Compare commits

...

70 Commits

Author SHA1 Message Date
165073c36d feat: initialize all vars in shaders 2025-10-16 14:07:12 +02:00
87168d42c3 feat: rename shader 2025-10-16 14:07:01 +02:00
4deb22f37d feat: object enable batch 2025-10-16 14:06:53 +02:00
ec92a3310e feat: registry refactoring + batch impl 2025-10-16 14:06:46 +02:00
b991a85b6b feat: draw instanced 2025-10-16 14:06:33 +02:00
282f8e8cb2 feat: better gl debug messages 2025-10-16 14:06:13 +02:00
4cc6f0cb26 feat: delete basics impl unnecessary code 2025-10-16 14:06:04 +02:00
a7a4840dd4 feat: batch component impl 2025-10-16 14:05:49 +02:00
2144b8a03a test: generate 1000 grass blocks + call renderer init 2025-10-16 14:05:43 +02:00
8563b424e9 feat: friend class with renderer + accept render count 2025-10-16 14:05:04 +02:00
4326ecd23f feat: keep registry reference 2025-10-16 14:04:46 +02:00
a68b4a85f0 feat(mesh): accept rendering count for instanced draw 2025-10-16 14:03:55 +02:00
19988d9c1d feat: friend class mesh for vertex 2025-10-16 14:03:42 +02:00
fde96d1419 feat: rotate component 2025-10-16 14:03:33 +02:00
6972ca3cb5 feat: make mesh objects shareable 2025-10-16 14:03:24 +02:00
4757ba8e58 feat: batch component 2025-10-16 14:03:12 +02:00
5fa9a04cb2 feat: add batch component 2025-10-16 14:03:05 +02:00
e38bb50245 feat: fullscreen toggling support 2025-10-14 21:38:20 +02:00
75e1748302 fix: update projection matrix 2025-10-14 21:38:09 +02:00
0c589e4d27 test: day-night simulation 2025-10-14 21:10:06 +02:00
0165afab95 test: second directional light source 2025-10-14 20:58:32 +02:00
3fce829eca chore: vscode config 2025-10-14 20:58:20 +02:00
0cf21248f6 feat: shader support multiple directional lights 2025-10-14 20:58:08 +02:00
94afd17d65 feat: multiple lights kinda shadow support (shader is missing) 2025-10-14 20:55:24 +02:00
fdbf1296de feat: finalize directional light shadows 2025-10-14 19:35:50 +02:00
8cb94e8c95 feat: remove logs file 2025-10-14 19:35:35 +02:00
884696feaa fix: shadows 2025-10-11 18:55:37 +02:00
ff9e23255c feat: windows run 2025-10-11 18:34:03 +02:00
bedd6c3ca0 feat: shadow integration 2025-10-11 20:15:31 +02:00
f56e524d05 feat: pbr try 2025-10-08 19:13:05 +02:00
b989d74fca feat: render sphere 2025-10-08 18:36:55 +02:00
42d5def07e feat: light rendering 2025-10-08 18:36:46 +02:00
fefe273fce feat: sphere asset 2025-10-08 18:36:38 +02:00
99f5cd3715 feat: entt library 2025-10-08 18:17:47 +02:00
4e86d92987 feat: basic ecs start + renderer class 2025-10-07 21:36:23 +02:00
6cef3efbbc feat: basic improvements, unused includes 2025-10-05 16:39:20 +02:00
431d723afc feat: engine class impl + IApplication interface 2025-10-05 16:27:58 +02:00
9d56515fe5 feat: window class enhancements 2025-10-05 13:11:45 +02:00
7f08e28a04 feat: window is open 2025-10-04 14:56:39 +02:00
81c4e08e36 chore: vscode stuff 2025-10-04 14:46:59 +02:00
2c4f5fd641 feat: windows specific import + remove couts 2025-10-04 12:30:42 +02:00
3972553d36 feat: explicit import of std::remove_if 2025-10-04 12:30:20 +02:00
e8057c97ff test: launch via engine 2025-10-04 12:23:03 +02:00
5b6092f9d4 feat: event.hpp 2025-10-04 12:22:53 +02:00
09d715b9f7 feat: window + engine header 2025-10-04 12:22:45 +02:00
5f69ed6434 feat: engine implementation 2025-10-04 12:22:32 +02:00
4a40fe6e1a feat: window class 2025-10-04 12:22:21 +02:00
6ba8a0e3f6 feat: add new sources 2025-10-04 12:22:13 +02:00
8a044cbe86 feat: clang tidy corrections 2025-10-02 17:37:23 +02:00
c253fff7df feat: clang tidy correction 2025-10-02 17:33:13 +02:00
97b34962f7 feat: ignore .idea folder 2025-10-02 17:32:57 +02:00
620adb20f9 feat: update docs for building 2025-10-02 17:06:06 +02:00
507ba483b3 feat: release build possibility 2025-10-02 17:05:52 +02:00
fc91f6662e feat: refactor code + optimizations for obj file parsing 2025-10-01 17:55:29 +02:00
2b0494a23d feat: reorganize source code + cleanup 2025-10-01 16:15:19 +02:00
fec93b098b feat: remove unnecessary code + Blinn-Phong lighting 2025-10-01 11:27:24 +02:00
4a9f45b6ef fix: correct use of specular strength and shininess + opacity 2025-10-01 11:25:43 +02:00
fdb891d860 feat: kind of pbr lighting shader 2025-10-01 11:25:26 +02:00
5bcfb18296 feat: force always 4 channels per texture 2025-10-01 11:25:12 +02:00
303b931fb7 feat: opacity + shininess + illumination support 2025-10-01 11:25:00 +02:00
69dbe5ae2f feat: building on windows instructions 2025-10-01 10:41:38 +02:00
de6496ff81 feat: no glew static on windows 2025-10-01 10:41:29 +02:00
807e0ce9d9 feat: accept filesystem path 2025-10-01 10:41:24 +02:00
58e25b530b feat: explicit include of cmath with defines 2025-10-01 10:41:13 +02:00
39f528d7ad feat: dynamic glew linking on windows 2025-10-01 10:40:59 +02:00
6dc269ce13 feat: accept filepath 2025-10-01 10:40:50 +02:00
9d5bb51463 chore: remove unnecessary old main source file 2025-10-01 10:05:55 +02:00
c5d5536836 feat: additional instructions for running on different platforms 2025-10-01 10:02:20 +02:00
0d147adfe5 feat: cmake windows support 2025-10-01 10:01:21 +02:00
67ba331ba5 Merge branch 'main' into linux 2025-10-01 09:21:54 +02:00
58 changed files with 4834 additions and 1472 deletions

3
.gitignore vendored
View File

@ -1 +1,2 @@
build/
build/
.idea/

14
.vscode/settings.json vendored
View File

@ -57,6 +57,18 @@
"cinttypes": "cpp",
"typeinfo": "cpp",
"variant": "cpp",
"codecvt": "cpp"
"codecvt": "cpp",
"typeindex": "cpp",
"ranges": "cpp",
"list": "cpp",
"unordered_set": "cpp",
"bitset": "cpp",
"condition_variable": "cpp",
"map": "cpp",
"set": "cpp",
"regex": "cpp",
"semaphore": "cpp",
"shared_mutex": "cpp",
"stop_token": "cpp"
}
}

View File

@ -1,55 +1,132 @@
cmake_minimum_required(VERSION 3.16)
project(CodingGame LANGUAGES C CXX)
# --- deps via vcpkg ---
# (vcpkg installs decide static vs shared; no "SDL3-shared" component needed)
find_package(SDL3 CONFIG REQUIRED)
find_package(OpenGL REQUIRED)
find_package(GLEW CONFIG REQUIRED)
find_package(glm CONFIG REQUIRED)
# ---------- Build-type defaults (only affects single-config generators like Ninja/Make) ----------
if(NOT CMAKE_CONFIGURATION_TYPES AND NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Choose the type of build." FORCE)
endif()
# ---------- Dependencies ----------
if (UNIX)
include(FetchContent)
FetchContent_Declare(
glm
GIT_REPOSITORY https://github.com/g-truc/glm.git
GIT_TAG bf71a834948186f4097caa076cd2663c69a10e1e # refs/tags/1.0.1
)
FetchContent_MakeAvailable(glm)
FetchContent_Declare(
EnTT
GIT_REPOSITORY https://github.com/skypjack/entt.git
GIT_TAG d4014c74dc3793aba95ae354d6e23a026c2796db
)
FetchContent_MakeAvailable(EnTT)
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3-shared)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
elseif (MSVC) # vcpkg
find_package(SDL3 CONFIG REQUIRED)
find_package(OpenGL REQUIRED)
find_package(GLEW CONFIG REQUIRED)
find_package(glm CONFIG REQUIRED)
find_package(EnTT CONFIG REQUIRED)
endif()
# --- exe ---
add_executable(CodingGame
src/prelude.cpp
src/file_manager.cpp
src/shader.cpp
src/block.cpp
src/vertex.cpp
src/texture.cpp
src/model.cpp
src/IO/parser.cpp
src/IO/file_manager.cpp
src/window/window.cpp
src/components/batch.cpp
src/renderer/debug.cpp
src/renderer/mesh.cpp
src/renderer/shader.cpp
src/renderer/texture.cpp
src/renderer/wavefront.cpp
src/renderer/engine.cpp
src/renderer/renderer.cpp
src/main.cpp
)
set_property(TARGET CodingGame PROPERTY CXX_STANDARD 17)
set_property(TARGET CodingGame PROPERTY CXX_STANDARD_REQUIRED ON)
file(COPY ${CMAKE_SOURCE_DIR}/src/shaders DESTINATION ${CMAKE_BINARY_DIR}/)
file(COPY src/shaders DESTINATION ${CMAKE_BINARY_DIR}/)
target_include_directories(CodingGame PRIVATE
${CMAKE_SOURCE_DIR}/include
${CMAKE_SOURCE_DIR}/contrib
)
target_link_libraries(CodingGame PRIVATE
glm::glm
SDL3::SDL3
OpenGL::GL
SDL3::SDL3 # vcpkgs SDL3 target
GLEW::GLEW
glm::glm
EnTT::EnTT
)
# Debug flags per toolchain
# ---------- Visibility (helps optimizer & smaller binaries on Release) ----------
# Only affects non-Windows compilers
set_target_properties(CodingGame PROPERTIES
CXX_VISIBILITY_PRESET hidden
VISIBILITY_INLINES_HIDDEN YES
)
# ---------- Per-config flags ----------
# Debug flags (your original intent, kept)
if (MSVC)
target_compile_options(CodingGame PRIVATE $<$<CONFIG:Debug>:/Zi>)
target_link_options(CodingGame PRIVATE $<$<CONFIG:Debug>:/DEBUG:FULL>)
target_link_options(CodingGame PRIVATE $<$<CONFIG:Debug>:/DEBUG:FULL>)
else()
target_compile_options(CodingGame PRIVATE $<$<CONFIG:Debug>:-ggdb>)
endif()
# --- copy runtime DLLs next to the exe on Windows ---
# (CMake 3.21+)
# Release flags
if (MSVC)
# /O2: optimize speed, /GL: whole program opt (LTCG), /DNDEBUG: disable asserts
target_compile_options(CodingGame PRIVATE
$<$<CONFIG:Release>:/O2>
$<$<CONFIG:Release>:/DNDEBUG>
$<$<CONFIG:RelWithDebInfo>:/O2>
)
# Link-time codegen & extra linker opts for smaller/faster binaries
target_link_options(CodingGame PRIVATE
$<$<CONFIG:Release>:/LTCG /OPT:ICF /OPT:REF>
$<$<CONFIG:RelWithDebInfo>:/LTCG /OPT:ICF /OPT:REF>
)
else()
# GCC/Clang
# -O3 for max opts, -ffast-math optional but can be risky; we keep it OFF by default.
option(CODINGGAME_USE_MARCH_NATIVE "Enable -march=native on Release for this machine" ON)
target_compile_options(CodingGame PRIVATE
$<$<CONFIG:Release>:-O3>
$<$<AND:$<CONFIG:Release>,$<BOOL:${CODINGGAME_USE_MARCH_NATIVE}>>:-march=native>
$<$<CONFIG:Release>:-DNDEBUG>
$<$<CONFIG:RelWithDebInfo>:-O3 -g>
)
# Linker: enable LTO when available; optionally strip symbols on non-Apple
include(CheckIPOSupported) # IPO == LTO in CMake terms
check_ipo_supported(RESULT ipo_supported OUTPUT ipo_msg)
if(ipo_supported)
set_property(TARGET CodingGame PROPERTY INTERPROCEDURAL_OPTIMIZATION_RELEASE TRUE)
set_property(TARGET CodingGame PROPERTY INTERPROCEDURAL_OPTIMIZATION_RELWITHDEBINFO TRUE)
endif()
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" AND NOT APPLE)
# -s strips symbols at link stage (use only for pure Release)
target_link_options(CodingGame PRIVATE $<$<CONFIG:Release>:-s>)
endif()
endif()
# ---------- Windows: copy runtime DLLs ----------
if (WIN32)
add_custom_command(TARGET CodingGame POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
$<TARGET_RUNTIME_DLLS:CodingGame> $<TARGET_FILE_DIR:CodingGame>
COMMAND_EXPAND_LISTS)
endif()
endif()

52
README.md Normal file
View File

@ -0,0 +1,52 @@
# Project Description
This is a basic future game engine for OpenGL 3D rendered games
## Building on Windows
In order to configure and run project on windows platform accomplish several steps.
### Configuring
```console
cmake -S . -B build -G "Visual Studio 17 2022" -A x64 -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows -DCMAKE_BUILD_TYPE=Release
```
### Building
```console
cmake --build build --config Release
```
### Static Linking
For static linking you just need to modify the configure command as follows:
```console
cmake -S . -B build -G "Visual Studio 17 2022" -A x64 -DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-windows-static -DCMAKE_BUILD_TYPE=Release
```
## Multi-GPU Devices
If you want to use non-primary GPU on your device when launching the game specifically on Linux you should specify additional environment variables before running. For example in my case I have a hybrid gaming laptop with 2 GPUs AMD from CPU and NVIDIA discrete.
The run command in that case would look following:
```console
__NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia ./build/CodingGame
```
## TODO List
### Optimizations
🚀 Summary of Speedups
- Replace toElement / toMtlElement string comparisons with char-based switches.
- Replace std::stoi with a custom fast Parser::TakeIndex.
- Pre-reserve vectors for vertices, normals, texcoords, meshes.
- Load whole file into memory before parsing (fastest for large OBJs).
- Defer texture loading until after parsing.
- Store material pointers in meshes → no runtime lookups in render.
- Inline parsing functions.

