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| 32873d14ae |
3
.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
@ -69,6 +69,7 @@
|
|||||||
"regex": "cpp",
|
"regex": "cpp",
|
||||||
"semaphore": "cpp",
|
"semaphore": "cpp",
|
||||||
"shared_mutex": "cpp",
|
"shared_mutex": "cpp",
|
||||||
"stop_token": "cpp"
|
"stop_token": "cpp",
|
||||||
|
"filesystem": "cpp"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -7,6 +7,8 @@ set(SOURCES
|
|||||||
|
|
||||||
src/input/input.cpp
|
src/input/input.cpp
|
||||||
|
|
||||||
|
src/opengl/buffers.cpp
|
||||||
|
|
||||||
src/scene/scene.cpp
|
src/scene/scene.cpp
|
||||||
src/window/window.cpp
|
src/window/window.cpp
|
||||||
|
|
||||||
|
|||||||
122
engine/include/engine/3d/array.hpp
Normal file
122
engine/include/engine/3d/array.hpp
Normal file
@ -0,0 +1,122 @@
|
|||||||
|
#ifndef CORE_ARRAY_H_
|
||||||
|
#define CORE_ARRAY_H_
|
||||||
|
|
||||||
|
#define ARRAY_INITIAL_CAPACITY 2
|
||||||
|
|
||||||
|
namespace Core {
|
||||||
|
|
||||||
|
template<typename Item, typename Size = unsigned int>
|
||||||
|
class Array {
|
||||||
|
public:
|
||||||
|
Array() {
|
||||||
|
m_size = 0;
|
||||||
|
m_capacity = ARRAY_INITIAL_CAPACITY;
|
||||||
|
m_items = static_cast<Item*>(::operator new[](m_capacity * sizeof(Item)));
|
||||||
|
}
|
||||||
|
|
||||||
|
Array(Size initialCapacity) {
|
||||||
|
m_size = 0;
|
||||||
|
m_capacity = initialCapacity;
|
||||||
|
m_items = static_cast<Item*>(::operator new[](m_capacity * sizeof(Item)));
|
||||||
|
}
|
||||||
|
|
||||||
|
~Array() {
|
||||||
|
for (unsigned int i = 0; i < m_size; ++i) {
|
||||||
|
m_items[i].~Item();
|
||||||
|
}
|
||||||
|
::operator delete[](m_items);
|
||||||
|
}
|
||||||
|
|
||||||
|
Array(Array&& other) {
|
||||||
|
m_capacity = other.m_capacity;
|
||||||
|
m_size = other.m_size;
|
||||||
|
m_items = other.m_items;
|
||||||
|
|
||||||
|
other.m_size = 0;
|
||||||
|
other.m_capacity = 0;
|
||||||
|
other.m_items = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
Array& operator=(Array&& other) noexcept {
|
||||||
|
if (this != &other) {
|
||||||
|
// Destroy current contents
|
||||||
|
for (unsigned int i = 0; i < m_size; ++i)
|
||||||
|
m_items[i].~Item();
|
||||||
|
::operator delete[](m_items);
|
||||||
|
|
||||||
|
// Move from other
|
||||||
|
m_items = other.m_items;
|
||||||
|
m_size = other.m_size;
|
||||||
|
m_capacity = other.m_capacity;
|
||||||
|
|
||||||
|
other.m_items = nullptr;
|
||||||
|
other.m_size = 0;
|
||||||
|
other.m_capacity = 0;
|
||||||
|
}
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
|
||||||
|
Array(const Array&) = delete;
|
||||||
|
public:
|
||||||
|
inline const Size GetSize() const noexcept { return m_size; }
|
||||||
|
|
||||||
|
Item* Begin() { return m_items; }
|
||||||
|
const Item* Begin() const { return m_items; }
|
||||||
|
|
||||||
|
Item& Back() { assert(m_size > 0 && "Calling back() on empty array!"); return m_items[m_size - 1]; }
|
||||||
|
const Item& Back() const { assert(m_size > 0 && "Calling back() on empty array!"); return m_items[m_size - 1]; }
|
||||||
|
|
||||||
|
Item* End() { return m_items + m_size; }
|
||||||
|
const Item* End() const { return m_items + m_size; }
|
||||||
|
|
||||||
|
inline const bool Empty() const { return m_size == 0; }
|
||||||
|
public:
|
||||||
|
template<typename... Args>
|
||||||
|
void EmplaceBack(Args&&... args) {
|
||||||
|
_ensureSize(m_size + 1);
|
||||||
|
new (&m_items[m_size++]) Item(std::forward<Args>(args)...);
|
||||||
|
}
|
||||||
|
|
||||||
|
void PushBack(const Item& item) {
|
||||||
|
_ensureSize(m_size + 1);
|
||||||
|
new (&m_items[m_size++]) Item(item);
|
||||||
|
}
|
||||||
|
|
||||||
|
void PushBack(Item&& item) {
|
||||||
|
_ensureSize(m_size + 1);
|
||||||
|
new (&m_items[m_size++]) Item(std::move(item));
|
||||||
|
}
|
||||||
|
private:
|
||||||
|
void _ensureSize(Size size) {
|
||||||
|
if (size > m_capacity) {
|
||||||
|
_extend(static_cast<Size>(m_capacity + (m_capacity / 2)));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void _extend(Size newSize) {
|
||||||
|
auto newItems = static_cast<Item*>(::operator new[](newSize * sizeof(Item)));
|
||||||
|
|
||||||
|
std::uninitialized_move(
|
||||||
|
std::make_move_iterator(m_items),
|
||||||
|
std::make_move_iterator(m_items + m_size),
|
||||||
|
newItems
|
||||||
|
);
|
||||||
|
|
||||||
|
for (unsigned int i = 0; i < m_size; ++i) {
|
||||||
|
m_items[i].~Item();
|
||||||
|
}
|
||||||
|
|
||||||
|
::operator delete[](m_items);
|
||||||
|
|
||||||
|
m_items = newItems;
|
||||||
|
m_capacity = newSize;
|
||||||
|
}
|
||||||
|
private:
|
||||||
|
Item* m_items;
|
||||||
|
Size m_size;
|
||||||
|
Size m_capacity;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // CORE_ARRAY_H_
|
||||||
64
engine/include/engine/3d/material.hpp
Normal file
64
engine/include/engine/3d/material.hpp
Normal file
@ -0,0 +1,64 @@
|
|||||||
|
#ifndef MATERIAL_H_
|
||||||
|
#define MATERIAL_H_
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
|
#include "engine/renderer/texture.h"
|
||||||
|
|
||||||
|
#ifndef DEFAULT_MATERIAL_NAME
|
||||||
|
#define DEFAULT_MATERIAL_NAME "__default_material"
|
||||||
|
#endif
|
||||||
|
|
||||||
|
namespace Core {
|
||||||
|
|
||||||
|
typedef std::string MaterialID;
|
||||||
|
|
||||||
|
class Material {
|
||||||
|
public:
|
||||||
|
Material(const std::string& name) : m_id(name) {}
|
||||||
|
|
||||||
|
Material() : Material(DEFAULT_MATERIAL_NAME) {}
|
||||||
|
|
||||||
|
// Material(const Material&) = default;
|
||||||
|
public:
|
||||||
|
static Material Default() {
|
||||||
|
Material material;
|
||||||
|
material.SetAmbientColor(glm::vec3(0.52f, 0.52f, 0.52f));
|
||||||
|
return material;
|
||||||
|
}
|
||||||
|
public:
|
||||||
|
inline const MaterialID GetID() const { return m_id; }
|
||||||
|
|
||||||
|
inline const glm::vec3 GetAmbientColor() const { return m_ambient; }
|
||||||
|
inline const glm::vec3 GetDiffuseColor() const { return m_diffuse; }
|
||||||
|
inline const glm::vec3 GetSpecularColor() const { return m_specular; }
|
||||||
|
inline const float GetSpecularWeight() const { return m_shininess; }
|
||||||
|
inline const bool HasDiffuseTexture() const { return m_diffuse_tex != nullptr; }
|
||||||
|
inline const Texture* GetDiffuseTexture() const { return m_diffuse_tex; }
|
||||||
|
inline const float GetOpacity() const { return m_opacity; }
|
||||||
|
inline const int GetIllumination() const { return m_illum; }
|
||||||
|
public:
|
||||||
|
inline void SetAmbientColor(glm::vec3 ambient) { m_ambient = ambient; }
|
||||||
|
inline void SetDiffuseColor(glm::vec3 diffuse) { m_diffuse = diffuse; }
|
||||||
|
inline void SetSpecularColor(glm::vec3 specular) { m_specular = specular; }
|
||||||
|
inline void SetSpecularWeight(float weight) { m_shininess = weight; }
|
||||||
|
inline void SetDiffuseTexture(Texture* texture) { m_diffuse_tex = texture; }
|
||||||
|
inline void SetOpacity(float opacity) { m_opacity = opacity; }
|
||||||
|
inline void SetIllumination(float illum) { m_illum = illum; }
|
||||||
|
private:
|
||||||
|
glm::vec3 m_ambient { 0.2f, 0.2f, 0.2f };
|
||||||
|
glm::vec3 m_diffuse { 0.8f, 0.8f, 0.8f };
|
||||||
|
glm::vec3 m_specular { 1.0f, 1.0f, 1.0f };
|
||||||
|
float m_shininess { 32.0f };
|
||||||
|
float m_opacity { 1.0f };
|
||||||
|
int m_illum { 2 };
|
||||||
|
|
||||||
|
MaterialID m_id { 0 };
|
||||||
|
|
||||||
|
Texture* m_diffuse_tex { nullptr };
|
||||||
|
}; // class Material
|
||||||
|
|
||||||
|
} // namespace Core
|
||||||
|
|
||||||
|
#endif // MATERIAL_H_
|
||||||
222
engine/include/engine/3d/mesh.hpp
Normal file
222
engine/include/engine/3d/mesh.hpp
Normal file
@ -0,0 +1,222 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "engine/3d/array.hpp"
|
||||||
|
#include "engine/3d/vertex.hpp"
|
||||||
|
#include "engine/3d/material.hpp"
|
||||||
|
#include "engine/opengl/buffers.h"
|
||||||
|
#include "engine/renderer/renderable.hpp"
|
||||||
|
|
||||||
|
#include "engine/export.h"
|
||||||
|
|
||||||
|
namespace Core {
|
||||||
|
|
||||||
|
class MeshGroup;
|
||||||
|
|
||||||
|
class ENGINE_API Mesh : public Renderable, public OpenGL::VertexArray {
|
||||||
|
friend class Core::MeshGroup;
|
||||||
|
public:
|
||||||
|
Mesh() = default;
|
||||||
|
Mesh(const Material& material) : m_material(material) {}
|
||||||
|
|
||||||
|
Mesh(const Mesh&) = delete;
|
||||||
|
Mesh(Mesh&&) = default;
|
||||||
|
public:
|
||||||
|
template<typename... Args>
|
||||||
|
uint32_t EmplaceVertex(Args&&... args) {
|
||||||
|
Vertex v(std::forward<Args>(args)...);
|
||||||
|
auto it = m_vti.find(v);
|
||||||
|
if (it != m_vti.end()) return it->second;
|
||||||
|
uint32_t newIndex = static_cast<uint32_t>(m_vertices.GetSize());
|
||||||
|
m_vertices.PushBack(std::move(v));
|
||||||
|
m_vti.emplace(m_vertices.Back(), newIndex);
|
||||||
|
return newIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32_t PushVertex(const Vertex& vertex) {
|
||||||
|
auto it = m_vti.find(vertex);
|
||||||
|
if (it != m_vti.end()) return it->second;
|
||||||
|
uint32_t newIndex = static_cast<uint32_t>(m_vertices.GetSize());
|
||||||
|
m_vertices.PushBack(vertex);
|
||||||
|
m_vti.emplace(m_vertices.Back(), newIndex);
|
||||||
|
return newIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
void PushTriangle(uint32_t a, uint32_t b, uint32_t c) {
|
||||||
|
m_indices.PushBack(a);
|
||||||
|
m_indices.PushBack(b);
|
||||||
|
m_indices.PushBack(c);
|
||||||
|
}
|
||||||
|
|
||||||
|
const auto GetVerticesCount() const { return m_vertices.GetSize(); }
|
||||||
|
const auto GetIndicesCount() const { return m_indices.GetSize(); }
|
||||||
|
public:
|
||||||
|
inline const Material& GetMaterial() const { return m_material; }
|
||||||
|
private:
|
||||||
|
void Prepare() override {
|
||||||
|
// ---------- INIT -----------
|
||||||
|
m_ebo = 0;
|
||||||
|
|
||||||
|
// glGenVertexArrays(1, &m_vao);
|
||||||
|
// glGenBuffers(1, &m_vbo);
|
||||||
|
glGenBuffers(1, &m_ebo);
|
||||||
|
|
||||||
|
Bind();
|
||||||
|
|
||||||
|
SetupVertexBuffer(GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
|
// EBO (index buffer)
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
|
// attributes
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, position)));
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, normal)));
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, uv)));
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
|
// TODO: delete after ebo moved in VertexArray
|
||||||
|
// glBindBuffer(GL_DYNAMIC_DRAW, 0);
|
||||||
|
Unbind();
|
||||||
|
|
||||||
|
// ---------- UPLOAD -----------
|
||||||
|
Bind();
|
||||||
|
|
||||||
|
VertexBufferData(m_vertices.GetSize() * sizeof(Vertex), m_vertices.Begin());
|
||||||
|
|
||||||
|
// Upload indices
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.GetSize() * sizeof(unsigned int), m_indices.Begin(), GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
|
// TODO: delete after ebo moved in VertexArray
|
||||||
|
// glBindBuffer(GL_DYNAMIC_DRAW, 0);
|
||||||
|
Unbind();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Render(Shader& shader, Scene& scene, unsigned int count) override {
|
||||||
|
// --- Basic material properties ---
|
||||||
|
shader.setFloat("opacity", m_material.GetOpacity());
|
||||||
|
|
||||||
|
// Albedo (base color)
|
||||||
|
shader.setVec3("albedo", m_material.GetDiffuseColor());
|
||||||
|
|
||||||
|
// Metallic and roughness (defaults)
|
||||||
|
shader.setFloat("metallic", 0.8f);
|
||||||
|
shader.setFloat("roughness", 0.5f);
|
||||||
|
shader.setFloat("ao", 1.0f); // default ambient occlusion if none
|
||||||
|
|
||||||
|
// --- Optional textures ---
|
||||||
|
int texUnit = 0;
|
||||||
|
|
||||||
|
// Albedo texture
|
||||||
|
if (m_material.HasDiffuseTexture()) {
|
||||||
|
shader.setBool("useAlbedoMap", true);
|
||||||
|
glActiveTexture(GL_TEXTURE0 + texUnit);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_material.GetDiffuseTexture()->GetID());
|
||||||
|
shader.setInt("albedoTex", texUnit++);
|
||||||
|
} else {
|
||||||
|
shader.setBool("useAlbedoMap", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Metallic texture
|
||||||
|
// if (m_material.HasMetallicTexture()) {
|
||||||
|
if (false) {
|
||||||
|
shader.setBool("useMetallicMap", true);
|
||||||
|
glActiveTexture(GL_TEXTURE0 + texUnit);
|
||||||
|
// glBindTexture(GL_TEXTURE_2D, m_material.GetMetallicTexture()->GetID());
|
||||||
|
shader.setInt("metallicTex", texUnit++);
|
||||||
|
} else {
|
||||||
|
shader.setBool("useMetallicMap", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Roughness texture
|
||||||
|
// if (m_material.HasRoughnessTexture()) {
|
||||||
|
if (false) {
|
||||||
|
shader.setBool("useRoughnessMap", true);
|
||||||
|
glActiveTexture(GL_TEXTURE0 + texUnit);
|
||||||
|
// glBindTexture(GL_TEXTURE_2D, m_material.GetRoughnessTexture()->GetID());
|
||||||
|
shader.setInt("roughnessTex", texUnit++);
|
||||||
|
} else {
|
||||||
|
shader.setBool("useRoughnessMap", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// AO texture
|
||||||
|
// if (m_material.HasAoTexture()) {
|
||||||
|
if (false) {
|
||||||
|
shader.setBool("useAoMap", true);
|
||||||
|
glActiveTexture(GL_TEXTURE0 + texUnit);
|
||||||
|
// glBindTexture(GL_TEXTURE_2D, m_material.GetAoTexture()->GetID());
|
||||||
|
shader.setInt("aoTex", texUnit++);
|
||||||
|
} else {
|
||||||
|
shader.setBool("useAoMap", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- Render mesh ---
|
||||||
|
Bind();
|
||||||
|
if (count > 1) {
|
||||||
|
glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(m_indices.GetSize()), GL_UNSIGNED_INT, 0, count);
|
||||||
|
} else {
|
||||||
|
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices.GetSize()), GL_UNSIGNED_INT, 0);
|
||||||
|
}
|
||||||
|
Unbind();
|
||||||
|
}
|
||||||
|
private:
|
||||||
|
Array<Vertex> m_vertices { VERTICES_INITIAL_CAPACITY };
|
||||||
|
Array<uint32_t> m_indices { INDICES_INITIAL_CAPACITY };
|
||||||
|
|
||||||
|
// TODO: move out
|
||||||
|
// ------- RENDERING ---------
|
||||||
|
unsigned int m_ebo;
|
||||||
|
// ------- RENDERING ---------
|
||||||
|
|
||||||
|
Material m_material;
|
||||||
|
|
||||||
|
std::unordered_map<Vertex, uint32_t, VertexHash> m_vti;
|
||||||
|
}; // class Mesh
|
||||||
|
|
||||||
|
// Right now it's just a list of meshes connected to each other.
