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30 Commits

Author SHA1 Message Date
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
39 changed files with 1548 additions and 1451 deletions

3
.gitignore vendored
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build/
build/
.idea/

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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)
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)
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/renderer/debug.cpp
src/renderer/basics.cpp
src/renderer/mesh.cpp
src/renderer/shader.cpp
src/renderer/texture.cpp
src/renderer/wavefront.cpp
src/renderer/engine.cpp
include/window/event.hpp
src/window/window.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
)
# 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()

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README.md Normal file
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# 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.

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# 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
```

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#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_

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#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

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#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_

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#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_

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#ifndef RENDERER_BASICS_H
#define RENDERER_BASICS_H
#include <glm/glm.hpp>
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();
};
#endif // RENDERER_BASICS_H

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#ifndef RENDERER_DEBUG_
#define RENDERER_DEBUG_
#include <iostream>
#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_

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

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#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_

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#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() { glBindVertexArray(m_vao); }
void Unbind() { glBindVertexArray(0); }
void Upload();
public:
std::string materialName;
public:
Mesh();
public:
void Render();
};
#endif // MESH_H_

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#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 "texture.h"
#include "renderer/material.h"
#include "renderer/basics.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 {
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(int idx, int baseCount);
private:
Object();
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);
};
#endif // MODEL_H_

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#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_

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

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#ifndef WINDOW_EVENTS_H_
#define WINDOW_EVENTS_H_
struct WindowResized { int w, h; };
struct WindowCloseRequested {};
#endif // WINDOW_EVENTS_H_

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

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

123
src/IO/parser.cpp Normal file
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#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;
}

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

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#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;
}

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@ -1,233 +1,13 @@
#include <iostream>
#define _USE_MATH_DEFINES
#include <cmath>
#include <vector>
#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>
#ifndef WIN32
#define GLEW_STATIC
#endif
#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
#include "renderer/engine.h"
int main() {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
Engine engine;
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_SetWindowRelativeMouseMode(window, true);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit()) {
fprintf(stderr, "Could not initialize GLEW!\n");
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
exit(1);
}
std::cout << "GL_VENDOR: " << glGetString(GL_VENDOR) << std::endl;
std::cout << "GL_RENDERER: " << glGetString(GL_RENDERER) << std::endl;
std::cout << "GL_VERSION: " << glGetString(GL_VERSION) << std::endl;
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEPTH_TEST);
glDebugMessageCallback(MessageCallback, 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;
};
}
float mouseXRel, mouseYRel;
Uint32 mouseState = SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
float sensitivity = 0.1f; // tweak as needed
yaw += mouseXRel * sensitivity;
pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
// clamp pitch to avoid flipping
if (pitch > 89.0f) pitch = 89.0f;
if (pitch < -89.0f) pitch = -89.0f;
// convert to direction vector
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
cameraViewDirection.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection.y = sin(glm::radians(pitch));
cameraViewDirection.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection = glm::normalize(cameraViewDirection);
glm::vec3 velocity(0.f);
const bool* state = SDL_GetKeyboardState(nullptr);
if (state[SDL_SCANCODE_P]) paused = !paused;
glm::vec3 front = glm::normalize(glm::vec3(cameraViewDirection.x, 0.f, cameraViewDirection.z));
glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0.f, 1.f, 0.f)));
if (state[SDL_SCANCODE_W]) velocity += front;
if (state[SDL_SCANCODE_S]) velocity -= front;
if (state[SDL_SCANCODE_A]) velocity -= right;
