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81c4e08e36 | |||
2c4f5fd641 | |||
3972553d36 |
14
.vscode/settings.json
vendored
14
.vscode/settings.json
vendored
@ -57,6 +57,18 @@
|
|||||||
"cinttypes": "cpp",
|
"cinttypes": "cpp",
|
||||||
"typeinfo": "cpp",
|
"typeinfo": "cpp",
|
||||||
"variant": "cpp",
|
"variant": "cpp",
|
||||||
"codecvt": "cpp"
|
"codecvt": "cpp",
|
||||||
|
"typeindex": "cpp",
|
||||||
|
"ranges": "cpp",
|
||||||
|
"list": "cpp",
|
||||||
|
"unordered_set": "cpp",
|
||||||
|
"bitset": "cpp",
|
||||||
|
"condition_variable": "cpp",
|
||||||
|
"map": "cpp",
|
||||||
|
"set": "cpp",
|
||||||
|
"regex": "cpp",
|
||||||
|
"semaphore": "cpp",
|
||||||
|
"shared_mutex": "cpp",
|
||||||
|
"stop_token": "cpp"
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -16,6 +16,13 @@ if (UNIX)
|
|||||||
)
|
)
|
||||||
FetchContent_MakeAvailable(glm)
|
FetchContent_MakeAvailable(glm)
|
||||||
|
|
||||||
|
FetchContent_Declare(
|
||||||
|
EnTT
|
||||||
|
GIT_REPOSITORY https://github.com/skypjack/entt.git
|
||||||
|
GIT_TAG d4014c74dc3793aba95ae354d6e23a026c2796db
|
||||||
|
)
|
||||||
|
FetchContent_MakeAvailable(EnTT)
|
||||||
|
|
||||||
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared)
|
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared)
|
||||||
find_package(OpenGL REQUIRED)
|
find_package(OpenGL REQUIRED)
|
||||||
find_package(GLEW REQUIRED)
|
find_package(GLEW REQUIRED)
|
||||||
@ -24,22 +31,24 @@ elseif (MSVC) # vcpkg
|
|||||||
find_package(OpenGL REQUIRED)
|
find_package(OpenGL REQUIRED)
|
||||||
find_package(GLEW CONFIG REQUIRED)
|
find_package(GLEW CONFIG REQUIRED)
|
||||||
find_package(glm CONFIG REQUIRED)
|
find_package(glm CONFIG REQUIRED)
|
||||||
|
find_package(EnTT CONFIG REQUIRED)
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
add_executable(CodingGame
|
add_executable(CodingGame
|
||||||
src/IO/parser.cpp
|
src/IO/parser.cpp
|
||||||
src/IO/file_manager.cpp
|
src/IO/file_manager.cpp
|
||||||
|
|
||||||
|
src/window/window.cpp
|
||||||
|
|
||||||
|
src/components/batch.cpp
|
||||||
|
|
||||||
src/renderer/debug.cpp
|
src/renderer/debug.cpp
|
||||||
src/renderer/basics.cpp
|
|
||||||
src/renderer/mesh.cpp
|
src/renderer/mesh.cpp
|
||||||
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
|
src/renderer/engine.cpp
|
||||||
|
src/renderer/renderer.cpp
|
||||||
include/window/event.hpp
|
|
||||||
src/window/window.cpp
|
|
||||||
|
|
||||||
src/main.cpp
|
src/main.cpp
|
||||||
)
|
)
|
||||||
@ -58,6 +67,7 @@ target_link_libraries(CodingGame PRIVATE
|
|||||||
OpenGL::GL
|
OpenGL::GL
|
||||||
GLEW::GLEW
|
GLEW::GLEW
|
||||||
glm::glm
|
glm::glm
|
||||||
|
EnTT::EnTT
|
||||||
)
|
)
|
||||||
|
|
||||||
# ---------- Visibility (helps optimizer & smaller binaries on Release) ----------
|
# ---------- Visibility (helps optimizer & smaller binaries on Release) ----------
|
||||||
|
@ -1,4 +1,4 @@
|
|||||||
# Blender 4.3.2 MTL File: 'untitled.blend'
|
# Blender 4.3.2 MTL File: 'None'
|
||||||
# www.blender.org
|
# www.blender.org
|
||||||
|
|
||||||
newmtl Grass_Bottom
|
newmtl Grass_Bottom
|
||||||
|
@ -2,25 +2,25 @@
|
|||||||
# www.blender.org
|
# www.blender.org
|
||||||
mtllib grass_block.mtl
|
mtllib grass_block.mtl
|
||||||
o Cube
|
o Cube
|
||||||
v -1.000000 -1.000000 1.000000
|
v -0.389000 -0.389000 0.389000
|
||||||
v -1.000000 1.000000 1.000000
|
v -0.389000 0.389000 0.389000
|
||||||
v -1.000000 -1.000000 -1.000000
|
v -0.389000 -0.389000 -0.389000
|
||||||
v -1.000000 1.000000 -1.000000
|
v -0.389000 0.389000 -0.389000
|
||||||
v 1.000000 -1.000000 1.000000
|
v 0.389000 -0.389000 0.389000
|
||||||
v 1.000000 1.000000 1.000000
|
v 0.389000 0.389000 0.389000
|
||||||
v 1.000000 -1.000000 -1.000000
|
v 0.389000 -0.389000 -0.389000
|
||||||
v 1.000000 1.000000 -1.000000
|
v 0.389000 0.389000 -0.389000
|
||||||
vn -1.0000 -0.0000 -0.0000
|
vn -1.0000 -0.0000 -0.0000
|
||||||
vn -0.0000 -0.0000 -1.0000
|
vn -0.0000 -0.0000 -1.0000
|
||||||
vn 1.0000 -0.0000 -0.0000
|
vn 1.0000 -0.0000 -0.0000
|
||||||
vn -0.0000 -0.0000 1.0000
|
vn -0.0000 -0.0000 1.0000
|
||||||
vn -0.0000 -1.0000 -0.0000
|
|
||||||
vn -0.0000 1.0000 -0.0000
|
vn -0.0000 1.0000 -0.0000
|
||||||
|
vn -0.0000 -1.0000 -0.0000
|
||||||
vt 0.000000 1.000000
|
vt 0.000000 1.000000
|
||||||
vt 1.000000 0.000000
|
vt 1.000000 0.000000
|
||||||
vt 0.000000 0.000000
|
vt 0.000000 0.000000
|
||||||
vt 1.000000 1.000000
|
vt 1.000000 1.000000
|
||||||
s 0
|
s 1
|
||||||
usemtl Grass_Side
|
usemtl Grass_Side
|
||||||
f 2/1/1 3/2/1 1/3/1
|
f 2/1/1 3/2/1 1/3/1
|
||||||
f 4/1/2 7/2/2 3/3/2
|
f 4/1/2 7/2/2 3/3/2
|
||||||
@ -31,8 +31,8 @@ f 4/1/2 8/4/2 7/2/2
|
|||||||
f 8/4/3 6/1/3 5/3/3
|
f 8/4/3 6/1/3 5/3/3
|
||||||
f 6/4/4 2/1/4 1/3/4
|
f 6/4/4 2/1/4 1/3/4
|
||||||
usemtl Grass_Top
|
usemtl Grass_Top
|
||||||
f 4/1/6 6/2/6 8/4/6
|
f 4/1/5 6/2/5 8/4/5
|
||||||
f 4/1/6 2/3/6 6/2/6
|
f 4/1/5 2/3/5 6/2/5
|
||||||
usemtl Grass_Bottom
|
usemtl Grass_Bottom
|
||||||
f 7/4/5 1/3/5 3/1/5
|
f 7/4/6 1/3/6 3/1/6
|
||||||
f 7/4/5 5/2/5 1/3/5
|
f 7/4/6 5/2/6 1/3/6
|
||||||
|
2
assets/plane.mtl
Normal file
2
assets/plane.mtl
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
# Blender 4.3.2 MTL File: 'None'
|
||||||
|
# www.blender.org
|
16
assets/plane.obj
Normal file
16
assets/plane.obj
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
# Blender 4.3.2
|
||||||
|
# www.blender.org
|
||||||
|
mtllib plane.mtl
|
||||||
|
o Plane
|
||||||
|
v -5.000000 0.000000 5.000000
|
||||||
|
v 5.000000 0.000000 5.000000
|
||||||
|
v -5.000000 0.000000 -5.000000
|
||||||
|
v 5.000000 0.000000 -5.000000
|
||||||
|
vn -0.0000 1.0000 -0.0000
|
||||||
|
vt 1.000000 0.000000
|
||||||
|
vt 0.000000 1.000000
|
||||||
|
vt 0.000000 0.000000
|
||||||
|
vt 1.000000 1.000000
|
||||||
|
s 0
|
||||||
|
f 2/1/1 3/2/1 1/3/1
|
||||||
|
f 2/1/1 4/4/1 3/2/1
|
12
assets/sphere.mtl
Normal file
12
assets/sphere.mtl
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
# Blender 4.3.2 MTL File: 'None'
|
||||||
|
# www.blender.org
|
||||||
|
|
||||||
|
newmtl Material.001
|
||||||
|
Ns 250.000000
|
||||||
|
Ka 1.000000 1.000000 1.000000
|
||||||
|
Kd 0.799999 0.715049 0.364110
|
||||||
|
Ks 0.500000 0.500000 0.500000
|
||||||
|
Ke 0.000000 0.000000 0.000000
|
||||||
|
Ni 1.500000
|
||||||
|
d 1.000000
|
||||||
|
illum 2
|
2537
assets/sphere.obj
Normal file
2537
assets/sphere.obj
Normal file
File diff suppressed because it is too large
Load Diff
17
include/app/app.h
Normal file
17
include/app/app.h
Normal file
@ -0,0 +1,17 @@
|
|||||||
|
#ifndef APPLICATION_H_
|
||||||
|
#define APPLICATION_H_
|
||||||
|
|
||||||
|
class IApplication {
|
||||||
|
public:
|
||||||
|
virtual ~IApplication() = default;
|
||||||
|
|
||||||
|
virtual void OnInit() {};
|
||||||
|
virtual void OnUpdate() {};
|
||||||
|
virtual void OnRender() {};
|
||||||
|
virtual void OnShutdown() {};
|
||||||
|
|
||||||
|
virtual void OnEvent() {};
|
||||||
|
virtual void OnWindowResized(const WindowResized& e) {};
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // APPLICATION_H_
|
27
include/components/batch.h
Normal file
27
include/components/batch.h
Normal file
@ -0,0 +1,27 @@
|
|||||||
|
#ifndef COMPONENT_BATCH_H_
|
||||||
|
#define COMPONENT_BATCH_H_
|
||||||
|
|
||||||
|
#include "renderer/renderer.h"
|
||||||
|
|
||||||
|
// requires mesh component
|
||||||
|
struct batch {
|
||||||
|
friend class Renderer;
|
||||||
|
public:
|
||||||
|
// requires transform component
|
||||||
|
struct item {
|
||||||
|
unsigned int batchId;
|
||||||
|
};
|
||||||
|
|
||||||
|
batch();
|
||||||
|
|
||||||
|
inline const unsigned int id() const { return m_id; }
|
||||||
|
protected:
|
||||||
|
static unsigned int LastID;
|
||||||
|
private:
|
||||||
|
unsigned int m_id;
|
||||||
|
unsigned int m_instance_vbo { 0 };
|
||||||
|
private:
|
||||||
|
void prepare(glm::mat4 *instances, unsigned int count);
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // COMPONENT_BATCH_H_
|
6
include/components/camera.h
Normal file
6
include/components/camera.h
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
#ifndef COMPONENTS_PLAYER_H_
|
||||||
|
#define COMPONENTS_PLAYER_H_
|
||||||
|
|
||||||
|
struct camera {};
|
||||||
|
|
||||||
|
#endif // COMPONENTS_PLAYER_H_
|
26
include/components/light.h
Normal file
26
include/components/light.h
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
#ifndef COMPONENTS_LIGHT_H_
|
||||||
|
#define COMPONENTS_LIGHT_H_
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include "renderer/renderer.h"
|
||||||
|
|
||||||
|
struct light {
|
||||||
|
friend class Renderer;
|
||||||
|
public:
|
||||||
|
enum LightType {
|
||||||
|
DIRECTIONAL = 0,
|
||||||
|
};
|
||||||
|
LightType type;
|
||||||
|
glm::vec3 color;
|
||||||
|
float intensity;
|
||||||
|
|
||||||
|
light(LightType t, const glm::vec3& c, float i)
|
||||||
|
: type(t), color(c), intensity(i),
|
||||||
|
shadowMap(0), fbo(0), lightSpace(1.0f) {}
|
||||||
|
private:
|
||||||
|
unsigned int shadowMap;
|
||||||
|
unsigned int fbo;
|
||||||
|
glm::mat4 lightSpace;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // COMPONENTS_LIGHT_H_
|
11
include/components/mesh.h
Normal file
11
include/components/mesh.h
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