View File

@ -1,25 +0,0 @@
# Setup VCPKG
```console
git clone https://github.com/microsoft/vcpkg C:\vcpkg
C:\vcpkg\bootstrap-vcpkg.bat
# install deps for 64-bit Windows
C:\vcpkg\vcpkg install sdl3 glew glm --triplet x64-windows
```
# Configure
```console
cmake -S . -B build `
-G "Visual Studio 17 2022" -A x64 `
-DCMAKE_TOOLCHAIN_FILE=C:/vcpkg/scripts/buildsystems/vcpkg.cmake `
-DVCPKG_TARGET_TRIPLET=x64-windows `
-DCMAKE_BUILD_TYPE=Debug
```
# Build
```console
cmake --build build --config Debug
```

View File

@ -1,4 +1,4 @@
# Blender 4.3.2 MTL File: 'untitled.blend'
# Blender 4.3.2 MTL File: 'None'
# www.blender.org
newmtl Grass_Bottom

View File

@ -2,25 +2,25 @@
# www.blender.org
mtllib grass_block.mtl
o Cube
v -1.000000 -1.000000 1.000000
v -1.000000 1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000 1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v 1.000000 1.000000 1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -1.000000
v -0.389000 -0.389000 0.389000
v -0.389000 0.389000 0.389000
v -0.389000 -0.389000 -0.389000
v -0.389000 0.389000 -0.389000
v 0.389000 -0.389000 0.389000
v 0.389000 0.389000 0.389000
v 0.389000 -0.389000 -0.389000
v 0.389000 0.389000 -0.389000
vn -1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 -1.0000
vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -0.0000 -1.0000 -0.0000
vn -0.0000 1.0000 -0.0000
vn -0.0000 -1.0000 -0.0000
vt 0.000000 1.000000
vt 1.000000 0.000000
vt 0.000000 0.000000
vt 1.000000 1.000000
s 0
s 1
usemtl Grass_Side
f 2/1/1 3/2/1 1/3/1
f 4/1/2 7/2/2 3/3/2
@ -31,8 +31,8 @@ f 4/1/2 8/4/2 7/2/2
f 8/4/3 6/1/3 5/3/3
f 6/4/4 2/1/4 1/3/4
usemtl Grass_Top
f 4/1/6 6/2/6 8/4/6
f 4/1/6 2/3/6 6/2/6
f 4/1/5 6/2/5 8/4/5
f 4/1/5 2/3/5 6/2/5
usemtl Grass_Bottom
f 7/4/5 1/3/5 3/1/5
f 7/4/5 5/2/5 1/3/5
f 7/4/6 1/3/6 3/1/6
f 7/4/6 5/2/6 1/3/6

2
assets/plane.mtl Normal file
View File

@ -0,0 +1,2 @@
# Blender 4.3.2 MTL File: 'None'
# www.blender.org

16
assets/plane.obj Normal file
View File

@ -0,0 +1,16 @@
# Blender 4.3.2
# www.blender.org
mtllib plane.mtl
o Plane
v -5.000000 0.000000 5.000000
v 5.000000 0.000000 5.000000
v -5.000000 0.000000 -5.000000
v 5.000000 0.000000 -5.000000
vn -0.0000 1.0000 -0.0000
vt 1.000000 0.000000
vt 0.000000 1.000000
vt 0.000000 0.000000
vt 1.000000 1.000000
s 0
f 2/1/1 3/2/1 1/3/1
f 2/1/1 4/4/1 3/2/1

12
assets/sphere.mtl Normal file
View File

@ -0,0 +1,12 @@
# Blender 4.3.2 MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.799999 0.715049 0.364110
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 2

2537
assets/sphere.obj Normal file

File diff suppressed because it is too large Load Diff

20
include/IO/parser.h Normal file
View File

@ -0,0 +1,20 @@
#ifndef PARSER_H_
#define PARSER_H_
// Very fast OBJ/MTL line parser
class Parser {
private:
char* m_sv;
public:
Parser(char* sv) : m_sv(sv) {}
public:
void SkipSpaces();
char* TakeWord();
float TakeFloat();
int TakeInt();
bool TakeFaceIndices(int& vi, int& ti, int& ni);
char* TakeUntil(char d);
int TakeIndex(int baseCount);
};
#endif // PARSER_H_

17
include/app/app.h Normal file
View File

@ -0,0 +1,17 @@
#ifndef APPLICATION_H_
#define APPLICATION_H_
class IApplication {
public:
virtual ~IApplication() = default;
virtual void OnInit() {};
virtual void OnUpdate() {};
virtual void OnRender() {};
virtual void OnShutdown() {};
virtual void OnEvent() {};
virtual void OnWindowResized(const WindowResized& e) {};
};
#endif // APPLICATION_H_

View File

@ -1,16 +0,0 @@
#ifndef BLOCK_H_
#define BLOCK_H_
#include <glm/glm.hpp>
class Block {
private:
glm::vec3 m_position;
glm::vec4 m_color;
public:
Block(glm::vec3 position, glm::vec4 color);
public:
inline glm::vec3 Position() const { return m_position; }
inline glm::vec4 Color() const { return m_color; }
};
#endif

View File

@ -0,0 +1,27 @@
#ifndef COMPONENT_BATCH_H_
#define COMPONENT_BATCH_H_
#include "renderer/renderer.h"
// requires mesh component
struct batch {
friend class Renderer;
public:
// requires transform component
struct item {
unsigned int batchId;
};
batch();
inline const unsigned int id() const { return m_id; }
protected:
static unsigned int LastID;
private:
unsigned int m_id;
unsigned int m_instance_vbo { 0 };
private:
void prepare(glm::mat4 *instances, unsigned int count);
};
#endif // COMPONENT_BATCH_H_

View File

@ -0,0 +1,6 @@
#ifndef COMPONENTS_PLAYER_H_
#define COMPONENTS_PLAYER_H_
struct camera {};
#endif // COMPONENTS_PLAYER_H_

View File

@ -0,0 +1,26 @@
#ifndef COMPONENTS_LIGHT_H_
#define COMPONENTS_LIGHT_H_
#include <glm/glm.hpp>
#include "renderer/renderer.h"
struct light {
friend class Renderer;
public:
enum LightType {
DIRECTIONAL = 0,
};
LightType type;
glm::vec3 color;
float intensity;
light(LightType t, const glm::vec3& c, float i)
: type(t), color(c), intensity(i),
shadowMap(0), fbo(0), lightSpace(1.0f) {}
private:
unsigned int shadowMap;
unsigned int fbo;
glm::mat4 lightSpace;
};
#endif // COMPONENTS_LIGHT_H_

11
include/components/mesh.h Normal file
View File

@ -0,0 +1,11 @@
#ifndef COMPONENTS_MESH_H_
#define COMPONENTS_MESH_H_
#include <memory>
#include "renderer/wavefront.h"
struct mesh {
std::shared_ptr<Object> object;
};
#endif // COMPONENTS_MESH_H_

View File

@ -0,0 +1,6 @@
#ifndef COMPONENT_ROTATE_H_
#define COMPONENT_ROTATE_H_
struct rotate {};
#endif // COMPONENT_ROTATE_H_

View File

@ -0,0 +1,12 @@
#ifndef COMPONENTS_TRANSFORM_H_
#define COMPONENTS_TRANSFORM_H_
#include <glm/glm.hpp>
struct transform {
glm::vec3 position;
glm::vec3 rotation;
glm::vec3 scale;
};
#endif // COMPONENTS_TRANSFORM_H_

View File

@ -1,134 +0,0 @@
#ifndef MODEL_H_
#define MODEL_H_
#include <vector>
#include <string>
#include <unordered_map>
#include <glm/glm.hpp>
#include <memory>
#include "shader.h"
#include "texture.h"
enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
class Vertex {
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) {}
public:
static void DefineAttrib();
};
class FaceItem {
private:
unsigned int m_vIndex;
unsigned int m_nIndex;
unsigned int m_tIndex;
public:
FaceItem()
: m_vIndex(0), m_nIndex(0), m_tIndex(0) {}
FaceItem(unsigned int vI, unsigned int nI, unsigned int tI)
: m_vIndex(vI), m_nIndex(nI), m_tIndex(tI) {}
public:
inline const unsigned int GetVertex() const { return m_vIndex; }
inline const unsigned int GetNormal() const { return m_nIndex; }
inline const unsigned int GetTex() const { return m_tIndex; }
public:
inline void SetVertex(unsigned int vIndex) { m_vIndex = vIndex; }
inline void SetNorm(unsigned int nIndex) { m_nIndex = nIndex; }
inline void SetTex(unsigned int tIndex) { m_tIndex = tIndex; }
};
class Face {
private:
std::vector<FaceItem> m_items;
public:
Face()
: m_items(std::vector<FaceItem>()) {}
public:
void PushItem(const FaceItem& item);
public:
inline const unsigned int GetSize() const { return m_items.size(); }
inline const FaceItem& GetItem(unsigned int index) const { return m_items[index]; }
};
class Material {
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 };
std::unique_ptr<Texture> m_diffuse_tex { nullptr };
public:
Material() = default;
Material(const Material& other) = default; // copy constructor
Material& operator=(const Material& other) = default;
public:
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.get(); }
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(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); }
};
class Mesh {
public: // TODO: abstract away
unsigned int m_vao, m_vbo, m_ebo;
std::vector<Vertex> m_vertexBuffer;
std::vector<unsigned int> m_indexBuffer;
public: // TODO: abstract away
void Bind() { glBindVertexArray(m_vao); }
void Unbind() { glBindVertexArray(0); }
void Upload();
public:
std::string materialName;
public:
Mesh();
public:
void Render();
};
class Object {
private:
std::string m_name;
std::vector<glm::vec3> m_vertices;
std::vector<glm::vec3> m_normals;
std::vector<glm::vec2> m_texCoords;
std::vector<Mesh> m_meshes;
std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
private:
static inline int NormalizeIndex(const std::string &s, int baseCount);
private:
Object();
public:
static Object LoadFile(const std::string& filename);
private:
void LoadMaterials(const std::string& filename);
private:
void AddMaterial(std::string name, std::shared_ptr<Material> material);
std::shared_ptr<Material> GetMaterial(std::string name);
private:
Mesh& GetLastMesh();
void CreateNewMesh(const std::string& materialName);
public:
void Render(Shader& shader);
};
#endif // MODEL_H_

View File

@ -1,39 +0,0 @@
#ifndef PRELUDE_H_
#define PRELUDE_H_
// #define GLEW_STATIC
#include <GL/glew.h>
#include "SDL3/SDL.h"
struct RenderContext {
Uint64 time;
Uint64 prev_time;
bool program_failed = false;
GLuint program = 0;
GLint resolution_location = 0;
GLint time_location = 0;
bool pause = false;
};
bool compile_shader_source(const GLchar *source, GLenum shader_type, GLuint *shader);
bool compile_shader_file(const char *file_path, GLenum shader_type, GLuint *shader);
bool link_program(GLuint vert_shader, GLuint frag_shader, GLuint *program);
void reload_shaders(RenderContext*context);
// void key_callback(SDL_Window* window, int key, int scancode, int action, int mods);
void window_size_callback(SDL_Window* window, int width, int height);
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam);
void process_prelude(RenderContext *context);
#endif // PRELUDE_H_

21
include/renderer/basics.h Normal file
View File

@ -0,0 +1,21 @@
#ifndef RENDERER_BASICS_H
#define RENDERER_BASICS_H
#include <glm/glm.hpp>
#include "renderer/mesh.h"
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) {}
public:
static void DefineAttrib();
};
#endif // RENDERER_BASICS_H

14
include/renderer/debug.h Normal file
View File

@ -0,0 +1,14 @@
#ifndef RENDERER_DEBUG_
#define RENDERER_DEBUG_
#include <GL/glew.h>
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam);
#endif // RENDERER_DEBUG_

22
include/renderer/engine.h Normal file
View File

@ -0,0 +1,22 @@
#ifndef ENGINE_H_
#define ENGINE_H_
#include <memory>
#include <glm/glm.hpp>
#include "window/window.h"
#include "window/events/window.h"
#include "app/app.h"
class Engine {
public:
static void Run(std::unique_ptr<IApplication> app);
private:
static std::unique_ptr<IApplication> s_app;
static std::shared_ptr<Window> s_window;
static bool s_running;
};
#endif // ENGINE_H_

View File

@ -0,0 +1,42 @@
#ifndef MATERIAL_H_
#define MATERIAL_H_
#include <glm/glm.hpp>
#include <memory>
#include "texture.h"
class Material {
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 };
std::unique_ptr<Texture> m_diffuse_tex { nullptr };
public:
Material() = default;
Material(const Material& other) = default; // copy constructor
Material& operator=(const Material& other) = default;
public:
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.get(); }
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(std::unique_ptr<Texture>&& texture) { m_diffuse_tex = std::move(texture); }
inline void SetOpacity(float opacity) { m_opacity = opacity; }
inline void SetIllumination(float illum) { m_illum = illum; }
};
#endif // MATERIAL_H_