|
||||||
|
// In future we might want to add support for global material
|
||||||
|
// that can affect all sub materials, aka this class
|
||||||
|
// will act like Parent Mesh that contains Child Meshes
|
||||||
|
class ENGINE_API MeshGroup : public Array<Mesh>, public Renderable {
|
||||||
|
public:
|
||||||
|
MeshGroup() {}
|
||||||
|
|
||||||
|
void Prepare() override {
|
||||||
|
for (auto it = Begin(); it != End(); ++it) {
|
||||||
|
it->Prepare();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Render(Shader& shader, Scene& scene, unsigned int count) {
|
||||||
|
for (auto it = Begin(); it != End(); ++it) {
|
||||||
|
it->Render(shader, scene, count);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public:
|
||||||
|
inline Mesh* FindMeshByMaterial(const Material& material) {
|
||||||
|
for (auto it = Begin(); it != End(); ++it) {
|
||||||
|
if (it->GetMaterial().GetID() == material.GetID()) {
|
||||||
|
return it;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return End();
|
||||||
|
}
|
||||||
|
|
||||||
|
inline Mesh* FindMeshByMaterial(const Material* material) {
|
||||||
|
for (auto it = Begin(); it != End(); ++it) {
|
||||||
|
if (it->GetMaterial().GetID() == material->GetID()) {
|
||||||
|
return it;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return End();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace Core
|
||||||
148
engine/include/engine/3d/prefab.hpp
Normal file
148
engine/include/engine/3d/prefab.hpp
Normal file
@ -0,0 +1,148 @@
|
|||||||
|
#ifndef CORE_PREFAB_H_
|
||||||
|
#define CORE_PREFAB_H_
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/ext/matrix_clip_space.hpp>
|
||||||
|
#ifdef _WIN32
|
||||||
|
#include <corecrt_math_defines.h>
|
||||||
|
#endif
|
||||||
|
#include <glm/ext/matrix_transform.hpp>
|
||||||
|
#define GLM_ENABLE_EXPERIMENTAL
|
||||||
|
#include <glm/gtx/euler_angles.hpp>
|
||||||
|
|
||||||
|
#include "engine/opengl/buffers.h"
|
||||||
|
#include "engine/renderer/renderable.hpp"
|
||||||
|
#include "engine/scene/scene.h"
|
||||||
|
#include "engine/3d/array.hpp"
|
||||||
|
#include "engine/3d/mesh.hpp"
|
||||||
|
|
||||||
|
#include "engine/components/transform.h"
|
||||||
|
#include "engine/components/batch.h"
|
||||||
|
|
||||||
|
namespace Core {
|
||||||
|
|
||||||
|
class Prefab : public Renderable {
|
||||||
|
public:
|
||||||
|
Prefab(MeshGroup&& mesh) : m_mesh(std::move(mesh)), m_id(++LastID) {}
|
||||||
|
|
||||||
|
const unsigned int GetID() const { return m_id; }
|
||||||
|
|
||||||
|
public:
|
||||||
|
void Prepare() override {
|
||||||
|
std::cout << "[PREFAB] Prepare called" << std::endl;
|
||||||
|
|
||||||
|
EnsureResources();
|
||||||
|
|
||||||
|
m_mesh.Prepare();
|
||||||
|
|
||||||
|
for (auto it = m_mesh.Begin(); it != m_mesh.End(); ++it) {
|
||||||
|
it->Bind();
|
||||||
|
|
||||||
|
std::cout << "[PREFAB] Configuring instance buffer for mesh" << std::endl;
|
||||||
|
m_instanceBuffer->StartConfigure();
|
||||||
|
std::size_t vec4Size = sizeof(glm::vec4);
|
||||||
|
for (int i = 0; i < 4; ++i) {
|
||||||
|
glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
|
||||||
|
glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
|
||||||
|
sizeof(glm::mat4), (void*)(i * vec4Size));
|
||||||
|
glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
|
||||||
|
}
|
||||||
|
m_instanceBuffer->EndConfigure();
|
||||||
|
std::cout << "[PREFAB] Finished configuring" << std::endl;
|
||||||
|
|
||||||
|
it->Unbind();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Render(Shader& shader, Scene& scene, unsigned int count) override {
|
||||||
|
std::cout << "[PREFAB] Render called" << std::endl;
|
||||||
|
Array<entt::entity> batches;
|
||||||
|
|
||||||
|
for (auto [entt, item] : scene.m_registry.view<batch::item>().each()) {
|
||||||
|
if (item.batchId == m_id) {
|
||||||
|
batches.PushBack(entt);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
std::cout << "[PREFAB] Collected " << batches.GetSize() << " batch items" << std::endl;
|
||||||
|
|
||||||
|
std::vector<glm::mat4> models;
|
||||||
|
models.reserve(batches.GetSize());
|
||||||
|
|
||||||
|
std::cout << "[PREFAB] Starting collecting models..." << std::endl;
|
||||||
|
|
||||||
|
for (auto it = batches.Begin(); it != batches.End(); ++it) {
|
||||||
|
auto &t = scene.m_registry.get<Transform>(*it);
|
||||||
|
glm::mat4 rotation = glm::yawPitchRoll(t.rotation.y, t.rotation.x, t.rotation.z);
|
||||||
|
auto itemModel = glm::translate(glm::mat4(1.f), t.position) * rotation;
|
||||||
|
models.push_back(itemModel);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::cout << "[PREFAB] Collected " << models.size() << " models" << std::endl;
|
||||||
|
|
||||||
|
UploadInstances(models.data(), models.size());
|
||||||
|
|
||||||
|
shader.setBool("u_isInstanced", true);
|
||||||
|
shader.setBool("isLight", false);
|
||||||
|
shader.setVec3("currentLightColor", glm::vec3(0.f));
|
||||||
|
|
||||||
|
std::cout << "[PREFAB] Rendering mesh in instanced mode with size = " << models.size() << std::endl;
|
||||||
|
m_mesh.Render(shader, scene, models.size());
|
||||||
|
|
||||||
|
shader.setBool("u_isInstanced", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
void EnsureResources(unsigned int count = 0) {
|
||||||
|
if (!m_instanceBuffer) {
|
||||||
|
std::cout << "[PREFAB] Instance buffer init..." << std::endl;
|
||||||
|
m_instanceBuffer = new OpenGL::InstanceBuffer(GL_DYNAMIC_DRAW);
|
||||||
|
OpenGL::Buffer::Bind(m_instanceBuffer);
|
||||||
|
OpenGL::Buffer::Data(m_instanceBuffer, nullptr, sizeof(glm::mat4) * count);
|
||||||
|
OpenGL::Buffer::Unbind(m_instanceBuffer);
|
||||||
|
m_instance_count = count;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void UploadInstances(glm::mat4 *instances, unsigned int count) {
|
||||||
|
std::cout << "[PREFAB] UploadInstances called" << std::endl;
|
||||||
|
|
||||||
|
EnsureResources(count);
|
||||||
|
|
||||||
|
if (count > m_instance_count) {
|
||||||
|
std::cout << "[PREFAB] Reallocate buffer. Current = " << m_instance_count << " ; required = " << count << std::endl;
|
||||||
|
// Optional: reallocate only if you *really* have more instances than before
|
||||||
|
// FIXME: what the hell is m_instance_vbo
|
||||||
|
// glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
|
||||||
|
OpenGL::Buffer::Bind(m_instanceBuffer);
|
||||||
|
OpenGL::Buffer::Data(m_instanceBuffer, nullptr, sizeof(glm::mat4) * count);
|
||||||
|
OpenGL::Buffer::Unbind(m_instanceBuffer);
|
||||||
|
m_instance_count = count;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Just update the data region — much cheaper
|
||||||
|
std::cout << "[PREFAB] Updating data of instance buffer..." << std::endl;
|
||||||
|
// std::cout << "[PREFAB] buffer target " << (m_instanceBuffer->GetTarget() == GL_ARRAY_BUFFER ? "array buffer" : "other") << std::endl;
|
||||||
|
// std::cout << "[PREFAB] buffer id " << m_instanceBuffer->GetID() << std::endl;
|
||||||
|
std::cout << "count = " << count << std::endl;
|
||||||
|
std::cout << "instances = " << instances << std::endl;
|
||||||
|
OpenGL::Buffer::Bind(m_instanceBuffer);
|
||||||
|
OpenGL::Buffer::SubData(m_instanceBuffer, instances, sizeof(glm::mat4) * count, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected:
|
||||||
|
static unsigned int LastID;
|
||||||
|
|
||||||
|
private:
|
||||||
|
unsigned int m_id;
|
||||||
|
MeshGroup m_mesh;
|
||||||
|
OpenGL::InstanceBuffer* m_instanceBuffer = nullptr;
|
||||||
|
unsigned int m_instance_count = 0;
|
||||||
|
unsigned int m_instance_vbo = 0;
|
||||||
|
};
|
||||||
|
|
||||||
|
unsigned int Prefab::LastID = 0;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // CORE_PREFAB_H_
|
||||||
63
engine/include/engine/3d/vertex.hpp
Normal file
63
engine/include/engine/3d/vertex.hpp
Normal file
@ -0,0 +1,63 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <cstring>
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
|
||||||
|
#define VERTICES_INITIAL_CAPACITY 256
|
||||||
|
#define INDICES_INITIAL_CAPACITY 512
|
||||||
|
|
||||||
|
namespace Core {
|
||||||
|
|
||||||
|
struct Vertex {
|
||||||
|
public:
|
||||||
|
Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 uv)
|
||||||
|
: position(position), normal(normal), uv(uv) {}
|
||||||
|
Vertex()
|
||||||
|
: position(glm::vec3()), normal(glm::vec3()), uv(glm::vec2()) {}
|
||||||
|
|
||||||
|
Vertex(const Vertex&) noexcept = default;
|
||||||
|
Vertex(Vertex&&) noexcept = default;
|
||||||
|
|
||||||
|
bool operator ==(Vertex const& o) const noexcept {
|
||||||
|
return o.position == position
|
||||||
|
&& o.normal == normal
|
||||||
|
&& o.uv == uv;
|
||||||
|
}
|
||||||
|
public:
|
||||||
|
glm::vec3 position;
|
||||||
|
glm::vec3 normal;
|
||||||
|
glm::vec2 uv;
|
||||||
|
|
||||||
|
friend class VertexHash;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VertexHash {
|
||||||
|
size_t operator()(Vertex const& v) const noexcept {
|
||||||
|
auto h = [](float f) -> size_t {
|
||||||
|
uint32_t b;
|
||||||
|
static_assert(sizeof(float) == sizeof(uint32_t));
|
||||||
|
std::memcpy(&b, &f, sizeof(float));
|
||||||
|
// splitmix64-like mixing (simple)
|
||||||
|
uint64_t x = b;
|
||||||
|
x = (x ^ (x >> 30)) * 0xbf58476d1ce4e5b9ULL;
|
||||||
|
x = (x ^ (x >> 27)) * 0x94d049bb133111ebULL;
|
||||||
|
x ^= x >> 31;
|
||||||
|
return static_cast<size_t>(x);
|
||||||
|
};
|
||||||
|
|
||||||
|
size_t res = 1469598103934665603ULL;
|
||||||
|
res ^= h(v.position.x) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
|
||||||
|
res ^= h(v.position.y) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
|
||||||
|
res ^= h(v.position.z) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
|
||||||
|
|
||||||
|
res ^= h(v.normal.x) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
|
||||||
|
res ^= h(v.normal.y) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
|
||||||
|
res ^= h(v.normal.z) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
|
||||||
|
|
||||||
|
res ^= h(v.uv.x) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
|
||||||
|
res ^= h(v.uv.y) + 0x9e3779b97f4a7c15ULL + (res<<6) + (res>>2);
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
@ -2,14 +2,17 @@
|
|||||||
#define COMPONENT_BATCH_H_
|
#define COMPONENT_BATCH_H_
|
||||||
|
|
||||||
#include <glm/mat4x4.hpp>
|
#include <glm/mat4x4.hpp>
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
|
#include "engine/opengl/buffers.h"
|
||||||
|
|
||||||
#include "engine/export.h"
|
#include "engine/export.h"
|
||||||
|
|
||||||
namespace Core {
|
namespace Core {
|
||||||
// requires mesh component
|
// requires mesh component
|
||||||
struct ENGINE_API batch {
|
struct ENGINE_API batch {
|
||||||
friend class Renderer;
|
|
||||||
public:
|
public:
|
||||||
// requires transform component
|
// requires Transform component
|
||||||
struct item {
|
struct item {
|
||||||
unsigned int batchId;
|
unsigned int batchId;
|
||||||
};
|
};
|
||||||
@ -17,13 +20,18 @@ public:
|
|||||||
batch();
|
batch();
|
||||||
|
|
||||||
inline const unsigned int id() const { return m_id; }
|
inline const unsigned int id() const { return m_id; }
|
||||||
|
inline const bool Initialized() const { return m_instanceBuffer != nullptr; }
|
||||||
protected:
|
protected:
|
||||||
static unsigned int LastID;
|
static unsigned int LastID;
|
||||||
private:
|
private:
|
||||||
unsigned int m_id;
|
unsigned int m_id;
|
||||||
unsigned int m_instance_vbo { 0 };
|
unsigned int m_instance_vbo { 0 };
|
||||||
unsigned int m_instance_count { 0 };
|
