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12 changed files with 257 additions and 299 deletions

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@ -1,55 +1,67 @@
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)
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()
# Add -ggdb to debug builds
# set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -ggdb")
# set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -ggdb")
# --- 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/main.cpp
src/prelude.cpp
src/file_manager.cpp
src/shader.cpp
src/block.cpp
src/vertex.cpp
src/texture.cpp
src/model.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
${CMAKE_SOURCE_DIR}/include
${CMAKE_SOURCE_DIR}/contrib
)
target_link_libraries(CodingGame PRIVATE
glm::glm
OpenGL::GL
SDL3::SDL3 # vcpkgs SDL3 target
GLEW::GLEW
SDL3::SDL3
OpenGL::GL
GLEW::GLEW
glm::glm
)
# Debug flags per toolchain
# Debug flags
if (MSVC)
target_compile_options(CodingGame PRIVATE $<$<CONFIG:Debug>:/Zi>)
target_link_options(CodingGame PRIVATE $<$<CONFIG:Debug>:/DEBUG:FULL>)
target_compile_options(CodingGame PRIVATE $<$<CONFIG:Debug>:/Zi>)
target_link_options(CodingGame PRIVATE $<$<CONFIG:Debug>:/DEBUG:FULL>)
else()
target_compile_options(CodingGame PRIVATE $<$<CONFIG:Debug>:-ggdb>)
target_compile_options(CodingGame PRIVATE $<$<CONFIG:Debug>:-ggdb>)
endif()
# --- copy runtime DLLs next to the exe on Windows ---
# (CMake 3.21+)
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)
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()

29
README.md Normal file
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@ -0,0 +1,29 @@
# 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 use following commands.
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=Debug
```
## 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
```

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@ -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
```

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@ -2,6 +2,7 @@
#define MODEL_H_
#include <vector>
#include <string>
#include <filesystem>
#include <unordered_map>
#include <glm/glm.hpp>
#include <memory>
@ -63,6 +64,8 @@ private:
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:
@ -76,12 +79,16 @@ public:
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; }
};
class Mesh {
@ -120,7 +127,7 @@ public:
static Object LoadFile(const std::string& filename);
private:
void LoadMaterials(const std::string& filename);
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);

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@ -1,7 +1,11 @@
#ifndef PRELUDE_H_
#define PRELUDE_H_
// #define GLEW_STATIC
#ifndef WIN32
#define GLEW_STATIC
#endif
#include <GL/glew.h>
#include "SDL3/SDL.h"
struct RenderContext {

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@ -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;
}

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@ -1,6 +1,10 @@
#include <iostream>
// #ifdef WIN32
#define _USE_MATH_DEFINES
#include <cmath>
// #endif
#include <vector>
#include <glm/glm.hpp>
#include <glm/ext/quaternion_geometric.hpp>

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@ -86,7 +86,7 @@ Object::Object() {
m_texCoords = std::vector<glm::vec2>();
}
void Object::LoadMaterials(const std::string& filename) {
void Object::LoadMaterials(const std::filesystem::path& filename) {
std::ifstream file(filename);
std::string currentMaterialName;
@ -142,6 +142,20 @@ void Object::LoadMaterials(const std::string& filename) {
currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
break;
}
case MtlElement::D:
{
float d;
iss >> d;
currentMaterial->SetOpacity(d);
break;
}
case MtlElement::ILLUM:
{
int illum;
iss >> illum;
currentMaterial->SetIllumination(illum);
break;
}
case MtlElement::MAP_KD:
{
std::string texturePath;
@ -215,7 +229,7 @@ Object Object::LoadFile(const std::string& filename) {
iss >> mtlFile;
std::filesystem::path fullPath = filename;
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
obj.LoadMaterials(mtlPath.u8string());
obj.LoadMaterials(mtlPath);
std::cout << "loaded mtl at '" << mtlPath << "' with "
<< obj.m_materials.size() << " materials" << std::endl;
break;
@ -325,7 +339,10 @@ void Object::Render(Shader& shader)
auto material = GetMaterial(mesh.materialName);
shader.setFloat("ambientStrength", 0.2f);
shader.setFloat("specularStrength", material->GetSpecularWeight());
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());

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@ -6,7 +6,9 @@
#include <errno.h>
#include "prelude.h"
// #define GLEW_STATIC
#ifndef WIN32
#define GLEW_STATIC
#endif
#include <GL/glew.h>
#define SCREEN_WIDTH 1024

126
src/shaders/pbr.fs Normal file
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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);
}

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@ -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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@ -10,7 +10,7 @@ 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);
@ -26,7 +26,7 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
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;