#ifndef COMPONENTS_MESH_H_
|
||||||
|
#define COMPONENTS_MESH_H_
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
#include "renderer/wavefront.h"
|
||||||
|
|
||||||
|
struct mesh {
|
||||||
|
std::shared_ptr<Object> object;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // COMPONENTS_MESH_H_
|
6
include/components/rotate.h
Normal file
6
include/components/rotate.h
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
#ifndef COMPONENT_ROTATE_H_
|
||||||
|
#define COMPONENT_ROTATE_H_
|
||||||
|
|
||||||
|
struct rotate {};
|
||||||
|
|
||||||
|
#endif // COMPONENT_ROTATE_H_
|
12
include/components/transform.h
Normal file
12
include/components/transform.h
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
#ifndef COMPONENTS_TRANSFORM_H_
|
||||||
|
#define COMPONENTS_TRANSFORM_H_
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
|
||||||
|
struct transform {
|
||||||
|
glm::vec3 position;
|
||||||
|
glm::vec3 rotation;
|
||||||
|
glm::vec3 scale;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // COMPONENTS_TRANSFORM_H_
|
@ -3,7 +3,10 @@
|
|||||||
|
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
|
|
||||||
|
#include "renderer/mesh.h"
|
||||||
|
|
||||||
class Vertex {
|
class Vertex {
|
||||||
|
friend class Mesh;
|
||||||
private:
|
private:
|
||||||
glm::vec3 m_position;
|
glm::vec3 m_position;
|
||||||
glm::vec3 m_normal;
|
glm::vec3 m_normal;
|
||||||
|
@ -1,8 +1,6 @@
|
|||||||
#ifndef RENDERER_DEBUG_
|
#ifndef RENDERER_DEBUG_
|
||||||
#define RENDERER_DEBUG_
|
#define RENDERER_DEBUG_
|
||||||
|
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
|
||||||
void MessageCallback(GLenum source,
|
void MessageCallback(GLenum source,
|
||||||
|
@ -7,23 +7,15 @@
|
|||||||
#include "window/window.h"
|
#include "window/window.h"
|
||||||
#include "window/events/window.h"
|
#include "window/events/window.h"
|
||||||
|
|
||||||
|
#include "app/app.h"
|
||||||
|
|
||||||
class Engine {
|
class Engine {
|
||||||
private:
|
|
||||||
std::unique_ptr<Window> m_window;
|
|
||||||
bool m_isRunning;
|
|
||||||
private:
|
|
||||||
glm::mat4 m_projection;
|
|
||||||
public:
|
public:
|
||||||
Engine();
|
static void Run(std::unique_ptr<IApplication> app);
|
||||||
~Engine();
|
|
||||||
private:
|
private:
|
||||||
void Stop();
|
static std::unique_ptr<IApplication> s_app;
|
||||||
void Destroy() const;
|
static std::shared_ptr<Window> s_window;
|
||||||
[[nodiscard]] bool Running() const;
|
static bool s_running;
|
||||||
private:
|
|
||||||
void HandleWindowResized(const WindowResized& event);
|
|
||||||
public:
|
|
||||||
void Run();
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
@ -13,15 +13,15 @@ public: // TODO: abstract away
|
|||||||
std::vector<Vertex> m_vertexBuffer;
|
std::vector<Vertex> m_vertexBuffer;
|
||||||
std::vector<unsigned int> m_indexBuffer;
|
std::vector<unsigned int> m_indexBuffer;
|
||||||
public: // TODO: abstract away
|
public: // TODO: abstract away
|
||||||
void Bind() { glBindVertexArray(m_vao); }
|
void Bind() const { glBindVertexArray(m_vao); }
|
||||||
void Unbind() { glBindVertexArray(0); }
|
void Unbind() { glBindVertexArray(0); }
|
||||||
void Upload();
|
void Upload() const;
|
||||||
public:
|
public:
|
||||||
std::string materialName;
|
std::string materialName;
|
||||||
public:
|
public:
|
||||||
Mesh();
|
Mesh();
|
||||||
public:
|
public:
|
||||||
void Render();
|
void Render(unsigned int count);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // MESH_H_
|
#endif // MESH_H_
|
37
include/renderer/renderer.h
Normal file
37
include/renderer/renderer.h
Normal file
@ -0,0 +1,37 @@
|
|||||||
|
#ifndef RENDERER_H_
|
||||||
|
#define RENDERER_H_
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <entt/entity/registry.hpp>
|
||||||
|
|
||||||
|
#include "renderer/shader.h"
|
||||||
|
|
||||||
|
// TODO: make static or singleton
|
||||||
|
class Renderer {
|
||||||
|
public:
|
||||||
|
Renderer(entt::registry& registry);
|
||||||
|
|
||||||
|
void Render();
|
||||||
|
void Init();
|
||||||
|
void GenerateShadowMaps();
|
||||||
|
|
||||||
|
void OnWindowResized(int w, int h);
|
||||||
|
private:
|
||||||
|
void ApplyLights(Shader &shader);
|
||||||
|
void UpdateView();
|
||||||
|
void RenderScene(Shader &shader);
|
||||||
|
private:
|
||||||
|
Shader m_shader;
|
||||||
|
Shader m_depthShader;
|
||||||
|
|
||||||
|
entt::registry& m_registry;
|
||||||
|
|
||||||
|
// unsigned int m_depth_fbo;
|
||||||
|
// unsigned int m_depthMap;
|
||||||
|
|
||||||
|
glm::mat4 m_model;
|
||||||
|
glm::mat4 m_proj;
|
||||||
|
glm::mat4 m_view;
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif // RENDERER_H_
|
@ -1,10 +1,8 @@
|
|||||||
#ifndef SHADER_H
|
#ifndef SHADER_H
|
||||||
#define SHADER_H
|
#define SHADER_H
|
||||||
|
|
||||||
#include <iostream>
|
|
||||||
#include <string>
|
#include <string>
|
||||||
|
|
||||||
#include <GL/glew.h>
|
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
|
|
||||||
class Shader
|
class Shader
|
||||||
|
@ -4,14 +4,13 @@
|
|||||||
#include <memory>
|
#include <memory>
|
||||||
|
|
||||||
class Texture {
|
class Texture {
|
||||||
private:
|
|
||||||
unsigned int m_id;
|
|
||||||
private:
|
|
||||||
public:
|
public:
|
||||||
Texture() {}
|
Texture() : m_id(0) {}
|
||||||
static std::unique_ptr<Texture> LoadFile(const std::string& filename);
|
static std::unique_ptr<Texture> LoadFile(const std::string& filename);
|
||||||
public:
|
public:
|
||||||
inline const unsigned int GetID() const { return m_id; }
|
[[nodiscard]] unsigned int GetID() const { return m_id; }
|
||||||
|
private:
|
||||||
|
unsigned int m_id;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // TEXTURE_H_
|
#endif // TEXTURE_H_
|
||||||
|
@ -8,31 +8,24 @@
|
|||||||
#include <memory>
|
#include <memory>
|
||||||
|
|
||||||
#include "shader.h"
|
#include "shader.h"
|
||||||
#include "texture.h"
|
#include "renderer/renderer.h"
|
||||||
#include "renderer/material.h"
|
#include "renderer/material.h"
|
||||||
#include "renderer/basics.h"
|
|
||||||
#include "renderer/mesh.h"
|
#include "renderer/mesh.h"
|
||||||
|
|
||||||
enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
|
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 };
|
enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
|
||||||
|
|
||||||
class Object {
|
class Object {
|
||||||
private:
|
friend class Renderer;
|
||||||
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;
|
|
||||||
private:
|
private:
|
||||||
static inline int NormalizeIndex(int idx, int baseCount);
|
static inline int NormalizeIndex(int idx, int baseCount);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Object();
|
Object();
|
||||||
public:
|
public:
|
||||||
static Object LoadFile(const std::string& filename);
|
~Object() = default;
|
||||||
|
public:
|
||||||
|
static Object* LoadFile(const std::string& filename);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void LoadMaterials(const std::filesystem::path& filename);
|
void LoadMaterials(const std::filesystem::path& filename);
|
||||||
@ -43,7 +36,19 @@ private:
|
|||||||
Mesh& GetLastMesh();
|
Mesh& GetLastMesh();
|
||||||
void CreateNewMesh(const std::string& materialName);
|
void CreateNewMesh(const std::string& materialName);
|
||||||
public:
|
public:
|
||||||
void Render(Shader& shader);
|
void Render(Shader& shader, unsigned int count);
|
||||||
|
[[nodiscard]] inline const std::string Name() const { return m_name; }
|
||||||
|
protected:
|
||||||
|
void EnableBatch(unsigned int instanceVBO);
|
||||||
|
private:
|
||||||
|
std::string m_name;
|
||||||
|
std::vector<glm::vec3> m_vertices;
|
||||||
|
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;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif // MODEL_H_
|
#endif // MODEL_H_
|
@ -2,11 +2,12 @@
|
|||||||
#define EVENT_H_
|
#define EVENT_H_
|
||||||
|
|
||||||
#include <functional>
|
#include <functional>
|
||||||
|
#include <algorithm>
|
||||||
|
#include <typeindex>
|
||||||
#include <unordered_map>
|
#include <unordered_map>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <typeindex>
|
|
||||||
|
|
||||||
class EventBus {
|
class EventDispatcher {
|
||||||
using Type = std::type_index;
|
using Type = std::type_index;
|
||||||
using RawFn = std::function<void(const void*)>;
|
using RawFn = std::function<void(const void*)>;
|
||||||
|
|
||||||
@ -23,7 +24,7 @@ public:
|
|||||||
};
|
};
|
||||||
|
|
||||||
template<class E, class F>
|
template<class E, class F>
|
||||||
Handle subscribe(F&& f) {
|
Handle Subscribe(F&& f) {
|
||||||
auto& vec = subs_[Type(typeid(E))];
|
auto& vec = subs_[Type(typeid(E))];
|
||||||
Handle h{ Type(typeid(E)), next_id_++ };
|
Handle h{ Type(typeid(E)), next_id_++ };
|
||||||
// Wrap strongly typed callback into type-erased RawFn
|
// Wrap strongly typed callback into type-erased RawFn
|
||||||
@ -35,7 +36,7 @@ public:
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Unsubscribe with handle
|
// Unsubscribe with handle
|
||||||
void unsubscribe(const Handle& h) {
|
void Unsubscribe(const Handle& h) {
|
||||||
auto it = subs_.find(h.type);
|
auto it = subs_.find(h.type);
|
||||||
if (it == subs_.end()) return;
|
if (it == subs_.end()) return;
|
||||||