unsigned int m_instance_count { 0 };
|
||||||
|
|
||||||
|
// TODO: use static draw when possible
|
||||||
|
OpenGL::InstanceBuffer* m_instanceBuffer = nullptr;
|
||||||
private:
|
private:
|
||||||
|
friend class Renderer;
|
||||||
void prepare(glm::mat4 *instances, unsigned int count);
|
void prepare(glm::mat4 *instances, unsigned int count);
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@ -2,13 +2,13 @@
|
|||||||
#define COMPONENTS_MESH_H_
|
#define COMPONENTS_MESH_H_
|
||||||
|
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
#include "engine/renderer/renderable.hpp"
|
||||||
|
|
||||||
#include "engine/renderer/wavefront.h"
|
|
||||||
#include "engine/export.h"
|
#include "engine/export.h"
|
||||||
|
|
||||||
namespace Core {
|
namespace Core {
|
||||||
struct ENGINE_API mesh {
|
struct ENGINE_API mesh {
|
||||||
std::shared_ptr<Object> object;
|
std::shared_ptr<Renderable> mesh;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -5,11 +5,13 @@
|
|||||||
#include "engine/export.h"
|
#include "engine/export.h"
|
||||||
|
|
||||||
namespace Core {
|
namespace Core {
|
||||||
struct ENGINE_API transform {
|
|
||||||
|
struct ENGINE_API Transform {
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 rotation;
|
glm::vec3 rotation;
|
||||||
glm::vec3 scale;
|
glm::vec3 scale;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif // COMPONENTS_TRANSFORM_H_
|
#endif // COMPONENTS_TRANSFORM_H_
|
||||||
93
engine/include/engine/opengl/buffers.h
Normal file
93
engine/include/engine/opengl/buffers.h
Normal file
@ -0,0 +1,93 @@
|
|||||||
|
#ifndef OPENGL_BUFFERS_H_
|
||||||
|
#define OPENGL_BUFFERS_H_
|
||||||
|
|
||||||
|
#include <GL/glew.h>
|
||||||
|
|
||||||
|
#include "engine/renderer/shader.h"
|
||||||
|
#include "engine/export.h"
|
||||||
|
|
||||||
|
namespace Core {
|
||||||
|
|
||||||
|
namespace OpenGL {
|
||||||
|
using BufferTarget = GLenum;
|
||||||
|
using BufferUsage = GLenum;
|
||||||
|
using BufferID = unsigned int;
|
||||||
|
|
||||||
|
class ENGINE_API Buffer {
|
||||||
|
public:
|
||||||
|
Buffer(BufferTarget target, BufferUsage usage);
|
||||||
|
Buffer(BufferTarget target);
|
||||||
|
~Buffer();
|
||||||
|
|
||||||
|
inline const BufferID GetID() const { return m_buffer; }
|
||||||
|
inline const BufferTarget GetTarget() const { return m_target; }
|
||||||
|
public:
|
||||||
|
static inline const bool IsBound(const Buffer& buffer) { return m_bound == buffer.GetID(); }
|
||||||
|
static inline const bool IsBound(const Buffer* buffer) { return buffer && m_bound == buffer->GetID(); }
|
||||||
|
// static inline void Bind(const Buffer& buffer) { glBindBuffer(buffer.GetTarget(), buffer.GetID()); }
|
||||||
|
static inline void Bind(const Buffer* buffer) { glBindBuffer(buffer->GetTarget(), buffer->GetID()); m_bound = buffer->GetID(); }
|
||||||
|
static inline void Unbind(const Buffer* buffer) { glBindBuffer(buffer->GetTarget(), 0); m_bound = 0; }
|
||||||
|
|
||||||
|
static void Data(const Buffer* buffer, const void* data, size_t size);
|
||||||
|
static void SubData(const Buffer* buffer, const void *data, size_t size, size_t offset);
|
||||||
|
protected:
|
||||||
|
void BindBuffer(unsigned int index) const;
|
||||||
|
void BindBufferRanged(unsigned int index, size_t offset, size_t size) const;
|
||||||
|
private:
|
||||||
|
BufferID m_buffer;
|
||||||
|
BufferTarget m_target;
|
||||||
|
BufferUsage m_usage;
|
||||||
|
private:
|
||||||
|
static BufferID m_bound;
|
||||||
|
};
|
||||||
|
|
||||||
|
// TODO: Implement custom fields structuring via ordered_map?
|
||||||
|
class ENGINE_API UniformBuffer : public Buffer {
|
||||||
|
public:
|
||||||
|
UniformBuffer(size_t size, unsigned int index);
|
||||||
|
|
||||||
|
void ConfigureShader(Shader& shader, const char* uniformName) const;
|
||||||
|
|
||||||
|
template<typename T, typename S = size_t>
|
||||||
|
void UpdateUniform(void* data, S offset) {
|
||||||
|
SubData(this, data, sizeof(T), offset);
|
||||||
|
}
|
||||||
|
private:
|
||||||
|
unsigned int m_uniformBinding;
|
||||||
|
private:
|
||||||
|
static unsigned int s_bufferNextId;
|
||||||
|
};
|
||||||
|
|
||||||
|
class ENGINE_API ArrayBuffer : public Buffer {
|
||||||
|
public:
|
||||||
|
ArrayBuffer(BufferUsage usage);
|
||||||
|
};
|
||||||
|
|
||||||
|
class ENGINE_API InstanceBuffer : public ArrayBuffer {
|
||||||
|
public:
|
||||||
|
InstanceBuffer(BufferUsage usage);
|
||||||
|
|
||||||
|
inline void StartConfigure() const { Buffer::Bind(this); }
|
||||||
|
inline void EndConfigure() const { Buffer::Unbind(this); }
|
||||||
|
};
|
||||||
|
|
||||||
|
class ENGINE_API VertexArray {
|
||||||
|
public:
|
||||||
|
VertexArray();
|
||||||
|
~VertexArray();
|
||||||
|
|
||||||
|
void Bind();
|
||||||
|
void Unbind();
|
||||||
|
|
||||||
|
void SetupVertexBuffer(BufferUsage usage);
|
||||||
|
public:
|
||||||
|
void VertexBufferData(size_t size, const void* data);
|
||||||
|
private:
|
||||||
|
unsigned int m_id { 0 };
|
||||||
|
ArrayBuffer* m_vbo { nullptr };
|
||||||
|
};
|
||||||
|
} // namespace OpenGL
|
||||||
|
|
||||||
|
} // namespace Core
|
||||||
|
|
||||||
|
#endif // OPENGL_BUFFERS_H_
|
||||||
@ -1,21 +0,0 @@
|
|||||||
#ifndef RENDERER_BASICS_H
|
|
||||||
#define RENDERER_BASICS_H
|
|
||||||
|
|
||||||
#include <glm/glm.hpp>
|
|
||||||
|
|
||||||
namespace Core {
|
|
||||||
|
|
||||||
class Vertex {
|
|
||||||
friend class Mesh;
|
|
||||||
private:
|
|
||||||
glm::vec3 m_position;
|
|
||||||
glm::vec3 m_normal;
|
|
||||||
glm::vec2 m_texCoord;
|
|
||||||
public:
|
|
||||||
Vertex(glm::vec3 position, glm::vec3 normal, glm::vec2 texCoord)
|
|
||||||
: m_position(position), m_normal(normal), m_texCoord(texCoord) {}
|
|
||||||
};
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif // RENDERER_BASICS_H
|
|
||||||
@ -5,25 +5,29 @@
|
|||||||
#include <string>
|
#include <string>
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
|
||||||
#include "engine/renderer/basics.h"
|
#include "engine/3d/vertex.hpp"
|
||||||
|
#include "engine/opengl/buffers.h"
|
||||||
|
|
||||||
namespace Core {
|
namespace Core {
|
||||||
|
|
||||||
class Mesh {
|
class Mesh : public OpenGL::VertexArray {
|
||||||
public: // TODO: abstract away
|
public: // TODO: abstract away
|
||||||
unsigned int m_vao, m_vbo, m_ebo;
|
unsigned int m_ebo;
|
||||||
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
|
|
||||||
void Bind() const { glBindVertexArray(m_vao); }
|
|
||||||
void Unbind() { glBindVertexArray(0); }
|
|
||||||
void Upload() const;
|
|
||||||
public:
|
public:
|
||||||
std::string materialName;
|
Mesh(const std::string& name);
|
||||||
|
|
||||||
|
Mesh(const Mesh& other) = delete;
|
||||||
|
Mesh(Mesh&& other) noexcept
|
||||||
|
: m_ebo(other.m_ebo), m_vertexBuffer(std::move(other.m_vertexBuffer)), m_indexBuffer(std::move(other.m_indexBuffer)), m_materialName(std::move(other.m_materialName)) {}
|
||||||
public:
|
public:
|
||||||
Mesh();
|
inline const std::string& GetMaterialName() const { return m_materialName; }
|
||||||
|
void Upload();
|
||||||
public:
|
public:
|
||||||
void Render(unsigned int count);
|
void Render(unsigned int count);
|
||||||
|
private:
|
||||||
|
std::string m_materialName;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
26
engine/include/engine/renderer/renderable.hpp
Normal file
26
engine/include/engine/renderer/renderable.hpp
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
#ifndef CORE_RENDERABLE_H_
|
||||||
|
#define CORE_RENDERABLE_H_
|
||||||
|
|
||||||
|
#include "engine/renderer/shader.h"
|
||||||
|
|
||||||
|
#include "engine/export.h"
|
||||||
|
|
||||||
|
namespace Core {
|
||||||
|
|
||||||
|
class Renderer;
|
||||||
|
|
||||||
|
class ENGINE_API Renderable {
|
||||||
|
protected:
|
||||||
|
Renderable() = default;
|
||||||
|
virtual ~Renderable() = default;
|
||||||
|
|
||||||
|
private:
|
||||||
|
virtual void Prepare() = 0;
|
||||||
|
virtual void Render(Shader& shader, Scene& scene, unsigned int count = 1) = 0;
|
||||||
|
|
||||||
|
friend class Core::Renderer;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace Core
|
||||||
|
|
||||||
|
#endif // CORE_RENDERABLE_H_
|
||||||
@ -8,6 +8,8 @@
|
|||||||
#include "engine/export.h"
|
#include "engine/export.h"
|
||||||
#include "engine/components/light.h"
|
#include "engine/components/light.h"
|
||||||
|
|
||||||
|
#include "engine/opengl/buffers.h"
|
||||||
|
|
||||||
namespace Core {
|
namespace Core {
|
||||||
|
|
||||||
// TODO: make static or singleton
|
// TODO: make static or singleton
|
||||||
@ -26,6 +28,8 @@ private:
|
|||||||
void GenerateShadowMaps();
|
void GenerateShadowMaps();
|
||||||
void EnsureShadowResources(light& l);
|
void EnsureShadowResources(light& l);
|
||||||
private:
|
private:
|
||||||
|
OpenGL::UniformBuffer m_uniform_matrices;
|
||||||
|
|
||||||
Shader m_shader;
|
Shader m_shader;
|
||||||
Shader m_depthShader;
|
Shader m_depthShader;
|
||||||
|
|
||||||
|
|||||||
@ -15,11 +15,11 @@ public:
|
|||||||
Shader();
|
Shader();
|
||||||
~Shader();
|
~Shader();
|
||||||
|
|
||||||
unsigned int m_id;
|
|
||||||
|
|
||||||
void init(const std::string &vertexCode, const std::string &fragmentCode);
|
void init(const std::string &vertexCode, const std::string &fragmentCode);
|
||||||
void use();
|
void use();
|
||||||
|
|
||||||
|
const unsigned int GetID() const { return m_id; }
|
||||||
|
|
||||||
void setBool(const std::string &name, bool value) const;
|
void setBool(const std::string &name, bool value) const;
|
||||||
void setInt(const std::string &name, int value) const;
|
void setInt(const std::string &name, int value) const;
|
||||||
void setFloat(const std::string &name, float value) const;
|
void setFloat(const std::string &name, float value) const;
|
||||||
@ -32,8 +32,8 @@ public:
|
|||||||
void setMat2(const std::string &name, const glm::mat2 &mat) const;
|
void setMat2(const std::string &name, const glm::mat2 &mat) const;
|
||||||
void setMat3(const std::string &name, const glm::mat3 &mat) const;
|
void setMat3(const std::string &name, const glm::mat3 &mat) const;
|
||||||
void setMat4(const std::string &name, const glm::mat4 &mat) const;
|
void setMat4(const std::string &name, const glm::mat4 &mat) const;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
unsigned int m_id;
|
||||||
unsigned int m_vertexId;
|
unsigned int m_vertexId;
|
||||||
unsigned int m_fragmentId;
|
unsigned int m_fragmentId;
|
||||||
|
|
||||||
|
|||||||
@ -8,7 +8,7 @@ namespace Core {
|
|||||||
class Texture {
|
class Texture {
|
||||||
public:
|
public:
|
||||||
Texture() : m_id(0) {}
|
Texture() : m_id(0) {}
|
||||||
static std::unique_ptr<Texture> LoadFile(const std::string& filename);
|
static Texture* LoadFile(const std::string& filename);
|
||||||
public:
|
public:
|
||||||
[[nodiscard]] unsigned int GetID() const { return m_id; }
|
[[nodiscard]] unsigned int GetID() const { return m_id; }
|
||||||
private:
|
private:
|
||||||
|
|||||||
@ -9,8 +9,8 @@
|
|||||||
|
|
||||||
#include "engine/renderer/shader.h"
|
#include "engine/renderer/shader.h"
|
||||||
#include "engine/renderer/renderer.h"
|
#include "engine/renderer/renderer.h"
|
||||||
#include "engine/renderer/material.h"
|
#include "engine/3d/mesh.hpp"
|
||||||
#include "engine/renderer/mesh.h"
|
#include "engine/opengl/buffers.h"
|
||||||
|
|
||||||
#include "engine/export.h"
|
#include "engine/export.h"
|
||||||
|
|
||||||
@ -19,40 +19,44 @@ namespace Core {
|
|||||||
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 ENGINE_API Object {
|
class ENGINE_API Object : public MeshGroup {
|
||||||