27
include/renderer/mesh.h Normal file
View File

@ -0,0 +1,27 @@
#ifndef MESH_H_
#define MESH_H_
#include <vector>
#include <string>
#include <GL/glew.h>
#include "renderer/basics.h"
class Mesh {
public: // TODO: abstract away
unsigned int m_vao, m_vbo, m_ebo;
std::vector<Vertex> m_vertexBuffer;
std::vector<unsigned int> m_indexBuffer;
public: // TODO: abstract away
void Bind() const { glBindVertexArray(m_vao); }
void Unbind() { glBindVertexArray(0); }
void Upload() const;
public:
std::string materialName;
public:
Mesh();
public:
void Render(unsigned int count);
};
#endif // MESH_H_

View File

@ -0,0 +1,37 @@
#ifndef RENDERER_H_
#define RENDERER_H_
#include <glm/glm.hpp>
#include <entt/entity/registry.hpp>
#include "renderer/shader.h"
// TODO: make static or singleton
class Renderer {
public:
Renderer(entt::registry& registry);
void Render();
void Init();
void GenerateShadowMaps();
void OnWindowResized(int w, int h);
private:
void ApplyLights(Shader &shader);
void UpdateView();
void RenderScene(Shader &shader);
private:
Shader m_shader;
Shader m_depthShader;
entt::registry& m_registry;
// unsigned int m_depth_fbo;
// unsigned int m_depthMap;
glm::mat4 m_model;
glm::mat4 m_proj;
glm::mat4 m_view;
};
#endif // RENDERER_H_

View File

@ -1,10 +1,8 @@
#ifndef SHADER_H
#define SHADER_H
#include <iostream>
#include <string>
#include <GL/glew.h>
#include <glm/glm.hpp>
class Shader

View File

@ -4,14 +4,13 @@
#include <memory>
class Texture {
private:
unsigned int m_id;
private:
public:
Texture() {}
Texture() : m_id(0) {}
static std::unique_ptr<Texture> LoadFile(const std::string& filename);
public:
inline const unsigned int GetID() const { return m_id; }
[[nodiscard]] unsigned int GetID() const { return m_id; }
private:
unsigned int m_id;
};
#endif // TEXTURE_H_

View File

@ -0,0 +1,54 @@
#ifndef MODEL_H_
#define MODEL_H_
#include <vector>
#include <string>
#include <filesystem>
#include <unordered_map>
#include <glm/glm.hpp>
#include <memory>
#include "shader.h"
#include "renderer/renderer.h"
#include "renderer/material.h"
#include "renderer/mesh.h"
enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
class Object {
friend class Renderer;
private:
static inline int NormalizeIndex(int idx, int baseCount);
private:
Object();
public:
~Object() = default;
public:
static Object* LoadFile(const std::string& filename);
private:
void LoadMaterials(const std::filesystem::path& filename);
private:
void AddMaterial(std::string name, std::shared_ptr<Material> material);
std::shared_ptr<Material> GetMaterial(std::string name);
private:
Mesh& GetLastMesh();
void CreateNewMesh(const std::string& materialName);
public:
void Render(Shader& shader, unsigned int count);
[[nodiscard]] inline const std::string Name() const { return m_name; }
protected:
void EnableBatch(unsigned int instanceVBO);
private:
std::string m_name;
std::vector<glm::vec3> m_vertices;
std::vector<glm::vec3> m_normals;
std::vector<glm::vec2> m_texCoords;
std::vector<Mesh> m_meshes;
std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
};
#endif // MODEL_H_

View File

@ -1,37 +0,0 @@
#ifndef VERTEX_H_
#define VERTEX_H_
#include <vector>
#include <glm/glm.hpp>
#include "block.h"
class Point {
private:
glm::vec3 m_position;
glm::vec3 m_normal;
glm::vec4 m_color;
public:
Point(glm::vec3 position, glm::vec3 normal, glm::vec4 color);
};
class Vertices {
private:
std::vector<Point> m_items;
std::vector<unsigned int> m_indices;
unsigned int m_vao;
unsigned int m_vbo;
unsigned int m_ebo;
public:
Vertices();
public: // GPU
void Bind();
void Unbind();
void Draw();
void Upload();
public:
void PushVertex(const Point& point);
void PushIndex(unsigned int index);
};
#endif // VERTEX_H_

57
include/window/event.h Normal file
View File

@ -0,0 +1,57 @@
#ifndef EVENT_H_
#define EVENT_H_
#include <functional>
#include <algorithm>
#include <typeindex>
#include <unordered_map>
#include <vector>
class EventDispatcher {
using Type = std::type_index;
using RawFn = std::function<void(const void*)>;
struct Slot { std::size_t id; RawFn fn; };
std::unordered_map<Type, std::vector<Slot>> subs_;
std::size_t next_id_ = 1;
public:
struct Handle {
std::type_index type{typeid(void)};
std::size_t id{0};
explicit operator bool() const { return id != 0; }
};
template<class E, class F>
Handle Subscribe(F&& f) {
auto& vec = subs_[Type(typeid(E))];
Handle h{ Type(typeid(E)), next_id_++ };
// Wrap strongly typed callback into type-erased RawFn
RawFn wrapper = [fn = std::function<void(const E&)>(std::forward<F>(f))](const void* p){
fn(*static_cast<const E*>(p));
};
vec.push_back(Slot{h.id, std::move(wrapper)});
return h;
}
// Unsubscribe with handle
void Unsubscribe(const Handle& h) {
auto it = subs_.find(h.type);
if (it == subs_.end()) return;
auto& vec = it->second;
vec.erase(std::remove_if(vec.begin(), vec.end(),
[&](const Slot& s){ return s.id == h.id; }),
vec.end());
}
// Publish immediately
template<class E>
void Dispatch(const E& e) const {
auto it = subs_.find(Type(typeid(E)));
if (it == subs_.end()) return;
for (auto& slot : it->second) slot.fn(&e);
}
};
#endif // EVENT_H_

View File

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

51
include/window/window.h Normal file
View File

@ -0,0 +1,51 @@
#ifndef WINDOW_H_
#define WINDOW_H_
#include <SDL3/SDL.h>
#include <memory>
#include "event.h"
#define ENGINE_GL_MAJOR_VERSION 4
#define ENGINE_GL_MINOR_VERSION 6
#define ENGINE_GL_MULTISAMPLE_BUFFERS 1
#define ENGINE_GL_MULTISAMPLE_SAMPLES 8
#define DEFAULT_WIDTH 1024
#define DEFAULT_HEIGHT 768
class Window : public EventDispatcher {
friend class Engine;
private:
Window();
Window(const char* title, int width, int height);
~Window();
struct WindowDeleter {
void operator()(Window* w) const { delete w; };
};
public:
static std::shared_ptr<Window> GetInstance();
Window(Window&& window) noexcept;
Window& operator=(Window&& window) noexcept;
Window(const Window& window) noexcept = delete;
Window& operator=(const Window& window) noexcept = delete;
public:
[[nodiscard]] static inline int GetWidth() { return Window::GetInstance()->m_width; }
[[nodiscard]] static inline int GetHeight() { return Window::GetInstance()->m_height; }
private:
void ProcessEvents();
void SwapBuffers() const;
void Destroy() const;
private:
static std::shared_ptr<Window> s_instance;
SDL_Window *m_handle;
SDL_GLContext m_context;
int m_width;
int m_height;
};
#endif //WINDOW_H_

View File

@ -1,4 +1,4 @@
#include "file_manager.h"
#include "IO/file_manager.h"
#include <fstream>
#include <iostream>

123
src/IO/parser.cpp Normal file
View File

@ -0,0 +1,123 @@
#include <charconv> // for std::from_chars (C++17+)
#include <cstdlib> // for strtof (fallback)
#include <cstring>
#include "IO/parser.h"
// Skip whitespace
void Parser::SkipSpaces() {
while (*m_sv == ' ' || *m_sv == '\t') ++m_sv;
}
int Parser::TakeIndex(int baseCount) {
if (!m_sv || *m_sv == '\0') return -1;
bool neg = (*m_sv == '-');
if (neg) ++m_sv;
int idx = 0;
while (*m_sv >= '0' && *m_sv <= '9') {
idx = idx * 10 + (*m_sv - '0');
++m_sv;
}
if (neg) return baseCount + (-idx);
return idx > 0 ? idx - 1 : -1;
}
// Get next whitespace-delimited word
char* Parser::TakeWord() {
SkipSpaces();
if (*m_sv == '\0' || *m_sv == '\n' || *m_sv == '\r') return nullptr;
char* start = m_sv;
while (*m_sv && *m_sv != ' ' && *m_sv != '\t' && *m_sv != '\n' && *m_sv != '\r')
++m_sv;
if (*m_sv) { *m_sv = '\0'; ++m_sv; }
return start;
}
// Parse a float quickly
float Parser::TakeFloat() {
SkipSpaces();
if (*m_sv == '\0') return 0.0f;
#if __cpp_lib_to_chars >= 201611L
float value = 0.0f;
auto result = std::from_chars(m_sv, m_sv + std::strlen(m_sv), value);
m_sv = const_cast<char*>(result.ptr);
return value;
#else
char* end;
float value = std::strtof(m_sv, &end);
m_sv = end;
return value;
#endif
}
// Parse an integer quickly
int Parser::TakeInt() {
SkipSpaces();
if (*m_sv == '\0') return 0;
#if __cpp_lib_to_chars >= 201611L
int value = 0;
auto result = std::from_chars(m_sv, m_sv + std::strlen(m_sv), value);
m_sv = const_cast<char*>(result.ptr);
return value;
#else
char* end;
int value = static_cast<int>(std::strtol(m_sv, &end, 10));
m_sv = end;
return value;
#endif
}
// Take everything until delimiter (mutates buffer)
char* Parser::TakeUntil(char d) {
SkipSpaces();
if (*m_sv == '\0') return nullptr;
char* start = m_sv;
while (*m_sv && *m_sv != d && *m_sv != '\n' && *m_sv != '\r')
++m_sv;
if (*m_sv) { *m_sv = '\0'; ++m_sv; }
return start;
}
// Parser.h (or Parser.cpp)
// Parse one face element at current position.
// Accepts formats: "v", "v/t", "v//n", "v/t/n"
// Returns true if a token was parsed, false if no more tokens on the line.
bool Parser::TakeFaceIndices(int &vi, int &ti, int &ni) {
SkipSpaces();
if (*m_sv == '\0' || *m_sv == '\n' || *m_sv == '\r') {
vi = ti = ni = 0; // sentinel raw value meaning "no token"
return false;
}
// parse vertex index (may be negative)
vi = static_cast<int>(std::strtol(m_sv, &m_sv, 10));
ti = ni = 0; // 0 = not present (raw)
if (*m_sv == '/') {
++m_sv; // skip '/'
// texcoord index (optional)
if (*m_sv != '/' && *m_sv != ' ' && *m_sv != '\0' && *m_sv != '\n' && *m_sv != '\r') {
ti = static_cast<int>(std::strtol(m_sv, &m_sv, 10));
}
if (*m_sv == '/') {
++m_sv; // skip second '/'
// normal index (optional)
if (*m_sv != ' ' && *m_sv != '\0' && *m_sv != '\n' && *m_sv != '\r') {
ni = static_cast<int>(std::strtol(m_sv, &m_sv, 10));
}
}
}
// At this point m_sv is either at whitespace, end, or next token char.
// Do NOT mutate indices (leave them raw). Let NormalizeIndex handle conversion.
return true;
}

View File

@ -1,6 +0,0 @@
#include "block.h"
Block::Block(glm::vec3 position, glm::vec4 color) {
this->m_position = position;
this->m_color = m_color;
}

19
src/components/batch.cpp Normal file
View File

@ -0,0 +1,19 @@
#include <GL/glew.h>
#include "components/batch.h"
unsigned int batch::LastID = 0;
batch::batch() {
m_id = ++LastID;
}
void batch::prepare(glm::mat4 *instances, unsigned int count) {
if (m_instance_vbo == 0) {
glGenBuffers(1, &m_instance_vbo);
}
glBindBuffer(GL_ARRAY_BUFFER, m_instance_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::mat4) * count, reinterpret_cast<void*>(instances), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}