auto& vec = it->second;
|
auto& vec = it->second;
|
||||||
@ -46,26 +47,11 @@ public:
|
|||||||
|
|
||||||
// Publish immediately
|
// Publish immediately
|
||||||
template<class E>
|
template<class E>
|
||||||
void publish(const E& e) const {
|
void Dispatch(const E& e) const {
|
||||||
auto it = subs_.find(Type(typeid(E)));
|
auto it = subs_.find(Type(typeid(E)));
|
||||||
if (it == subs_.end()) return;
|
if (it == subs_.end()) return;
|
||||||
for (auto& slot : it->second) slot.fn(&e);
|
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_
|
#endif // EVENT_H_
|
@ -1,8 +1,9 @@
|
|||||||
#ifndef WINDOW_H_
|
#ifndef WINDOW_H_
|
||||||
#define WINDOW_H_
|
#define WINDOW_H_
|
||||||
#include <SDL3/SDL.h>
|
#include <SDL3/SDL.h>
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
#include "event.hpp"
|
#include "event.h"
|
||||||
|
|
||||||
#define ENGINE_GL_MAJOR_VERSION 4
|
#define ENGINE_GL_MAJOR_VERSION 4
|
||||||
#define ENGINE_GL_MINOR_VERSION 6
|
#define ENGINE_GL_MINOR_VERSION 6
|
||||||
@ -12,25 +13,39 @@
|
|||||||
#define DEFAULT_WIDTH 1024
|
#define DEFAULT_WIDTH 1024
|
||||||
#define DEFAULT_HEIGHT 768
|
#define DEFAULT_HEIGHT 768
|
||||||
|
|
||||||
class Window : public EventBus {
|
class Window : public EventDispatcher {
|
||||||
|
friend class Engine;
|
||||||
private:
|
private:
|
||||||
SDL_Window *m_window;
|
Window();
|
||||||
|
Window(const char* title, int width, int height);
|
||||||
|
~Window();
|
||||||
|
|
||||||
|
struct WindowDeleter {
|
||||||
|
void operator()(Window* w) const { delete w; };
|
||||||
|
};
|
||||||
|
public:
|
||||||
|
static std::shared_ptr<Window> GetInstance();
|
||||||
|
|
||||||
|
Window(Window&& window) noexcept;
|
||||||
|
Window& operator=(Window&& window) noexcept;
|
||||||
|
|
||||||
|
Window(const Window& window) noexcept = delete;
|
||||||
|
Window& operator=(const Window& window) noexcept = delete;
|
||||||
|
public:
|
||||||
|
[[nodiscard]] static inline int GetWidth() { return Window::GetInstance()->m_width; }
|
||||||
|
[[nodiscard]] static inline int GetHeight() { return Window::GetInstance()->m_height; }
|
||||||
|
private:
|
||||||
|
void ProcessEvents();
|
||||||
|
void SwapBuffers() const;
|
||||||
|
void Destroy() const;
|
||||||
|
private:
|
||||||
|
static std::shared_ptr<Window> s_instance;
|
||||||
|
|
||||||
|
SDL_Window *m_handle;
|
||||||
SDL_GLContext m_context;
|
SDL_GLContext m_context;
|
||||||
|
|
||||||
int m_width;
|
int m_width;
|
||||||
int m_height;
|
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_
|
#endif //WINDOW_H_
|
19
src/components/batch.cpp
Normal file
19
src/components/batch.cpp
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
#include <GL/glew.h>
|
||||||
|
|
||||||
|
#include "components/batch.h"
|
||||||
|
|
||||||
|
unsigned int batch::LastID = 0;
|
||||||
|
|
||||||
|
batch::batch() {
|
||||||
|
m_id = ++LastID;
|
||||||
|
}
|
||||||
|
|
||||||
|
void batch::prepare(glm::mat4 *instances, unsigned int count) {
|
||||||
|
if (m_instance_vbo == 0) {
|
||||||
|
glGenBuffers(1, &m_instance_vbo);
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * count, reinterpret_cast<void*>(instances), GL_DYNAMIC_DRAW);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
}
|
233
src/main.cpp
233
src/main.cpp
@ -2,12 +2,237 @@
|
|||||||
#define GLEW_STATIC
|
#define GLEW_STATIC
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
|
#ifdef WIN32
|
||||||
|
#include <corecrt_math_defines.h>
|
||||||
|
#endif
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/ext/matrix_clip_space.hpp>
|
||||||
|
#include <glm/ext/matrix_transform.hpp>
|
||||||
|
|
||||||
|
#include "renderer/shader.h"
|
||||||
|
#include "renderer/wavefront.h"
|
||||||
#include "renderer/engine.h"
|
#include "renderer/engine.h"
|
||||||
|
#include "renderer/renderer.h"
|
||||||
|
|
||||||
|
#include "IO/file_manager.h"
|
||||||
|
|
||||||
|
#include "components/transform.h"
|
||||||
|
#include "components/light.h"
|
||||||
|
#include "components/camera.h"
|
||||||
|
#include "components/mesh.h"
|
||||||
|
#include "components/rotate.h"
|
||||||
|
#include "components/batch.h"
|
||||||
|
|
||||||
|
class Game : public IApplication {
|
||||||
|
public:
|
||||||
|
Game() : m_renderer(m_registry) {
|
||||||
|
Object* lightObj = Object::LoadFile("./assets/sphere.obj");
|
||||||
|
const auto lght = m_registry.create();
|
||||||
|
m_registry.emplace<transform>(lght, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
|
||||||
|
m_registry.emplace<light>(lght, light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
|
||||||
|
m_registry.emplace<mesh>(lght, std::shared_ptr<Object>(lightObj));
|
||||||
|
|
||||||
|
const auto cameraEntity = m_registry.create();
|
||||||
|
m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
|
||||||
|
m_registry.emplace<camera>(cameraEntity);
|
||||||
|
|
||||||
|
Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
|
||||||
|
const auto targetEntity = m_registry.create();
|
||||||
|
m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.0f, 0.f));
|
||||||
|
m_registry.emplace<mesh>(targetEntity, std::shared_ptr<Object>(targetObj));
|
||||||
|
|
||||||
|
Object* grass = Object::LoadFile("./assets/grass_block/grass_block.obj");
|
||||||
|
const auto cubeEntity = m_registry.create();
|
||||||
|
m_registry.emplace<transform>(cubeEntity, glm::vec3(-1.5f, 0.4f, 0.f));
|
||||||
|
m_registry.emplace<mesh>(cubeEntity, std::shared_ptr<Object>(grass));
|
||||||
|
|
||||||
|
// Cube template (use shared object to avoid reloading 1000 times)
|
||||||
|
std::shared_ptr<Object> cubeObj = std::shared_ptr<Object>(Object::LoadFile("./assets/grass_block/grass_block.obj"));
|
||||||
|
const auto batchEntt = m_registry.create();
|
||||||
|
m_registry.emplace<batch>(batchEntt);
|
||||||
|
m_registry.emplace<mesh>(batchEntt, cubeObj);
|
||||||
|
auto cubeBatch = m_registry.get<batch>(batchEntt);
|
||||||
|
// Generate 1000 random cubes
|
||||||
|
for (int i = 0; i < 1000; ++i) {
|
||||||
|
const auto cubeEntity = m_registry.create();
|
||||||
|
|
||||||
|
float x = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
|
||||||
|
float y = static_cast<float>(rand()) / RAND_MAX * 10.f; // range [0, 10]
|
||||||
|
float z = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
|
||||||
|
|
||||||
|
m_registry.emplace<transform>(cubeEntity, glm::vec3(x, y, z));
|
||||||
|
m_registry.emplace<rotate>(cubeEntity);
|
||||||
|
m_registry.emplace<batch::item>(cubeEntity, cubeBatch.id());
|
||||||
|
}
|
||||||
|
|
||||||
|
Object* floorObj = Object::LoadFile("./assets/plane.obj");
|
||||||
|
const auto floorEntt = m_registry.create();
|
||||||
|
m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
|
||||||
|
m_registry.emplace<mesh>(floorEntt, std::shared_ptr<Object>(floorObj));
|
||||||
|
}
|
||||||
|
~Game() override {}
|
||||||
|
|
||||||
|
void OnInit() override {
|
||||||
|
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;
|
||||||
|
|
||||||
|
m_renderer.Init();
|
||||||
|
m_renderer.GenerateShadowMaps();
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnWindowResized(const WindowResized& event) override {
|
||||||
|
m_renderer.OnWindowResized(event.w, event.h);
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
float sensitivity = 0.1f; // tweak as needed
|
||||||
|
m_yaw += mouseXRel * sensitivity;
|
||||||
|
m_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;
|
||||||
|
m_pitch = glm::clamp(m_pitch, -89.0f, 89.0f);
|
||||||
|
|
||||||
|
// convert to direction vector
|
||||||
|
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
|
||||||
|
cameraViewDirection.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
|
||||||
|
cameraViewDirection.y = sin(glm::radians(m_pitch));
|
||||||
|
cameraViewDirection.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
|
||||||
|
cameraViewDirection = glm::normalize(cameraViewDirection);
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
auto view = m_registry.view<camera, transform>();
|
||||||
|
for (auto [cam, camTransform] : view.each()) {
|
||||||
|
camTransform.position += velocity * deltaTime * 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
|
||||||
|
if (m_angle > glm::two_pi<float>()) {
|
||||||
|
m_angle -= glm::two_pi<float>(); // keep value small
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ---- Day-night simulation ----
|
||||||
|
m_dayTime += deltaTime;
|
||||||
|
if (m_dayTime > m_dayLength)
|
||||||
|
m_dayTime -= m_dayLength; // loop every "day"
|
||||||
|
|
||||||
|
float dayProgress = m_dayTime / m_dayLength; // 0.0 -> 1.0
|
||||||
|
float sunAngle = dayProgress * glm::two_pi<float>(); // radians through the sky
|
||||||
|
|
||||||
|
// Compute sun direction (rotating around X axis)
|
||||||
|
// At t=0.0 sun at east horizon, at π/2 overhead, at π west horizon
|
||||||
|
glm::vec3 sunDir = glm::normalize(glm::vec3(0.0f, sin(sunAngle), cos(sunAngle)));
|
||||||
|
|
||||||
|
// Compute intensity: bright at noon, dim at dusk/dawn, dark at night
|
||||||
|
float intensity = glm::max(sin(sunAngle), (double)0.0f); // 0 at night, 1 at noon
|
||||||
|
intensity = glm::mix(0.05f, 1.5f, intensity); // keep some ambient even at night
|
||||||
|
|
||||||
|
// Optional: tint color (warm at sunrise/sunset)
