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			assignment
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			assignment
		
	
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| 9124618ab6 | 
							
								
								
									
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							| @@ -43,7 +43,7 @@ | ||||
| *.udk lock | ||||
| *.upk lock | ||||
| # Anything in `/RawContent` dir | ||||
| /RowContent/**/* lfs | ||||
| /RawContent/**/* lfs | ||||
| # Common files | ||||
| *.3ds lock | ||||
| *.3DS lock | ||||
| @@ -167,6 +167,8 @@ | ||||
| *.TAR lfs | ||||
| *.tar.gz lfs | ||||
| *.TAR.GZ lfs | ||||
| *.tga lfs | ||||
| *.TGA lfs | ||||
| *.tif lfs | ||||
| *.TIF lfs | ||||
| *.tiff lfs | ||||
| @@ -210,175 +212,3 @@ | ||||
| *.DYLIB lfs | ||||
| *.pdb lfs | ||||
| *.PDB lfs | ||||
| *.locres filter=lfs diff=lfs merge=lfs -text | ||||
| *.locmeta filter=lfs diff=lfs merge=lfs -text | ||||
| *.ico filter=lfs diff=lfs merge=lfs -text | ||||
| *.uasset filter=lfs diff=lfs merge=lfs -text | ||||
| *.umap filter=lfs diff=lfs merge=lfs -text | ||||
| *.udk filter=lfs diff=lfs merge=lfs -text | ||||
| *.upk filter=lfs diff=lfs merge=lfs -text | ||||
| *.3DS filter=lfs diff=lfs merge=lfs -text | ||||
| *.ABC filter=lfs diff=lfs merge=lfs -text | ||||
| *.AEP filter=lfs diff=lfs merge=lfs -text | ||||
| *.AFDESIGN filter=lfs diff=lfs merge=lfs -text | ||||
| *.AFPHOTO filter=lfs diff=lfs merge=lfs -text | ||||
| *.AI filter=lfs diff=lfs merge=lfs -text | ||||
| *.AIF filter=lfs diff=lfs merge=lfs -text | ||||
| *.AVI filter=lfs diff=lfs merge=lfs -text | ||||
| *.BANK filter=lfs diff=lfs merge=lfs -text | ||||
| *.BGEO filter=lfs diff=lfs merge=lfs -text | ||||
| *.BIN filter=lfs diff=lfs merge=lfs -text | ||||
| *.BLEND filter=lfs diff=lfs merge=lfs -text | ||||
| *.BMP filter=lfs diff=lfs merge=lfs -text | ||||
| *.BPOLY filter=lfs diff=lfs merge=lfs -text | ||||
| *.C4D filter=lfs diff=lfs merge=lfs -text | ||||
| *.DOC filter=lfs diff=lfs merge=lfs -text | ||||
| *.DOCX filter=lfs diff=lfs merge=lfs -text | ||||
| *.DWG filter=lfs diff=lfs merge=lfs -text | ||||
| *.DXF filter=lfs diff=lfs merge=lfs -text | ||||
| *.EXR filter=lfs diff=lfs merge=lfs -text | ||||
| *.FBX filter=lfs diff=lfs merge=lfs -text | ||||
| *.GEO filter=lfs diff=lfs merge=lfs -text | ||||
| *.GI filter=lfs diff=lfs merge=lfs -text | ||||
| *.GI2 filter=lfs diff=lfs merge=lfs -text | ||||
| *.GIF filter=lfs diff=lfs merge=lfs -text | ||||
| *.GLB filter=lfs diff=lfs merge=lfs -text | ||||
| *.GLTF filter=lfs diff=lfs merge=lfs -text | ||||
| *.HDR filter=lfs diff=lfs merge=lfs -text | ||||
| *.HIP filter=lfs diff=lfs merge=lfs -text | ||||
| *.HIPLC filter=lfs diff=lfs merge=lfs -text | ||||
| *.HIPNC filter=lfs diff=lfs merge=lfs -text | ||||
