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6 Commits

Author SHA1 Message Date
e8057c97ff test: launch via engine 2025-10-04 12:23:03 +02:00
5b6092f9d4 feat: event.hpp 2025-10-04 12:22:53 +02:00
09d715b9f7 feat: window + engine header 2025-10-04 12:22:45 +02:00
5f69ed6434 feat: engine implementation 2025-10-04 12:22:32 +02:00
4a40fe6e1a feat: window class 2025-10-04 12:22:21 +02:00
6ba8a0e3f6 feat: add new sources 2025-10-04 12:22:13 +02:00
8 changed files with 460 additions and 227 deletions

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@ -36,6 +36,10 @@ add_executable(CodingGame
src/renderer/shader.cpp src/renderer/shader.cpp
src/renderer/texture.cpp src/renderer/texture.cpp
src/renderer/wavefront.cpp src/renderer/wavefront.cpp
src/renderer/engine.cpp
include/window/event.hpp
src/window/window.cpp
src/main.cpp src/main.cpp
) )

30
include/renderer/engine.h Normal file
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@ -0,0 +1,30 @@
#ifndef ENGINE_H_
#define ENGINE_H_
#include <memory>
#include <glm/glm.hpp>
#include "window/window.h"
#include "window/events/window.h"
class Engine {
private:
std::unique_ptr<Window> m_window;
bool m_isRunning;
private:
glm::mat4 m_projection;
public:
Engine();
~Engine();
private:
void Stop();
void Destroy() const;
[[nodiscard]] bool Running() const;
private:
void HandleWindowResized(const WindowResized& event);
public:
void Run();
};
#endif // ENGINE_H_

71
include/window/event.hpp Normal file
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@ -0,0 +1,71 @@
#ifndef EVENT_H_
#define EVENT_H_
#include <functional>
#include <unordered_map>
#include <vector>
#include <typeindex>
class EventBus {
using Type = std::type_index;
using RawFn = std::function<void(const void*)>;
struct Slot { std::size_t id; RawFn fn; };
std::unordered_map<Type, std::vector<Slot>> subs_;
std::size_t next_id_ = 1;
public:
struct Handle {
std::type_index type{typeid(void)};
std::size_t id{0};
explicit operator bool() const { return id != 0; }
};
template<class E, class F>
Handle subscribe(F&& f) {
auto& vec = subs_[Type(typeid(E))];
Handle h{ Type(typeid(E)), next_id_++ };
// Wrap strongly typed callback into type-erased RawFn
RawFn wrapper = [fn = std::function<void(const E&)>(std::forward<F>(f))](const void* p){
fn(*static_cast<const E*>(p));
};
vec.push_back(Slot{h.id, std::move(wrapper)});
return h;
}
// Unsubscribe with handle
void unsubscribe(const Handle& h) {
auto it = subs_.find(h.type);
if (it == subs_.end()) return;
auto& vec = it->second;
vec.erase(std::remove_if(vec.begin(), vec.end(),
[&](const Slot& s){ return s.id == h.id; }),
vec.end());
}
// Publish immediately
template<class E>
void publish(const E& e) const {
auto it = subs_.find(Type(typeid(E)));
if (it == subs_.end()) return;
for (auto& slot : it->second) slot.fn(&e);
}
};
// Optional RAII helper
struct ScopedSub {
EventBus* bus{};
EventBus::Handle h{};
ScopedSub() = default;
ScopedSub(EventBus& b, EventBus::Handle hh) : bus(&b), h(hh) {}
ScopedSub(ScopedSub&& o) noexcept { *this = std::move(o); }
ScopedSub& operator=(ScopedSub&& o) noexcept {
if (this != &o) { reset(); bus = o.bus; h = o.h; o.bus = nullptr; }
return *this;
}
~ScopedSub(){ reset(); }
void reset(){ if (bus && h) bus->unsubscribe(h); bus=nullptr; h={}; }
};
#endif // EVENT_H_

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@ -0,0 +1,7 @@
#ifndef WINDOW_EVENTS_H_
#define WINDOW_EVENTS_H_
struct WindowResized { int w, h; };
struct WindowCloseRequested {};
#endif // WINDOW_EVENTS_H_