View File

@ -1,229 +0,0 @@
#include <iostream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include "shader.h"
#include "file_manager.h"
#include "prelude.h"
#include "block.h"
#include "vertex.h"
#include "model.h"
#define WIDTH 1024
#define HEIGHT 768
int main() {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
SDL_Window *window = SDL_CreateWindow("OpenGL Test", WIDTH, HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE|SDL_WINDOW_ALWAYS_ON_TOP);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
fprintf(stderr, "Could not initialize GLEW!\n");
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
exit(1);
}
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEPTH_TEST);
glDebugMessageCallback(MessageCallback, 0);
// brightness multipliers for faces
const float FACE_BRIGHTNESS[6] = {
1.0f, // front
0.7f, // right
0.5f, // back
0.7f, // left
1.2f, // top
0.4f // bottom
};
// position, normal, color
glm::vec4 cubeColor = {1.0f, 0.5f, 0.31f, 1.0f};
std::vector<Point> cubeVerts = {
// front face (z = 0, normal = +Z)
{ {-0.5f, -0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
{ {0.5f, -0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
{ {0.5f, 0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
{ {-0.5f, 0.5f, 0.5f}, {0.f, 0.f, 1.f}, cubeColor },
// back face (z = 1, normal = -Z)
{ {-0.5f, -0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
{ {0.5f, -0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
{ {0.5f, 0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
{ {-0.5f, 0.5f, -0.5f}, {0.f, 0.f, -1.f}, cubeColor },
// left face (x = 0, normal = -X)
{ {-0.5f, -0.5f, -0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
{ {-0.5f, -0.5f, 0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
{ {-0.5f, 0.5f, 0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
{ {-0.5f, 0.5f, -0.5f}, {-1.f, 0.f, 0.f}, cubeColor },
// right face (x = 1, normal = +X)
{ {0.5f, -0.5f, -0.5f}, {1.f, 0.f, 0.f}, cubeColor },
{ {0.5f, -0.5f, 0.5f}, {1.f, 0.f, 0.f}, cubeColor },
{ {0.5f, 0.5f, 0.5f}, {1.f, 0.f, 0.f}, cubeColor },
{ {0.5f, 0.5f, -0.5f}, {1.f, 0.f, 0.f}, cubeColor },
// top face (y = 1, normal = +Y)
{ {-0.5f, 0.5f, 0.5f}, {0.f, 1.f, 0.f}, cubeColor },
{ {0.5f, 0.5f, 0.5f}, {0.f, 1.f, 0.f}, cubeColor },
{ {0.5f, 0.5f, -0.5f}, {0.f, 1.f, 0.f}, cubeColor },
{ {-0.5f, 0.5f, -0.5f}, {0.f, 1.f, 0.f}, cubeColor },
// bottom face (y = 0, normal = -Y)
{ {-0.5f, -0.5f, 0.5f}, {0.f, -1.f, 0.f}, cubeColor },
{ {0.5f, -0.5f, 0.5f}, {0.f, -1.f, 0.f}, cubeColor },
{ {0.5f, -0.5f, -0.5f}, {0.f, -1.f, 0.f}, cubeColor },
{ {-0.5f, -0.5f, -0.5f}, {0.f, -1.f, 0.f}, cubeColor },
};
std::vector<unsigned int> cubeIndices = {
0,1,2, 2,3,0, // front
4,5,6, 6,7,4, // back
8,9,10, 10,11,8, // left
12,13,14, 14,15,12, // right
16,17,18, 18,19,16, // top
20,21,22, 22,23,20 // bottom
};
Vertices vertices;
for (auto &v : cubeVerts) vertices.PushVertex(v);
for (auto i : cubeIndices) vertices.PushIndex(i);
vertices.Upload();
Shader simpleShader;
simpleShader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/simple.fs")
);
int screenWidth = WIDTH, screenHeight = HEIGHT;
glm::vec3 cameraPosition(0.f, 0.f, 2.f);
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
glm::vec3 lightPosition = cameraPosition;
glm::mat4 model(1.f);
glm::mat4 view = glm::lookAt(
cameraPosition,
cameraPosition + cameraViewDirection,
glm::vec3(0.f, 1.f, 0.f)
);
glm::mat4 projection = glm::perspective(
(float)M_PI_2,
(float)screenWidth / (float)screenHeight,
0.01f,
100.0f
);
float angle = 3.45f;
Uint64 lastTicks = SDL_GetTicks();
Object cube = Object::LoadFile("./assets/cube.obj");
Object monkey = Object::LoadFile("./assets/monkey.obj");
bool paused = false;
bool quit = false;
while (!quit) {
Uint64 currentTicks = SDL_GetTicks();
float deltaTime = (currentTicks - lastTicks) / 1000.0f; // seconds
lastTicks = currentTicks;
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
quit = true;
break;
case SDL_EVENT_WINDOW_RESIZED:
int width, height;
if (SDL_GetWindowSize(window, &width, &height)) {
glViewport(
0,
0,
width,
height);
}
break;
case SDL_EVENT_KEY_DOWN:
switch (event.key.key) {
case SDLK_SPACE:
paused = !paused;
break;
// case SDLK_F5:
// reload_shaders(&context);
// break;
default: break;
};
break;
default: break;
};
}
// update rotation
if (!paused) {
angle += glm::radians(45.0f) * deltaTime; // 72° per second
if (angle > glm::two_pi<float>()) {
angle -= glm::two_pi<float>(); // keep value small
}
}
// std::cout << "angle = " << angle << std::endl;
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Triangle render
{
simpleShader.use();
model = glm::rotate(
glm::mat4(1.f),
angle,
glm::vec3(0.8f, -0.4f, 0.5f)
);
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
simpleShader.setMat4("u_model", model);
simpleShader.setMat4("u_view", view);
simpleShader.setMat4("u_projection", projection);
simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
simpleShader.setVec3("lightPos", lightPosition);
simpleShader.setVec3("viewPos", cameraPosition);
simpleShader.setFloat("ambientStrength", 0.2f);
simpleShader.setFloat("specularStrength", 0.5f);
vertices.Draw();
}
SDL_GL_SwapWindow(window);
}
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
return 0;
}

View File

@ -1,154 +1,133 @@
#ifndef WIN32
#define GLEW_STATIC
#endif
#include <iostream>
#define _USE_MATH_DEFINES
#include <cmath>
#include <vector>
#include <memory>
#ifdef WIN32
#include <corecrt_math_defines.h>
#endif
#include <glm/glm.hpp>
#include <glm/ext/quaternion_geometric.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include <glm/ext/matrix_transform.hpp>
#include "shader.h"
#include "file_manager.h"
#include "prelude.h"
#include "block.h"
#include "vertex.h"
#include "model.h"
#include "renderer/shader.h"
#include "renderer/wavefront.h"
#include "renderer/engine.h"
#include "renderer/renderer.h"
#define WIDTH 1024
#define HEIGHT 768
#include "IO/file_manager.h"
int main() {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
#include "components/transform.h"
#include "components/light.h"
#include "components/camera.h"
#include "components/mesh.h"
#include "components/rotate.h"
#include "components/batch.h"
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 6);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
class Game : public IApplication {
public:
Game() : m_renderer(m_registry) {
Object* lightObj = Object::LoadFile("./assets/sphere.obj");
const auto lght = m_registry.create();
m_registry.emplace<transform>(lght, glm::vec3(5.f, 5.f, 5.f), glm::vec3(0.f));
m_registry.emplace<light>(lght, light::LightType::DIRECTIONAL, glm::vec3(1.f, 1.f, 1.f), 1.5f);
m_registry.emplace<mesh>(lght, std::shared_ptr<Object>(lightObj));
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
const auto cameraEntity = m_registry.create();
m_registry.emplace<transform>(cameraEntity, glm::vec3(0.f, 2.f, 2.f));
m_registry.emplace<camera>(cameraEntity);
SDL_Window *window = SDL_CreateWindow("OpenGL Test", WIDTH, HEIGHT, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE|SDL_WINDOW_ALWAYS_ON_TOP);
Object* targetObj = Object::LoadFile("./assets/wizard/wizard.obj");
const auto targetEntity = m_registry.create();
m_registry.emplace<transform>(targetEntity, glm::vec3(0.f, 0.0f, 0.f));
m_registry.emplace<mesh>(targetEntity, std::shared_ptr<Object>(targetObj));
SDL_SetWindowRelativeMouseMode(window, true);
Object* grass = Object::LoadFile("./assets/grass_block/grass_block.obj");
const auto cubeEntity = m_registry.create();
m_registry.emplace<transform>(cubeEntity, glm::vec3(-1.5f, 0.4f, 0.f));
m_registry.emplace<mesh>(cubeEntity, std::shared_ptr<Object>(grass));
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
// Cube template (use shared object to avoid reloading 1000 times)
std::shared_ptr<Object> cubeObj = std::shared_ptr<Object>(Object::LoadFile("./assets/grass_block/grass_block.obj"));
const auto batchEntt = m_registry.create();
m_registry.emplace<batch>(batchEntt);
m_registry.emplace<mesh>(batchEntt, cubeObj);
auto cubeBatch = m_registry.get<batch>(batchEntt);
// Generate 1000 random cubes
for (int i = 0; i < 1000; ++i) {
const auto cubeEntity = m_registry.create();
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
fprintf(stderr, "Could not initialize GLEW!\n");
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
exit(1);
}
float x = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
float y = static_cast<float>(rand()) / RAND_MAX * 10.f; // range [0, 10]
float z = static_cast<float>(rand()) / RAND_MAX * 200.f - 100.f; // range [-100, 100]
std::cout << "GL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "GL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "GL_VERSION: " << glGetString(GL_VERSION) << std::endl;
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEPTH_TEST);
glDebugMessageCallback(MessageCallback, 0);
Shader simpleShader;
simpleShader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/simple.fs")
);
int screenWidth = WIDTH, screenHeight = HEIGHT;
glm::vec3 cameraPosition(0.f, 0.f, 2.f);
// glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
glm::vec3 lightPosition(-5.f, 5.f, 5.f);
glm::mat4 model(1.f);
glm::mat4 projection = glm::perspective(
(float)M_PI_2,
(float)screenWidth / (float)screenHeight,
0.01f,
100.0f
);
float angle = 3.45f;
Uint64 lastTicks = SDL_GetTicks();
// Object teapot = Object::LoadFile("./assets/kastrula/kastrula.obj");
// Object bricks = Object::LoadFile("./assets/bricks/bricks.obj");
Object lightSource = Object::LoadFile("./assets/cube.obj");
Object target = Object::LoadFile("./assets/car/car.obj");
bool paused = false;
float yaw = -90.0f; // looking along -Z initially
float pitch = 0.0f; // no vertical tilt
// FPS tracking
Uint64 startTicks = SDL_GetTicks();
int frameCount = 0;
bool quit = false;
while (!quit) {
Uint64 currentTicks = SDL_GetTicks();
float deltaTime = (currentTicks - lastTicks) / 1000.0f; // seconds
lastTicks = currentTicks;
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
quit = true;
break;
case SDL_EVENT_WINDOW_RESIZED:
int width, height;
if (SDL_GetWindowSize(window, &width, &height)) {
screenWidth = width;
screenHeight = height;
glViewport(
0,
0,
width,
height);
projection = glm::perspective(
(float)M_PI_2,
(float)screenWidth / (float)screenHeight,
0.01f,
100.0f
);
}
break;
default: break;
};
m_registry.emplace<transform>(cubeEntity, glm::vec3(x, y, z));
m_registry.emplace<rotate>(cubeEntity);
m_registry.emplace<batch::item>(cubeEntity, cubeBatch.id());
}
Object* floorObj = Object::LoadFile("./assets/plane.obj");
const auto floorEntt = m_registry.create();
m_registry.emplace<transform>(floorEntt, glm::vec3(0.f));
m_registry.emplace<mesh>(floorEntt, std::shared_ptr<Object>(floorObj));
}
~Game() override {}
void OnInit() override {
std::cout << "Game initialized" << std::endl;
m_angle = 3.45f;
m_lastTicks = SDL_GetTicks();
m_paused = false;
m_yaw = -90.0f; // looking along -Z initially
m_pitch = 0.0f; // no vertical tilt
// FPS tracking
m_startTicks = SDL_GetTicks();
m_frameCount = 0;
m_renderer.Init();
m_renderer.GenerateShadowMaps();
}
void OnWindowResized(const WindowResized& event) override {
m_renderer.OnWindowResized(event.w, event.h);
}
void OnUpdate() override {
m_currentTicks = SDL_GetTicks();
float deltaTime = static_cast<float>(m_currentTicks - m_lastTicks) / 1000.0f; // seconds
m_lastTicks = m_currentTicks;
float mouseXRel, mouseYRel;
Uint32 mouseState = SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
float sensitivity = 0.1f; // tweak as needed
yaw += mouseXRel * sensitivity;
pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
m_yaw += mouseXRel * sensitivity;
m_pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
// clamp pitch to avoid flipping
if (pitch > 89.0f) pitch = 89.0f;
if (pitch < -89.0f) pitch = -89.0f;
// if (pitch > 89.0f) pitch = 89.0f;
// if (pitch < -89.0f) pitch = -89.0f;
m_pitch = glm::clamp(m_pitch, -89.0f, 89.0f);
// convert to direction vector
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
cameraViewDirection.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection.y = sin(glm::radians(pitch));
cameraViewDirection.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection.x = cos(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
cameraViewDirection.y = sin(glm::radians(m_pitch));
cameraViewDirection.z = sin(glm::radians(m_yaw)) * cos(glm::radians(m_pitch));
cameraViewDirection = glm::normalize(cameraViewDirection);
glm::vec3 velocity(0.f);
const bool* state = SDL_GetKeyboardState(nullptr);
if (state[SDL_SCANCODE_P]) paused = !paused;
if (state[SDL_SCANCODE_P]) m_paused = !m_paused;
glm::vec3 front = glm::normalize(glm::vec3(cameraViewDirection.x, 0.f, cameraViewDirection.z));
glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0.f, 1.f, 0.f)));
@ -160,74 +139,100 @@ int main() {
if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
cameraPosition += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
glm::mat4 view = glm::lookAt(
cameraPosition,
cameraPosition + cameraViewDirection,
glm::vec3(0.f, 1.f, 0.f)
);
auto view = m_registry.view<camera, transform>();
for (auto [cam, camTransform] : view.each()) {
camTransform.position += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
camTransform.rotation = cameraViewDirection;
}
// update rotation
if (!paused) {
angle += glm::radians(45.0f) * deltaTime; // 72° per second
if (angle > glm::two_pi<float>()) {
angle -= glm::two_pi<float>(); // keep value small
if (!m_paused) {
m_angle += glm::radians(45.0f) * deltaTime; // 72° per second
if (m_angle > glm::two_pi<float>()) {
m_angle -= glm::two_pi<float>(); // keep value small
}
}
// std::cout << "angle = " << angle << std::endl;
// ---- Day-night simulation ----
m_dayTime += deltaTime;
if (m_dayTime > m_dayLength)
m_dayTime -= m_dayLength; // loop every "day"
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float dayProgress = m_dayTime / m_dayLength; // 0.0 -> 1.0
float sunAngle = dayProgress * glm::two_pi<float>(); // radians through the sky
// Triangle render
{
simpleShader.use();
// Compute sun direction (rotating around X axis)
// At t=0.0 sun at east horizon, at π/2 overhead, at π west horizon
glm::vec3 sunDir = glm::normalize(glm::vec3(0.0f, sin(sunAngle), cos(sunAngle)));
simpleShader.setMat4("u_view", view);
simpleShader.setMat4("u_projection", projection);
// Compute intensity: bright at noon, dim at dusk/dawn, dark at night
float intensity = glm::max(sin(sunAngle), (double)0.0f); // 0 at night, 1 at noon
intensity = glm::mix(0.05f, 1.5f, intensity); // keep some ambient even at night
simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
simpleShader.setVec3("lightPos", lightPosition);
simpleShader.setVec3("viewPos", cameraPosition);
// Optional: tint color (warm at sunrise/sunset)
glm::vec3 dayColor = glm::vec3(1.0f, 0.95f, 0.9f);
glm::vec3 sunsetColor= glm::vec3(1.0f, 0.6f, 0.3f);
float sunsetFactor = glm::clamp(1.0f - abs(sin(sunAngle)) * 2.0f, 0.0f, 1.0f);
glm::vec3 sunColor = glm::mix(dayColor, sunsetColor, sunsetFactor);
model = glm::mat4(1.f);
model = glm::translate(model, lightPosition);
simpleShader.setMat4("u_model", model);
lightSource.Render(simpleShader);
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
model = glm::rotate(
glm::mat4(1.f),
angle,
glm::vec3(0.f, -0.5f, 0.0f)
) * 0.5f;
simpleShader.setMat4("u_model", model);
target.Render(simpleShader);
// Update the directional light in the registry
auto lightsView = m_registry.view<light, transform>();
for (auto [entity, l, t] : lightsView.each()) {
if (l.type == light::LightType::DIRECTIONAL) {
// "position" for directional light often stores direction vector
// If your system instead uses transform.rotation, adjust accordingly
t.position = sunDir * 15.f; // use this as light direction
l.color = sunColor;
l.intensity = intensity;
}
}
SDL_GL_SwapWindow(window);
frameCount++;
currentTicks = SDL_GetTicks();
Uint64 elapsed = currentTicks - startTicks;
if (elapsed >= 1000) { // one second passed
double fps = (double)frameCount / (elapsed / 1000.0);
std::cout << "FPS: " << fps << std::endl;
frameCount = 0;
startTicks = currentTicks;
auto rotateEntts = m_registry.view<transform, rotate>();
for (auto [entity, t] : rotateEntts.each()) {
// auto targetTransform = rotateEntts.get<transform>(entity);
if (!m_registry.all_of<light>(entity)) {
t.rotation.y = m_angle;
}
}
}
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
void OnRender() override {
m_renderer.Render();
m_frameCount++;
m_currentTicks = SDL_GetTicks();
Uint64 elapsed = m_currentTicks - m_startTicks;
if (elapsed >= 1000) { // one second passed
double fps = static_cast<double>(m_frameCount) / (static_cast<double>(elapsed) / 1000.0);
std::cout << "FPS: " << fps << std::endl;
m_frameCount = 0;
m_startTicks = m_currentTicks;
}
}
private:
Renderer m_renderer;
entt::registry m_registry;
float m_angle;
Uint64 m_lastTicks;
float m_dayTime = 0.0f; // accumulates time for day-night cycle
float m_dayLength = 60.0f; // seconds per full day cycle
bool m_paused = false;
float m_yaw = -90.0f; // looking along -Z initially
float m_pitch = 0.0f; // no vertical tilt
// FPS tracking
Uint64 m_startTicks;
int m_frameCount;
Uint64 m_currentTicks;
};
int main() {
Engine::Run(std::make_unique<Game>());
return 0;
}