|
||||||
|
glm::vec3 dayColor = glm::vec3(1.0f, 0.95f, 0.9f);
|
||||||
|
glm::vec3 sunsetColor= glm::vec3(1.0f, 0.6f, 0.3f);
|
||||||
|
float sunsetFactor = glm::clamp(1.0f - abs(sin(sunAngle)) * 2.0f, 0.0f, 1.0f);
|
||||||
|
glm::vec3 sunColor = glm::mix(dayColor, sunsetColor, sunsetFactor);
|
||||||
|
|
||||||
|
// Update the directional light in the registry
|
||||||
|
auto lightsView = m_registry.view<light, transform>();
|
||||||
|
for (auto [entity, l, t] : lightsView.each()) {
|
||||||
|
if (l.type == light::LightType::DIRECTIONAL) {
|
||||||
|
// "position" for directional light often stores direction vector
|
||||||
|
// If your system instead uses transform.rotation, adjust accordingly
|
||||||
|
t.position = sunDir * 15.f; // use this as light direction
|
||||||
|
l.color = sunColor;
|
||||||
|
l.intensity = intensity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
auto rotateEntts = m_registry.view<transform, rotate>();
|
||||||
|
for (auto [entity, t] : rotateEntts.each()) {
|
||||||
|
// auto targetTransform = rotateEntts.get<transform>(entity);
|
||||||
|
if (!m_registry.all_of<light>(entity)) {
|
||||||
|
t.rotation.y = m_angle;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnRender() override {
|
||||||
|
m_renderer.Render();
|
||||||
|
|
||||||
|
m_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);
|
||||||
|
std::cout << "FPS: " << fps << std::endl;
|
||||||
|
m_frameCount = 0;
|
||||||
|
m_startTicks = m_currentTicks;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private:
|
||||||
|
Renderer m_renderer;
|
||||||
|
entt::registry m_registry;
|
||||||
|
|
||||||
|
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;
|
||||||
|
};
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
Engine engine;
|
Engine::Run(std::make_unique<Game>());
|
||||||
|
|
||||||
engine.Run();
|
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
@ -1,15 +0,0 @@
|
|||||||
#include <GL/glew.h>
|
|
||||||
|
|
||||||
#include "renderer/basics.h"
|
|
||||||
|
|
||||||
void Vertex::DefineAttrib()
|
|
||||||
{
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
|
|
||||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
}
|
|
@ -1,5 +1,7 @@
|
|||||||
#include "renderer/debug.h"
|
#include "renderer/debug.h"
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
void MessageCallback(GLenum source,
|
void MessageCallback(GLenum source,
|
||||||
GLenum type,
|
GLenum type,
|
||||||
GLuint id,
|
GLuint id,
|
||||||
@ -8,6 +10,43 @@ void MessageCallback(GLenum source,
|
|||||||
const GLchar* message,
|
const GLchar* message,
|
||||||
const void* userParam)
|
const void* userParam)
|
||||||
{
|
{
|
||||||
|
if(id == 131169 || id == 131185 || id == 131218 || id == 131204) return;
|
||||||
|
|
||||||
|
std::cout << "---------------" << std::endl;
|
||||||
|
std::cout << "Debug message (" << id << "): " << message << std::endl;
|
||||||
|
|
||||||
|
switch (source)
|
||||||
|
{
|
||||||
|
case GL_DEBUG_SOURCE_API: std::cout << "Source: API"; break;
|
||||||
|
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: std::cout << "Source: Window System"; break;
|
||||||
|
case GL_DEBUG_SOURCE_SHADER_COMPILER: std::cout << "Source: Shader Compiler"; break;
|
||||||
|
case GL_DEBUG_SOURCE_THIRD_PARTY: std::cout << "Source: Third Party"; break;
|
||||||
|
case GL_DEBUG_SOURCE_APPLICATION: std::cout << "Source: Application"; break;
|
||||||
|
case GL_DEBUG_SOURCE_OTHER: std::cout << "Source: Other"; break;
|
||||||
|
} std::cout << std::endl;
|
||||||
|
|
||||||
|
switch (type)
|
||||||
|
{
|
||||||
|
case GL_DEBUG_TYPE_ERROR: std::cout << "Type: Error"; break;
|
||||||
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: std::cout << "Type: Deprecated Behaviour"; break;
|
||||||
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: std::cout << "Type: Undefined Behaviour"; break;
|
||||||
|
case GL_DEBUG_TYPE_PORTABILITY: std::cout << "Type: Portability"; break;
|
||||||
|
case GL_DEBUG_TYPE_PERFORMANCE: std::cout << "Type: Performance"; break;
|
||||||
|
case GL_DEBUG_TYPE_MARKER: std::cout << "Type: Marker"; break;
|
||||||
|
case GL_DEBUG_TYPE_PUSH_GROUP: std::cout << "Type: Push Group"; break;
|
||||||
|
case GL_DEBUG_TYPE_POP_GROUP: std::cout << "Type: Pop Group"; break;
|
||||||
|
case GL_DEBUG_TYPE_OTHER: std::cout << "Type: Other"; break;
|
||||||
|
} std::cout << std::endl;
|
||||||
|
|
||||||
|
switch (severity)
|
||||||
|
{
|
||||||
|
case GL_DEBUG_SEVERITY_HIGH: std::cout << "Severity: high"; break;
|
||||||
|
case GL_DEBUG_SEVERITY_MEDIUM: std::cout << "Severity: medium"; break;
|
||||||
|
case GL_DEBUG_SEVERITY_LOW: std::cout << "Severity: low"; break;
|
||||||
|
case GL_DEBUG_SEVERITY_NOTIFICATION: std::cout << "Severity: notification"; break;
|
||||||
|
} std::cout << std::endl;
|
||||||
|
std::cout << std::endl;
|
||||||
|
return;
|
||||||
(void) source;
|
(void) source;
|
||||||
(void) id;
|
(void) id;
|
||||||
(void) length;
|
(void) length;
|
||||||
@ -19,4 +58,4 @@ void MessageCallback(GLenum source,
|
|||||||
// std::cerr << "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
|
// std::cerr << "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
|
||||||
// (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
|
// (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
|
||||||
// type, severity, message);
|
// type, severity, message);
|
||||||
}
|
}
|
||||||
|
@ -1,195 +1,42 @@
|
|||||||
|
#include <memory>
|
||||||
|
|
||||||
#include "renderer/engine.h"
|
#include "renderer/engine.h"
|
||||||
|
#include "window/event.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"
|
#include "renderer/wavefront.h"
|
||||||
|
|
||||||
Engine::Engine() {
|
std::unique_ptr<IApplication> Engine::s_app = nullptr;
|
||||||
m_window = std::make_unique<Window>();
|
std::shared_ptr<Window> Engine::s_window = nullptr;
|
||||||
m_isRunning = true;
|
bool Engine::s_running = false;
|
||||||
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) {
|
void Engine::Run(std::unique_ptr<IApplication> app) {
|
||||||
std::cout << "ENGINE: Window just resized" << std::endl;
|
s_app = std::move(app);
|
||||||
HandleWindowResized(e);
|
s_window = Window::GetInstance();
|
||||||
|
s_running = true;
|
||||||
|
|
||||||
|
s_app->OnInit();
|
||||||
|
|
||||||
|
s_window->Subscribe<WindowCloseRequested>([](const WindowCloseRequested& e) {
|
||||||
|
Engine::s_running = false;
|
||||||
});
|
});
|
||||||
|
|
||||||
m_window->subscribe<WindowCloseRequested>([this](const WindowCloseRequested& e) {
|
s_window->Subscribe<WindowResized>([](const WindowResized& e) {
|
||||||
std::cout << "ENGINE: Window closed" << std::endl;
|
Engine::s_app->OnWindowResized(e);
|
||||||
Stop();
|
|
||||||
});
|
});
|
||||||
}
|
|
||||||
|
|
||||||
bool Engine::Running() const {
|
while (s_running) {
|
||||||
return m_isRunning;
|
s_window->ProcessEvents();
|
||||||
}
|
|
||||||
|
|
||||||
void Engine::Stop() {
|
s_app->OnUpdate();
|
||||||
m_isRunning = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Engine::HandleWindowResized(const WindowResized& event) {
|
s_app->OnRender();
|
||||||
m_projection = glm::perspective(
|
|
||||||
static_cast<float>(M_PI_2),
|
|
||||||
static_cast<float>(event.w) / static_cast<float>(event.h),
|
|
||||||
0.01f,
|
|
||||||
100.0f
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
s_window->SwapBuffers();
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
s_app->OnShutdown();
|
||||||
Engine::~Engine() {
|
|
||||||
Destroy();
|
s_window->Destroy();
|
||||||
}
|
s_app.reset();
|
||||||
|
|
||||||
void Engine::Destroy() const {
|
|
||||||
m_window->Destroy();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,6 +1,12 @@
|
|||||||
|
#include <cstddef>
|
||||||
|
|
||||||
#include "renderer/mesh.h"
|
#include "renderer/mesh.h"
|
||||||
|
|
||||||
Mesh::Mesh() {
|
Mesh::Mesh() {
|
||||||
|
m_vao = 0;
|
||||||
|
m_vbo = 0;
|
||||||
|
m_ebo = 0;
|
||||||
|
|
||||||
glGenVertexArrays(1, &m_vao);
|
glGenVertexArrays(1, &m_vao);
|
||||||
glGenBuffers(1, &m_vbo);
|
glGenBuffers(1, &m_vbo);
|
||||||
glGenBuffers(1, &m_ebo);
|
glGenBuffers(1, &m_ebo);
|
||||||
@ -9,35 +15,46 @@ Mesh::Mesh() {
|
|||||||
|
|
||||||
// VBO (vertex buffer)
|
// VBO (vertex buffer)
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||||
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
// EBO (index buffer)
|
// EBO (index buffer)
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
Vertex::DefineAttrib();
|
// attributes
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Mesh::Upload()
|
void Mesh::Upload() const {
|
||||||
{
|
|
||||||
glBindVertexArray(m_vao);
|
glBindVertexArray(m_vao);
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||||
glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
// Upload indices
|
// Upload indices
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_STATIC_DRAW);
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Mesh::Render()
|
void Mesh::Render(unsigned int count)
|
||||||
{
|
{
|
||||||
Bind();
|
Bind();
|
||||||
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
|
if (count > 1) {
|
||||||
|
glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0, count);
|
||||||
|
} else {
