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17 Commits

Author SHA1 Message Date
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
18 changed files with 624 additions and 295 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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@ -0,0 +1,103 @@
#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();
}
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(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_capacity),
newItems
);
for (unsigned int i = 0; i < m_capacity; ++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 +1,85 @@
#pragma once
#include "engine/3d/array.hpp"
#include "engine/3d/vertex.hpp"
#include "engine/3d/material.hpp"
#include "engine/export.h"
namespace Core {
class ENGINE_API Mesh {
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);
}
public:
inline const Material& GetMaterial() const { return m_material; }
private:
Array<Vertex> m_vertices { VERTICES_INITIAL_CAPACITY };
Array<uint32_t> m_indices { INDICES_INITIAL_CAPACITY };
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:
MeshGroup() {}
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 +1,63 @@
#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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@ -29,7 +29,7 @@ private:
unsigned int m_instance_count { 0 };
// TODO: use static draw when possible
std::unique_ptr<OpenGL::InstanceBuffer> m_instanceBuffer = nullptr;
OpenGL::InstanceBuffer* m_instanceBuffer = nullptr;
private:
friend class Renderer;
void prepare(glm::mat4 *instances, unsigned int count);

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@ -20,21 +20,28 @@ namespace OpenGL {
~Buffer();
inline const BufferID GetID() const { return m_buffer; }
protected:
void Data(void* data, size_t size);
void SubData(void *data, size_t size, size_t offset);
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;
protected:
void Bind() const;
void Unbind() 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);
@ -43,7 +50,7 @@ namespace OpenGL {
template<typename T, typename S = size_t>
void UpdateUniform(void* data, S offset) {
SubData(data, sizeof(T), offset);
SubData(this, data, sizeof(T), offset);
}
private:
unsigned int m_uniformBinding;
@ -60,16 +67,24 @@ namespace OpenGL {
public:
InstanceBuffer(BufferUsage usage);
void Data(void *data, size_t size) {
Buffer::Data(data, size);
}
inline void StartConfigure() const { Buffer::Bind(this); }
inline void EndConfigure() const { Buffer::Unbind(this); }
};
void SubData(void *data, size_t size, size_t offset) {
Buffer::SubData(data, size, offset);
}
class ENGINE_API VertexArray {
public:
VertexArray();
~VertexArray();
inline void StartConfigure() const { Bind(); }
inline void EndConfigure() const { Unbind(); }
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

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@ -1,21 +0,0 @@
#ifndef RENDERER_BASICS_H
#define RENDERER_BASICS_H
#include <glm/glm.hpp>
namespace Core {
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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@ -5,25 +5,29 @@
#include <string>
#include <GL/glew.h>
#include "engine/renderer/basics.h"
#include "engine/3d/vertex.hpp"
#include "engine/opengl/buffers.h"
namespace Core {
class Mesh {
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;
};
}

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@ -8,7 +8,7 @@ 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:

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@ -9,8 +9,7 @@
#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"
@ -20,40 +19,44 @@ 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(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;
};
}

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@ -12,18 +12,22 @@ batch::batch() {
void batch::prepare(glm::mat4 *instances, unsigned int count) {
if (!m_instanceBuffer) {
m_instanceBuffer = std::make_unique<OpenGL::InstanceBuffer>(GL_DYNAMIC_DRAW);
m_instanceBuffer->Data(nullptr, sizeof(glm::mat4) * count);
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
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
m_instanceBuffer->Data(nullptr, sizeof(glm::mat4) * count);
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
m_instanceBuffer->SubData(instances, sizeof(glm::mat4) * count, 0);
OpenGL::Buffer::SubData(m_instanceBuffer, instances, sizeof(glm::mat4) * count, 0);
}
}