View File

@ -1,365 +0,0 @@
#include <iostream>
#include <fstream>
#include <sstream>
#include <memory>
#include <filesystem>
#include <GL/glew.h>
#include "model.h"
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;
}
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;
}
void Vertex::DefineAttrib()
{
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
glEnableVertexAttribArray(2);
}
void Face::PushItem(const FaceItem& item)
{
m_items.push_back(item);
}
inline int Object::NormalizeIndex(const std::string &s, int baseCount) {
if (s.empty()) return -1;
int idx = std::stoi(s);
if (idx > 0) return idx - 1;
return baseCount + idx;
}
Mesh::Mesh() {
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ebo);
glBindVertexArray(m_vao);
// VBO (vertex buffer)
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
// EBO (index buffer)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
Vertex::DefineAttrib();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
Object::Object() {
m_vertices = std::vector<glm::vec3>();
m_normals = std::vector<glm::vec3>();
m_texCoords = std::vector<glm::vec2>();
}
void Object::LoadMaterials(const std::string& filename) {
std::ifstream file(filename);
std::string currentMaterialName;
std::shared_ptr<Material> currentMaterial;
std::string line;
while (std::getline(file, line)) {
std::istringstream iss(line);
std::string prefix;
iss >> prefix;
switch(toMtlElement(prefix)) {
case MtlElement::MHASH:
{
std::cout << "comment: " << line << std::endl;
continue;
}
case MtlElement::NEWMTL:
{
if (currentMaterial) {
m_materials.insert(std::make_pair(currentMaterialName, std::move(currentMaterial)));
currentMaterial = nullptr;
}
std::string materialName;
iss >> materialName;
currentMaterialName = materialName;
currentMaterial = std::make_shared<Material>();
break;
}
case MtlElement::NS:
{
float weight;
iss >> weight;
currentMaterial->SetSpecularWeight(weight);
}
case MtlElement::KA:
{
float r, g, b;
iss >> r >> g >> b;
currentMaterial->SetAmbientColor(glm::vec3(r, g, b));
break;
}
case MtlElement::KS:
{
float r, g, b;
iss >> r >> g >> b;
currentMaterial->SetSpecularColor(glm::vec3(r, g, b));
break;
}
case MtlElement::KD:
{
float r, g, b;
iss >> r >> g >> b;
currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
break;
}
case MtlElement::MAP_KD:
{
std::string texturePath;
std::string part;
while (iss >> part) {
texturePath += part + " ";
}
texturePath = texturePath.substr(0, texturePath.size() - 1);
currentMaterial->SetDiffuseTexture(Texture::LoadFile(texturePath));
}
}
}
if (currentMaterial) {
// m_materials.insert(std::make_pair(currentMaterialName, std::move(currentMaterial)));
AddMaterial(currentMaterialName, std::move(currentMaterial));
}
}
void Object::AddMaterial(std::string name, std::shared_ptr<Material> material)
{
m_materials.insert(std::make_pair(std::move(name), std::move(material)));
}
std::shared_ptr<Material> Object::GetMaterial(std::string name)
{
auto material = m_materials.find(name);
if (material == m_materials.end()) return nullptr;
return material->second;
}
void Object::CreateNewMesh(const std::string& materialName)
{
Mesh mesh;
mesh.materialName = materialName;
m_meshes.push_back(mesh);
}
Mesh& Object::GetLastMesh()
{
if (m_meshes.empty()) {
auto material = std::make_shared<Material>();
material->SetAmbientColor(glm::vec3(0.52f, 0.52f, 0.52f));
// TODO: come up with name for a default material
AddMaterial("", std::move(material));
CreateNewMesh("");
}
return m_meshes.back();
}
Object Object::LoadFile(const std::string& filename) {
std::ifstream file(filename);
Object obj;
std::string line;
while (std::getline(file, line)) {
std::istringstream iss(line);
std::string prefix;
iss >> prefix;
switch(toElement(prefix)) {
// comment
case ObjElement::OHASH:
{
std::cout << "comment: " << line << std::endl;
continue;
}
case ObjElement::MTLLIB:
{
std::string mtlFile;
iss >> mtlFile;
std::filesystem::path fullPath = filename;
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
obj.LoadMaterials(mtlPath.u8string());
std::cout << "loaded mtl at '" << mtlPath << "' with "
<< obj.m_materials.size() << " materials" << std::endl;
break;
}
case ObjElement::USEMTL:
{
std::string materialName;
iss >> materialName;
auto& mesh = obj.GetLastMesh();
if (mesh.materialName != materialName) {
Mesh mesh;
mesh.materialName = materialName;
obj.m_meshes.push_back(mesh);
}
break;
}
// object name I suppose
case ObjElement::O:
{
obj.m_name = line.substr(2);
break;
}
// vertex with its position
case ObjElement::V:
{
float x, y, z, w;
w = 1.0f;
iss >> x >> y >> z;
if (iss >> w) {
x /= w;
y /= w;
z /= w;
}
obj.m_vertices.emplace_back(x, y, z);
break;
}
case ObjElement::VN:
{
float x, y, z;
iss >> x >> y >> z;
obj.m_normals.emplace_back(x, y, z);
break;
}
case ObjElement::VT:
{
float u, v;
iss >> u >> v;
obj.m_texCoords.emplace_back(u, 1.0f - v);
break;
}
case ObjElement::F:
{
auto& mesh = obj.GetLastMesh();
std::string token;
Face fv;
while (iss >> token) {
std::string a, b, c;
std::istringstream ref(token);
std::getline(ref, a, '/');
std::getline(ref, b, '/');
std::getline(ref, c, '/');
int vi = Object::NormalizeIndex(a, (int)obj.m_vertices.size());
int ti = Object::NormalizeIndex(b, (int)obj.m_texCoords.size());
int ni = Object::NormalizeIndex(c, (int)obj.m_normals.size());
glm::vec3 vert, norm;
glm::vec2 texCoord;
vert = obj.m_vertices[vi];
if (ni >= 0) norm = obj.m_normals[ni];
if (ti >= 0) texCoord = obj.m_texCoords[ti];
mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
}
break;
}
}
}
std::cout << "Object name: " << obj.m_name << std::endl;
std::cout << "Vertices count: " << obj.m_vertices.size() << std::endl;
std::cout << "Normals count: " << obj.m_normals.size() << std::endl;
std::cout << "TexCoords count: " << obj.m_texCoords.size() << std::endl;
std::cout << "Meshes count: " << obj.m_meshes.size() << std::endl;
std::cout << "Materials count: " << obj.m_materials.size() << std::endl;
// std::cout << "Vertex Buffer size: " << obj.m_vertexBuffer.size() << std::endl;
// std::cout << "Index Buffer size: " << obj.m_indexBuffer.size() << std::endl;
file.close();
for (auto &mesh : obj.m_meshes) {
mesh.Upload();
}
return obj;
}
void Object::Render(Shader& shader)
{
for (auto &mesh : m_meshes) {
auto material = GetMaterial(mesh.materialName);
shader.setFloat("ambientStrength", 0.2f);
shader.setFloat("specularStrength", material->GetSpecularWeight());
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 Mesh::Upload()
{
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_STATIC_DRAW);
// Upload indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
}
void Mesh::Render()
{
Bind();
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
Unbind();
}

View File

@ -1,190 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <stdbool.h>
#include <string.h>
#include <errno.h>
#include "prelude.h"
// #define GLEW_STATIC
#include <GL/glew.h>
#define SCREEN_WIDTH 1024
#define SCREEN_HEIGHT 768
void panic_errno(const char *fmt, ...)
{
fprintf(stderr, "ERROR: ");
va_list args;
va_start(args, fmt);
vfprintf(stderr, fmt, args);
va_end(args);
fprintf(stderr, ": %s\n", strerror(errno));
exit(1);
}
char *slurp_file(const char *file_path)
{
#define SLURP_FILE_PANIC panic_errno("Could not read file `%s`", file_path)
FILE *f = fopen(file_path, "r");
if (f == NULL) SLURP_FILE_PANIC;
if (fseek(f, 0, SEEK_END) < 0) SLURP_FILE_PANIC;
long size = ftell(f);
if (size < 0) SLURP_FILE_PANIC;
char *buffer = (char*)malloc(size + 1);
if (buffer == NULL) SLURP_FILE_PANIC;
if (fseek(f, 0, SEEK_SET) < 0) SLURP_FILE_PANIC;
fread(buffer, 1, size, f);
if (ferror(f) < 0) SLURP_FILE_PANIC;
buffer[size] = '\0';
if (fclose(f) < 0) SLURP_FILE_PANIC;
return buffer;
#undef SLURP_FILE_PANIC
}
bool compile_shader_source(const GLchar *source, GLenum shader_type, GLuint *shader)
{
*shader = glCreateShader(shader_type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
GLint compiled = 0;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLchar message[1024];
GLsizei message_size = 0;
glGetShaderInfoLog(*shader, sizeof(message), &message_size, message);
fprintf(stderr, "%.*s\n", message_size, message);
return false;
}
return true;
}
bool compile_shader_file(const char *file_path, GLenum shader_type, GLuint *shader)
{
char *source = slurp_file(file_path);
bool err = compile_shader_source(source, shader_type, shader);
free(source);
return err;
}
bool link_program(GLuint vert_shader, GLuint frag_shader, GLuint *program)
{
*program = glCreateProgram();
glAttachShader(*program, vert_shader);
glAttachShader(*program, frag_shader);
glLinkProgram(*program);
GLint linked = 0;
glGetProgramiv(*program, GL_LINK_STATUS, &linked);
if (!linked) {
GLsizei message_size = 0;
GLchar message[1024];
glGetProgramInfoLog(*program, sizeof(message), &message_size, message);
fprintf(stderr, "Program Linking: %.*s\n", message_size, message);
}
glDeleteShader(vert_shader);
glDeleteShader(frag_shader);
return program;
}
void reload_shaders(RenderContext* context)
{
glDeleteProgram(context->program);
context->program_failed = false;
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GLuint vert = 0;
if (!compile_shader_file("./main.vert", GL_VERTEX_SHADER, &vert)) {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
context->program_failed = true;
return;
}
GLuint frag = 0;
if (!compile_shader_file("./main.frag", GL_FRAGMENT_SHADER, &frag)) {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
context->program_failed = true;
return;
}
if (!link_program(vert, frag, &context->program)) {
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
context->program_failed = true;
return;
}
glUseProgram(context->program);
context->resolution_location = glGetUniformLocation(context->program, "resolution");
context->time_location = glGetUniformLocation(context->program, "time");
printf("Successfully Reload the Shaders\n");
}
void window_size_callback(SDL_Window* window, int width, int height)
{
(void) window;
glViewport(
width / 2 - SCREEN_WIDTH / 2,
height / 2 - SCREEN_HEIGHT / 2,
SCREEN_WIDTH,
SCREEN_HEIGHT);
}
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam)
{
(void) source;
(void) id;
(void) length;
(void) userParam;
fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
(type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
type, severity, message);
}
void process_prelude(RenderContext *context)
{
// glfwSetKeyCallback(window, key_callback);
// glfwSetFramebufferSizeCallback(window, window_size_callback);
glClear(GL_COLOR_BUFFER_BIT);
if (!context->program_failed) {
glUniform2f(context->resolution_location,
SCREEN_WIDTH,
SCREEN_HEIGHT);
glUniform1f(context->time_location, context->time);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
int64_t cur_time = SDL_GetTicks();
if (!context->pause) {
context->time += cur_time - context->prev_time;
}
context->prev_time = cur_time;
}