friend class Renderer;
|
friend class Renderer;
|
||||||
private:
|
private:
|
||||||
static inline int NormalizeIndex(int idx, int baseCount);
|
static inline int NormalizeIndex(int idx, int baseCount);
|
||||||
|
|
||||||
private:
|
|
||||||
Object();
|
Object();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
~Object() = default;
|
~Object() = default;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
static Object* LoadFile(const std::string& filename);
|
static Object* LoadFile(const std::string& filename);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void LoadMaterials(const std::filesystem::path& filename);
|
void LoadMTL(const std::filesystem::path& filename);
|
||||||
private:
|
|
||||||
void AddMaterial(std::string name, std::shared_ptr<Material> material);
|
|
||||||
std::shared_ptr<Material> GetMaterial(std::string name);
|
|
||||||
private:
|
private:
|
||||||
|
void CreateNewMesh();
|
||||||
|
void CreateNewMesh(const Material& material);
|
||||||
Mesh& GetLastMesh();
|
Mesh& GetLastMesh();
|
||||||
void CreateNewMesh(const std::string& materialName);
|
|
||||||
|
void AddMaterial(MaterialID id, const Material& material);
|
||||||
|
Material* GetMaterial(const MaterialID& id);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
void Render(Shader& shader, unsigned int count);
|
void Render(Shader& shader, unsigned int count);
|
||||||
[[nodiscard]] inline const std::string Name() const { return m_name; }
|
[[nodiscard]] inline const std::string Name() const { return m_name; }
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
void EnableBatch(unsigned int instanceVBO);
|
void EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer);
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::string m_name;
|
std::string m_name;
|
||||||
std::vector<glm::vec3> m_vertices;
|
std::vector<glm::vec3> m_vertices;
|
||||||
std::vector<glm::vec3> m_normals;
|
std::vector<glm::vec3> m_normals;
|
||||||
std::vector<glm::vec2> m_texCoords;
|
std::vector<glm::vec2> m_texCoords;
|
||||||
|
|
||||||
std::vector<Mesh> m_meshes;
|
std::unordered_map<MaterialID, Material> m_materials;
|
||||||
|
|
||||||
std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -6,6 +6,8 @@
|
|||||||
namespace Core {
|
namespace Core {
|
||||||
|
|
||||||
class Entity;
|
class Entity;
|
||||||
|
class Renderer;
|
||||||
|
class Prefab;
|
||||||
|
|
||||||
class ENGINE_API Scene {
|
class ENGINE_API Scene {
|
||||||
public:
|
public:
|
||||||
@ -14,8 +16,9 @@ public:
|
|||||||
Entity CreateEntity();
|
Entity CreateEntity();
|
||||||
private:
|
private:
|
||||||
entt::registry m_registry;
|
entt::registry m_registry;
|
||||||
friend class Renderer;
|
friend class Core::Renderer;
|
||||||
friend class Entity;
|
friend class Core::Entity;
|
||||||
|
friend class Core::Prefab;
|
||||||
};
|
};
|
||||||
|
|
||||||
class ENGINE_API Entity {
|
class ENGINE_API Entity {
|
||||||
|
|||||||
@ -11,24 +11,24 @@ batch::batch() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void batch::prepare(glm::mat4 *instances, unsigned int count) {
|
void batch::prepare(glm::mat4 *instances, unsigned int count) {
|
||||||
if (m_instance_vbo == 0) {
|
if (!m_instanceBuffer) {
|
||||||
glGenBuffers(1, &m_instance_vbo);
|
m_instanceBuffer = new OpenGL::InstanceBuffer(GL_DYNAMIC_DRAW);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
|
OpenGL::Buffer::Bind(m_instanceBuffer);
|
||||||
// Allocate *once*, no data yet — just reserve space
|
OpenGL::Buffer::Data(m_instanceBuffer, nullptr, sizeof(glm::mat4) * count);
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * count, nullptr, GL_DYNAMIC_DRAW);
|
OpenGL::Buffer::Unbind(m_instanceBuffer);
|
||||||
m_instance_count = count;
|
m_instance_count = count;
|
||||||
} else if (count > m_instance_count) {
|
} else if (count > m_instance_count) {
|
||||||
// Optional: reallocate only if you *really* have more instances than before
|
// Optional: reallocate only if you *really* have more instances than before
|
||||||
|
// FIXME: what the hell is m_instance_vbo
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
|
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * count, nullptr, GL_DYNAMIC_DRAW);
|
OpenGL::Buffer::Bind(m_instanceBuffer);
|
||||||
|
OpenGL::Buffer::Data(m_instanceBuffer, nullptr, sizeof(glm::mat4) * count);
|
||||||
|
OpenGL::Buffer::Unbind(m_instanceBuffer);
|
||||||
m_instance_count = count;
|
m_instance_count = count;
|
||||||
} else {
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Just update the data region — much cheaper
|
// Just update the data region — much cheaper
|
||||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(glm::mat4) * count, instances);
|
OpenGL::Buffer::SubData(m_instanceBuffer, instances, sizeof(glm::mat4) * count, 0);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
119
engine/src/opengl/buffers.cpp
Normal file
119
engine/src/opengl/buffers.cpp
Normal file
@ -0,0 +1,119 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include <cassert>
|
||||||
|
#include "engine/opengl/buffers.h"
|
||||||
|
|
||||||
|
namespace Core {
|
||||||
|
|
||||||
|
namespace OpenGL {
|
||||||
|
|
||||||
|
BufferID Buffer::m_bound = 0;
|
||||||
|
|
||||||
|
Buffer::Buffer(BufferTarget target, BufferUsage usage)
|
||||||
|
: m_target(target), m_usage(usage)
|
||||||
|
{
|
||||||
|
glGenBuffers(1, &m_buffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
Buffer::Buffer(BufferTarget target)
|
||||||
|
: Buffer(target, GL_STATIC_DRAW) {}
|
||||||
|
|
||||||
|
Buffer::~Buffer() {
|
||||||
|
glDeleteBuffers(1, &m_buffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Buffer::Data(const Buffer* buffer, const void *data, size_t size) {
|
||||||
|
if (!IsBound(buffer)) Bind(buffer);
|
||||||
|
glBufferData(buffer->m_target, size, data, buffer->m_usage);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Buffer::SubData(const Buffer* buffer, const void *data, size_t size, size_t offset) {
|
||||||
|
if (!IsBound(buffer)) Bind(buffer);
|
||||||
|
glBufferSubData(buffer->m_target, offset, size, data);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Buffer::BindBuffer(unsigned int index) const {
|
||||||
|
Buffer::Bind(this);
|
||||||
|
glBindBufferBase(m_target, index, m_buffer);
|
||||||
|
Buffer::Unbind(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Buffer::BindBufferRanged(unsigned int index, size_t offset, size_t size) const {
|
||||||
|
Buffer::Bind(this);
|
||||||
|
glBindBufferRange(m_target, index, m_buffer, offset, size);
|
||||||
|
Buffer::Unbind(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
unsigned int UniformBuffer::s_bufferNextId = 1;
|
||||||
|
|
||||||
|
UniformBuffer::UniformBuffer(size_t size, unsigned int index)
|
||||||
|
: Buffer(GL_UNIFORM_BUFFER, GL_STATIC_DRAW), m_uniformBinding(s_bufferNextId++)
|
||||||
|
{
|
||||||
|
Buffer::Bind(this);
|
||||||
|
Data(this, nullptr, size);
|
||||||
|
Buffer::Unbind(this);
|
||||||
|
|
||||||
|
BindBuffer(m_uniformBinding);
|
||||||
|
}
|
||||||
|
|
||||||
|
void UniformBuffer::ConfigureShader(Shader& shader, const char* uniformName) const {
|
||||||
|
auto uniformIndex = glGetUniformBlockIndex(shader.GetID(), uniformName);
|
||||||
|
glUniformBlockBinding(shader.GetID(), uniformIndex, m_uniformBinding);
|
||||||
|
}
|
||||||
|
|
||||||
|
ArrayBuffer::ArrayBuffer(BufferUsage usage)
|
||||||
|
: Buffer(GL_ARRAY_BUFFER, usage) {}
|
||||||
|
|
||||||
|
InstanceBuffer::InstanceBuffer(BufferUsage usage)
|
||||||
|
: ArrayBuffer(usage) {}
|
||||||
|
|
||||||
|
VertexArray::VertexArray() : m_id(0) {
|
||||||
|
glGenVertexArrays(1, &m_id);
|
||||||
|
std::cout << "[DEBUG] VArr initialized: " << m_id << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
VertexArray::~VertexArray() {
|
||||||
|
// if (m_vbo) {
|
||||||
|
// delete m_vbo;
|
||||||
|
// }
|
||||||
|
|
||||||
|
glDeleteVertexArrays(1, &m_id);
|
||||||
|
}
|
||||||
|
|
||||||
|
void VertexArray::Bind() {
|
||||||
|
assert(m_id != 0 && "Vertex Array wasn't initialized.");
|
||||||
|
|
||||||
|
std::cout << "[DEBUG] VArr binding: " << m_id << std::endl;
|
||||||
|
glBindVertexArray(m_id);
|
||||||
|
}
|
||||||
|
|
||||||
|
void VertexArray::Unbind() {
|
||||||
|
assert(m_id != 0 && "Vertex Array wasn't initialized.");
|
||||||
|
|
||||||
|
// TODO: Add EBO as well
|
||||||
|
if (Buffer::IsBound(m_vbo)) {
|
||||||
|
Buffer::Unbind(m_vbo);
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindVertexArray(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void VertexArray::SetupVertexBuffer(BufferUsage usage) {
|
||||||
|
if (m_vbo) {
|
||||||
|
delete m_vbo;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_vbo = new ArrayBuffer(usage);
|
||||||
|
Buffer::Bind(m_vbo);
|
||||||
|
Buffer::Data(m_vbo, nullptr, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void VertexArray::VertexBufferData(size_t size, const void* data) {
|
||||||
|
assert(m_vbo != nullptr && "Trying to upload vertex buffer data to nullptr");
|
||||||
|
|
||||||
|
Buffer::Bind(m_vbo);
|
||||||
|
Buffer::Data(m_vbo, data, size);
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace OpenGL
|
||||||
|
|
||||||
|
} // namespace Core
|
||||||
@ -1,53 +1,56 @@
|
|||||||
|
#include <iostream>
|
||||||
#include <cstddef>
|
#include <cstddef>
|
||||||
|
|
||||||
#include "engine/renderer/mesh.h"
|
#include "engine/renderer/mesh.h"
|
||||||
|
|
||||||
namespace Core {
|
namespace Core {
|
||||||
|
|
||||||
Mesh::Mesh() {
|
Mesh::Mesh(const std::string& name) : m_materialName(name.c_str()) {
|
||||||
m_vao = 0;
|
std::cout << "Mesh init" << std::endl;
|
||||||
m_vbo = 0;
|
|
||||||
|
// m_vao = 0;
|
||||||
|
// m_vbo = 0;
|
||||||
m_ebo = 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);
|
||||||
|
|
||||||
glBindVertexArray(m_vao);
|
Bind();
|
||||||
|
|
||||||
// VBO (vertex buffer)
|
SetupVertexBuffer(GL_DYNAMIC_DRAW);
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
|
||||||
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_DYNAMIC_DRAW);
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
// attributes
|
// attributes
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, position)));
|
||||||
glEnableVertexAttribArray(0);
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, normal)));
|
||||||
glEnableVertexAttribArray(1);
|
glEnableVertexAttribArray(1);
|
||||||
|
|
||||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, uv)));
|
||||||
glEnableVertexAttribArray(2);
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
// TODO: delete after ebo moved in VertexArray
|
||||||
glBindVertexArray(0);
|
// glBindBuffer(GL_DYNAMIC_DRAW, 0);
|
||||||
|
Unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Mesh::Upload() const {
|
void Mesh::Upload() {
|
||||||
glBindVertexArray(m_vao);
|
Bind();
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
VertexBufferData(m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data());
|
||||||
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_DYNAMIC_DRAW);
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
glBindVertexArray(0);
|
// TODO: delete after ebo moved in VertexArray
|
||||||
|
// glBindBuffer(GL_DYNAMIC_DRAW, 0);
|
||||||
|
Unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Mesh::Render(unsigned int count)
|
void Mesh::Render(unsigned int count)
|
||||||
|
|||||||
@ -9,6 +9,7 @@
|
|||||||
#include <glm/gtx/euler_angles.hpp>
|
#include <glm/gtx/euler_angles.hpp>
|
||||||
|
|
||||||
#include <glm/gtx/string_cast.hpp>
|
#include <glm/gtx/string_cast.hpp>
|
||||||
