROPERTIES
CXX_STANDARD 17
CXX_STANDARD_REQUIRED ON
)
target_link_libraries(${SANDBOX_TARGET} PRIVATE ${ENGINE_TARGET})
target_link_libraries(${MODEL_TARGET} PRIVATE ${ENGINE_TARGET})
# --- Copy engine.dll and all dependent DLLs next to sandbox.exe ---
if (WIN32)
@ -16,4 +24,10 @@ if (WIN32)
$<TARGET_RUNTIME_DLLS:${SANDBOX_TARGET}> $<TARGET_FILE_DIR:${SANDBOX_TARGET}>
COMMAND_EXPAND_LISTS
)
add_custom_command(TARGET ${MODEL_TARGET} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
$<TARGET_RUNTIME_DLLS:${MODEL_TARGET}> $<TARGET_FILE_DIR:${MODEL_TARGET}>
COMMAND_EXPAND_LISTS
)
endif()

View File

@ -17,90 +17,85 @@
#include "engine/components/camera.h"
#include "engine/components/mesh.h"
#include "engine/components/rotate.h"
#include "engine/components/batch.h"
#include "engine/3d/prefab.hpp"
#include "engine/scene/scene.h"
#include "engine/input/input.h"
#include "engine/api.h"
using namespace Core;
class Game : public IApplication {
public:
Game() {}
Game() = default;
~Game() override {}
void OnInit(std::shared_ptr<Scene> scene) override {
m_scene = scene;
Object* lightObj = Object::LoadFile("./assets/common/sphere/sphere.obj");
const auto lght = scene->m_registry.create();
scene->m_registry.emplace<transform>(lght, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
scene->m_registry.emplace<light>(lght, light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
scene->m_registry.emplace<mesh>(lght, std::shared_ptr<Object>(lightObj));
lightEntity = scene->CreateEntity();
lightEntity.AddComponent<Transform>(glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
lightEntity.AddComponent<light>(light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
lightEntity.AddComponent<mesh>(std::shared_ptr<Renderable>(lightObj));
assert(lightEntity.HasComponent<mesh>() && "light doesn't have any mesh!");
const auto cameraEntity = scene->m_registry.create();
scene->m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
scene->m_registry.emplace<camera>(cameraEntity);
cameraEntity = scene->CreateEntity();
cameraEntity.AddComponent<camera>();
cameraEntity.AddComponent<Transform>(glm::vec3(0.f, 2.f, 2.f));
assert(cameraEntity.HasComponent<camera>() && "Camera doesn't have required 'camera' component");
assert(cameraEntity.HasComponent<Transform>() && "Camera doesn't have 'transform' component");
Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
const auto targetEntity = scene->m_registry.create();
scene->m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.0f, 0.f));
scene->m_registry.emplace<mesh>(targetEntity, std::shared_ptr<Object>(targetObj));
scene->m_registry.emplace<rotate>(targetEntity);
Object* grass = Object::LoadFile("./assets/common/cube/cube.obj");
const auto cubeEntity = scene->m_registry.create();
scene->m_registry.emplace<transform>(cubeEntity, glm::vec3(-1.5f, 0.4f, 0.f));
scene->m_registry.emplace<mesh>(cubeEntity, std::shared_ptr<Object>(grass));
modelEntity = scene->CreateEntity();
modelEntity.AddComponent<Transform>(glm::vec3(0.f, 0.0f, 0.f));
modelEntity.AddComponent<mesh>(std::shared_ptr<Renderable>(targetObj));
modelEntity.AddComponent<rotate>();
assert(modelEntity.HasComponent<mesh>() && "model doesn't have any mesh!");
// 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 = scene->m_registry.create();
scene->m_registry.emplace<batch>(batchEntt);
scene->m_registry.emplace<mesh>(batchEntt, cubeObj);
auto cubeBatch = scene->m_registry.get<batch>(batchEntt);
auto cubeObj = Object::LoadFile("./assets/grass_block/grass_block.obj");