61
src/renderer/debug.cpp Normal file
View File

@ -0,0 +1,61 @@
#include "renderer/debug.h"
#include <iostream>
void MessageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam)
{
if(id == 131169 || id == 131185 || id == 131218 || id == 131204) return;
std::cout << "---------------" << std::endl;
std::cout << "Debug message (" << id << "): " << message << std::endl;
switch (source)
{
case GL_DEBUG_SOURCE_API: std::cout << "Source: API"; break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: std::cout << "Source: Window System"; break;
case GL_DEBUG_SOURCE_SHADER_COMPILER: std::cout << "Source: Shader Compiler"; break;
case GL_DEBUG_SOURCE_THIRD_PARTY: std::cout << "Source: Third Party"; break;
case GL_DEBUG_SOURCE_APPLICATION: std::cout << "Source: Application"; break;
case GL_DEBUG_SOURCE_OTHER: std::cout << "Source: Other"; break;
} std::cout << std::endl;
switch (type)
{
case GL_DEBUG_TYPE_ERROR: std::cout << "Type: Error"; break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: std::cout << "Type: Deprecated Behaviour"; break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: std::cout << "Type: Undefined Behaviour"; break;
case GL_DEBUG_TYPE_PORTABILITY: std::cout << "Type: Portability"; break;
case GL_DEBUG_TYPE_PERFORMANCE: std::cout << "Type: Performance"; break;
case GL_DEBUG_TYPE_MARKER: std::cout << "Type: Marker"; break;
case GL_DEBUG_TYPE_PUSH_GROUP: std::cout << "Type: Push Group"; break;
case GL_DEBUG_TYPE_POP_GROUP: std::cout << "Type: Pop Group"; break;
case GL_DEBUG_TYPE_OTHER: std::cout << "Type: Other"; break;
} std::cout << std::endl;
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH: std::cout << "Severity: high"; break;
case GL_DEBUG_SEVERITY_MEDIUM: std::cout << "Severity: medium"; break;
case GL_DEBUG_SEVERITY_LOW: std::cout << "Severity: low"; break;
case GL_DEBUG_SEVERITY_NOTIFICATION: std::cout << "Severity: notification"; break;
} std::cout << std::endl;
std::cout << std::endl;
return;
(void) source;
(void) id;
(void) length;
(void) userParam;
std::cerr << "GL CALLBACK: " << (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "")
<< " type = 0x" << type
<< ", severity = 0x" << severity
<< ", message = " << message << std::endl;
// std::cerr << "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
// (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
// type, severity, message);
}

42
src/renderer/engine.cpp Normal file
View File

@ -0,0 +1,42 @@
#include <memory>
#include "renderer/engine.h"
#include "window/event.h"
#include "renderer/wavefront.h"
std::unique_ptr<IApplication> Engine::s_app = nullptr;
std::shared_ptr<Window> Engine::s_window = nullptr;
bool Engine::s_running = false;
void Engine::Run(std::unique_ptr<IApplication> app) {
s_app = std::move(app);
s_window = Window::GetInstance();
s_running = true;
s_app->OnInit();
s_window->Subscribe<WindowCloseRequested>([](const WindowCloseRequested& e) {
Engine::s_running = false;
});
s_window->Subscribe<WindowResized>([](const WindowResized& e) {
Engine::s_app->OnWindowResized(e);
});
while (s_running) {
s_window->ProcessEvents();
s_app->OnUpdate();
s_app->OnRender();
s_window->SwapBuffers();
}
s_app->OnShutdown();
s_window->Destroy();
s_app.reset();
}

60
src/renderer/mesh.cpp Normal file
View File

@ -0,0 +1,60 @@
#include <cstddef>
#include "renderer/mesh.h"
Mesh::Mesh() {
m_vao = 0;
m_vbo = 0;
m_ebo = 0;
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ebo);
glBindVertexArray(m_vao);
// VBO (vertex buffer)
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
// EBO (index buffer)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
// attributes
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Mesh::Upload() const {
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_DYNAMIC_DRAW);
// Upload indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_DYNAMIC_DRAW);
glBindVertexArray(0);
}
void Mesh::Render(unsigned int count)
{
Bind();
if (count > 1) {
glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0, count);
} else {
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
}
Unbind();
}

246
src/renderer/renderer.cpp Normal file
View File

@ -0,0 +1,246 @@
#include <iostream>
#include <cassert>
#include <glm/glm.hpp>
#include <glm/ext/matrix_clip_space.hpp>
#ifdef WIN32
#include <corecrt_math_defines.h>
#endif
#include <glm/ext/matrix_transform.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/euler_angles.hpp>
#include "renderer/renderer.h"
#include "window/window.h"
#include "IO/file_manager.h"
#include "components/transform.h"
#include "components/camera.h"
#include "components/light.h"
#include "components/mesh.h"
#include "components/batch.h"
Renderer::Renderer(entt::registry& registry) : m_registry(registry)
{
m_proj = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(Window::GetWidth()) / static_cast<float>(Window::GetHeight()),
0.01f,
100.0f
);
m_shader.init(
FileManager::read("./src/shaders/main.vs"),
FileManager::read("./src/shaders/pbr.fs")
);
m_depthShader.init(
FileManager::read("./src/shaders/depth.vs"),
FileManager::read("./src/shaders/depth.fs")
);
m_model = glm::mat4(1.f);
m_shader.use();
m_shader.setMat4("u_projection", m_proj);
}
void Renderer::Init() {
// auto view = m_registry.view<batch, mesh>();
// for (auto [_, b, m] : m_registry.view<batch, mesh>().each()) {
// unsigned int items = 0;
// for (auto [entt, item] : m_registry.view<batch::item>().each()) {
// if (item.batchId == b.id()) ++items;
// }
// b.prepare()
// m.object->EnableBatch(b.m_instance_vbo);
// }
}
void Renderer::OnWindowResized(int w, int h) {
m_proj = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(w) / static_cast<float>(h),
0.01f,
100.0f
);
}
void Renderer::ApplyLights(Shader &shader) {
auto lights = m_registry.view<light>();
// TODO: Pass Lights Data to depth shader as well
shader.setInt("lightsCount", static_cast<int>(lights.size()));
size_t lightIndex = 0;
for (auto entity : lights) {
auto &l = m_registry.get<light>(entity);
auto &transf = m_registry.get<transform>(entity);
shader.setInt("lights[" + std::to_string(lightIndex) + "].type", static_cast<int>(l.type));
shader.setVec3("lights[" + std::to_string(lightIndex) + "].position", transf.position);
shader.setVec3("lights[" + std::to_string(lightIndex) + "].color", l.color);
shader.setFloat("lights[" + std::to_string(lightIndex) + "].intensity", l.intensity);
shader.setMat4("lights[" + std::to_string(lightIndex) + "].lightSpace", l.lightSpace);
shader.setInt("lights[" + std::to_string(lightIndex) + "].shadowMap", 10 + lightIndex);
glActiveTexture(GL_TEXTURE10 + lightIndex);
glBindTexture(GL_TEXTURE_2D, l.shadowMap);
++lightIndex;
}
}
void Renderer::UpdateView() {
auto cam = m_registry.view<transform, camera>().back();
auto camTransform = m_registry.get<transform>(cam);
m_view = glm::lookAt(
camTransform.position,
camTransform.position + camTransform.rotation,
glm::vec3(0.f, 1.f, 0.f)
);
m_shader.setMat4("u_view", m_view);
m_shader.setMat4("u_projection", m_proj);
m_shader.setVec3("viewPos", camTransform.position);
}
void Renderer::RenderScene(Shader &shader) {
std::unordered_map<unsigned int, std::vector<entt::entity>> batches;
for (auto [entt, item] : m_registry.view<batch::item>().each()) {
if (batches.find(item.batchId) == batches.end())
batches.insert(std::make_pair(item.batchId, std::vector<entt::entity>()));
batches[item.batchId].push_back(entt);
}
shader.setBool("u_isInstanced", true);
shader.setBool("isLight", false);
shader.setVec3("currentLightColor", glm::vec3(0.f));
for (auto [entt, b, m] : m_registry.view<batch, mesh>().each()) {
// check if have items for batch render
if (batches.find(b.id()) == batches.end()) continue;
auto &batchItems = batches[b.id()];
std::vector<glm::mat4> models;
models.reserve(batchItems.size());
for (auto item : batchItems) {
auto &t = m_registry.get<transform>(item);
glm::mat4 rotation = glm::yawPitchRoll(t.rotation.y, t.rotation.x, t.rotation.z);
auto itemModel = glm::translate(glm::mat4(1.f), t.position) * rotation;
models.push_back(itemModel);
}
auto prevInstanceVBO = b.m_instance_vbo;
b.prepare(models.data(), models.size());
if (prevInstanceVBO <= 0) {
std::cout << "[DEBUG] enabling batch"<<std::endl;
m.object->EnableBatch(b.m_instance_vbo);
}
m.object->Render(shader, batchItems.size());
}
shader.setBool("u_isInstanced", false);
for (auto [entity, transf, mesh] : m_registry.view<transform, mesh>(entt::exclude<batch, batch::item>).each()) {
if (mesh.object == nullptr) {
std::cerr << "WARN: Entity doesn't have a mesh to render" << std::endl;
return;
}
if (m_registry.all_of<light>(entity)) {
auto &l = m_registry.get<light>(entity);
shader.setBool("isLight", true);
shader.setVec3("currentLightColor", l.color);
} else {
shader.setBool("isLight", false);
shader.setVec3("currentLightColor", glm::vec3(0.f));
}
glm::mat4 rotation = glm::yawPitchRoll(transf.rotation.y, transf.rotation.x, transf.rotation.z);
m_model = glm::translate(glm::mat4(1.f), transf.position) * rotation;
shader.setMat4("u_model", m_model);
mesh.object->Render(shader, 1);
}
}
void Renderer::GenerateShadowMaps() {
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
m_depthShader.use();
auto lights = m_registry.view<light>();
for (auto [lEntt, l] : lights.each()) {
// TODO: support other light types when ready
if (l.type != light::LightType::DIRECTIONAL) return;
glGenFramebuffers(1, &l.fbo);
glGenTextures(1, &l.shadowMap);
glBindTexture(GL_TEXTURE_2D, l.shadowMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24,
SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float borderColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, l.shadowMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
void Renderer::Render() {
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
m_depthShader.use();
auto lights = m_registry.view<light, transform>();
for (auto [lEntt, l, t] : lights.each()) {
// TODO: support other light types when ready
if (l.type != light::LightType::DIRECTIONAL) return;
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float near_plane = 0.1f, far_plane = 50.0f;
glm::vec3 target = glm::vec3(0.0f, 0.5f, 0.0f);
glm::mat4 lightView = glm::lookAt(t.position, target, glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 lightProjection = glm::ortho(-6.0f, 6.0f, -6.0f, 6.0f, 1.0f, 20.0f);
glm::mat4 lightSpaceMatrix = lightProjection * lightView;
m_depthShader.setMat4("u_lightSpace", lightSpaceMatrix);
l.lightSpace = lightSpaceMatrix;
glCullFace(GL_FRONT);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, l.fbo);
glClear(GL_DEPTH_BUFFER_BIT);
RenderScene(m_depthShader);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glCullFace(GL_BACK);
}
// actual rendering
glViewport(0, 0, Window::GetWidth(), Window::GetHeight());
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_shader.use();
ApplyLights(m_shader);
UpdateView();
RenderScene(m_shader);
}

View File

@ -1,4 +1,6 @@
#include "shader.h"
#include <iostream>
#include <GL/glew.h>
#include "renderer/shader.h"
Shader::Shader()
{

View File

@ -1,7 +1,8 @@
#include <iostream>
#include <memory>
#include <GL/glew.h>
#include "texture.h"
#include "renderer/texture.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
@ -10,7 +11,7 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
auto texture = std::make_unique<Texture>();
int w, h, c;
unsigned char *data = stbi_load(filename.c_str(), &w, &h, &c, 0);
unsigned char *data = stbi_load(filename.c_str(), &w, &h, &c, 4);
if (!data) {
std::cerr << "ERROR: Failed to load texture under '" << filename << "'" << std::endl;
std::exit(1);
@ -25,8 +26,7 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// TODO: automatically detect values for this function
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
std::cout << "Loaded texture under '" << filename << "' with size of " << sizeof(data) << " bytes" << std::endl;