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
#include "engine/renderer/renderer.h"
|
#include "engine/renderer/renderer.h"
|
||||||
#include "engine/window/window.h"
|
#include "engine/window/window.h"
|
||||||
@ -19,18 +20,13 @@
|
|||||||
#include "engine/components/light.h"
|
#include "engine/components/light.h"
|
||||||
#include "engine/components/mesh.h"
|
#include "engine/components/mesh.h"
|
||||||
#include "engine/components/batch.h"
|
#include "engine/components/batch.h"
|
||||||
|
#include "engine/3d/prefab.hpp"
|
||||||
|
|
||||||
namespace Core {
|
namespace Core {
|
||||||
|
|
||||||
Renderer::Renderer(std::shared_ptr<Scene> scene) : m_scene(scene)
|
Renderer::Renderer(std::shared_ptr<Scene> scene)
|
||||||
|
: m_scene(scene), m_uniform_matrices(2 * sizeof(glm::mat4), 1)
|
||||||
{
|
{
|
||||||
m_proj = glm::perspective(
|
|
||||||
static_cast<float>(M_PI_2),
|
|
||||||
static_cast<float>(Window::GetWidth()) / static_cast<float>(Window::GetHeight()),
|
|
||||||
0.01f,
|
|
||||||
100.0f
|
|
||||||
);
|
|
||||||
|
|
||||||
m_shader.init(
|
m_shader.init(
|
||||||
FileManager::read("./engine/src/shaders/main.vs"),
|
FileManager::read("./engine/src/shaders/main.vs"),
|
||||||
FileManager::read("./engine/src/shaders/pbr.fs")
|
FileManager::read("./engine/src/shaders/pbr.fs")
|
||||||
@ -41,6 +37,19 @@ Renderer::Renderer(std::shared_ptr<Scene> scene) : m_scene(scene)
|
|||||||
FileManager::read("./engine/src/shaders/depth.fs")
|
FileManager::read("./engine/src/shaders/depth.fs")
|
||||||
);
|
);
|
||||||
|
|
||||||
|
// glUniformBlockBinding(m_shader.m_id, glGetUniformBlockIndex(m_shader.m_id, "Matrices"), 1);
|
||||||
|
|
||||||
|
m_uniform_matrices.ConfigureShader(m_shader, "Matrices");
|
||||||
|
|
||||||
|
m_proj = glm::perspective(
|
||||||
|
static_cast<float>(M_PI_2),
|
||||||
|
static_cast<float>(Window::GetWidth()) / static_cast<float>(Window::GetHeight()),
|
||||||
|
0.01f,
|
||||||
|
100.0f
|
||||||
|
);
|
||||||
|
|
||||||
|
m_uniform_matrices.UpdateUniform<glm::mat4>(glm::value_ptr(m_proj), 0);
|
||||||
|
|
||||||
m_model = glm::mat4(1.f);
|
m_model = glm::mat4(1.f);
|
||||||
|
|
||||||
m_shader.use();
|
m_shader.use();
|
||||||
@ -49,6 +58,14 @@ Renderer::Renderer(std::shared_ptr<Scene> scene) : m_scene(scene)
|
|||||||
|
|
||||||
void Renderer::Init() {
|
void Renderer::Init() {
|
||||||
GenerateShadowMaps();
|
GenerateShadowMaps();
|
||||||
|
|
||||||
|
for (auto [entt, mesh] : m_scene->m_registry.view<mesh>().each()) {
|
||||||
|
mesh.mesh->Prepare();
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto [entt, prefab] : m_scene->m_registry.view<Prefab>().each()) {
|
||||||
|
prefab.Prepare();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::OnWindowResized(int w, int h) {
|
void Renderer::OnWindowResized(int w, int h) {
|
||||||
@ -58,6 +75,7 @@ void Renderer::OnWindowResized(int w, int h) {
|
|||||||
0.01f,
|
0.01f,
|
||||||
100.0f
|
100.0f
|
||||||
);
|
);
|
||||||
|
m_uniform_matrices.UpdateUniform<glm::mat4>(glm::value_ptr(m_proj), 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::ApplyLights(Shader &shader) {
|
void Renderer::ApplyLights(Shader &shader) {
|
||||||
@ -67,7 +85,7 @@ void Renderer::ApplyLights(Shader &shader) {
|
|||||||
size_t lightIndex = 0;
|
size_t lightIndex = 0;
|
||||||
for (auto entity : lights) {
|
for (auto entity : lights) {
|
||||||
auto &l = m_scene->m_registry.get<light>(entity);
|
auto &l = m_scene->m_registry.get<light>(entity);
|
||||||
auto &transf = m_scene->m_registry.get<transform>(entity);
|
auto &transf = m_scene->m_registry.get<Transform>(entity);
|
||||||
|
|
||||||
shader.setInt("lights[" + std::to_string(lightIndex) + "].type", static_cast<int>(l.type));
|
shader.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) + "].position", transf.position);
|
||||||
@ -111,14 +129,16 @@ void Renderer::EnsureShadowResources(light& l) {
|
|||||||
void Renderer::UpdateView() {
|
void Renderer::UpdateView() {
|
||||||
auto camView = m_scene->m_registry.view<camera>();
|
auto camView = m_scene->m_registry.view<camera>();
|
||||||
auto camTransform = camView.size() > 0 ?
|
auto camTransform = camView.size() > 0 ?
|
||||||
m_scene->m_registry.get<transform>(camView.back()) :
|
m_scene->m_registry.get<Transform>(camView.back()) :
|
||||||
transform {glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f, 1.f, 1.f)};
|
Transform {glm::vec3(0.f, 0.f, 0.f), glm::vec3(0.f, 0.f, 0.f), glm::vec3(1.f, 1.f, 1.f)};
|
||||||
|
|
||||||
m_view = glm::lookAt(
|
m_view = glm::lookAt(
|
||||||
camTransform.position,
|
camTransform.position,
|
||||||
camTransform.position + camTransform.rotation,
|
camTransform.position + camTransform.rotation,
|
||||||
glm::vec3(0.f, 1.f, 0.f)
|
glm::vec3(0.f, 1.f, 0.f)
|
||||||
);
|
);
|
||||||
|
|
||||||
|
m_uniform_matrices.UpdateUniform<glm::mat4>(glm::value_ptr(m_view), sizeof(glm::mat4));
|
||||||
|
|
||||||
m_shader.setVec3("viewPos", camTransform.position);
|
m_shader.setVec3("viewPos", camTransform.position);
|
||||||
|
|
||||||
@ -127,46 +147,55 @@ void Renderer::UpdateView() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::RenderScene(Shader &shader) {
|
void Renderer::RenderScene(Shader &shader) {
|
||||||
std::unordered_map<unsigned int, std::vector<entt::entity>> batches;
|
// std::unordered_map<unsigned int, std::vector<entt::entity>> batches;
|
||||||
|
|
||||||
for (auto [entt, item] : m_scene->m_registry.view<batch::item>().each()) {
|
// for (auto [entt, item] : m_scene->m_registry.view<batch::item>().each()) {
|
||||||
if (batches.find(item.batchId) == batches.end())
|
// if (batches.find(item.batchId) == batches.end())
|
||||||
batches.insert(std::make_pair(item.batchId, std::vector<entt::entity>()));
|
// batches.insert(std::make_pair(item.batchId, std::vector<entt::entity>()));
|
||||||
|
|
||||||
batches[item.batchId].push_back(entt);
|
// batches[item.batchId].push_back(entt);
|
||||||
}
|
// }
|
||||||
|
|
||||||
shader.setBool("u_isInstanced", true);
|
// shader.setBool("u_isInstanced", true);
|
||||||
|
// shader.setBool("isLight", false);
|
||||||
|
// shader.setVec3("currentLightColor", glm::vec3(0.f));
|
||||||
|
// for (auto [entt, b, m] : m_scene->m_registry.view<batch, mesh>().each()) {
|
||||||
|
// // check if have items for batch render
|
||||||
|
// if (batches.find(b.id()) == batches.end()) continue;
|
||||||
|
|
||||||
|
// auto &batchItems = batches[b.id()];
|
||||||
|
|
||||||
|
// std::vector<glm::mat4> models;
|
||||||
|
// models.reserve(batchItems.size());
|
||||||
|
|
||||||
|
// for (auto item : batchItems) {
|
||||||
|
// auto &t = m_scene->m_registry.get<Transform>(item);
|
||||||
|
// glm::mat4 rotation = glm::yawPitchRoll(t.rotation.y, t.rotation.x, t.rotation.z);
|
||||||
|
// auto itemModel = glm::translate(glm::mat4(1.f), t.position) * rotation;
|
||||||
|
// models.push_back(itemModel);
|
||||||
|
// }
|
||||||
|
|
||||||
|
// auto prevState = b.Initialized();
|
||||||
|
// b.prepare(models.data(), models.size());
|
||||||
|
// if (!prevState) {
|
||||||
|
// std::cout << "[DEBUG] enabling batch" << std::endl;
|
||||||
|
// // TODO:
|
||||||
|
// // m.object->EnableBatch(b.m_instanceBuffer);
|
||||||
|
// }
|
||||||
|
// m.mesh->Render(shader);
|
||||||
|
// }
|
||||||
|
// shader.setBool("u_isInstanced", false);
|
||||||
|
|
||||||
|
// light cannot be batch rendered (yet :3)
|
||||||
shader.setBool("isLight", false);
|
shader.setBool("isLight", false);
|
||||||
shader.setVec3("currentLightColor", glm::vec3(0.f));
|
shader.setVec3("currentLightColor", glm::vec3(0.f));
|
||||||
for (auto [entt, b, m] : m_scene->m_registry.view<batch, mesh>().each()) {
|
for (auto [entity, prefab] : m_scene->m_registry.view<Prefab>().each()) {
|
||||||
// check if have items for batch render
|
prefab.Render(shader, *m_scene.get(), 1);
|
||||||
if (batches.find(b.id()) == batches.end()) continue;
|
|
||||||
|
|
||||||
auto &batchItems = batches[b.id()];
|
|
||||||
|
|
||||||
std::vector<glm::mat4> models;
|
|
||||||
models.reserve(batchItems.size());
|
|
||||||
|
|
||||||
for (auto item : batchItems) {
|
|
||||||
auto &t = m_scene->m_registry.get<transform>(item);
|
|
||||||
glm::mat4 rotation = glm::yawPitchRoll(t.rotation.y, t.rotation.x, t.rotation.z);
|
|
||||||
auto itemModel = glm::translate(glm::mat4(1.f), t.position) * rotation;
|
|
||||||
models.push_back(itemModel);
|
|
||||||
}
|
|
||||||
|
|
||||||
auto prevInstanceVBO = b.m_instance_vbo;
|
|
||||||
b.prepare(models.data(), models.size());
|
|
||||||
if (prevInstanceVBO <= 0) {
|
|
||||||
std::cout << "[DEBUG] enabling batch" << std::endl;
|
|
||||||
m.object->EnableBatch(b.m_instance_vbo);
|
|
||||||
}
|
|
||||||
m.object->Render(shader, batchItems.size());
|
|
||||||
}
|
}
|
||||||
shader.setBool("u_isInstanced", false);
|
|
||||||
|
|
||||||
for (auto [entity, transf, mesh] : m_scene->m_registry.view<transform, mesh>(entt::exclude<batch, batch::item>).each()) {
|
// entt::exclude<batch, batch::item>
|
||||||
if (mesh.object == nullptr) {
|
for (auto [entity, transf, mesh] : m_scene->m_registry.view<Transform, mesh>().each()) {
|
||||||
|
if (mesh.mesh == nullptr) {
|
||||||
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
|
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@ -185,7 +214,7 @@ void Renderer::RenderScene(Shader &shader) {
|
|||||||
|
|
||||||
shader.setMat4("u_model", m_model);
|
shader.setMat4("u_model", m_model);
|
||||||
|
|
||||||
mesh.object->Render(shader, 1);
|
mesh.mesh->Render(shader, *m_scene.get(), 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -206,7 +235,7 @@ void Renderer::Render() {
|
|||||||
|
|
||||||
glCullFace(GL_FRONT);
|
glCullFace(GL_FRONT);
|
||||||
|
|
||||||
const auto lights = m_scene->m_registry.view<light, transform>();
|
const auto lights = m_scene->m_registry.view<light, Transform>();
|
||||||
|
|
||||||
for (auto [_, l, t] : lights.each()) {
|
for (auto [_, l, t] : lights.each()) {
|
||||||
// TODO: support other light types when ready
|
// TODO: support other light types when ready
|
||||||
|
|||||||
@ -9,8 +9,8 @@
|
|||||||
|
|
||||||
namespace Core {
|
namespace Core {
|
||||||
|
|
||||||
std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
|
Texture* Texture::LoadFile(const std::string& filename) {
|
||||||
auto texture = std::make_unique<Texture>();
|
auto texture = new Texture();
|
||||||
|
|
||||||
int w, h, c;
|
int w, h, c;
|
||||||
unsigned char *data = stbi_load(filename.c_str(), &w, &h, &c, 4);
|
unsigned char *data = stbi_load(filename.c_str(), &w, &h, &c, 4);
|
||||||
@ -19,8 +19,8 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
|
|||||||
std::exit(1);
|
std::exit(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
glGenTextures(1, &texture.get()->m_id);
|
glGenTextures(1, &texture->m_id);
|
||||||
glBindTexture(GL_TEXTURE_2D, texture.get()->m_id);
|
glBindTexture(GL_TEXTURE_2D, texture->m_id);
|
||||||
|
|
||||||
// TODO: configure properly
|
// TODO: configure properly
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
@ -34,7 +34,7 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
|
|||||||
std::cout << "Loaded texture under '" << filename << "' with size of " << sizeof(data) << " bytes" << std::endl;
|
std::cout << "Loaded texture under '" << filename << "' with size of " << sizeof(data) << " bytes" << std::endl;
|
||||||
stbi_image_free(data);
|
stbi_image_free(data);
|
||||||
|
|
||||||
return std::move(texture);
|
return texture;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -8,24 +8,10 @@
|
|||||||