auto batchEntt = scene->CreateEntity();
auto& cubeBatch = batchEntt.AddComponent<Prefab>(std::move(*cubeObj));
// auto& cubeBatch = batchEntt.GetComponent<batch>();
// batchEntt.AddComponent<mesh>(cubeObj);
// assert(batchEntt.HasComponent<batch>() && "batch doesn't have any batch component!");
// assert(batchEntt.HasComponent<mesh>() && "batch doesn't have any mesh component!");
// Generate 1000 random cubes
for (int i = 0; i < 1000; ++i) {
const auto cubeEntity = scene->m_registry.create();
for (int i = 0; i < 100; ++i) {
auto cubeEntity = scene->CreateEntity();
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]
scene->m_registry.emplace<transform>(cubeEntity, glm::vec3(x, y, z));
scene->m_registry.emplace<rotate>(cubeEntity);
scene->m_registry.emplace<batch::item>(cubeEntity, cubeBatch.id());
cubeEntity.AddComponent<Transform>(glm::vec3(x, y, z));
cubeEntity.AddComponent<rotate>();
cubeEntity.AddComponent<batch::item>(cubeBatch.GetID());
}
Object* floorObj = Object::LoadFile("./assets/common/plane/plane.obj");
const auto floorEntt = scene->m_registry.create();
scene->m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
scene->m_registry.emplace<mesh>(floorEntt, std::shared_ptr<Object>(floorObj));
auto floorEntt = scene->CreateEntity();
floorEntt.AddComponent<Transform>(glm::vec3(0.f));
floorEntt.AddComponent<mesh>(std::shared_ptr<Object>(floorObj));
assert(floorEntt.HasComponent<mesh>() && "floor doesn't have any mesh component!");
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;
}
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);
void OnUpdate(Timestep dt) override {
glm::vec2 mouseRel = Input::GetRelativeMouse();
float sensitivity = 0.1f; // tweak as needed
m_yaw += mouseXRel * sensitivity;
m_pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
m_yaw += mouseRel.x * sensitivity;
m_pitch -= mouseRel.y * sensitivity; // invert Y for typical FPS control
// clamp pitch to avoid flipping
// if (pitch > 89.0f) pitch = 89.0f;
@ -116,36 +111,28 @@ public:
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;
if (Input::IsKeyPressed(SDL_SCANCODE_W)) velocity += front;
if (Input::IsKeyPressed(SDL_SCANCODE_S)) velocity -= front;
if (Input::IsKeyPressed(SDL_SCANCODE_A)) velocity -= right;
if (Input::IsKeyPressed(SDL_SCANCODE_D)) velocity += right;
if (Input::IsKeyPressed(SDL_SCANCODE_SPACE)) velocity.y += 1.f;
if (Input::IsKeyPressed(SDL_SCANCODE_LSHIFT)) velocity.y -= 1.f;
auto view = m_scene->m_registry.view<camera, transform>();
for (auto [cam, camTransform] : view.each()) {
camTransform.position += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
auto& camTransform = cameraEntity.GetComponent<Transform>();
camTransform.position += velocity * (float)dt * 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
m_angle += glm::radians(45.0f) * dt; // 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;
m_dayTime += dt;
if (m_dayTime > m_dayLength)
m_dayTime -= m_dayLength; // loop every "day"
@ -167,8 +154,8 @@ public:
glm::vec3 sunColor = glm::mix(dayColor, sunsetColor, sunsetFactor);
// Update the directional light in the registry
auto lightsView = m_scene->m_registry.view<light, transform>();
for (auto [entity, l, t] : lightsView.each()) {
auto& l = lightEntity.GetComponent<light>();
auto& t = lightEntity.GetComponent<Transform>();
if (l.type == light::LightType::DIRECTIONAL) {
// "position" for directional light often stores direction vector
// If your system instead uses transform.rotation, adjust accordingly