509
src/renderer/wavefront.cpp Normal file
View File

@ -0,0 +1,509 @@
#include <iostream>
#include <fstream>
#include <cstring>
#include <memory>
#include <filesystem>
#include <GL/glew.h>
#include "IO/parser.h"
#include "renderer/mesh.h"
#include "renderer/wavefront.h"
#define DEFAULT_MATERIAL_NAME "default"
// ObjElement toElement(const std::string &s) {
// if (s == "#") return ObjElement::OHASH;
// if (s == "mtllib") return ObjElement::MTLLIB;
// if (s == "usemtl") return ObjElement::USEMTL;
// if (s == "o") return ObjElement::O;
// if (s == "v") return ObjElement::V;
// if (s == "vn") return ObjElement::VN;
// if (s == "vt") return ObjElement::VT;
// if (s == "f") return ObjElement::F;
// return ObjElement::OUNKNOWN;
// }
inline ObjElement toElement(const char* s) {
switch (s[0]) {
case '#': return ObjElement::OHASH;
case 'm': if (strcmp(s, "mtllib") == 0) return ObjElement::MTLLIB; break;
case 'u': if (strcmp(s, "usemtl") == 0) return ObjElement::USEMTL; break;
case 'o': if (s[1] == '\0') return ObjElement::O; break;
case 'v':
if (s[1] == '\0') return ObjElement::V;
if (s[1] == 'n' && s[2] == '\0') return ObjElement::VN;
if (s[1] == 't' && s[2] == '\0') return ObjElement::VT;
break;
case 'f': if (s[1] == '\0') return ObjElement::F; break;
}
return ObjElement::OUNKNOWN;
}
// MtlElement toMtlElement(const std::string &s) {
// if (s == "#") return MtlElement::MHASH;
// if (s == "newmtl") return MtlElement::NEWMTL;
// if (s == "Ns") return MtlElement::NS;
// if (s == "Ka") return MtlElement::KA;
// if (s == "Ks") return MtlElement::KS;
// if (s == "Kd") return MtlElement::KD;
// if (s == "Ni") return MtlElement::NI;
// if (s == "d") return MtlElement::D;
// if (s == "illum") return MtlElement::ILLUM;
// if (s == "map_Kd") return MtlElement::MAP_KD;
// if (s == "map_Ka") return MtlElement::MAP_KA;
// // if (s == "map_Ke") return MtlElement::MAP_KE;
// return MtlElement::MUNKNOWN;
// }
inline MtlElement toMtlElement(const char* s) {
switch (s[0]) {
case '#': return MtlElement::MHASH;
case 'n':
if (strcmp(s, "newmtl") == 0) return MtlElement::NEWMTL;
break;
case 'N':
if (s[1] == 's' && s[2] == '\0') return MtlElement::NS;
if (s[1] == 'i' && s[2] == '\0') return MtlElement::NI;
break;
case 'K':
if (s[1] == 'a' && s[2] == '\0') return MtlElement::KA;
if (s[1] == 's' && s[2] == '\0') return MtlElement::KS;
if (s[1] == 'd' && s[2] == '\0') return MtlElement::KD;
break;
case 'd':
if (s[1] == '\0') return MtlElement::D;
break;
case 'i':
if (strcmp(s, "illum") == 0) return MtlElement::ILLUM;
break;
case 'm':
if (strcmp(s, "map_Kd") == 0) return MtlElement::MAP_KD;
if (strcmp(s, "map_Ka") == 0) return MtlElement::MAP_KA;
// if (strcmp(s, "map_Ke") == 0) return MtlElement::MAP_KE;
break;
}
return MtlElement::MUNKNOWN;
}
inline int Object::NormalizeIndex(int idx, int baseCount) {
// idx is the raw value returned by parser:
// 0 -> means "not present" or invalid in our convention
// >0 -> 1-based index -> convert to 0-based
// <0 -> negative index -> relative to baseCount: baseCount + idx
if (idx == 0) return -1; // absent / invalid
if (idx > 0) return idx - 1; // 1-based -> 0-based
return baseCount + idx; // negative -> count from end
}
Object::Object() {
m_vertices = std::vector<glm::vec3>();
m_normals = std::vector<glm::vec3>();
m_texCoords = std::vector<glm::vec2>();
}
void Object::LoadMaterials(const std::filesystem::path& filename) {
std::ifstream file(filename);
if (!file.is_open()) {
std::cerr << "Failed to open MTL file: " << filename << std::endl;
return;
}
std::string currentMaterialName;
std::shared_ptr<Material> currentMaterial;
char line[1024]; // buffer per line
while (file.getline(line, sizeof(line))) {
Parser p(line);
char* prefix = p.TakeWord();
if (!prefix) continue;
switch (toMtlElement(prefix)) {
case MtlElement::MHASH: // comment
continue;
case MtlElement::NEWMTL:
{
// If a material was being built, commit it first
if (currentMaterial) {
AddMaterial(currentMaterialName, std::move(currentMaterial));
currentMaterial = nullptr;
}
char* materialName = p.TakeWord();
if (materialName) {
currentMaterialName = materialName;
currentMaterial = std::make_shared<Material>();
}
break;
}
case MtlElement::NS: // specular weight
{
float weight = p.TakeFloat();
if (currentMaterial) currentMaterial->SetSpecularWeight(weight);
break;
}
case MtlElement::KA: // ambient color
{
float r = p.TakeFloat();
float g = p.TakeFloat();
float b = p.TakeFloat();
if (currentMaterial) currentMaterial->SetAmbientColor(glm::vec3(r, g, b));
break;
}
case MtlElement::KS: // specular color
{
float r = p.TakeFloat();
float g = p.TakeFloat();
float b = p.TakeFloat();
if (currentMaterial) currentMaterial->SetSpecularColor(glm::vec3(r, g, b));
break;
}
case MtlElement::KD: // diffuse color
{
float r = p.TakeFloat();
float g = p.TakeFloat();
float b = p.TakeFloat();
if (currentMaterial) currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
break;
}
case MtlElement::D: // opacity
{
float d = p.TakeFloat();
if (currentMaterial) currentMaterial->SetOpacity(d);
break;
}
case MtlElement::ILLUM: // illumination model
{
int illum = p.TakeInt();
if (currentMaterial) currentMaterial->SetIllumination(illum);
break;
}
case MtlElement::MAP_KD: // diffuse texture map
{
// take rest of line as texture path (can contain spaces)
char* texPath = p.TakeUntil('\0');
if (texPath && currentMaterial) {
// trim trailing spaces
size_t len = std::strlen(texPath);
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
texPath[--len] = '\0';
currentMaterial->SetDiffuseTexture(Texture::LoadFile(texPath));
}
break;
}
case MtlElement::MAP_KA: // ambient texture map
{
char* texPath = p.TakeUntil('\0');
if (texPath && currentMaterial) {
size_t len = std::strlen(texPath);
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
texPath[--len] = '\0';
// optional: handle ambient texture
// currentMaterial->SetAmbientTexture(Texture::LoadFile(texPath));
}
break;
}
default:
// ignore unknown tokens
break;
}
}
// Commit last material if pending
if (currentMaterial) {
AddMaterial(currentMaterialName, std::move(currentMaterial));
}
file.close();
}
void Object::AddMaterial(std::string name, std::shared_ptr<Material> material)
{
m_materials.insert(std::make_pair(std::move(name), std::move(material)));
}
std::shared_ptr<Material> Object::GetMaterial(std::string name)
{
auto material = m_materials.find(name);
if (material == m_materials.end()) return nullptr;
return material->second;
}
void Object::CreateNewMesh(const std::string& materialName)
{
Mesh mesh;
mesh.materialName = materialName;
m_meshes.push_back(mesh);
}
Mesh& Object::GetLastMesh()
{
if (m_meshes.empty()) {
auto material = std::make_shared<Material>();
material->SetAmbientColor(glm::vec3(0.52f, 0.52f, 0.52f));
AddMaterial(DEFAULT_MATERIAL_NAME, std::move(material));
CreateNewMesh(DEFAULT_MATERIAL_NAME);
}
return m_meshes.back();
}
Object* Object::LoadFile(const std::string& filename) {
std::ifstream file(filename);
if (!file.is_open()) {
std::cerr << "Failed to open OBJ file: " << filename << std::endl;
return {};
}
Object* obj = new Object();
char line[1024]; // static buffer for each line (enough for OBJ lines)
while (file.getline(line, sizeof(line))) {
Parser p(line);
char* prefix = p.TakeWord();
if (!prefix) continue;
switch (toElement(prefix)) {
case ObjElement::OHASH: // comment
continue;
case ObjElement::MTLLIB:
{
char* mtlFile = p.TakeWord();
if (mtlFile) {
std::filesystem::path fullPath = filename;
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
obj->LoadMaterials(mtlPath);
}
break;
}
case ObjElement::USEMTL:
{
char* materialName = p.TakeWord();
if (materialName) {
auto& mesh = obj->GetLastMesh();
if (mesh.materialName != materialName) {
Mesh newMesh;
newMesh.materialName = materialName;
obj->m_meshes.push_back(newMesh);
}
}
break;
}
case ObjElement::O: // object name
{
char* name = p.TakeWord();
if (name) obj->m_name = name;
break;
}
case ObjElement::V: // vertex
{
float x = p.TakeFloat();
float y = p.TakeFloat();
float z = p.TakeFloat();
float w = p.TakeFloat();
if (w != 0.0f && w != 1.0f) {
x /= w; y /= w; z /= w;
}
obj->m_vertices.emplace_back(x, y, z);
break;
}
case ObjElement::VN: // normal
{
float x = p.TakeFloat();
float y = p.TakeFloat();
float z = p.TakeFloat();
obj->m_normals.emplace_back(x, y, z);
break;
}
case ObjElement::VT: // texcoord
{
float u = p.TakeFloat();
float v = p.TakeFloat();
obj->m_texCoords.emplace_back(u, 1.0f - v);
break;
}
case ObjElement::F: // face
{
auto& mesh = obj->GetLastMesh();
int raw_vi, raw_ti, raw_ni;
while (p.TakeFaceIndices(raw_vi, raw_ti, raw_ni)) {
// Convert raw OBJ indices to 0-based / -1 sentinel
int vi = Object::NormalizeIndex(raw_vi, (int)obj->m_vertices.size());
int ti = Object::NormalizeIndex(raw_ti, (int)obj->m_texCoords.size());
int ni = Object::NormalizeIndex(raw_ni, (int)obj->m_normals.size());
if (vi < 0) {
// malformed token (no vertex) — skip
continue;
}
glm::vec3 vert = obj->m_vertices[vi];
glm::vec3 norm(0.0f);
glm::vec2 texCoord(0.0f);
if (ni >= 0) norm = obj->m_normals[ni];
if (ti >= 0) texCoord = obj->m_texCoords[ti];
mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
}
break;
}
default:
// ignore unknown tokens
break;
}
}
std::cout << "Object name: " << obj->m_name << std::endl;
std::cout << "Vertices count: " << obj->m_vertices.size() << std::endl;
std::cout << "Normals count: " << obj->m_normals.size() << std::endl;
std::cout << "TexCoords count: " << obj->m_texCoords.size() << std::endl;
std::cout << "Meshes count: " << obj->m_meshes.size() << std::endl;
std::cout << "Materials count: " << obj->m_materials.size() << std::endl;
file.close();
for (auto &mesh : obj->m_meshes) {
mesh.Upload();
}
return obj;
}
void Object::EnableBatch(unsigned int instanceVBO) {
for (auto &mesh : m_meshes) {
mesh.Bind();
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
std::size_t vec4Size = sizeof(glm::vec4);
for (int i = 0; i < 4; ++i) {
glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
sizeof(glm::mat4), (void*)(i * vec4Size));
glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
mesh.Unbind();
}
}
// void Object::Render(Shader& shader)
// {
// for (auto &mesh : m_meshes) {
// auto material = GetMaterial(mesh.materialName);
// shader.setFloat("ambientStrength", 0.2f);
// shader.setFloat("shininess", material->GetSpecularWeight());
// shader.setFloat("opacity", material->GetOpacity());
// shader.setBool("useSpecular", material->GetIllumination() >= 2);
// shader.setFloat("specularStrength", 1.0f);
// shader.setVec3("ambientColor", material->GetAmbientColor());
// shader.setVec3("diffuseColor", material->GetDiffuseColor());
// shader.setVec3("specularColor", material->GetSpecularColor());
// if (material->HasDiffuseTexture()) {
// shader.setBool("useTexture", true);
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
// shader.setInt("diffuseTex", 0);
// } else {
// shader.setBool("useTexture", false);
// }
// mesh.Render();
// }
// }
void Object::Render(Shader& shader, unsigned int count)
{
for (auto &mesh : m_meshes)
{
auto material = GetMaterial(mesh.materialName);
// --- Basic material properties ---
shader.setFloat("opacity", material->GetOpacity());
// Albedo (base color)
shader.setVec3("albedo", material->GetDiffuseColor());
// Metallic and roughness (defaults)
shader.setFloat("metallic", 0.8f);
shader.setFloat("roughness", 0.5f);
shader.setFloat("ao", 1.0f); // default ambient occlusion if none
// --- Optional textures ---
int texUnit = 0;
// Albedo texture
if (material->HasDiffuseTexture()) {
shader.setBool("useAlbedoMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
shader.setInt("albedoTex", texUnit++);
} else {
shader.setBool("useAlbedoMap", false);
}
// Metallic texture
// if (material->HasMetallicTexture()) {
if (false) {
shader.setBool("useMetallicMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
// glBindTexture(GL_TEXTURE_2D, material->GetMetallicTexture()->GetID());
shader.setInt("metallicTex", texUnit++);
} else {
shader.setBool("useMetallicMap", false);
}
// Roughness texture
// if (material->HasRoughnessTexture()) {
if (false) {
shader.setBool("useRoughnessMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
// glBindTexture(GL_TEXTURE_2D, material->GetRoughnessTexture()->GetID());
shader.setInt("roughnessTex", texUnit++);
} else {
shader.setBool("useRoughnessMap", false);
}
// AO texture
// if (material->HasAoTexture()) {
if (false) {
shader.setBool("useAoMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
// glBindTexture(GL_TEXTURE_2D, material->GetAoTexture()->GetID());
shader.setInt("aoTex", texUnit++);
} else {
shader.setBool("useAoMap", false);
}
// --- Render mesh ---
mesh.Render(count);
}
}

6
src/shaders/depth.fs Normal file
View File

@ -0,0 +1,6 @@
#version 410 core
void main()
{
// gl_FragDepth = gl_FragCoord.z;
}

13
src/shaders/depth.vs Normal file
View File

@ -0,0 +1,13 @@
#version 410 core
// Input vertex attributes
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
// Uniforms for transformation matrices
uniform mat4 u_model; // Model matrix: transforms from local space to world space
uniform mat4 u_lightSpace;
void main()
{
gl_Position = u_lightSpace * u_model * vec4(position, 1.0);
}