if (state[SDL_SCANCODE_D]) velocity += right;
if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
cameraPosition += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
glm::mat4 view = glm::lookAt(
cameraPosition,
cameraPosition + cameraViewDirection,
glm::vec3(0.f, 1.f, 0.f)
);
// update rotation
if (!paused) {
angle += glm::radians(45.0f) * deltaTime; // 72° per second
if (angle > glm::two_pi<float>()) {
angle -= glm::two_pi<float>(); // keep value small
}
}
// 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();
simpleShader.setMat4("u_view", view);
simpleShader.setMat4("u_projection", projection);
simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
simpleShader.setVec3("lightPos", lightPosition);
simpleShader.setVec3("viewPos", cameraPosition);
model = glm::mat4(1.f);
model = glm::translate(model, lightPosition);
simpleShader.setMat4("u_model", model);
lightSource.Render(simpleShader);
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
model = glm::rotate(
glm::mat4(1.f),
angle,
glm::vec3(0.f, -0.5f, 0.0f)
) * 0.5f;
simpleShader.setMat4("u_model", model);
target.Render(simpleShader);
}
SDL_GL_SwapWindow(window);
frameCount++;
currentTicks = SDL_GetTicks();
Uint64 elapsed = currentTicks - startTicks;
if (elapsed >= 1000) { // one second passed
double fps = (double)frameCount / (elapsed / 1000.0);
std::cout << "FPS: " << fps << std::endl;
frameCount = 0;
startTicks = currentTicks;
}
}
SDL_GL_DestroyContext(glcontext);
SDL_DestroyWindow(window);
engine.Run();
return 0;
}

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#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();
}

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@ -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;
}

15
src/renderer/basics.cpp Normal file
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@ -0,0 +1,15 @@
#include <GL/glew.h>
#include "renderer/basics.h"
void Vertex::DefineAttrib()
{
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
glEnableVertexAttribArray(2);
}

22
src/renderer/debug.cpp Normal file
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@ -0,0 +1,22 @@
#include "renderer/debug.h"
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;
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);
}

195
src/renderer/engine.cpp Normal file
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@ -0,0 +1,195 @@
#include "renderer/engine.h"
#ifdef WIN32
#include <corecrt_math_defines.h>
#endif
#include <GL/glew.h>
#include <glm/ext/matrix_clip_space.hpp>
#include <glm/ext/matrix_transform.hpp>
#include "IO/file_manager.h"
#include "renderer/shader.h"
#include "renderer/wavefront.h"
Engine::Engine() {
m_window = std::make_unique<Window>();
m_isRunning = true;
m_projection = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(m_window->GetWidth()) / static_cast<float>(m_window->GetHeight()),
0.01f,
100.0f
);
m_window->subscribe<WindowResized>([this](const WindowResized& e) {
HandleWindowResized(e);
});
m_window->subscribe<WindowCloseRequested>([this](const WindowCloseRequested& e) {
Stop();
});
}
bool Engine::Running() const {
return m_isRunning;
}
void Engine::Stop() {
m_isRunning = false;
}
void Engine::HandleWindowResized(const WindowResized& event) {
m_projection = glm::perspective(
static_cast<float>(M_PI_2),
static_cast<float>(event.w) / static_cast<float>(event.h),
0.01f,
100.0f
);
}
void Engine::Run() {
Shader simpleShader;
simpleShader.init(
FileManager::read("./src/shaders/simple.vs"),
FileManager::read("./src/shaders/simple.fs")
);
glm::vec3 cameraPosition(0.f, 0.f, 2.f);
// glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
// glm::vec3 lightPosition(1.f, 3.5f, -2.f);
glm::vec3 lightPosition(-5.f, 5.f, 5.f);
glm::mat4 model(1.f);
float angle = 3.45f;
Uint64 lastTicks = SDL_GetTicks();
Object lightSource = Object::LoadFile("./assets/cube.obj");
Object target = Object::LoadFile("./assets/monkey.obj");
bool paused = false;
float yaw = -90.0f; // looking along -Z initially
float pitch = 0.0f; // no vertical tilt
// FPS tracking
Uint64 startTicks = SDL_GetTicks();
int frameCount = 0;
while (m_isRunning) {
m_window->ProcessEvents();
Uint64 currentTicks = SDL_GetTicks();
float deltaTime = static_cast<float>(currentTicks - lastTicks) / 1000.0f; // seconds
lastTicks = currentTicks;
float mouseXRel, mouseYRel;
SDL_GetRelativeMouseState(&mouseXRel, &mouseYRel);
float sensitivity = 0.1f; // tweak as needed
yaw += mouseXRel * sensitivity;
pitch -= mouseYRel * sensitivity; // invert Y for typical FPS control
// clamp pitch to avoid flipping
// if (pitch > 89.0f) pitch = 89.0f;
// if (pitch < -89.0f) pitch = -89.0f;
pitch = glm::clamp(pitch, -89.0f, 89.0f);
// convert to direction vector
glm::vec3 cameraViewDirection(0.f, 0.f, -1.f);
cameraViewDirection.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection.y = sin(glm::radians(pitch));
cameraViewDirection.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
cameraViewDirection = glm::normalize(cameraViewDirection);
glm::vec3 velocity(0.f);
const bool* state = SDL_GetKeyboardState(nullptr);
if (state[SDL_SCANCODE_P]) paused = !paused;
glm::vec3 front = glm::normalize(glm::vec3(cameraViewDirection.x, 0.f, cameraViewDirection.z));
glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0.f, 1.f, 0.f)));
if (state[SDL_SCANCODE_W]) velocity += front;
if (state[SDL_SCANCODE_S]) velocity -= front;
if (state[SDL_SCANCODE_A]) velocity -= right;
if (state[SDL_SCANCODE_D]) velocity += right;
if (state[SDL_SCANCODE_SPACE]) velocity.y += 1.f;
if (state[SDL_SCANCODE_LSHIFT]) velocity.y -= 1.f;
cameraPosition += velocity * deltaTime * 2.5f; // speed is e.g. 2.5f
glm::mat4 view = glm::lookAt(
cameraPosition,
cameraPosition + cameraViewDirection,