#include "engine/renderer/wavefront.h"
|
#include "engine/renderer/wavefront.h"
|
||||||
|
|
||||||
#include "engine/IO/parser.h"
|
#include "engine/IO/parser.h"
|
||||||
#include "engine/renderer/mesh.h"
|
#include "engine/3d/mesh.hpp"
|
||||||
|
|
||||||
#define DEFAULT_MATERIAL_NAME "default"
|
|
||||||
|
|
||||||
namespace Core {
|
namespace Core {
|
||||||
|
|
||||||
// ObjElement toElement(const std::string &s) {
|
|
||||||
// if (s == "#") return ObjElement::OHASH;
|
|
||||||
// if (s == "mtllib") return ObjElement::MTLLIB;
|
|
||||||
// if (s == "usemtl") return ObjElement::USEMTL;
|
|
||||||
// if (s == "o") return ObjElement::O;
|
|
||||||
// if (s == "v") return ObjElement::V;
|
|
||||||
// if (s == "vn") return ObjElement::VN;
|
|
||||||
// if (s == "vt") return ObjElement::VT;
|
|
||||||
// if (s == "f") return ObjElement::F;
|
|
||||||
// return ObjElement::OUNKNOWN;
|
|
||||||
// }
|
|
||||||
|
|
||||||
inline ObjElement toElement(const char* s) {
|
inline ObjElement toElement(const char* s) {
|
||||||
switch (s[0]) {
|
switch (s[0]) {
|
||||||
case '#': return ObjElement::OHASH;
|
case '#': return ObjElement::OHASH;
|
||||||
@ -42,22 +28,6 @@ inline ObjElement toElement(const char* s) {
|
|||||||
return ObjElement::OUNKNOWN;
|
return ObjElement::OUNKNOWN;
|
||||||
}
|
}
|
||||||
|
|
||||||
// MtlElement toMtlElement(const std::string &s) {
|
|
||||||
// if (s == "#") return MtlElement::MHASH;
|
|
||||||
// if (s == "newmtl") return MtlElement::NEWMTL;
|
|
||||||
// if (s == "Ns") return MtlElement::NS;
|
|
||||||
// if (s == "Ka") return MtlElement::KA;
|
|
||||||
// if (s == "Ks") return MtlElement::KS;
|
|
||||||
// if (s == "Kd") return MtlElement::KD;
|
|
||||||
// if (s == "Ni") return MtlElement::NI;
|
|
||||||
// if (s == "d") return MtlElement::D;
|
|
||||||
// if (s == "illum") return MtlElement::ILLUM;
|
|
||||||
// if (s == "map_Kd") return MtlElement::MAP_KD;
|
|
||||||
// if (s == "map_Ka") return MtlElement::MAP_KA;
|
|
||||||
// // if (s == "map_Ke") return MtlElement::MAP_KE;
|
|
||||||
// return MtlElement::MUNKNOWN;
|
|
||||||
// }
|
|
||||||
|
|
||||||
inline MtlElement toMtlElement(const char* s) {
|
inline MtlElement toMtlElement(const char* s) {
|
||||||
switch (s[0]) {
|
switch (s[0]) {
|
||||||
case '#': return MtlElement::MHASH;
|
case '#': return MtlElement::MHASH;
|
||||||
@ -104,7 +74,11 @@ Object::Object() {
|
|||||||
m_texCoords = std::vector<glm::vec2>();
|
m_texCoords = std::vector<glm::vec2>();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Object::LoadMaterials(const std::filesystem::path& filename) {
|
void Object::AddMaterial(MaterialID id, const Material& material) {
|
||||||
|
m_materials.insert(std::make_pair(id, material));
|
||||||
|
}
|
||||||
|
|
||||||
|
void Object::LoadMTL(const std::filesystem::path& filename) {
|
||||||
std::ifstream file(filename);
|
std::ifstream file(filename);
|
||||||
if (!file.is_open()) {
|
if (!file.is_open()) {
|
||||||
std::cerr << "Failed to open MTL file: " << filename << std::endl;
|
std::cerr << "Failed to open MTL file: " << filename << std::endl;
|
||||||
@ -112,7 +86,8 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
std::string currentMaterialName;
|
std::string currentMaterialName;
|
||||||
std::shared_ptr<Material> currentMaterial;
|
Material currentMaterial;
|
||||||
|
bool hasCurrent = false;
|
||||||
|
|
||||||
char line[1024]; // buffer per line
|
char line[1024]; // buffer per line
|
||||||
|
|
||||||
@ -128,15 +103,15 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
|
|||||||
case MtlElement::NEWMTL:
|
case MtlElement::NEWMTL:
|
||||||
{
|
{
|
||||||
// If a material was being built, commit it first
|
// If a material was being built, commit it first
|
||||||
if (currentMaterial) {
|
if (hasCurrent) {
|
||||||
AddMaterial(currentMaterialName, std::move(currentMaterial));
|
AddMaterial(currentMaterialName, currentMaterial);
|
||||||
currentMaterial = nullptr;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
char* materialName = p.TakeWord();
|
char* materialName = p.TakeWord();
|
||||||
if (materialName) {
|
if (materialName) {
|
||||||
currentMaterialName = materialName;
|
currentMaterialName = materialName;
|
||||||
currentMaterial = std::make_shared<Material>();
|
currentMaterial = Material(currentMaterialName);
|
||||||
|
hasCurrent = true;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -144,7 +119,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
|
|||||||
case MtlElement::NS: // specular weight
|
case MtlElement::NS: // specular weight
|
||||||
{
|
{
|
||||||
float weight = p.TakeFloat();
|
float weight = p.TakeFloat();
|
||||||
if (currentMaterial) currentMaterial->SetSpecularWeight(weight);
|
if (hasCurrent) currentMaterial.SetSpecularWeight(weight);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -153,7 +128,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
|
|||||||
float r = p.TakeFloat();
|
float r = p.TakeFloat();
|
||||||
float g = p.TakeFloat();
|
float g = p.TakeFloat();
|
||||||
float b = p.TakeFloat();
|
float b = p.TakeFloat();
|
||||||
if (currentMaterial) currentMaterial->SetAmbientColor(glm::vec3(r, g, b));
|
if (hasCurrent) currentMaterial.SetAmbientColor(glm::vec3(r, g, b));
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -162,7 +137,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
|
|||||||
float r = p.TakeFloat();
|
float r = p.TakeFloat();
|
||||||
float g = p.TakeFloat();
|
float g = p.TakeFloat();
|
||||||
float b = p.TakeFloat();
|
float b = p.TakeFloat();
|
||||||
if (currentMaterial) currentMaterial->SetSpecularColor(glm::vec3(r, g, b));
|
if (hasCurrent) currentMaterial.SetSpecularColor(glm::vec3(r, g, b));
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -171,21 +146,21 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
|
|||||||
float r = p.TakeFloat();
|
float r = p.TakeFloat();
|
||||||
float g = p.TakeFloat();
|
float g = p.TakeFloat();
|
||||||
float b = p.TakeFloat();
|
float b = p.TakeFloat();
|
||||||
if (currentMaterial) currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
|
if (hasCurrent) currentMaterial.SetDiffuseColor(glm::vec3(r, g, b));
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
case MtlElement::D: // opacity
|
case MtlElement::D: // opacity
|
||||||
{
|
{
|
||||||
float d = p.TakeFloat();
|
float d = p.TakeFloat();
|
||||||
if (currentMaterial) currentMaterial->SetOpacity(d);
|
if (hasCurrent) currentMaterial.SetOpacity(d);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
case MtlElement::ILLUM: // illumination model
|
case MtlElement::ILLUM: // illumination model
|
||||||
{
|
{
|
||||||
int illum = p.TakeInt();
|
int illum = p.TakeInt();
|
||||||
if (currentMaterial) currentMaterial->SetIllumination(illum);
|
if (hasCurrent) currentMaterial.SetIllumination(illum);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -193,7 +168,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
|
|||||||
{
|
{
|
||||||
// take rest of line as texture path (can contain spaces)
|
// take rest of line as texture path (can contain spaces)
|
||||||
char* texPath = p.TakeUntil('\0');
|
char* texPath = p.TakeUntil('\0');
|
||||||
if (texPath && currentMaterial) {
|
if (texPath && hasCurrent) {
|
||||||
// trim trailing spaces
|
// trim trailing spaces
|
||||||
size_t len = std::strlen(texPath);
|
size_t len = std::strlen(texPath);
|
||||||
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
|
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
|
||||||
@ -201,7 +176,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
|
|||||||
|
|
||||||
std::filesystem::path texturePath = filename.parent_path() / texPath;
|
std::filesystem::path texturePath = filename.parent_path() / texPath;
|
||||||
|
|
||||||
currentMaterial->SetDiffuseTexture(Texture::LoadFile(texturePath.string()));
|
currentMaterial.SetDiffuseTexture(Texture::LoadFile(texturePath.string()));
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -209,13 +184,13 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
|
|||||||
case MtlElement::MAP_KA: // ambient texture map
|
case MtlElement::MAP_KA: // ambient texture map
|
||||||
{
|
{
|
||||||
char* texPath = p.TakeUntil('\0');
|
char* texPath = p.TakeUntil('\0');
|
||||||
if (texPath && currentMaterial) {
|
if (texPath && hasCurrent) {
|
||||||
size_t len = std::strlen(texPath);
|
size_t len = std::strlen(texPath);
|
||||||
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
|
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
|
||||||
texPath[--len] = '\0';
|
texPath[--len] = '\0';
|
||||||
|
|
||||||
// optional: handle ambient texture
|
// optional: handle ambient texture
|
||||||
// currentMaterial->SetAmbientTexture(Texture::LoadFile(texPath));
|
// currentMaterial.SetAmbientTexture(Texture::LoadFile(texPath));
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -227,41 +202,36 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Commit last material if pending
|
// Commit last material if pending
|
||||||
if (currentMaterial) {
|
if (hasCurrent) {
|
||||||
AddMaterial(currentMaterialName, std::move(currentMaterial));
|
AddMaterial(currentMaterialName, currentMaterial);
|
||||||
}
|
}
|
||||||
|
|
||||||
file.close();
|
file.close();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Object::AddMaterial(std::string name, std::shared_ptr<Material> material)
|
Material* Object::GetMaterial(const MaterialID& id)
|
||||||
{
|
{
|
||||||
m_materials.insert(std::make_pair(std::move(name), std::move(material)));
|
auto material = m_materials.find(id);
|
||||||
}
|
|
||||||
|
|
||||||
std::shared_ptr<Material> Object::GetMaterial(std::string name)
|
|
||||||
{
|
|
||||||
auto material = m_materials.find(name);
|
|
||||||
if (material == m_materials.end()) return nullptr;
|
if (material == m_materials.end()) return nullptr;
|
||||||
return material->second;
|
return &material->second;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Object::CreateNewMesh(const std::string& materialName)
|
void Object::CreateNewMesh(const Material& material)
|
||||||
{
|
{
|
||||||
Mesh mesh;
|
EmplaceBack(material);
|
||||||
mesh.materialName = materialName;
|
}
|
||||||
m_meshes.push_back(mesh);
|
|
||||||
|
void Object::CreateNewMesh()
|
||||||
|
{
|
||||||
|
EmplaceBack();
|
||||||
}
|
}
|
||||||
|
|
||||||
Mesh& Object::GetLastMesh()
|
Mesh& Object::GetLastMesh()
|
||||||
{
|
{
|
||||||
if (m_meshes.empty()) {
|
if (Empty()) {
|
||||||
auto material = std::make_shared<Material>();
|
CreateNewMesh(Material::Default());
|
||||||
material->SetAmbientColor(glm::vec3(0.52f, 0.52f, 0.52f));
|
|
||||||
AddMaterial(DEFAULT_MATERIAL_NAME, std::move(material));
|
|
||||||
CreateNewMesh(DEFAULT_MATERIAL_NAME);
|
|
||||||
}
|
}
|
||||||
return m_meshes.back();
|
return Back();
|
||||||
}
|
}
|
||||||
|
|
||||||
Object* Object::LoadFile(const std::string& filename) {
|
Object* Object::LoadFile(const std::string& filename) {
|
||||||
@ -289,7 +259,7 @@ 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->LoadMTL(mtlPath);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -298,11 +268,16 @@ Object* Object::LoadFile(const std::string& filename) {
|
|||||||
{
|
{
|
||||||
char* materialName = p.TakeWord();
|
char* materialName = p.TakeWord();
|
||||||
if (materialName) {
|
if (materialName) {
|
||||||
auto& mesh = obj->GetLastMesh();
|
auto material = obj->GetMaterial(materialName);
|
||||||
if (mesh.materialName != materialName) {
|
if (!material) {
|
||||||
Mesh newMesh;
|
// Not defined material being used.