|
||||||
|
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
|
||||||
|
}
|
||||||
Unbind();
|
Unbind();
|
||||||
}
|
}
|
246
src/renderer/renderer.cpp
Normal file
246
src/renderer/renderer.cpp
Normal file
@ -0,0 +1,246 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include <cassert>
|
||||||
|
#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 "renderer/renderer.h"
|
||||||
|
#include "window/window.h"
|
||||||
|
#include "IO/file_manager.h"
|
||||||
|
|
||||||
|
#include "components/transform.h"
|
||||||
|
#include "components/camera.h"
|
||||||
|
#include "components/light.h"
|
||||||
|
#include "components/mesh.h"
|
||||||
|
#include "components/batch.h"
|
||||||
|
|
||||||
|
Renderer::Renderer(entt::registry& registry) : m_registry(registry)
|
||||||
|
{
|
||||||
|
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("./src/shaders/main.vs"),
|
||||||
|
FileManager::read("./src/shaders/pbr.fs")
|
||||||
|
);
|
||||||
|
|
||||||
|
m_depthShader.init(
|
||||||
|
FileManager::read("./src/shaders/depth.vs"),
|
||||||
|
FileManager::read("./src/shaders/depth.fs")
|
||||||
|
);
|
||||||
|
|
||||||
|
m_model = glm::mat4(1.f);
|
||||||
|
|
||||||
|
m_shader.use();
|
||||||
|
m_shader.setMat4("u_projection", m_proj);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::Init() {
|
||||||
|
// auto view = m_registry.view<batch, mesh>();
|
||||||
|
// for (auto [_, b, m] : m_registry.view<batch, mesh>().each()) {
|
||||||
|
// unsigned int items = 0;
|
||||||
|
// for (auto [entt, item] : m_registry.view<batch::item>().each()) {
|
||||||
|
// if (item.batchId == b.id()) ++items;
|
||||||
|
// }
|
||||||
|
// b.prepare()
|
||||||
|
// m.object->EnableBatch(b.m_instance_vbo);
|
||||||
|
// }
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::OnWindowResized(int w, int h) {
|
||||||
|
m_proj = glm::perspective(
|
||||||
|
static_cast<float>(M_PI_2),
|
||||||
|
static_cast<float>(w) / static_cast<float>(h),
|
||||||
|
0.01f,
|
||||||
|
100.0f
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::ApplyLights(Shader &shader) {
|
||||||
|
auto lights = m_registry.view<light>();
|
||||||
|
// TODO: Pass Lights Data to depth shader as well
|
||||||
|
shader.setInt("lightsCount", static_cast<int>(lights.size()));
|
||||||
|
size_t lightIndex = 0;
|
||||||
|
for (auto entity : lights) {
|
||||||
|
auto &l = m_registry.get<light>(entity);
|
||||||
|
auto &transf = m_registry.get<transform>(entity);
|
||||||
|
|
||||||
|
shader.setInt("lights[" + std::to_string(lightIndex) + "].type", static_cast<int>(l.type));
|
||||||
|
shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
|
||||||
|
shader.setVec3("lights[" + std::to_string(lightIndex) + "].color", l.color);
|
||||||
|
shader.setFloat("lights[" + std::to_string(lightIndex) + "].intensity", l.intensity);
|
||||||
|
shader.setMat4("lights[" + std::to_string(lightIndex) + "].lightSpace", l.lightSpace);
|
||||||
|
shader.setInt("lights[" + std::to_string(lightIndex) + "].shadowMap", 10 + lightIndex);
|
||||||
|
glActiveTexture(GL_TEXTURE10 + lightIndex);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, l.shadowMap);
|
||||||
|
|
||||||
|
++lightIndex;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::UpdateView() {
|
||||||
|
auto cam = m_registry.view<transform, camera>().back();
|
||||||
|
auto camTransform = m_registry.get<transform>(cam);
|
||||||
|
|
||||||
|
m_view = glm::lookAt(
|
||||||
|
camTransform.position,
|
||||||
|
camTransform.position + camTransform.rotation,
|
||||||
|
glm::vec3(0.f, 1.f, 0.f)
|
||||||
|
);
|
||||||
|
m_shader.setMat4("u_view", m_view);
|
||||||
|
m_shader.setMat4("u_projection", m_proj);
|
||||||
|
|
||||||
|
m_shader.setVec3("viewPos", camTransform.position);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::RenderScene(Shader &shader) {
|
||||||
|
std::unordered_map<unsigned int, std::vector<entt::entity>> batches;
|
||||||
|
|
||||||
|
for (auto [entt, item] : m_registry.view<batch::item>().each()) {
|
||||||
|
if (batches.find(item.batchId) == batches.end())
|
||||||
|
batches.insert(std::make_pair(item.batchId, std::vector<entt::entity>()));
|
||||||
|
|
||||||
|
batches[item.batchId].push_back(entt);
|
||||||
|
}
|
||||||
|
|
||||||
|
shader.setBool("u_isInstanced", true);
|
||||||
|
shader.setBool("isLight", false);
|
||||||
|
shader.setVec3("currentLightColor", glm::vec3(0.f));
|
||||||
|
for (auto [entt, b, m] : m_registry.view<batch, mesh>().each()) {
|
||||||
|
// check if have items for batch render
|
||||||
|
if (batches.find(b.id()) == batches.end()) continue;
|
||||||
|
|
||||||
|
auto &batchItems = batches[b.id()];
|
||||||
|
|
||||||
|
std::vector<glm::mat4> models;
|
||||||
|
models.reserve(batchItems.size());
|
||||||
|
|
||||||
|
for (auto item : batchItems) {
|
||||||
|
auto &t = m_registry.get<transform>(item);
|
||||||
|
glm::mat4 rotation = glm::yawPitchRoll(t.rotation.y, t.rotation.x, t.rotation.z);
|
||||||
|
auto itemModel = glm::translate(glm::mat4(1.f), t.position) * rotation;
|
||||||
|
models.push_back(itemModel);
|
||||||
|
}
|
||||||
|
|
||||||
|
auto prevInstanceVBO = b.m_instance_vbo;
|
||||||
|
b.prepare(models.data(), models.size());
|
||||||
|
if (prevInstanceVBO <= 0) {
|
||||||
|
std::cout << "[DEBUG] enabling batch"<<std::endl;
|
||||||
|
m.object->EnableBatch(b.m_instance_vbo);
|
||||||
|
}
|
||||||
|
m.object->Render(shader, batchItems.size());
|
||||||
|
}
|
||||||
|
shader.setBool("u_isInstanced", false);
|
||||||
|
|
||||||
|
for (auto [entity, transf, mesh] : m_registry.view<transform, mesh>(entt::exclude<batch, batch::item>).each()) {
|
||||||
|
if (mesh.object == nullptr) {
|
||||||
|
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_registry.all_of<light>(entity)) {
|
||||||
|
auto &l = m_registry.get<light>(entity);
|
||||||
|
shader.setBool("isLight", true);
|
||||||
|
shader.setVec3("currentLightColor", l.color);
|
||||||
|
} else {
|
||||||
|
shader.setBool("isLight", false);
|
||||||
|
shader.setVec3("currentLightColor", glm::vec3(0.f));
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::mat4 rotation = glm::yawPitchRoll(transf.rotation.y, transf.rotation.x, transf.rotation.z);
|
||||||
|
m_model = glm::translate(glm::mat4(1.f), transf.position) * rotation;
|
||||||
|
|
||||||
|
shader.setMat4("u_model", m_model);
|
||||||
|
|
||||||
|
mesh.object->Render(shader, 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::GenerateShadowMaps() {
|
||||||
|
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||||
|
|
||||||
|
m_depthShader.use();
|
||||||
|
|
||||||
|
auto lights = m_registry.view<light>();
|
||||||
|
|
||||||
|
for (auto [lEntt, l] : lights.each()) {
|
||||||
|
// TODO: support other light types when ready
|
||||||
|
if (l.type != light::LightType::DIRECTIONAL) return;
|
||||||
|
|
||||||
|
glGenFramebuffers(1, &l.fbo);
|
||||||
|
glGenTextures(1, &l.shadowMap);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, l.shadowMap);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
|
||||||
|
SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||||
|
|
||||||
|
float borderColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||||
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, l.shadowMap, 0);
|
||||||
|
glDrawBuffer(GL_NONE);
|
||||||
|
glReadBuffer(GL_NONE);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::Render() {
|
||||||
|
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
|
||||||
|
|
||||||
|
m_depthShader.use();
|
||||||
|
|
||||||
|
auto lights = m_registry.view<light, transform>();
|
||||||
|
|
||||||
|
for (auto [lEntt, l, t] : lights.each()) {
|
||||||
|
// TODO: support other light types when ready
|
||||||
|
if (l.type != light::LightType::DIRECTIONAL) return;
|
||||||
|
|
||||||
|
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
float near_plane = 0.1f, far_plane = 50.0f;
|
||||||
|
glm::vec3 target = glm::vec3(0.0f, 0.5f, 0.0f);
|
||||||
|
glm::mat4 lightView = glm::lookAt(t.position, target, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||||
|
glm::mat4 lightProjection = glm::ortho(-6.0f, 6.0f, -6.0f, 6.0f, 1.0f, 20.0f);
|
||||||
|
glm::mat4 lightSpaceMatrix = lightProjection * lightView;
|
||||||
|
|
||||||
|
m_depthShader.setMat4("u_lightSpace", lightSpaceMatrix);
|
||||||
|
l.lightSpace = lightSpaceMatrix;
|
||||||
|
|
||||||
|
glCullFace(GL_FRONT);
|
||||||
|
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
|
RenderScene(m_depthShader);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
glCullFace(GL_BACK);
|
||||||
|
}
|
||||||
|
|
||||||
|
// actual rendering
|
||||||
|
|
||||||
|
glViewport(0, 0, Window::GetWidth(), Window::GetHeight());
|
||||||
|
|
||||||
|
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
m_shader.use();
|
||||||
|
|
||||||
|
ApplyLights(m_shader);
|
||||||
|
UpdateView();
|
||||||
|
|
||||||
|
RenderScene(m_shader);
|
||||||
|
}
|
@ -1,3 +1,5 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include <GL/glew.h>
|
||||||
#include "renderer/shader.h"
|
#include "renderer/shader.h"
|
||||||
|
|
||||||
Shader::Shader()
|
Shader::Shader()
|
||||||
|
@ -259,14 +259,14 @@ Mesh& Object::GetLastMesh()
|
|||||||
return m_meshes.back();
|
return m_meshes.back();
|
||||||
}
|
}
|