glm::vec3(0.f, 1.f, 0.f)
);
// update rotation
if (!paused) {
angle += glm::radians(45.0f) * deltaTime; // 72° per second
if (angle > glm::two_pi<float>()) {
angle -= glm::two_pi<float>(); // keep value small
}
}
glClearColor(0x18/255.0f, 0x18/255.0f, 0x18/255.0f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Triangle render
{
simpleShader.use();
simpleShader.setMat4("u_view", view);
simpleShader.setMat4("u_projection", m_projection);
simpleShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
simpleShader.setVec3("lightPos", lightPosition);
simpleShader.setVec3("viewPos", cameraPosition);
model = glm::mat4(1.f);
model = glm::translate(model, lightPosition);
simpleShader.setMat4("u_model", model);
lightSource.Render(simpleShader);
// lightPosition -= glm::vec3(0.05f, 0.f, 0.f) * deltaTime;
model = glm::rotate(
glm::mat4(1.f),
angle,
glm::vec3(0.f, -0.5f, 0.0f)
) * 0.5f;
simpleShader.setMat4("u_model", model);
target.Render(simpleShader);
}
m_window->SwapBuffers();
frameCount++;
currentTicks = SDL_GetTicks();
Uint64 elapsed = currentTicks - startTicks;
if (elapsed >= 1000) { // one second passed
double fps = static_cast<double>(frameCount) / (static_cast<double>(elapsed) / 1000.0);
std::cout << "FPS: " << fps << std::endl;
frameCount = 0;
startTicks = currentTicks;
}
}
}
Engine::~Engine() {
Destroy();
}
void Engine::Destroy() const {
m_window->Destroy();
}

43
src/renderer/mesh.cpp Normal file
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@ -0,0 +1,43 @@
#include "renderer/mesh.h"
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);
}
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

@ -1,4 +1,4 @@
#include "shader.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;

423
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#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;
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::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();
}
}

126
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@ -0,0 +1,126 @@
#version 410 core
// Output color
out vec4 FragColor;
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; // used as F0 (base reflectance)
uniform float ambientStrength;
uniform float specularStrength;
uniform float shininess; // mapped to roughness
uniform bool useSpecular;
uniform float opacity;
uniform sampler2D diffuseTex;
uniform bool useTexture;
#define LIGHT_COLOR vec3(1.0, 1.0, 1.0)
// ----------------------------------------------------------------------------
// Helper functions for Cook-Torrance BRDF
// ----------------------------------------------------------------------------
// Normal Distribution Function (GGX/Trowbridge-Reitz)
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 = 3.14159265 * denom * denom;
return num / denom;
}
// Geometry function (Schlick-GGX)
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r * r) / 8.0; // remapped for direct lighting
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
// Smith's geometry function
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx1 = GeometrySchlickGGX(NdotV, roughness);
float ggx2 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
// Fresnel term (Schlick's approximation)
vec3 FresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
// ----------------------------------------------------------------------------
void main()
{
vec3 N = normalize(vertexNormal);
vec3 V = normalize(viewPos - vertexPos);
vec3 L = normalize(lightPos - vertexPos);
vec3 H = normalize(V + L);
// Texture or uniform color
vec3 albedo = (useTexture)
? texture(diffuseTex, TexCoords).rgb
: diffuseColor;
// Map shininess to roughness (inverse relationship)
float roughness = clamp(1.0 - (shininess / 256.0), 0.05, 1.0);
// Base reflectivity (F0)
vec3 F0 = mix(vec3(0.04), specularColor, specularStrength);
// Cook-Torrance BRDF
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 F = FresnelSchlick(max(dot(H, V), 0.0), F0);
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;
// Energy conservation
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= (useSpecular ? 1.0 : 1.0); // keep diffuse always unless specular is off
float NdotL = max(dot(N, L), 0.0);
vec3 diffuse = kD * albedo / 3.14159265;
vec3 radiance = LIGHT_COLOR;
vec3 Lo = (diffuse + specular) * radiance * NdotL;
// Ambient (simple, not IBL)
vec3 ambient = ambientStrength * ambientColor * albedo;
vec3 result = ambient + Lo;
// Gamma correction
result = pow(result, vec3(1.0/2.2));
FragColor = vec4(result, opacity);
}

View File

@ -17,7 +17,12 @@ uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform float ambientStrength;
uniform float specularStrength;
uniform float shininess;
uniform bool useSpecular;
uniform float opacity;
uniform sampler2D diffuseTex;
uniform bool useTexture;
@ -33,8 +38,13 @@ void main()
vec3 reflectDir = reflect(-lightDir, norm);
// Phong components
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
vec3 specular = specularStrength * spec * specularColor;
// float spec = pow(max(dot(viewDir, reflectDir), 0.0), clamp(shininess, 2, 256));
// vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
// Blinn Phong
vec3 halfDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfDir), 0.0), clamp(shininess, 2.0, 256.0));
vec3 specular = (useSpecular) ? specularStrength * spec * specularColor : vec3(0.0);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * diffuseColor;
@ -46,5 +56,6 @@ void main()
: diffuseColor;
vec3 result = (ambient + diffuse + specular) * texColor;
FragColor = vec4(result, 1.0);
FragColor = vec4(result, opacity);
}

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@ -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();
}

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