View File

@ -4,26 +4,33 @@
layout (location = 0) in vec3 position; // Vertex position in local space (model space)
layout (location = 1) in vec3 normal; // vertex normal
layout (location = 2) in vec2 texCoord; // Vertex texture uv
layout (location = 3) in mat4 instanceModel; // Vertex texture uv
// Output to fragment shader
out vec3 vertexPos;
out vec3 vertexNormal;
out vec2 TexCoords;
out vec4 fragPosLightSpace;
// Uniforms for transformation matrices
uniform mat4 u_model; // Model matrix: transforms from local space to world space
uniform mat4 u_view; // View matrix: transforms from world space to camera space (view space)
uniform mat4 u_projection; // Projection matrix: transforms from camera space to clip space
uniform bool u_isInstanced;
void main()
{
vertexPos = vec3(u_model * vec4(position, 1.0));
mat4 model = u_isInstanced ? instanceModel : u_model;
mat3 normalMatrix = mat3(transpose(inverse(u_model)));
vertexPos = vec3(model * vec4(position, 1.0));
mat3 normalMatrix = mat3(transpose(inverse(model)));
vertexNormal = normalMatrix * normal;
// vertexNormal = normal;
TexCoords = texCoord;
// fragPosLightSpace = u_lightSpace * vec4(vertexPos, 1.0);
gl_Position = u_projection * u_view * vec4(vertexPos, 1.0);
}

203
src/shaders/pbr.fs Normal file
View File

@ -0,0 +1,203 @@
#version 410 core
out vec4 FragColor;
in vec3 vertexPos; // must be world-space position
in vec3 vertexNormal;
in vec2 TexCoords;
uniform vec3 viewPos;
// Lights
struct Light {
int type; // 0 = directional (shadowed), other = non-directional (no shadow)
vec3 position; // for directional: encode light direction (see note)
vec3 color;
float intensity;
mat4 lightSpace;
sampler2D shadowMap;
};
#define MAX_LIGHTS 10
uniform int lightsCount;
uniform Light lights[MAX_LIGHTS];
uniform bool isLight;
uniform vec3 currentLightColor;
// Material parameters
uniform vec3 albedo;
uniform float metallic;
uniform float roughness;
uniform float ao;
uniform sampler2D albedoTex;
uniform sampler2D metallicTex;
uniform sampler2D roughnessTex;
uniform sampler2D aoTex;
uniform bool useAlbedoMap;
uniform bool useMetallicMap;
uniform bool useRoughnessMap;
uniform bool useAoMap;
uniform float opacity;
#define PI 3.14159265359
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
// -------------------------------------------------------------
// Improved ShadowCalculation: returns [0,1] shadow factor (1 = fully in shadow)
float ShadowCalculation(sampler2D shadowMap, mat4 lightSpace, vec3 N, vec3 L)
{
// Transform fragment position to light's clip / NDC space
vec4 fragPosLightSpace = lightSpace * vec4(vertexPos, 1.0);
// perspective divide
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
// to [0,1]
projCoords = projCoords * 0.5 + 0.5;
// if outside the light's orthographic frustum (xy outside or z > 1), consider unshadowed
if (projCoords.z > 1.0) {
return 0.0;
}
if (projCoords.x < 0.0 || projCoords.x > 1.0 || projCoords.y < 0.0 || projCoords.y > 1.0) {
return 0.0;
}
float currentDepth = projCoords.z;
// basic bias (slope-dependent)
float bias = max(0.001 * (1.0 - dot(N, L)), 0.0005);
// PCF (3x3)
float shadow = 0.0;
vec2 texelSize = 1.0 / textureSize(shadowMap, 0);
for (int x = -1; x <= 1; ++x) {
for (int y = -1; y <= 1; ++y) {
float pcfDepth = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
shadow += (currentDepth - bias) > pcfDepth ? 1.0 : 0.0;
}
}
shadow /= 9.0;
// clamp to [0,1]
shadow = clamp(shadow, 0.0, 1.0);
return shadow;
}
// ----------------------------------------------------------------------------
// PBR helpers (unchanged)
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH * NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = roughness + 1.0;
float k = (r * r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float ggx1 = GeometrySchlickGGX(max(dot(N,L),0.0), roughness);
float ggx2 = GeometrySchlickGGX(max(dot(N,V),0.0), roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
// ----------------------------------------------------------------------------
// Main
void main()
{
if (isLight) {
vec3 emissive = currentLightColor * 10.0;
FragColor = vec4(emissive, 1.0);
return;
}
vec3 N = normalize(vertexNormal);
vec3 V = normalize(viewPos - vertexPos);
vec3 baseColor = useAlbedoMap ? texture(albedoTex, TexCoords).rgb : albedo;
float metal = useMetallicMap ? texture(metallicTex, TexCoords).r : metallic;
float rough = useRoughnessMap ? texture(roughnessTex, TexCoords).r : roughness;
float aoValue = useAoMap ? texture(aoTex, TexCoords).r : ao;
vec3 F0 = mix(vec3(0.04), baseColor, metal);
vec3 Lo = vec3(0.0);
// Loop over all lights
for (int i = 0; i < lightsCount; i++)
{
// compute light vector L depending on type
vec3 L = vec3(0);
if (lights[i].type == 0) {
// directional light: convention here is that lights[i].position stores the direction
// *towards* the light (for example, for sun direction you may upload -sunDir).
// Adjust according to your CPU-side convention.
L = normalize(lights[i].position); // expect this to be a direction
} else {
// point / spot style light: position is world-space point
L = normalize(lights[i].position - vertexPos);
}
vec3 H = normalize(V + L);
float NDF = DistributionGGX(N, H, rough);
float G = GeometrySmith(N, V, L, rough);
vec3 F = fresnelSchlick(max(dot(H,V),0.0), F0);
// compute shadow only for directional (type==0) lights that have shadow maps
float shadow_i = 0.0;
if (lights[i].type == 0) {
shadow_i = ShadowCalculation(lights[i].shadowMap, lights[i].lightSpace, N, L);
}
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(N,V),0.0) * max(dot(N,L),0.0) + 0.001;
vec3 specular = numerator / denominator;
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metal;
float NdotL = max(dot(N,L), 0.0);
vec3 radiance = lights[i].color * lights[i].intensity;
// Apply shadow_i only to this light's contribution:
// when shadow_i == 1.0 -> this light contributes 0
// when shadow_i == 0.0 -> full contribution
vec3 contrib = (kD * baseColor / PI + specular) * radiance * NdotL * (1.0 - shadow_i);
Lo += contrib;
}
// Ambient (unshadowed by design)
vec3 ambient = vec3(0.03) * baseColor * aoValue;
vec3 color = ambient + Lo;
// HDR tonemapping + gamma
color = color / (color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
FragColor = vec4(color, opacity);
}

View File

@ -1,50 +0,0 @@
#version 410 core
// Output color of the fragment (pixel)
out vec4 FragColor; // RGBA color for the fragment, where A is the alpha (opacity)
in vec3 vertexPos;
in vec3 vertexNormal;
in vec2 TexCoords;
uniform vec3 lightPos;
uniform vec3 viewPos;
// From Object Renderer
uniform vec3 ambientColor;
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform float ambientStrength;
uniform float specularStrength;
uniform sampler2D diffuseTex;
uniform bool useTexture;
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
void main()
{
// Lighting vectors
vec3 lightDir = normalize(lightPos - vertexPos);
vec3 norm = normalize(vertexNormal);
vec3 viewDir = normalize(viewPos - vertexPos);
vec3 reflectDir = reflect(-lightDir, norm);
// Phong components
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * specularColor;
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * diffuseColor;
vec3 ambient = ambientStrength * ambientColor;
vec3 texColor = (useTexture)
? texture(diffuseTex, TexCoords).rgb
: diffuseColor;
vec3 result = (ambient + diffuse + specular) * texColor;
FragColor = vec4(result, 1.0);
}

View File

@ -1,151 +0,0 @@
#include <GL/glew.h>
#include "vertex.h"
#define BLOCK_SIZE 0.5f
Point::Point(glm::vec3 position, glm::vec3 normal, glm::vec4 color)
{
m_position = position;
m_normal = normal;
m_color = color;
}
Vertices::Vertices()
{
m_items = std::vector<Point>();
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ebo);
glBindVertexArray(m_vao);
// VBO (vertex buffer)
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
// EBO (index buffer)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(triangleIndices), triangleIndices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Point), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Point), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(Point), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// Call this after you finish adding vertices (or call it each time after PushBlock)
void Vertices::Upload()
{
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_items.size() * sizeof(Point), m_items.data(), GL_DYNAMIC_DRAW);
// Upload indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof(unsigned int), m_indices.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
}
// void Vertices::PushBlock(const Block& block)
// {
// // 1 face
// m_items.emplace_back(block.Position(), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, 0.f), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, 0.f), block.Color());
// // 2 face
// m_items.emplace_back(block.Position(), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, 0.f), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, 0.f), block.Color());
// // 3 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// // 4 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// // 5 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position(), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, 0.f), block.Color());
// // 6 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, -BLOCK_SIZE, 0.f), block.Color());
// // 7 face
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, 0.f), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, 0.f), block.Color());
// // 8 face
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, -BLOCK_SIZE, 0.f), block.Color());
// // 9 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, 0.f), block.Color());
// m_items.emplace_back(block.Position(), block.Color());
// // 10 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, 0.f, 0.f), block.Color());
// // 11 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, BLOCK_SIZE, 0.f), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(0.f, BLOCK_SIZE, 0.f), block.Color());
// // 12 face
// m_items.emplace_back(block.Position() + glm::vec3(0.f, BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, BLOCK_SIZE, -BLOCK_SIZE), block.Color());
// m_items.emplace_back(block.Position() + glm::vec3(BLOCK_SIZE, BLOCK_SIZE, 0.f), block.Color());
// }
void Vertices::PushVertex(const Point& point)
{
m_items.push_back(point);
}
void Vertices::PushIndex(unsigned int index)
{
m_indices.push_back(index);
}
void Vertices::Bind()
{
glBindVertexArray(m_vao);
}
void Vertices::Unbind()
{
glBindVertexArray(0);
}
void Vertices::Draw()
{
Bind();
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices.size()), GL_UNSIGNED_INT, 0);
Unbind();
}

145
src/window/window.cpp Normal file
View File

@ -0,0 +1,145 @@
#include <SDL3/SDL.h>
#include "window/window.h"
#include "window/events/window.h"
#include <iostream>
#include <GL/glew.h>
#include "renderer/debug.h"
std::shared_ptr<Window> Window::s_instance = nullptr;
Window::Window(const char* title, int width, int height) {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, ENGINE_GL_MAJOR_VERSION);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, ENGINE_GL_MINOR_VERSION);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, ENGINE_GL_MULTISAMPLE_BUFFERS);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, ENGINE_GL_MULTISAMPLE_SAMPLES);
m_width = width;
m_height = height;
m_handle = SDL_CreateWindow(title, m_width, m_height, SDL_WINDOW_OPENGL|SDL_WINDOW_ALWAYS_ON_TOP|SDL_WINDOW_RESIZABLE);
if (!m_handle) {
std::cerr << "Failed to create window" << std::endl;
std::exit(1);
}
SDL_SetWindowRelativeMouseMode(m_handle, true);
m_context = SDL_GL_CreateContext(m_handle);
if (!SDL_GL_MakeCurrent(m_handle, m_context)) {
std::cerr << "SDL_GL_MakeCurrent failed: " << SDL_GetError() << "\n";
SDL_DestroyWindow(m_handle);
std::exit(1);
}
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
std::cerr << "Could not initialize GLEW!" << std::endl;
SDL_GL_DestroyContext(m_context);
SDL_DestroyWindow(m_handle);
std::exit(1);
}
std::cout << "GL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "GL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "GL_VERSION: " << glGetString(GL_VERSION) << std::endl;
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDebugMessageCallback(MessageCallback, nullptr);
glViewport(0, 0, m_width, m_height);
}
Window::Window() : Window("OpenGL Test", DEFAULT_WIDTH, DEFAULT_HEIGHT) {}
std::shared_ptr<Window> Window::GetInstance() {
if (!s_instance) {
s_instance = std::shared_ptr<Window>(new Window(), WindowDeleter{});
}
return s_instance;
}
Window::Window(Window&& window) noexcept
: m_handle(window.m_handle), m_context(window.m_context), m_width(window.m_width), m_height(window.m_height)
{
window.m_handle = nullptr;
window.m_context = (SDL_GLContext)nullptr;
window.m_width = 0;
window.m_height = 0;
}
Window& Window::operator=(Window&& window) noexcept
{
if (this == &window) return *this;
// Destroy();
this->m_handle = window.m_handle;
this->m_context = window.m_context;
this->m_width = window.m_width;
this->m_height = window.m_height;
return *this;
}
void Window::ProcessEvents() {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_WINDOW_CLOSE_REQUESTED:
case SDL_EVENT_QUIT:
Dispatch(WindowCloseRequested());
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.scancode == SDL_SCANCODE_ESCAPE) {
Dispatch(WindowCloseRequested());
}
if (event.key.scancode == SDL_SCANCODE_F11) {
bool isFullscreen = SDL_GetWindowFlags(m_handle) & SDL_WINDOW_FULLSCREEN;
SDL_SetWindowFullscreen(m_handle, !isFullscreen);
}
break;
case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED:
int width, height;
if (SDL_GetWindowSizeInPixels(m_handle, &width, &height)) {
m_width = width;
m_height = height;
glViewport(
0,
0,
width,
height);
Dispatch(WindowResized{ m_width, m_height });
}
break;
default: break;
};
}
}
void Window::SwapBuffers() const {
SDL_GL_SwapWindow(m_handle);
}
Window::~Window() {
Destroy();
}
void Window::Destroy() const {
if (m_context)
SDL_GL_DestroyContext(m_context);
if (m_handle)
SDL_DestroyWindow(m_handle);
}