|
||||||
newMesh.materialName = materialName;
|
std::cerr << "[WARN] WavefrontError: use of undefined material '"
|
||||||
obj->m_meshes.push_back(newMesh);
|
<< materialName << "'" << std::endl;
|
||||||
|
material = new Material();
|
||||||
|
}
|
||||||
|
auto mesh = obj->FindMeshByMaterial(material);
|
||||||
|
if (mesh == obj->End()) {
|
||||||
|
obj->CreateNewMesh(*material);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
@ -326,6 +301,7 @@ Object* Object::LoadFile(const std::string& filename) {
|
|||||||
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;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -349,8 +325,11 @@ Object* Object::LoadFile(const std::string& filename) {
|
|||||||
case ObjElement::F: // face
|
case ObjElement::F: // face
|
||||||
{
|
{
|
||||||
auto& mesh = obj->GetLastMesh();
|
auto& mesh = obj->GetLastMesh();
|
||||||
int raw_vi, raw_ti, raw_ni;
|
|
||||||
|
|
||||||
|
std::vector<uint32_t> faceIndices;
|
||||||
|
faceIndices.reserve(8);
|
||||||
|
|
||||||
|
int raw_vi, raw_ti, raw_ni;
|
||||||
while (p.TakeFaceIndices(raw_vi, raw_ti, raw_ni)) {
|
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());
|
||||||
@ -362,15 +341,25 @@ Object* Object::LoadFile(const std::string& filename) {
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::vec3 vert = obj->m_vertices[vi];
|
Vertex v;
|
||||||
glm::vec3 norm(0.0f);
|
v.position = obj->m_vertices[vi];
|
||||||
glm::vec2 texCoord(0.0f);
|
v.normal = (ni >= 0) ? obj->m_normals[ni] : glm::vec3(0.0f);
|
||||||
|
v.uv = (ti >= 0) ? obj->m_texCoords[ti] : glm::vec2(0.0f);
|
||||||
|
|
||||||
if (ni >= 0) norm = obj->m_normals[ni];
|
uint32_t idx = mesh.PushVertex(v);
|
||||||
if (ti >= 0) texCoord = obj->m_texCoords[ti];
|
faceIndices.push_back(idx);
|
||||||
|
// mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
|
||||||
|
// mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
|
||||||
|
}
|
||||||
|
|
||||||
mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
|
// [0, 1, 2]
|
||||||
mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
|
// ^
|
||||||
|
|
||||||
|
// triangulate polygon (fan)
|
||||||
|
if (faceIndices.size() >= 3) {
|
||||||
|
for (size_t i = 1; i + 1 < faceIndices.size(); ++i) {
|
||||||
|
mesh.PushTriangle(faceIndices[0], faceIndices[i], faceIndices[i+1]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -385,130 +374,107 @@ Object* Object::LoadFile(const std::string& filename) {
|
|||||||
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->GetSize() << 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) {
|
unsigned int i = 0;
|
||||||
mesh.Upload();
|
for (auto it = obj->Begin(); it != obj->End(); ++it, ++i) {
|
||||||
|
std::cout << "Mesh #" << i << " primitives count: " << it->GetIndicesCount() / 3 << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
return obj;
|
return obj;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Object::EnableBatch(unsigned int instanceVBO) {
|
void Object::EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer) {
|
||||||
for (auto &mesh : m_meshes) {
|
// FIXME:
|
||||||
mesh.Bind();
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
|
// for (auto &mesh : m_meshes) {
|
||||||
std::size_t vec4Size = sizeof(glm::vec4);
|
// mesh.Bind();
|
||||||
for (int i = 0; i < 4; ++i) {
|
|
||||||
glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
|
// instanceBuffer->StartConfigure();
|
||||||
glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
|
// std::size_t vec4Size = sizeof(glm::vec4);
|
||||||
sizeof(glm::mat4), (void*)(i * vec4Size));
|
// for (int i = 0; i < 4; ++i) {
|
||||||
glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
|
// glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
|
||||||
}
|
// glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
// sizeof(glm::mat4), (void*)(i * vec4Size));
|
||||||
|
// glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
|
||||||
|
// }
|
||||||
|
// instanceBuffer->EndConfigure();
|
||||||
|
|
||||||
mesh.Unbind();
|
// 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)
|
void Object::Render(Shader& shader, unsigned int count)
|
||||||
{
|
{
|
||||||
for (auto &mesh : m_meshes)
|
// FIXME:
|
||||||
{
|
|
||||||
auto material = GetMaterial(mesh.materialName);
|
|
||||||
|
|
||||||
// --- Basic material properties ---
|
// for (auto &mesh : m_meshes)
|
||||||
shader.setFloat("opacity", material->GetOpacity());
|
// {
|
||||||
|
// auto material = GetMaterial(mesh.GetMaterialName());
|
||||||
|
|
||||||
// Albedo (base color)
|
// // --- Basic material properties ---
|
||||||
shader.setVec3("albedo", material->GetDiffuseColor());
|
// shader.setFloat("opacity", material->GetOpacity());
|
||||||
|
|
||||||
// Metallic and roughness (defaults)
|
// // Albedo (base color)
|
||||||
shader.setFloat("metallic", 0.8f);
|
// shader.setVec3("albedo", material->GetDiffuseColor());
|
||||||
shader.setFloat("roughness", 0.5f);
|
|
||||||
shader.setFloat("ao", 1.0f); // default ambient occlusion if none
|
|
||||||
|
|
||||||
// --- Optional textures ---
|
// // Metallic and roughness (defaults)
|
||||||
int texUnit = 0;
|
// shader.setFloat("metallic", 0.8f);
|
||||||
|
// shader.setFloat("roughness", 0.5f);
|
||||||
|
// shader.setFloat("ao", 1.0f); // default ambient occlusion if none
|
||||||
|
|
||||||
// Albedo texture
|
// // --- Optional textures ---
|
||||||
if (material->HasDiffuseTexture()) {
|
// int texUnit = 0;
|
||||||
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
|
// // Albedo texture
|
||||||
// if (material->HasMetallicTexture()) {
|
// if (material->HasDiffuseTexture()) {
|
||||||
if (false) {
|
// shader.setBool("useAlbedoMap", true);
|
||||||
shader.setBool("useMetallicMap", true);
|
// glActiveTexture(GL_TEXTURE0 + texUnit);
|
||||||
glActiveTexture(GL_TEXTURE0 + texUnit);
|
// glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
|
||||||
// glBindTexture(GL_TEXTURE_2D, material->GetMetallicTexture()->GetID());
|
// shader.setInt("albedoTex", texUnit++);
|
||||||
shader.setInt("metallicTex", texUnit++);
|
// } else {
|
||||||
} else {
|
// shader.setBool("useAlbedoMap", false);
|
||||||
shader.setBool("useMetallicMap", false);
|
// }
|
||||||
}
|
|
||||||
|
|
||||||
// Roughness texture
|
// // Metallic texture
|
||||||
// if (material->HasRoughnessTexture()) {
|
// // if (material->HasMetallicTexture()) {
|
||||||
if (false) {
|
// if (false) {
|
||||||
shader.setBool("useRoughnessMap", true);
|
// shader.setBool("useMetallicMap", true);
|
||||||
glActiveTexture(GL_TEXTURE0 + texUnit);
|
// glActiveTexture(GL_TEXTURE0 + texUnit);
|
||||||
// glBindTexture(GL_TEXTURE_2D, material->GetRoughnessTexture()->GetID());
|
// // glBindTexture(GL_TEXTURE_2D, material->GetMetallicTexture()->GetID());
|
||||||
shader.setInt("roughnessTex", texUnit++);
|
// shader.setInt("metallicTex", texUnit++);
|
||||||
} else {
|
// } else {
|
||||||
shader.setBool("useRoughnessMap", false);
|
// shader.setBool("useMetallicMap", false);
|
||||||
}
|
// }
|
||||||
|
|
||||||
// AO texture
|
// // Roughness texture
|
||||||
// if (material->HasAoTexture()) {
|
// // if (material->HasRoughnessTexture()) {
|
||||||
if (false) {
|
// if (false) {
|
||||||
shader.setBool("useAoMap", true);
|
// shader.setBool("useRoughnessMap", true);
|
||||||
glActiveTexture(GL_TEXTURE0 + texUnit);
|
// glActiveTexture(GL_TEXTURE0 + texUnit);
|
||||||
// glBindTexture(GL_TEXTURE_2D, material->GetAoTexture()->GetID());
|
// // glBindTexture(GL_TEXTURE_2D, material->GetRoughnessTexture()->GetID());
|
||||||
shader.setInt("aoTex", texUnit++);
|
// shader.setInt("roughnessTex", texUnit++);
|
||||||
} else {
|
// } else {
|
||||||
shader.setBool("useAoMap", false);
|
// shader.setBool("useRoughnessMap", false);
|
||||||
}
|
// }
|
||||||
|
|
||||||
// --- Render mesh ---
|
// // AO texture
|
||||||
mesh.Render(count);
|
// // 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);
|
||||||
|
// }
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,13 +1,23 @@
|
|||||||
#version 410 core
|
#version 460 core
|
||||||
|
|
||||||
// Input vertex attributes
|
// Input vertex attributes
|
||||||
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 = 3) in mat4 instanceModel; // Vertex texture uv
|
||||||
|
|
||||||
|
// layout (std140, binding = 1) uniform Matrices
|
||||||
|
// {
|
||||||
|
// mat4 projection;
|
||||||
|
// mat4 view;
|
||||||
|
// };
|
||||||
|
|
||||||
// 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_lightSpace;
|
uniform mat4 u_lightSpace;
|
||||||
|
uniform bool u_isInstanced;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = u_lightSpace * u_model * vec4(position, 1.0);
|
mat4 model = u_isInstanced ? instanceModel : u_model;
|
||||||
|
|
||||||
|
gl_Position = u_lightSpace * model * vec4(position, 1.0);
|
||||||
}
|
}
|
||||||
@ -6,6 +6,12 @@ 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
|
layout (location = 3) in mat4 instanceModel; // Vertex texture uv
|
||||||
|
|
||||||
|
layout (std140, binding = 1) uniform Matrices
|
||||||
|
{
|
||||||
|
mat4 projection;
|
||||||
|
mat4 view;
|
||||||
|
};
|
||||||
|
|
||||||
// Output to fragment shader
|
// Output to fragment shader
|
||||||
out vec3 vertexPos;
|
out vec3 vertexPos;
|
||||||
out vec3 vertexNormal;
|
out vec3 vertexNormal;
|
||||||
@ -14,8 +20,8 @@ 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;
|
||||||
uniform mat4 u_projection; // Projection matrix: transforms from camera space to clip space
|
// uniform mat4 u_projection;
|
||||||
uniform bool u_isInstanced;
|
uniform bool u_isInstanced;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
@ -32,5 +38,5 @@ void main()
|
|||||||
|
|
||||||
// fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
|
// fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
|
||||||
|
|
||||||
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
|
gl_Position = projection * view * vec4(vertexPos, 1.0);
|
||||||
}
|
}
|
||||||
@ -1,13 +1,21 @@
|
|||||||
set(SANDBOX_TARGET sandbox)
|
set(SANDBOX_TARGET sandbox)
|
||||||
|
set(MODEL_TARGET model)
|
||||||
|
|
||||||
add_executable(${SANDBOX_TARGET} src/main.cpp)
|
add_executable(${SANDBOX_TARGET} src/main.cpp)
|
||||||
|
add_executable(${MODEL_TARGET} src/model.cpp)
|
||||||
|
|
||||||
set_target_properties(${SANDBOX_TARGET} PROPERTIES
|
set_target_properties(${SANDBOX_TARGET} PROPERTIES
|
||||||
CXX_STANDARD 17
|
CXX_STANDARD 17
|
||||||
CXX_STANDARD_REQUIRED ON
|
CXX_STANDARD_REQUIRED ON
|
||||||
)
|
)
|
||||||
|
|
||||||
|
set_target_properties(${MODEL_TARGET} PROPERTIES
|
||||||
|
CXX_STANDARD 17
|
||||||
|
CXX_STANDARD_REQUIRED ON
|
||||||
|
)
|
||||||
|
|
||||||
target_link_libraries(${SANDBOX_TARGET} PRIVATE ${ENGINE_TARGET})
|
target_link_libraries(${SANDBOX_TARGET} PRIVATE ${ENGINE_TARGET})
|
||||||
|
target_link_libraries(${MODEL_TARGET} PRIVATE ${ENGINE_TARGET})
|
||||||
|
|
||||||
# --- Copy engine.dll and all dependent DLLs next to sandbox.exe ---
|
# --- Copy engine.dll and all dependent DLLs next to sandbox.exe ---
|
||||||
if (WIN32)
|
if (WIN32)
|
||||||
@ -16,4 +24,10 @@ if (WIN32)
|
|||||||
$<TARGET_RUNTIME_DLLS:${SANDBOX_TARGET}> $<TARGET_FILE_DIR:${SANDBOX_TARGET}>
|
$<TARGET_RUNTIME_DLLS:${SANDBOX_TARGET}> $<TARGET_FILE_DIR:${SANDBOX_TARGET}>
|
||||||
COMMAND_EXPAND_LISTS