| *.JPEG filter=lfs diff=lfs merge=lfs -text | ||||
| *.JPG filter=lfs diff=lfs merge=lfs -text | ||||
| *.MA filter=lfs diff=lfs merge=lfs -text | ||||
| *.MAX filter=lfs diff=lfs merge=lfs -text | ||||
| *.MB filter=lfs diff=lfs merge=lfs -text | ||||
| *.MOV filter=lfs diff=lfs merge=lfs -text | ||||
| *.MP3 filter=lfs diff=lfs merge=lfs -text | ||||
| *.MP4 filter=lfs diff=lfs merge=lfs -text | ||||
| *.MPEG filter=lfs diff=lfs merge=lfs -text | ||||
| *.MPG filter=lfs diff=lfs merge=lfs -text | ||||
| *.OBJ filter=lfs diff=lfs merge=lfs -text | ||||
| *.PDF filter=lfs diff=lfs merge=lfs -text | ||||
| *.PFM filter=lfs diff=lfs merge=lfs -text | ||||
| *.PIC filter=lfs diff=lfs merge=lfs -text | ||||
| *.PMB filter=lfs diff=lfs merge=lfs -text | ||||
| *.PNG filter=lfs diff=lfs merge=lfs -text | ||||
| *.POLY filter=lfs diff=lfs merge=lfs -text | ||||
| *.PPT filter=lfs diff=lfs merge=lfs -text | ||||
| *.PPTX filter=lfs diff=lfs merge=lfs -text | ||||
| *.PROFRAW filter=lfs diff=lfs merge=lfs -text | ||||
| *.PRPROJ filter=lfs diff=lfs merge=lfs -text | ||||
| *.PSB filter=lfs diff=lfs merge=lfs -text | ||||
| *.PSD filter=lfs diff=lfs merge=lfs -text | ||||
| *.RAR filter=lfs diff=lfs merge=lfs -text | ||||
| *.RAT filter=lfs diff=lfs merge=lfs -text | ||||
| *.RIB filter=lfs diff=lfs merge=lfs -text | ||||
| *.SKETCH filter=lfs diff=lfs merge=lfs -text | ||||
| *.STL filter=lfs diff=lfs merge=lfs -text | ||||
| *.TAR filter=lfs diff=lfs merge=lfs -text | ||||
| *.TAR.GZ filter=lfs diff=lfs merge=lfs -text | ||||
| *.TIF filter=lfs diff=lfs merge=lfs -text | ||||
| *.TIFF filter=lfs diff=lfs merge=lfs -text | ||||
| *.TMP filter=lfs diff=lfs merge=lfs -text | ||||
| *.UEXP filter=lfs diff=lfs merge=lfs -text | ||||
| *.USD filter=lfs diff=lfs merge=lfs -text | ||||
| *.USDC filter=lfs diff=lfs merge=lfs -text | ||||
| *.USDZ filter=lfs diff=lfs merge=lfs -text | ||||
| *.VDB filter=lfs diff=lfs merge=lfs -text | ||||
| *.VOX filter=lfs diff=lfs merge=lfs -text | ||||
| *.WAV filter=lfs diff=lfs merge=lfs -text | ||||
| *.XCF filter=lfs diff=lfs merge=lfs -text | ||||
| *.XLS filter=lfs diff=lfs merge=lfs -text | ||||
| *.XLSX filter=lfs diff=lfs merge=lfs -text | ||||
| *.ZIP filter=lfs diff=lfs merge=lfs -text | ||||
| *.3ds filter=lfs diff=lfs merge=lfs -text | ||||
| *.abc filter=lfs diff=lfs merge=lfs -text | ||||
| *.aep filter=lfs diff=lfs merge=lfs -text | ||||
| *.afdesign filter=lfs diff=lfs merge=lfs -text | ||||
| *.afphoto filter=lfs diff=lfs merge=lfs -text | ||||
| *.ai filter=lfs diff=lfs merge=lfs -text | ||||
| *.aif filter=lfs diff=lfs merge=lfs -text | ||||
| *.avi filter=lfs diff=lfs merge=lfs -text | ||||
| *.bank filter=lfs diff=lfs merge=lfs -text | ||||
| *.bgeo filter=lfs diff=lfs merge=lfs -text | ||||
| *.bin filter=lfs diff=lfs merge=lfs -text | ||||