||||||
|
|
||||||
Object Object::LoadFile(const std::string& filename) {
|
Object* Object::LoadFile(const std::string& filename) {
|
||||||
std::ifstream file(filename);
|
std::ifstream file(filename);
|
||||||
if (!file.is_open()) {
|
if (!file.is_open()) {
|
||||||
std::cerr << "Failed to open OBJ file: " << filename << std::endl;
|
std::cerr << "Failed to open OBJ file: " << filename << std::endl;
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
|
||||||
Object obj;
|
Object* obj = new Object();
|
||||||
char line[1024]; // static buffer for each line (enough for OBJ lines)
|
char line[1024]; // static buffer for each line (enough for OBJ lines)
|
||||||
|
|
||||||
while (file.getline(line, sizeof(line))) {
|
while (file.getline(line, sizeof(line))) {
|
||||||
@ -284,7 +284,7 @@ Object Object::LoadFile(const std::string& filename) {
|
|||||||
if (mtlFile) {
|
if (mtlFile) {
|
||||||
std::filesystem::path fullPath = filename;
|
std::filesystem::path fullPath = filename;
|
||||||
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
|
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
|
||||||
obj.LoadMaterials(mtlPath);
|
obj->LoadMaterials(mtlPath);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -293,11 +293,11 @@ Object Object::LoadFile(const std::string& filename) {
|
|||||||
{
|
{
|
||||||
char* materialName = p.TakeWord();
|
char* materialName = p.TakeWord();
|
||||||
if (materialName) {
|
if (materialName) {
|
||||||
auto& mesh = obj.GetLastMesh();
|
auto& mesh = obj->GetLastMesh();
|
||||||
if (mesh.materialName != materialName) {
|
if (mesh.materialName != materialName) {
|
||||||
Mesh newMesh;
|
Mesh newMesh;
|
||||||
newMesh.materialName = materialName;
|
newMesh.materialName = materialName;
|
||||||
obj.m_meshes.push_back(newMesh);
|
obj->m_meshes.push_back(newMesh);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
@ -306,7 +306,7 @@ Object Object::LoadFile(const std::string& filename) {
|
|||||||
case ObjElement::O: // object name
|
case ObjElement::O: // object name
|
||||||
{
|
{
|
||||||
char* name = p.TakeWord();
|
char* name = p.TakeWord();
|
||||||
if (name) obj.m_name = name;
|
if (name) obj->m_name = name;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -320,7 +320,7 @@ Object Object::LoadFile(const std::string& filename) {
|
|||||||
if (w != 0.0f && w != 1.0f) {
|
if (w != 0.0f && w != 1.0f) {
|
||||||
x /= w; y /= w; z /= w;
|
x /= w; y /= w; z /= w;
|
||||||
}
|
}
|
||||||
obj.m_vertices.emplace_back(x, y, z);
|
obj->m_vertices.emplace_back(x, y, z);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -329,7 +329,7 @@ Object Object::LoadFile(const std::string& filename) {
|
|||||||
float x = p.TakeFloat();
|
float x = p.TakeFloat();
|
||||||
float y = p.TakeFloat();
|
float y = p.TakeFloat();
|
||||||
float z = p.TakeFloat();
|
float z = p.TakeFloat();
|
||||||
obj.m_normals.emplace_back(x, y, z);
|
obj->m_normals.emplace_back(x, y, z);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -337,32 +337,32 @@ Object Object::LoadFile(const std::string& filename) {
|
|||||||
{
|
{
|
||||||
float u = p.TakeFloat();
|
float u = p.TakeFloat();
|
||||||
float v = p.TakeFloat();
|
float v = p.TakeFloat();
|
||||||
obj.m_texCoords.emplace_back(u, 1.0f - v);
|
obj->m_texCoords.emplace_back(u, 1.0f - v);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
case ObjElement::F: // face
|
case ObjElement::F: // face
|
||||||
{
|
{
|
||||||
auto& mesh = obj.GetLastMesh();
|
auto& mesh = obj->GetLastMesh();
|
||||||
int raw_vi, raw_ti, raw_ni;
|
int raw_vi, raw_ti, raw_ni;
|
||||||
|
|
||||||
while (p.TakeFaceIndices(raw_vi, raw_ti, raw_ni)) {
|
while (p.TakeFaceIndices(raw_vi, raw_ti, raw_ni)) {
|
||||||
// Convert raw OBJ indices to 0-based / -1 sentinel
|
// Convert raw OBJ indices to 0-based / -1 sentinel
|
||||||
int vi = Object::NormalizeIndex(raw_vi, (int)obj.m_vertices.size());
|
int vi = Object::NormalizeIndex(raw_vi, (int)obj->m_vertices.size());
|
||||||
int ti = Object::NormalizeIndex(raw_ti, (int)obj.m_texCoords.size());
|
int ti = Object::NormalizeIndex(raw_ti, (int)obj->m_texCoords.size());
|
||||||
int ni = Object::NormalizeIndex(raw_ni, (int)obj.m_normals.size());
|
int ni = Object::NormalizeIndex(raw_ni, (int)obj->m_normals.size());
|
||||||
|
|
||||||
if (vi < 0) {
|
if (vi < 0) {
|
||||||
// malformed token (no vertex) — skip
|
// malformed token (no vertex) — skip
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 vert = obj.m_vertices[vi];
|
glm::vec3 vert = obj->m_vertices[vi];
|
||||||
glm::vec3 norm(0.0f);
|
glm::vec3 norm(0.0f);
|
||||||
glm::vec2 texCoord(0.0f);
|
glm::vec2 texCoord(0.0f);
|
||||||
|
|
||||||
if (ni >= 0) norm = obj.m_normals[ni];
|
if (ni >= 0) norm = obj->m_normals[ni];
|
||||||
if (ti >= 0) texCoord = obj.m_texCoords[ti];
|
if (ti >= 0) texCoord = obj->m_texCoords[ti];
|
||||||
|
|
||||||
mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
|
mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
|
||||||
mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
|
mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
|
||||||
@ -376,47 +376,133 @@ Object Object::LoadFile(const std::string& filename) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
std::cout << "Object name: " << obj.m_name << std::endl;
|
std::cout << "Object name: " << obj->m_name << std::endl;
|
||||||
std::cout << "Vertices count: " << obj.m_vertices.size() << std::endl;
|
std::cout << "Vertices count: " << obj->m_vertices.size() << std::endl;
|
||||||
std::cout << "Normals count: " << obj.m_normals.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 << "TexCoords count: " << obj->m_texCoords.size() << std::endl;
|
||||||
std::cout << "Meshes count: " << obj.m_meshes.size() << std::endl;
|
std::cout << "Meshes count: " << obj->m_meshes.size() << std::endl;
|
||||||
std::cout << "Materials count: " << obj.m_materials.size() << std::endl;
|
std::cout << "Materials count: " << obj->m_materials.size() << std::endl;
|
||||||
|
|
||||||
file.close();
|
file.close();
|
||||||
|
|
||||||
for (auto &mesh : obj.m_meshes) {
|
for (auto &mesh : obj->m_meshes) {
|
||||||
mesh.Upload();
|
mesh.Upload();
|
||||||
}
|
}
|
||||||
|
|
||||||
return obj;
|
return obj;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Object::EnableBatch(unsigned int instanceVBO) {
|
||||||
void Object::Render(Shader& shader)
|
|
||||||
{
|
|
||||||
for (auto &mesh : m_meshes) {
|
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());
|
|
||||||
|
|
||||||
if (material->HasDiffuseTexture()) {
|
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
|
||||||
shader.setBool("useTexture", true);
|
std::size_t vec4Size = sizeof(glm::vec4);
|
||||||
glActiveTexture(GL_TEXTURE0);
|
for (int i = 0; i < 4; ++i) {
|
||||||
glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
|
glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
|
||||||
shader.setInt("diffuseTex", 0);
|
glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
|
||||||
} else {
|
sizeof(glm::mat4), (void*)(i * vec4Size));
|
||||||
shader.setBool("useTexture", false);
|
glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
|
||||||
}
|
}
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
mesh.Render();
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
// --- Basic material properties ---
|
||||||
|
shader.setFloat("opacity", material->GetOpacity());
|
||||||
|
|
||||||
|
// Albedo (base color)
|
||||||
|
shader.setVec3("albedo", 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 (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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
6
src/shaders/depth.fs
Normal file
6
src/shaders/depth.fs
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
#version 410 core
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// gl_FragDepth = gl_FragCoord.z;
|
||||||
|
}
|
13
src/shaders/depth.vs
Normal file
13
src/shaders/depth.vs
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
#version 410 core
|
||||||
|
|
||||||
|
// Input vertex attributes
|
||||||
|
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
|
||||||
|
|
||||||
|
// Uniforms for transformation matrices
|
||||||
|
uniform mat4 u_model; // Model matrix: transforms from local space to world space
|
||||||
|
uniform mat4 u_lightSpace;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = u_lightSpace * u_model * vec4(position, 1.0);
|
||||||
|
}
|
@ -4,26 +4,33 @@
|
|||||||
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
|
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
|
||||||
layout (location = 1) in vec3 normal; // vertex normal
|
layout (location = 1) in vec3 normal; // vertex normal
|
||||||
layout (location = 2) in vec2 texCoord; // Vertex texture uv
|
layout (location = 2) in vec2 texCoord; // Vertex texture uv
|
||||||
|
layout (location = 3) in mat4 instanceModel; // Vertex texture uv
|
||||||
|
|
||||||
// Output to fragment shader
|
// Output to fragment shader
|
||||||
out vec3 vertexPos;
|
out vec3 vertexPos;
|
||||||
out vec3 vertexNormal;
|
out vec3 vertexNormal;
|
||||||
out vec2 TexCoords;
|
out vec2 TexCoords;
|
||||||
|
out vec4 fragPosLightSpace;
|
||||||
|
|
||||||
// Uniforms for transformation matrices
|