36
include/window/window.h Normal file
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@ -0,0 +1,36 @@
#ifndef WINDOW_H_
#define WINDOW_H_
#include <SDL3/SDL.h>
#include "event.hpp"
#define ENGINE_GL_MAJOR_VERSION 4
#define ENGINE_GL_MINOR_VERSION 6
#define ENGINE_GL_MULTISAMPLE_BUFFERS 1
#define ENGINE_GL_MULTISAMPLE_SAMPLES 8
#define DEFAULT_WIDTH 1024
#define DEFAULT_HEIGHT 768
class Window : public EventBus {
private:
SDL_Window *m_window;
SDL_GLContext m_context;
int m_width;
int m_height;
public:
Window();
~Window();
public:
[[nodiscard]] inline int GetWidth() const { return m_width; }
[[nodiscard]] inline int GetHeight() const { return m_height; }
public:
void ProcessEvents();
public:
void SwapBuffers() const;
public:
void Destroy() const;
};
#endif //WINDOW_H_

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@ -1,237 +1,13 @@
#include <iostream>
// #ifdef WIN32
#define _USE_MATH_DEFINES
#include <cmath>
// #endif
#ifndef WIN32 #ifndef WIN32
#define GLEW_STATIC #define GLEW_STATIC
#endif #endif
#include <vector> #include "renderer/engine.h"
#include <glm/glm.hpp>
#include <glm/ext/quaternion_geometric.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include "renderer/shader.h"
#include "IO/file_manager.h"
#include "renderer/debug.h"
#include "renderer/wavefront.h"
#define WIDTH 1024
#define HEIGHT 768
int main() { int main() {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS); Engine engine;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); engine.Run();
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
SDL_Window *window = SDL_CreateWindow("OpenGL Test", WIDTH, HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE|SDL_WINDOW_ALWAYS_ON_TOP);
SDL_SetWindowRelativeMouseMode(window, true);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
fprintf(stderr, "Could not initialize GLEW!\n");
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
exit(1);
}
std::cout << "GL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "GL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "GL_VERSION: " << glGetString(GL_VERSION) << std::endl;
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEPTH_TEST);
glDebugMessageCallback(MessageCallback, nullptr);
Shader simpleShader;
simpleShader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/simple.fs")
);
int screenWidth = WIDTH, screenHeight = HEIGHT;
glm::vec3 cameraPosition(0.f, 0.f, 2.f);
// glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
glm::vec3 lightPosition(-5.f, 5.f, 5.f);
glm::mat4 model(1.f);
glm::mat4 projection = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(screenWidth) / static_cast<float>(screenHeight),
0.01f,
100.0f
);
float angle = 3.45f;
Uint64 lastTicks = SDL_GetTicks();
// Object teapot = Object::LoadFile("./assets/kastrula/kastrula.obj");
// Object bricks = Object::LoadFile("./assets/bricks/bricks.obj");
Object lightSource = Object::LoadFile("./assets/cube.obj");
Object target = Object::LoadFile("./assets/monkey.obj");
bool paused = false;
float yaw = -90.0f; // looking along -Z initially
float pitch = 0.0f; // no vertical tilt
// FPS tracking
Uint64 startTicks = SDL_GetTicks();
int frameCount = 0;
bool quit = false;
while (!quit) {
Uint64 currentTicks = SDL_GetTicks();
float deltaTime = static_cast<float>(currentTicks - lastTicks) / 1000.0f; // seconds
lastTicks = currentTicks;
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
quit = true;
break;
case SDL_EVENT_WINDOW_RESIZED:
int width, height;
if (SDL_GetWindowSize(window, &width, &height)) {
screenWidth = width;
screenHeight = height;
glViewport(
0,
0,
width,
height);
projection = glm::perspective(
(float)M_PI_2,
(float)screenWidth / (float)screenHeight,
0.01f,
100.0f
);
}
break;
default: break;
};
}
float mouseXRel, mouseYRel;
SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
float sensitivity = 0.1f; // tweak as needed
yaw += mouseXRel * sensitivity;
pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
// clamp pitch to avoid flipping
if (pitch > 89.0f) pitch = 89.0f;
if (pitch < -89.0f) pitch = -89.0f;
// convert to direction vector
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
cameraViewDirection.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection.y = sin(glm::radians(pitch));
cameraViewDirection.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection = glm::normalize(cameraViewDirection);
glm::vec3 velocity(0.f);
const bool* state = SDL_GetKeyboardState(nullptr);
if (state[SDL_SCANCODE_P]) paused = !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;
cameraPosition += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
glm::mat4 view = glm::lookAt(
cameraPosition,
cameraPosition + cameraViewDirection,
glm::vec3(0.f, 1.f, 0.f)
);
// update rotation
if (!paused) {
angle += glm::radians(45.0f) * deltaTime; // 72° per second
if (angle > glm::two_pi<float>()) {
angle -= glm::two_pi<float>(); // keep value small
}
}
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Triangle render
{
simpleShader.use();
simpleShader.setMat4("u_view", view);
simpleShader.setMat4("u_projection", projection);
simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
simpleShader.setVec3("lightPos", lightPosition);
simpleShader.setVec3("viewPos", cameraPosition);
model = glm::mat4(1.f);
model = glm::translate(model, lightPosition);
simpleShader.setMat4("u_model", model);
lightSource.Render(simpleShader);
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
model = glm::rotate(
glm::mat4(1.f),
angle,
glm::vec3(0.f, -0.5f, 0.0f)
) * 0.5f;
simpleShader.setMat4("u_model", model);
target.Render(simpleShader);
}
SDL_GL_SwapWindow(window);
frameCount++;
currentTicks = SDL_GetTicks();
Uint64 elapsed = currentTicks - startTicks;
if (elapsed >= 1000) { // one second passed
double fps = static_cast<double>(frameCount) / (static_cast<double>(elapsed) / 1000.0);
std::cout << "FPS: " << fps << std::endl;
frameCount = 0;
startTicks = currentTicks;
}
}
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
return 0; return 0;
} }