|
COMMAND_EXPAND_LISTS
|
||||||
)
|
)
|
||||||
|
|
||||||
|
add_custom_command(TARGET ${MODEL_TARGET} POST_BUILD
|
||||||
|
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||||
|
$<TARGET_RUNTIME_DLLS:${MODEL_TARGET}> $<TARGET_FILE_DIR:${MODEL_TARGET}>
|
||||||
|
COMMAND_EXPAND_LISTS
|
||||||
|
)
|
||||||
endif()
|
endif()
|
||||||
|
|||||||
@ -17,7 +17,8 @@
|
|||||||
#include "engine/components/camera.h"
|
#include "engine/components/camera.h"
|
||||||
#include "engine/components/mesh.h"
|
#include "engine/components/mesh.h"
|
||||||
#include "engine/components/rotate.h"
|
#include "engine/components/rotate.h"
|
||||||
#include "engine/components/batch.h"
|
|
||||||
|
#include "engine/3d/prefab.hpp"
|
||||||
|
|
||||||
#include "engine/scene/scene.h"
|
#include "engine/scene/scene.h"
|
||||||
#include "engine/input/input.h"
|
#include "engine/input/input.h"
|
||||||
@ -36,48 +37,48 @@ public:
|
|||||||
|
|
||||||
Object* lightObj = Object::LoadFile("./assets/common/sphere/sphere.obj");
|
Object* lightObj = Object::LoadFile("./assets/common/sphere/sphere.obj");
|
||||||
lightEntity = scene->CreateEntity();
|
lightEntity = scene->CreateEntity();
|
||||||
lightEntity.AddComponent<transform>(glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
|
lightEntity.AddComponent<Transform>(glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
|
||||||
lightEntity.AddComponent<light>(light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
|
lightEntity.AddComponent<light>(light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
|
||||||
lightEntity.AddComponent<mesh>(std::shared_ptr<Object>(lightObj));
|
lightEntity.AddComponent<mesh>(std::shared_ptr<Renderable>(lightObj));
|
||||||
assert(lightEntity.HasComponent<mesh>() && "light doesn't have any mesh!");
|
assert(lightEntity.HasComponent<mesh>() && "light doesn't have any mesh!");
|
||||||
|
|
||||||
cameraEntity = scene->CreateEntity();
|
cameraEntity = scene->CreateEntity();
|
||||||
cameraEntity.AddComponent<camera>();
|
cameraEntity.AddComponent<camera>();
|
||||||
cameraEntity.AddComponent<transform>(glm::vec3(0.f, 2.f, 2.f));
|
cameraEntity.AddComponent<Transform>(glm::vec3(0.f, 2.f, 2.f));
|
||||||
assert(cameraEntity.HasComponent<camera>() && "Camera doesn't have required 'camera' component");
|
assert(cameraEntity.HasComponent<camera>() && "Camera doesn't have required 'camera' component");
|
||||||
assert(cameraEntity.HasComponent<transform>() && "Camera doesn't have 'transform' component");
|
assert(cameraEntity.HasComponent<Transform>() && "Camera doesn't have 'transform' component");
|
||||||
|
|
||||||
Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
|
Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
|
||||||
modelEntity = scene->CreateEntity();
|
modelEntity = scene->CreateEntity();
|
||||||
modelEntity.AddComponent<transform>(glm::vec3(0.f, 0.0f, 0.f));
|
modelEntity.AddComponent<Transform>(glm::vec3(0.f, 0.0f, 0.f));
|
||||||
modelEntity.AddComponent<mesh>(std::shared_ptr<Object>(targetObj));
|
modelEntity.AddComponent<mesh>(std::shared_ptr<Renderable>(targetObj));
|
||||||
modelEntity.AddComponent<rotate>();
|
modelEntity.AddComponent<rotate>();
|
||||||
assert(modelEntity.HasComponent<mesh>() && "model doesn't have any mesh!");
|
assert(modelEntity.HasComponent<mesh>() && "model doesn't have any mesh!");
|
||||||
|
|
||||||
// Cube template (use shared object to avoid reloading 1000 times)
|
// 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"));
|
auto cubeObj = Object::LoadFile("./assets/grass_block/grass_block.obj");
|
||||||
auto batchEntt = scene->CreateEntity();
|
auto batchEntt = scene->CreateEntity();
|
||||||
auto& cubeBatch = batchEntt.AddComponent<batch>();
|
auto& cubeBatch = batchEntt.AddComponent<Prefab>(std::move(*cubeObj));
|
||||||
// auto& cubeBatch = batchEntt.GetComponent<batch>();
|
// auto& cubeBatch = batchEntt.GetComponent<batch>();
|
||||||
batchEntt.AddComponent<mesh>(cubeObj);
|
// batchEntt.AddComponent<mesh>(cubeObj);
|
||||||
assert(batchEntt.HasComponent<batch>() && "batch doesn't have any batch component!");
|
// assert(batchEntt.HasComponent<batch>() && "batch doesn't have any batch component!");
|
||||||
assert(batchEntt.HasComponent<mesh>() && "batch doesn't have any mesh component!");
|
// assert(batchEntt.HasComponent<mesh>() && "batch doesn't have any mesh component!");
|
||||||
// Generate 1000 random cubes
|
// Generate 1000 random cubes
|
||||||
for (int i = 0; i < 1000; ++i) {
|
for (int i = 0; i < 100; ++i) {
|
||||||
auto cubeEntity = scene->CreateEntity();
|
auto cubeEntity = scene->CreateEntity();
|
||||||
|
|
||||||
float x = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
|
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 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]
|
float z = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
|
||||||
|
|
||||||
cubeEntity.AddComponent<transform>(glm::vec3(x, y, z));
|
cubeEntity.AddComponent<Transform>(glm::vec3(x, y, z));
|
||||||
cubeEntity.AddComponent<rotate>();
|
cubeEntity.AddComponent<rotate>();
|
||||||
cubeEntity.AddComponent<batch::item>(cubeBatch.id());
|
cubeEntity.AddComponent<batch::item>(cubeBatch.GetID());
|
||||||
}
|
}
|
||||||
|
|
||||||
Object* floorObj = Object::LoadFile("./assets/common/plane/plane.obj");
|
Object* floorObj = Object::LoadFile("./assets/common/plane/plane.obj");
|
||||||
auto floorEntt = scene->CreateEntity();
|
auto floorEntt = scene->CreateEntity();
|
||||||
floorEntt.AddComponent<transform>(glm::vec3(0.f));
|
floorEntt.AddComponent<Transform>(glm::vec3(0.f));
|
||||||
floorEntt.AddComponent<mesh>(std::shared_ptr<Object>(floorObj));
|
floorEntt.AddComponent<mesh>(std::shared_ptr<Object>(floorObj));
|
||||||
assert(floorEntt.HasComponent<mesh>() && "floor doesn't have any mesh component!");
|
assert(floorEntt.HasComponent<mesh>() && "floor doesn't have any mesh component!");
|
||||||
|
|
||||||
@ -120,7 +121,7 @@ public:
|
|||||||
if (Input::IsKeyPressed(SDL_SCANCODE_SPACE)) velocity.y += 1.f;
|
if (Input::IsKeyPressed(SDL_SCANCODE_SPACE)) velocity.y += 1.f;
|
||||||
if (Input::IsKeyPressed(SDL_SCANCODE_LSHIFT)) velocity.y -= 1.f;
|
if (Input::IsKeyPressed(SDL_SCANCODE_LSHIFT)) velocity.y -= 1.f;
|
||||||
|
|
||||||
auto& camTransform = cameraEntity.GetComponent<transform>();
|
auto& camTransform = cameraEntity.GetComponent<Transform>();
|
||||||
camTransform.position += velocity * (float)dt * 2.5f; // speed is e.g. 2.5f
|
camTransform.position += velocity * (float)dt * 2.5f; // speed is e.g. 2.5f
|
||||||
camTransform.rotation = cameraViewDirection;
|
camTransform.rotation = cameraViewDirection;
|
||||||
|
|
||||||
@ -154,7 +155,7 @@ public:
|
|||||||
|
|
||||||
// Update the directional light in the registry
|
// Update the directional light in the registry
|
||||||
auto& l = lightEntity.GetComponent<light>();
|
auto& l = lightEntity.GetComponent<light>();
|
||||||
auto& t = lightEntity.GetComponent<transform>();
|
auto& t = lightEntity.GetComponent<Transform>();
|
||||||
if (l.type == light::LightType::DIRECTIONAL) {
|
if (l.type == light::LightType::DIRECTIONAL) {
|
||||||
// "position" for directional light often stores direction vector
|
// "position" for directional light often stores direction vector
|
||||||
// If your system instead uses transform.rotation, adjust accordingly
|
// If your system instead uses transform.rotation, adjust accordingly
|
||||||
|
|||||||
92
sandbox/src/model.cpp
Normal file
92
sandbox/src/model.cpp
Normal file
@ -0,0 +1,92 @@
|
|||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/constants.hpp>
|
||||||
|
|
||||||
|
#ifdef _WIN32
|
||||||
|
#define GLM_ENABLE_EXPERIMENTAL
|
||||||
|
#include <glm/gtx/extended_min_max.hpp>
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include "engine/renderer/wavefront.h"
|
||||||
|
|
||||||
|
#include "engine/app/app.h"
|
||||||
|
|
||||||
|
#include "engine/components/transform.h"
|
||||||
|
#include "engine/components/light.h"
|
||||||
|
#include "engine/components/camera.h"
|
||||||
|
#include "engine/components/mesh.h"
|
||||||
|
#include "engine/components/rotate.h"
|
||||||
|
|
||||||
|
#include "engine/3d/prefab.hpp"
|
||||||
|
|
||||||
|
#include "engine/scene/scene.h"
|
||||||
|
#include "engine/input/input.h"
|
||||||
|
|
||||||
|
#include "engine/api.h"
|
||||||
|
|
||||||
|
using namespace Core;
|
||||||
|
|
||||||
|
class ModelViewer : public IApplication {
|
||||||
|
public:
|
||||||
|
ModelViewer() = default;
|
||||||
|
~ModelViewer() override {}
|
||||||
|
|
||||||
|
void OnInit(std::shared_ptr<Scene> scene) override {
|
||||||
|
m_scene = scene;
|
||||||
|
|
||||||
|
Object* lightObj = Object::LoadFile("./assets/common/sphere/sphere.obj");
|
||||||
|
lightEntity = scene->CreateEntity();
|
||||||
|
lightEntity.AddComponent<Transform>(glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
|
||||||
|
lightEntity.AddComponent<light>(light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
|
||||||
|
lightEntity.AddComponent<mesh>(std::shared_ptr<Renderable>(lightObj));
|
||||||
|
assert(lightEntity.HasComponent<mesh>() && "light doesn't have any mesh!");
|
||||||
|
|
||||||
|
cameraEntity = scene->CreateEntity();
|
||||||
|
cameraEntity.AddComponent<camera>();
|
||||||
|
cameraEntity.AddComponent<Transform>(glm::vec3(0.f, 2.f, 2.f));
|
||||||
|
assert(cameraEntity.HasComponent<camera>() && "Camera doesn't have required 'camera' component");
|
||||||
|
assert(cameraEntity.HasComponent<Transform>() && "Camera doesn't have 'transform' component");
|
||||||
|
|
||||||
|
Object* targetObj = Object::LoadFile("./assets/grass_block/grass_block.obj");
|
||||||
|
modelEntity = scene->CreateEntity();
|
||||||
|
modelEntity.AddComponent<Transform>(glm::vec3(0.f, 0.0f, 0.f));
|
||||||
|
modelEntity.AddComponent<mesh>(std::shared_ptr<Renderable>(targetObj));
|
||||||
|
assert(modelEntity.HasComponent<mesh>() && "model doesn't have any mesh!");
|
||||||
|
|
||||||
|
std::cout << "ModelViewer initialized" << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnUpdate(Timestep dt) override {
|
||||||
|
m_elapsed += dt.GetMilliseconds();
|
||||||
|
|
||||||
|
if (m_elapsed >= 1000) { // one second passed
|
||||||
|
m_elapsed = 0;
|
||||||
|
double fps = 1 / dt;
|
||||||
|
std::cout << "FPS: " << fps << std::endl;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnEvent(const Event& event) override {
|
||||||
|
if (event.GetType() == EventType::WINDOW_RESIZE) {
|
||||||
|
auto resizeEvent = static_cast<const WindowResizeEvent&>(event);
|
||||||
|
std::cout << "[DEBUG] <EVENT> Window resized to " << resizeEvent.GetWidth() << "x" << resizeEvent.GetHeight() << std::endl;
|
||||||
|
}
|
||||||
|
else if (event.GetType() == EventType::WINDOW_CLOSE) {
|
||||||
|
std::cout << "[DEBUG] <EVENT> Window closing" << std::endl;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private:
|
||||||
|
// for internal 1-second timer
|
||||||
|
int m_elapsed;
|
||||||
|
|
||||||
|
std::shared_ptr<Scene> m_scene;
|
||||||
|
|
||||||
|
Entity lightEntity;
|
||||||
|
Entity cameraEntity;
|
||||||
|
Entity modelEntity;
|
||||||
|
};
|
||||||
|
|
||||||
|
IApplication* CreateApplication() {
|
||||||
|
return new ModelViewer();
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user