// Uniforms for transformation matrices
|
||||||
uniform mat4 u_model; // Model matrix: transforms from local space to world space
|
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_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_projection; // Projection matrix: transforms from camera space to clip space
|
||||||
|
uniform bool u_isInstanced;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vertexPos = vec3(u_model * vec4(position, 1.0));
|
mat4 model = u_isInstanced ? instanceModel : u_model;
|
||||||
|
|
||||||
mat3 normalMatrix = mat3(transpose(inverse(u_model)));
|
vertexPos = vec3(model * vec4(position, 1.0));
|
||||||
|
|
||||||
|
mat3 normalMatrix = mat3(transpose(inverse(model)));
|
||||||
vertexNormal = normalMatrix * normal;
|
vertexNormal = normalMatrix * normal;
|
||||||
// vertexNormal = normal;
|
// vertexNormal = normal;
|
||||||
|
|
||||||
TexCoords = texCoord;
|
TexCoords = texCoord;
|
||||||
|
|
||||||
|
// fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
|
||||||
|
|
||||||
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
|
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
|
||||||
}
|
}
|
@ -1,37 +1,90 @@
|
|||||||
#version 410 core
|
#version 410 core
|
||||||
|
|
||||||
// Output color
|
|
||||||
out vec4 FragColor;
|
out vec4 FragColor;
|
||||||
|
|
||||||
in vec3 vertexPos;
|
in vec3 vertexPos; // must be world-space position
|
||||||
in vec3 vertexNormal;
|
in vec3 vertexNormal;
|
||||||
in vec2 TexCoords;
|
in vec2 TexCoords;
|
||||||
|
|
||||||
uniform vec3 lightPos;
|
|
||||||
uniform vec3 viewPos;
|
uniform vec3 viewPos;
|
||||||
|
|
||||||
// From Object Renderer
|
// Lights
|
||||||
uniform vec3 ambientColor;
|
struct Light {
|
||||||
uniform vec3 diffuseColor;
|
int type; // 0 = directional (shadowed), other = non-directional (no shadow)
|
||||||
uniform vec3 specularColor; // used as F0 (base reflectance)
|
vec3 position; // for directional: encode light direction (see note)
|
||||||
|
vec3 color;
|
||||||
|
float intensity;
|
||||||
|
mat4 lightSpace;
|
||||||
|
sampler2D shadowMap;
|
||||||
|
};
|
||||||
|
#define MAX_LIGHTS 10
|
||||||
|
uniform int lightsCount;
|
||||||
|
uniform Light lights[MAX_LIGHTS];
|
||||||
|
|
||||||
uniform float ambientStrength;
|
uniform bool isLight;
|
||||||
uniform float specularStrength;
|
uniform vec3 currentLightColor;
|
||||||
uniform float shininess; // mapped to roughness
|
|
||||||
uniform bool useSpecular;
|
// Material parameters
|
||||||
|
uniform vec3 albedo;
|
||||||
|
uniform float metallic;
|
||||||
|
uniform float roughness;
|
||||||
|
uniform float ao;
|
||||||
|
|
||||||
|
uniform sampler2D albedoTex;
|
||||||
|
uniform sampler2D metallicTex;
|
||||||
|
uniform sampler2D roughnessTex;
|
||||||
|
uniform sampler2D aoTex;
|
||||||
|
uniform bool useAlbedoMap;
|
||||||
|
uniform bool useMetallicMap;
|
||||||
|
uniform bool useRoughnessMap;
|
||||||
|
uniform bool useAoMap;
|
||||||
|
|
||||||
uniform float opacity;
|
uniform float opacity;
|
||||||
|
|
||||||
uniform sampler2D diffuseTex;
|
#define PI 3.14159265359
|
||||||
uniform bool useTexture;
|
|
||||||
|
|
||||||
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
|
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------
|
// -------------------------------------------------------------
|
||||||
// Helper functions for Cook-Torrance BRDF
|
// Improved ShadowCalculation: returns [0,1] shadow factor (1 = fully in shadow)
|
||||||
// ----------------------------------------------------------------------------
|
float ShadowCalculation(sampler2D shadowMap, mat4 lightSpace, vec3 N, vec3 L)
|
||||||
|
{
|
||||||
|
// Transform fragment position to light's clip / NDC space
|
||||||
|
vec4 fragPosLightSpace = lightSpace * vec4(vertexPos, 1.0);
|
||||||
|
|
||||||
// Normal Distribution Function (GGX/Trowbridge-Reitz)
|
// perspective divide
|
||||||
|
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||||
|
// to [0,1]
|
||||||
|
projCoords = projCoords * 0.5 + 0.5;
|
||||||
|
|
||||||
|
// if outside the light's orthographic frustum (xy outside or z > 1), consider unshadowed
|
||||||
|
if (projCoords.z > 1.0) {
|
||||||
|
return 0.0;
|
||||||
|
}
|
||||||
|
if (projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0) {
|
||||||
|
return 0.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
float currentDepth = projCoords.z;
|
||||||
|
// basic bias (slope-dependent)
|
||||||
|
float bias = max(0.001 * (1.0 - dot(N, L)), 0.0005);
|
||||||
|
|
||||||
|
// PCF (3x3)
|
||||||
|
float shadow = 0.0;
|
||||||
|
vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
|
||||||
|
for (int x = -1; x <= 1; ++x) {
|
||||||
|
for (int y = -1; y <= 1; ++y) {
|
||||||
|
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
|
||||||
|
shadow += (currentDepth - bias) > pcfDepth ? 1.0 : 0.0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
shadow /= 9.0;
|
||||||
|
|
||||||
|
// clamp to [0,1]
|
||||||
|
shadow = clamp(shadow, 0.0, 1.0);
|
||||||
|
return shadow;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ----------------------------------------------------------------------------
|
||||||
|
// PBR helpers (unchanged)
|
||||||
float DistributionGGX(vec3 N, vec3 H, float roughness)
|
float DistributionGGX(vec3 N, vec3 H, float roughness)
|
||||||
{
|
{
|
||||||
float a = roughness * roughness;
|
float a = roughness * roughness;
|
||||||
@ -41,86 +94,110 @@ float DistributionGGX(vec3 N, vec3 H, float roughness)
|
|||||||
|
|
||||||
float num = a2;
|
float num = a2;
|
||||||
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||||
denom = 3.14159265 * denom * denom;
|
denom = PI * denom * denom;
|
||||||
|
|
||||||
return num / denom;
|
return num / denom;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Geometry function (Schlick-GGX)
|
|
||||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||||
{
|
{
|
||||||
float r = (roughness + 1.0);
|
float r = roughness + 1.0;
|
||||||
float k = (r * r) / 8.0; // remapped for direct lighting
|
float k = (r * r) / 8.0;
|
||||||
|
|
||||||
float num = NdotV;
|
float num = NdotV;
|
||||||
float denom = NdotV * (1.0 - k) + k;
|
float denom = NdotV * (1.0 - k) + k;
|
||||||
|
|
||||||
return num / denom;
|
return num / denom;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Smith's geometry function
|
|
||||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||||
{
|
{
|
||||||
float NdotV = max(dot(N, V), 0.0);
|
float ggx1 = GeometrySchlickGGX(max(dot(N,L),0.0), roughness);
|
||||||
float NdotL = max(dot(N, L), 0.0);
|
float ggx2 = GeometrySchlickGGX(max(dot(N,V),0.0), roughness);
|
||||||
float ggx1 = GeometrySchlickGGX(NdotV, roughness);
|
|
||||||
float ggx2 = GeometrySchlickGGX(NdotL, roughness);
|
|
||||||
return ggx1 * ggx2;
|
return ggx1 * ggx2;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Fresnel term (Schlick's approximation)
|
vec3 fresnelSchlick(float cosTheta, vec3 F0)
|
||||||
vec3 FresnelSchlick(float cosTheta, vec3 F0)
|
|
||||||
{
|
{
|
||||||
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
|
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// ----------------------------------------------------------------------------
|
// ----------------------------------------------------------------------------
|
||||||
|
// Main
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
if (isLight) {
|
||||||
|
vec3 emissive = currentLightColor * 10.0;
|
||||||
|
FragColor = vec4(emissive, 1.0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
vec3 N = normalize(vertexNormal);
|
vec3 N = normalize(vertexNormal);
|
||||||
vec3 V = normalize(viewPos - vertexPos);
|
vec3 V = normalize(viewPos - vertexPos);
|
||||||
vec3 L = normalize(lightPos - vertexPos);
|
|
||||||
vec3 H = normalize(V + L);
|
|
||||||
|
|
||||||
// Texture or uniform color
|
vec3 baseColor = useAlbedoMap ? texture(albedoTex, TexCoords).rgb : albedo;
|
||||||
vec3 albedo = (useTexture)
|
float metal = useMetallicMap ? texture(metallicTex, TexCoords).r : metallic;
|
||||||
? texture(diffuseTex, TexCoords).rgb
|
float rough = useRoughnessMap ? texture(roughnessTex, TexCoords).r : roughness;
|
||||||
: diffuseColor;
|
float aoValue = useAoMap ? texture(aoTex, TexCoords).r : ao;
|
||||||
|
|
||||||
// Map shininess to roughness (inverse relationship)
|
vec3 F0 = mix(vec3(0.04), baseColor, metal);
|
||||||
float roughness = clamp(1.0 - (shininess / 256.0), 0.05, 1.0);
|
|
||||||
|
|
||||||
// Base reflectivity (F0)
|
vec3 Lo = vec3(0.0);
|
||||||
vec3 F0 = mix(vec3(0.04), specularColor, specularStrength);
|
|
||||||
|
|
||||||
// Cook-Torrance BRDF
|
// Loop over all lights
|
||||||
float NDF = DistributionGGX(N, H, roughness);
|
for (int i = 0; i < lightsCount; i++)
|
||||||
float G = GeometrySmith(N, V, L, roughness);
|
{
|
||||||
vec3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
|
// compute light vector L depending on type
|
||||||
|
vec3 L = vec3(0);
|
||||||
|
if (lights[i].type == 0) {
|
||||||
|
// directional light: convention here is that lights[i].position stores the direction
|
||||||
|
// *towards* the light (for example, for sun direction you may upload -sunDir).
|
||||||
|
// Adjust according to your CPU-side convention.