195
src/renderer/engine.cpp Normal file
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@ -0,0 +1,195 @@
#include "renderer/engine.h"
#include <corecrt_math_defines.h>
#include <GL/glew.h>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include "IO/file_manager.h"
#include "renderer/shader.h"
#include "renderer/wavefront.h"
Engine::Engine() {
m_window = std::make_unique<Window>();
m_isRunning = true;
m_projection = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(m_window->GetWidth()) / static_cast<float>(m_window->GetHeight()),
0.01f,
100.0f
);
m_window->subscribe<WindowResized>([this](const WindowResized& e) {
std::cout << "ENGINE: Window just resized" << std::endl;
HandleWindowResized(e);
});
m_window->subscribe<WindowCloseRequested>([this](const WindowCloseRequested& e) {
std::cout << "ENGINE: Window closed" << std::endl;
Stop();
});
}
bool Engine::Running() const {
return m_isRunning;
}
void Engine::Stop() {
m_isRunning = false;
}
void Engine::HandleWindowResized(const WindowResized& event) {
m_projection = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(event.w) / static_cast<float>(event.h),
0.01f,
100.0f
);
}
void Engine::Run() {
Shader simpleShader;
simpleShader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/simple.fs")
);
glm::vec3 cameraPosition(0.f, 0.f, 2.f);
// glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
glm::vec3 lightPosition(-5.f, 5.f, 5.f);
glm::mat4 model(1.f);
float angle = 3.45f;
Uint64 lastTicks = SDL_GetTicks();
Object lightSource = Object::LoadFile("./assets/cube.obj");
Object target = Object::LoadFile("./assets/monkey.obj");
bool paused = false;
float yaw = -90.0f; // looking along -Z initially
float pitch = 0.0f; // no vertical tilt
// FPS tracking
Uint64 startTicks = SDL_GetTicks();
int frameCount = 0;
while (m_isRunning) {
m_window->ProcessEvents();
Uint64 currentTicks = SDL_GetTicks();
float deltaTime = static_cast<float>(currentTicks - lastTicks) / 1000.0f; // seconds
lastTicks = currentTicks;
float mouseXRel, mouseYRel;
SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
float sensitivity = 0.1f; // tweak as needed
yaw += mouseXRel * sensitivity;
pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
// clamp pitch to avoid flipping
// if (pitch > 89.0f) pitch = 89.0f;
// if (pitch < -89.0f) pitch = -89.0f;
pitch = glm::clamp(pitch, -89.0f, 89.0f);
// convert to direction vector
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
cameraViewDirection.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection.y = sin(glm::radians(pitch));
cameraViewDirection.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection = glm::normalize(cameraViewDirection);
glm::vec3 velocity(0.f);
const bool* state = SDL_GetKeyboardState(nullptr);
if (state[SDL_SCANCODE_P]) paused = !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;
cameraPosition += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
glm::mat4 view = glm::lookAt(
cameraPosition,
cameraPosition + cameraViewDirection,
glm::vec3(0.f, 1.f, 0.f)
);
// update rotation
if (!paused) {
angle += glm::radians(45.0f) * deltaTime; // 72° per second
if (angle > glm::two_pi<float>()) {
angle -= glm::two_pi<float>(); // keep value small
}
}
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Triangle render
{
simpleShader.use();
simpleShader.setMat4("u_view", view);
simpleShader.setMat4("u_projection", m_projection);
simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
simpleShader.setVec3("lightPos", lightPosition);
simpleShader.setVec3("viewPos", cameraPosition);
model = glm::mat4(1.f);
model = glm::translate(model, lightPosition);
simpleShader.setMat4("u_model", model);
lightSource.Render(simpleShader);
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
model = glm::rotate(
glm::mat4(1.f),
angle,
glm::vec3(0.f, -0.5f, 0.0f)
) * 0.5f;
simpleShader.setMat4("u_model", model);
target.Render(simpleShader);
}
m_window->SwapBuffers();
frameCount++;
currentTicks = SDL_GetTicks();
Uint64 elapsed = currentTicks - startTicks;
if (elapsed >= 1000) { // one second passed
double fps = static_cast<double>(frameCount) / (static_cast<double>(elapsed) / 1000.0);
std::cout << "FPS: " << fps << std::endl;
frameCount = 0;
startTicks = currentTicks;
}
}
}
Engine::~Engine() {
Destroy();
}
void Engine::Destroy() const {
m_window->Destroy();
}