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@ -1,16 +1,17 @@
#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);
Bind();
Data(nullptr, 0);
Unbind();
}
Buffer::Buffer(BufferTarget target)
@ -20,36 +21,26 @@ namespace OpenGL {
glDeleteBuffers(1, &m_buffer);
}
void Buffer::Bind() const {
glBindBuffer(m_target, 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::Unbind() const {
glBindBuffer(m_target, 0);
}
void Buffer::Data(void *data, size_t size) {
Bind();
glBufferData(m_target, size, data, m_usage);
Unbind();
}
void Buffer::SubData(void *data, size_t size, size_t offset) {
Bind();
glBufferSubData(m_target, offset, size, data);
Unbind();
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 {
Bind();
Buffer::Bind(this);
glBindBufferBase(m_target, index, m_buffer);
Unbind();
Buffer::Unbind(this);
}
void Buffer::BindBufferRanged(unsigned int index, size_t offset, size_t size) const {
Bind();
Buffer::Bind(this);
glBindBufferRange(m_target, index, m_buffer, offset, size);
Unbind();
Buffer::Unbind(this);
}
unsigned int UniformBuffer::s_bufferNextId = 1;
@ -57,7 +48,9 @@ namespace OpenGL {
UniformBuffer::UniformBuffer(size_t size, unsigned int index)
: Buffer(GL_UNIFORM_BUFFER, GL_STATIC_DRAW), m_uniformBinding(s_bufferNextId++)
{
Data(nullptr, size);
Buffer::Bind(this);
Data(this, nullptr, size);
Buffer::Unbind(this);
BindBuffer(m_uniformBinding);
}
@ -73,6 +66,55 @@ namespace OpenGL {
InstanceBuffer::InstanceBuffer(BufferUsage usage)
: ArrayBuffer(usage) {}
VertexArray::VertexArray() : m_id(0) {
std::cout << "Vertex Array init" << std::endl;
glGenVertexArrays(1, &m_id);
std::cout << "m_id: " << m_id << std::endl;
}
VertexArray::~VertexArray() {
// if (m_vbo) {
// delete m_vbo;
// }
glDeleteVertexArrays(1, &m_id);
}
void VertexArray::Bind() {
std::cout << "Binding VAO" << std::endl;
assert(m_id != 0 && "Vertex Array wasn't initialized.");
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

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@ -1,53 +1,56 @@
#include <iostream>
#include <cstddef>
#include "engine/renderer/mesh.h"
namespace Core {
Mesh::Mesh() {
m_vao = 0;
m_vbo = 0;
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)

View File

@ -170,7 +170,7 @@ void Renderer::RenderScene(Shader &shader) {
b.prepare(models.data(), models.size());
if (!prevState) {
std::cout << "[DEBUG] enabling batch" << std::endl;
m.object->EnableBatch(b.m_instanceBuffer.get());
m.object->EnableBatch(b.m_instanceBuffer);
}
m.object->Render(shader, batchItems.size());
}

View File

@ -9,8 +9,8 @@
namespace Core {
std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
auto texture = std::make_unique<Texture>();
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);
@ -19,8 +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);
@ -34,7 +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

@ -8,24 +8,10 @@
#include "engine/renderer/wavefront.h"
#include "engine/IO/parser.h"
#include "engine/renderer/mesh.h"
#define DEFAULT_MATERIAL_NAME "default"
#include "engine/3d/mesh.hpp"
namespace Core {
// 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;
// }
inline ObjElement toElement(const char* s) {
switch (s[0]) {
case '#': return ObjElement::OHASH;
@ -42,22 +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;
@ -104,7 +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;
@ -112,7 +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
@ -128,15 +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;
}
@ -144,7 +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;
}
@ -153,7 +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;
}
@ -162,7 +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;
}
@ -171,21 +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;
}
@ -193,7 +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'))
@ -201,7 +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;
}
@ -209,13 +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;
}
@ -227,41 +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) {
@ -289,7 +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;
}
@ -298,11 +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;
@ -349,8 +324,11 @@ 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());
@ -362,15 +340,22 @@ 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::vec3(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);
// 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;
}
@ -385,130 +370,108 @@ 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();
}
// FIXME:
// for (auto it = obj->Begin(); it != obj->End(); ++it) {
// it->Upload();
// }
return obj;
}
void Object::EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer) {
for (auto &mesh : m_meshes) {
mesh.Bind();
// FIXME:
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();
// for (auto &mesh : m_meshes) {
// mesh.Bind();
mesh.Unbind();
}
// 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();
// mesh.Unbind();
// }
}
// void Object::Render(Shader& shader)
// {
// for (auto &mesh : m_meshes) {
// auto material = GetMaterial(mesh.materialName);
// 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());
// 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();
// }
// }
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;
// 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);
}
// // 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);
// }
// 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);
}
// // 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);
// }
// 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);
}
// // 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);
// }
// --- Render mesh ---
mesh.Render(count);
}
// // 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

@ -63,7 +63,7 @@ public:
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 < 10000; ++i) {
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]