|
||||||
|
L = normalize(lights[i].position); // expect this to be a direction
|
||||||
|
} else {
|
||||||
|
// point / spot style light: position is world-space point
|
||||||
|
L = normalize(lights[i].position - vertexPos);
|
||||||
|
}
|
||||||
|
|
||||||
vec3 numerator = NDF * G * F;
|
vec3 H = normalize(V + L);
|
||||||
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
|
|
||||||
vec3 specular = numerator / denominator;
|
|
||||||
|
|
||||||
// Energy conservation
|
float NDF = DistributionGGX(N, H, rough);
|
||||||
vec3 kS = F;
|
float G = GeometrySmith(N, V, L, rough);
|
||||||
vec3 kD = vec3(1.0) - kS;
|
vec3 F = fresnelSchlick(max(dot(H,V),0.0), F0);
|
||||||
kD *= (useSpecular ? 1.0 : 1.0); // keep diffuse always unless specular is off
|
|
||||||
|
|
||||||
float NdotL = max(dot(N, L), 0.0);
|
// compute shadow only for directional (type==0) lights that have shadow maps
|
||||||
|
float shadow_i = 0.0;
|
||||||
|
if (lights[i].type == 0) {
|
||||||
|
shadow_i = ShadowCalculation(lights[i].shadowMap, lights[i].lightSpace, N, L);
|
||||||
|
}
|
||||||
|
|
||||||
vec3 diffuse = kD * albedo / 3.14159265;
|
vec3 numerator = NDF * G * F;
|
||||||
vec3 radiance = LIGHT_COLOR;
|
float denominator = 4.0 * max(dot(N,V),0.0) * max(dot(N,L),0.0) + 0.001;
|
||||||
|
vec3 specular = numerator / denominator;
|
||||||
|
|
||||||
vec3 Lo = (diffuse + specular) * radiance * NdotL;
|
vec3 kS = F;
|
||||||
|
vec3 kD = vec3(1.0) - kS;
|
||||||
|
kD *= 1.0 - metal;
|
||||||
|
|
||||||
// Ambient (simple, not IBL)
|
float NdotL = max(dot(N,L), 0.0);
|
||||||
vec3 ambient = ambientStrength * ambientColor * albedo;
|
|
||||||
|
|
||||||
vec3 result = ambient + Lo;
|
vec3 radiance = lights[i].color * lights[i].intensity;
|
||||||
|
|
||||||
// Gamma correction
|
// Apply shadow_i only to this light's contribution:
|
||||||
result = pow(result, vec3(1.0/2.2));
|
// when shadow_i == 1.0 -> this light contributes 0
|
||||||
|
// when shadow_i == 0.0 -> full contribution
|
||||||
|
vec3 contrib = (kD * baseColor / PI + specular) * radiance * NdotL * (1.0 - shadow_i);
|
||||||
|
|
||||||
FragColor = vec4(result, opacity);
|
Lo += contrib;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ambient (unshadowed by design)
|
||||||
|
vec3 ambient = vec3(0.03) * baseColor * aoValue;
|
||||||
|
|
||||||
|
vec3 color = ambient + Lo;
|
||||||
|
|
||||||
|
// HDR tonemapping + gamma
|
||||||
|
color = color / (color + vec3(1.0));
|
||||||
|
color = pow(color, vec3(1.0/2.2));
|
||||||
|
|
||||||
|
FragColor = vec4(color, opacity);
|
||||||
}
|
}
|
||||||
|
@ -1,61 +0,0 @@
|
|||||||
#version 410 core
|
|
||||||
|
|
||||||
// Output color of the fragment (pixel)
|
|
||||||
out vec4 FragColor; // RGBA color for the fragment, where A is the alpha (opacity)
|
|
||||||
|
|
||||||
in vec3 vertexPos;
|
|
||||||
in vec3 vertexNormal;
|
|
||||||
in vec2 TexCoords;
|
|
||||||
|
|
||||||
uniform vec3 lightPos;
|
|
||||||
uniform vec3 viewPos;
|
|
||||||
|
|
||||||
// From Object Renderer
|
|
||||||
|
|
||||||
uniform vec3 ambientColor;
|
|
||||||
uniform vec3 diffuseColor;
|
|
||||||
uniform vec3 specularColor;
|
|
||||||
|
|
||||||
uniform float ambientStrength;
|
|
||||||
|
|
||||||
uniform float specularStrength;
|
|
||||||
uniform float shininess;
|
|
||||||
uniform bool useSpecular;
|
|
||||||
|
|
||||||
uniform float opacity;
|
|
||||||
|
|
||||||
uniform sampler2D diffuseTex;
|
|
||||||
uniform bool useTexture;
|
|
||||||
|
|
||||||
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
// Lighting vectors
|
|
||||||
vec3 lightDir = normalize(lightPos - vertexPos);
|
|
||||||
vec3 norm = normalize(vertexNormal);
|
|
||||||
vec3 viewDir = normalize(viewPos - vertexPos);
|
|
||||||
vec3 reflectDir = reflect(-lightDir, norm);
|
|
||||||
|
|
||||||
// Phong components
|
|
||||||
// float spec = pow(max(dot(viewDir, reflectDir), 0.0), clamp(shininess, 2, 256));
|
|
||||||
// vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
|
|
||||||
|
|
||||||
// Blinn Phong
|
|
||||||
vec3 halfDir = normalize(lightDir + viewDir);
|
|
||||||
float spec = pow(max(dot(norm, halfDir), 0.0), clamp(shininess, 2.0, 256.0));
|
|
||||||
vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
|
|
||||||
|
|
||||||
float diff = max(dot(norm, lightDir), 0.0);
|
|
||||||
vec3 diffuse = diff * diffuseColor;
|
|
||||||
|
|
||||||
vec3 ambient = ambientStrength * ambientColor;
|
|
||||||
|
|
||||||
vec3 texColor = (useTexture)
|
|
||||||
? texture(diffuseTex, TexCoords).rgb
|
|
||||||
: diffuseColor;
|
|
||||||
|
|
||||||
vec3 result = (ambient + diffuse + specular) * texColor;
|
|
||||||
|
|
||||||
FragColor = vec4(result, opacity);
|
|
||||||
}
|
|
@ -8,39 +8,35 @@
|
|||||||
|
|
||||||
#include "renderer/debug.h"
|
#include "renderer/debug.h"
|
||||||
|
|
||||||
Window::Window() {
|
std::shared_ptr<Window> Window::s_instance = nullptr;
|
||||||
|
|
||||||
|
Window::Window(const char* title, int width, int height) {
|
||||||
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
|
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_MAJOR_VERSION, ENGINE_GL_MAJOR_VERSION);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, ENGINE_GL_MINOR_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);
|
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_MULTISAMPLEBUFFERS, ENGINE_GL_MULTISAMPLE_BUFFERS);
|
||||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, ENGINE_GL_MULTISAMPLE_SAMPLES);
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, ENGINE_GL_MULTISAMPLE_SAMPLES);
|
||||||
|
|
||||||
m_width = DEFAULT_WIDTH;
|
m_width = width;
|
||||||
m_height = DEFAULT_HEIGHT;
|
m_height = height;
|
||||||
|
|
||||||
std::cout << "Width: " << m_width << std::endl;
|
m_handle = SDL_CreateWindow(title, m_width, m_height, SDL_WINDOW_OPENGL|SDL_WINDOW_ALWAYS_ON_TOP|SDL_WINDOW_RESIZABLE);
|
||||||
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_handle) {
|
||||||
|
|
||||||
if (!m_window) {
|
|
||||||
std::cerr << "Failed to create window" << std::endl;
|
std::cerr << "Failed to create window" << std::endl;
|
||||||
std::exit(1);
|
std::exit(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
SDL_SetWindowRelativeMouseMode(m_window, true);
|
SDL_SetWindowRelativeMouseMode(m_handle, true);
|
||||||
|
|
||||||
m_context = SDL_GL_CreateContext(m_window);
|
m_context = SDL_GL_CreateContext(m_handle);
|
||||||
|
|
||||||
if (!SDL_GL_MakeCurrent(m_window, m_context)) {
|
if (!SDL_GL_MakeCurrent(m_handle, m_context)) {
|
||||||
std::cerr << "SDL_GL_MakeCurrent failed: " << SDL_GetError() << "\n";
|
std::cerr << "SDL_GL_MakeCurrent failed: " << SDL_GetError() << "\n";
|
||||||
SDL_DestroyWindow(m_window);
|
SDL_DestroyWindow(m_handle);
|
||||||
std::exit(1);
|
std::exit(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -48,7 +44,7 @@ Window::Window() {
|
|||||||
if (GLEW_OK != glewInit()) {
|
if (GLEW_OK != glewInit()) {
|
||||||
std::cerr << "Could not initialize GLEW!" << std::endl;
|
std::cerr << "Could not initialize GLEW!" << std::endl;
|
||||||
SDL_GL_DestroyContext(m_context);
|
SDL_GL_DestroyContext(m_context);
|
||||||
SDL_DestroyWindow(m_window);
|
SDL_DestroyWindow(m_handle);
|
||||||
std::exit(1);
|
std::exit(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -58,30 +54,65 @@ Window::Window() {
|
|||||||
|
|
||||||
glEnable(GL_DEBUG_OUTPUT);
|
glEnable(GL_DEBUG_OUTPUT);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
glEnable(GL_CULL_FACE);
|
||||||
glDebugMessageCallback(MessageCallback, nullptr);
|
glDebugMessageCallback(MessageCallback, nullptr);
|
||||||
|
|
||||||
glViewport(0, 0, m_width, m_height);
|
glViewport(0, 0, m_width, m_height);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Window::Window() : Window("OpenGL Test", DEFAULT_WIDTH, DEFAULT_HEIGHT) {}
|
||||||
|
|
||||||
|
std::shared_ptr<Window> Window::GetInstance() {
|
||||||
|
if (!s_instance) {
|
||||||
|
s_instance = std::shared_ptr<Window>(new Window(), WindowDeleter{});
|
||||||
|
}
|
||||||
|
return s_instance;
|
||||||
|
}
|
||||||
|
|
||||||
|
Window::Window(Window&& window) noexcept
|
||||||
|
: m_handle(window.m_handle), m_context(window.m_context), m_width(window.m_width), m_height(window.m_height)
|
||||||
|
{
|
||||||
|
window.m_handle = nullptr;
|
||||||
|
window.m_context = (SDL_GLContext)nullptr;
|
||||||
|
window.m_width = 0;
|
||||||
|
window.m_height = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
Window& Window::operator=(Window&& window) noexcept
|
||||||
|
{
|
||||||
|
if (this == &window) return *this;
|
||||||
|
|
||||||
|
// Destroy();
|
||||||
|
|
||||||
|
this->m_handle = window.m_handle;
|
||||||
|
this->m_context = window.m_context;
|
||||||
|
this->m_width = window.m_width;
|
||||||
|
this->m_height = window.m_height;
|
||||||
|
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
void Window::ProcessEvents() {
|
void Window::ProcessEvents() {
|
||||||
SDL_Event event;
|
SDL_Event event;
|
||||||
while(SDL_PollEvent(&event)) {
|
while(SDL_PollEvent(&event)) {
|
||||||
switch (event.type) {
|
switch (event.type) {
|
||||||
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
|
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
|
||||||
case SDL_EVENT_QUIT:
|
case SDL_EVENT_QUIT:
|
||||||
std::cout << "Close requested" << std::endl;
|
Dispatch(WindowCloseRequested());
|
||||||
publish(WindowCloseRequested());
|
|
||||||
break;
|
break;
|
||||||
case SDL_EVENT_KEY_DOWN:
|
case SDL_EVENT_KEY_DOWN:
|
||||||
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
|
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
|
||||||
std::cout << "Close requested" << std::endl;
|
Dispatch(WindowCloseRequested());
|
||||||
publish(WindowCloseRequested());
|
}
|
||||||
|
if (event.key.scancode == SDL_SCANCODE_F11) {
|
||||||
|
bool isFullscreen = SDL_GetWindowFlags(m_handle) & SDL_WINDOW_FULLSCREEN;
|
||||||
|
SDL_SetWindowFullscreen(m_handle, !isFullscreen);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case SDL_EVENT_WINDOW_RESIZED:
|
case SDL_EVENT_WINDOW_RESIZED:
|
||||||
|
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
|
||||||
int width, height;
|
int width, height;
|
||||||
if (SDL_GetWindowSizeInPixels(m_window, &width, &height)) {
|
if (SDL_GetWindowSizeInPixels(m_handle, &width, &height)) {
|
||||||
std::cout << "Window resized: " << width << ", " << height << std::endl;
|
|
||||||
m_width = width;
|
m_width = width;
|
||||||
m_height = height;
|
m_height = height;
|
||||||
glViewport(
|
glViewport(
|
||||||
@ -89,7 +120,7 @@ void Window::ProcessEvents() {
|
|||||||
0,
|
0,
|
||||||
width,
|
width,
|
||||||
height);
|
height);
|
||||||
publish(WindowResized{ m_width, m_height });
|
Dispatch(WindowResized{ m_width, m_height });
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
default: break;
|
default: break;
|
||||||
@ -98,7 +129,7 @@ void Window::ProcessEvents() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Window::SwapBuffers() const {
|
void Window::SwapBuffers() const {
|
||||||
SDL_GL_SwapWindow(m_window);
|
SDL_GL_SwapWindow(m_handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
Window::~Window() {
|
Window::~Window() {
|
||||||
@ -108,7 +139,7 @@ Window::~Window() {
|
|||||||
void Window::Destroy() const {
|
void Window::Destroy() const {
|
||||||
if (m_context)
|
if (m_context)
|
||||||
SDL_GL_DestroyContext(m_context);
|
SDL_GL_DestroyContext(m_context);
|
||||||
if (m_window)
|
if (m_handle)
|
||||||
SDL_DestroyWindow(m_window);
|
SDL_DestroyWindow(m_handle);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user