@ -176,25 +163,13 @@ public:
l.color = sunColor;
l.intensity = intensity;
}
}
auto rotateEntts = m_scene->m_registry.view<transform, rotate>();
for (auto [entity, t] : rotateEntts.each()) {
// auto targetTransform = rotateEntts.get<transform>(entity);
if (!m_scene->m_registry.all_of<light>(entity)) {
t.rotation.y = m_angle;
}
}
m_elapsed += dt.GetMilliseconds();
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);
if (m_elapsed >= 1000) { // one second passed
m_elapsed = 0;
double fps = 1 / dt;
std::cout << "FPS: " << fps << std::endl;
m_frameCount = 0;
m_startTicks = m_currentTicks;
}
}
@ -208,24 +183,22 @@ public:
}
}
private:
// for internal 1-second timer
int m_elapsed;
std::shared_ptr<Scene> m_scene;
Entity lightEntity;
Entity cameraEntity;
Entity modelEntity;
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;
};
IApplication* CreateApplication() {

92
sandbox/src/model.cpp Normal file
View File

@ -0,0 +1,92 @@
#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#ifdef _WIN32
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/extended_min_max.hpp>
#endif
#include "engine/renderer/wavefront.h"
#include "engine/app/app.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/3d/prefab.hpp"
#include "engine/scene/scene.h"
#include "engine/input/input.h"
#include "engine/api.h"
using namespace Core;
class ModelViewer : public IApplication {
public:
ModelViewer() = default;
~ModelViewer() override {}
void OnInit(std::shared_ptr<Scene> scene) override {
m_scene = scene;
Object* lightObj = Object::LoadFile("./assets/common/sphere/sphere.obj");
lightEntity = scene->CreateEntity();
lightEntity.AddComponent<Transform>(glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
lightEntity.AddComponent<light>(light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
lightEntity.AddComponent<mesh>(std::shared_ptr<Renderable>(lightObj));
assert(lightEntity.HasComponent<mesh>() && "light doesn't have any mesh!");
cameraEntity = scene->CreateEntity();
cameraEntity.AddComponent<camera>();
cameraEntity.AddComponent<Transform>(glm::vec3(0.f, 2.f, 2.f));
assert(cameraEntity.HasComponent<camera>() && "Camera doesn't have required 'camera' component");
assert(cameraEntity.HasComponent<Transform>() && "Camera doesn't have 'transform' component");
Object* targetObj = Object::LoadFile("./assets/grass_block/grass_block.obj");
modelEntity = scene->CreateEntity();
modelEntity.AddComponent<Transform>(glm::vec3(0.f, 0.0f, 0.f));
modelEntity.AddComponent<mesh>(std::shared_ptr<Renderable>(targetObj));
assert(modelEntity.HasComponent<mesh>() && "model doesn't have any mesh!");
std::cout << "ModelViewer initialized" << std::endl;
}
void OnUpdate(Timestep dt) override {
m_elapsed += dt.GetMilliseconds();
if (m_elapsed >= 1000) { // one second passed
m_elapsed = 0;
double fps = 1 / dt;
std::cout << "FPS: " << fps << std::endl;
}
}
void OnEvent(const Event& event) override {
if (event.GetType() == EventType::WINDOW_RESIZE) {
auto resizeEvent = static_cast<const WindowResizeEvent&>(event);
std::cout << "[DEBUG] <EVENT> Window resized to " << resizeEvent.GetWidth() << "x" << resizeEvent.GetHeight() << std::endl;
}
else if (event.GetType() == EventType::WINDOW_CLOSE) {
std::cout << "[DEBUG] <EVENT> Window closing" << std::endl;
}
}
private:
// for internal 1-second timer
int m_elapsed;
std::shared_ptr<Scene> m_scene;
Entity lightEntity;
Entity cameraEntity;
Entity modelEntity;
};
IApplication* CreateApplication() {
return new ModelViewer();
}