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src/window/window.cpp Normal file
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@ -0,0 +1,114 @@
#include <SDL3/SDL.h>
#include "window/window.h"
#include "window/events/window.h"
#include <iostream>
#include <GL/glew.h>
#include "renderer/debug.h"
Window::Window() {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
std::cout << "Setting gl context version " << ENGINE_GL_MAJOR_VERSION << "." << ENGINE_GL_MINOR_VERSION << std::endl;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, ENGINE_GL_MAJOR_VERSION);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, ENGINE_GL_MINOR_VERSION);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
std::cout << "Setting gl context multisample " << ENGINE_GL_MULTISAMPLE_BUFFERS
<< "buffers " << ENGINE_GL_MULTISAMPLE_SAMPLES << " samples" << std::endl;
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, ENGINE_GL_MULTISAMPLE_BUFFERS);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, ENGINE_GL_MULTISAMPLE_SAMPLES);
m_width = DEFAULT_WIDTH;
m_height = DEFAULT_HEIGHT;
std::cout << "Width: " << m_width << std::endl;
std::cout << "Height: " << m_height << std::endl;
m_window = SDL_CreateWindow("OpenGL Test", m_width, m_height, SDL_WINDOW_OPENGL|SDL_WINDOW_ALWAYS_ON_TOP|SDL_WINDOW_RESIZABLE);
if (!m_window) {
std::cerr << "Failed to create window" << std::endl;
std::exit(1);
}
SDL_SetWindowRelativeMouseMode(m_window, true);
m_context = SDL_GL_CreateContext(m_window);
if (!SDL_GL_MakeCurrent(m_window, m_context)) {
std::cerr << "SDL_GL_MakeCurrent failed: " << SDL_GetError() << "\n";
SDL_DestroyWindow(m_window);
std::exit(1);
}
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
std::cerr << "Could not initialize GLEW!" << std::endl;
SDL_GL_DestroyContext(m_context);
SDL_DestroyWindow(m_window);
std::exit(1);
}
std::cout << "GL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "GL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "GL_VERSION: " << glGetString(GL_VERSION) << std::endl;
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEPTH_TEST);
glDebugMessageCallback(MessageCallback, nullptr);
glViewport(0, 0, m_width, m_height);
}
void Window::ProcessEvents() {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
std::cout << "Close requested" << std::endl;
publish(WindowCloseRequested());
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
std::cout << "Close requested" << std::endl;
publish(WindowCloseRequested());
}
break;
case SDL_EVENT_WINDOW_RESIZED:
int width, height;
if (SDL_GetWindowSizeInPixels(m_window, &width, &height)) {
std::cout << "Window resized: " << width << ", " << height << std::endl;
m_width = width;
m_height = height;
glViewport(
0,
0,
width,
height);
publish(WindowResized{ m_width, m_height });
}
break;
default: break;
};
}
}
void Window::SwapBuffers() const {
SDL_GL_SwapWindow(m_window);
}
Window::~Window() {
Destroy();
}
void Window::Destroy() const {
if (m_context)
SDL_GL_DestroyContext(m_context);
if (m_window)
SDL_DestroyWindow(m_window);
}