| *.blend filter=lfs diff=lfs merge=lfs -text | ||||
| *.bmp filter=lfs diff=lfs merge=lfs -text | ||||
| *.bpoly filter=lfs diff=lfs merge=lfs -text | ||||
| *.c4d filter=lfs diff=lfs merge=lfs -text | ||||
| *.doc filter=lfs diff=lfs merge=lfs -text | ||||
| *.docx filter=lfs diff=lfs merge=lfs -text | ||||
| *.dwg filter=lfs diff=lfs merge=lfs -text | ||||
| *.dxf filter=lfs diff=lfs merge=lfs -text | ||||
| *.exr filter=lfs diff=lfs merge=lfs -text | ||||
| *.fbx filter=lfs diff=lfs merge=lfs -text | ||||
| *.geo filter=lfs diff=lfs merge=lfs -text | ||||
| *.gi filter=lfs diff=lfs merge=lfs -text | ||||
| *.gi2 filter=lfs diff=lfs merge=lfs -text | ||||
| *.gif filter=lfs diff=lfs merge=lfs -text | ||||
| *.glb filter=lfs diff=lfs merge=lfs -text | ||||
| *.gltf filter=lfs diff=lfs merge=lfs -text | ||||
| *.hdr filter=lfs diff=lfs merge=lfs -text | ||||
| *.hip filter=lfs diff=lfs merge=lfs -text | ||||
| *.hiplc filter=lfs diff=lfs merge=lfs -text | ||||
| *.hipnc filter=lfs diff=lfs merge=lfs -text | ||||
| *.jpeg filter=lfs diff=lfs merge=lfs -text | ||||
| *.jpg filter=lfs diff=lfs merge=lfs -text | ||||
| *.ma filter=lfs diff=lfs merge=lfs -text | ||||
| *.max filter=lfs diff=lfs merge=lfs -text | ||||
| *.mb filter=lfs diff=lfs merge=lfs -text | ||||
| *.mov filter=lfs diff=lfs merge=lfs -text | ||||
| *.mp3 filter=lfs diff=lfs merge=lfs -text | ||||
| *.mp4 filter=lfs diff=lfs merge=lfs -text | ||||
| *.mpeg filter=lfs diff=lfs merge=lfs -text | ||||
| *.mpg filter=lfs diff=lfs merge=lfs -text | ||||
| *.obj filter=lfs diff=lfs merge=lfs -text | ||||
| *.pdf filter=lfs diff=lfs merge=lfs -text | ||||
| *.pfm filter=lfs diff=lfs merge=lfs -text | ||||
| *.pic filter=lfs diff=lfs merge=lfs -text | ||||
| *.pmb filter=lfs diff=lfs merge=lfs -text | ||||
| *.png filter=lfs diff=lfs merge=lfs -text | ||||
| *.poly filter=lfs diff=lfs merge=lfs -text | ||||
| *.ppt filter=lfs diff=lfs merge=lfs -text | ||||
| *.pptx filter=lfs diff=lfs merge=lfs -text | ||||
| *.profraw filter=lfs diff=lfs merge=lfs -text | ||||
| *.prproj filter=lfs diff=lfs merge=lfs -text | ||||
| *.psb filter=lfs diff=lfs merge=lfs -text | ||||
| *.psd filter=lfs diff=lfs merge=lfs -text | ||||
| *.rar filter=lfs diff=lfs merge=lfs -text | ||||
| *.rat filter=lfs diff=lfs merge=lfs -text | ||||
| *.rib filter=lfs diff=lfs merge=lfs -text | ||||
| *.sketch filter=lfs diff=lfs merge=lfs -text | ||||
| *.stl filter=lfs diff=lfs merge=lfs -text | ||||
| *.tar filter=lfs diff=lfs merge=lfs -text | ||||
| *.tar.gz filter=lfs diff=lfs merge=lfs -text | ||||
| *.tif filter=lfs diff=lfs merge=lfs -text | ||||
| *.tiff filter=lfs diff=lfs merge=lfs -text | ||||
| *.tmp filter=lfs diff=lfs merge=lfs -text | ||||
| *.uexp filter=lfs diff=lfs merge=lfs -text | ||||
| *.usd filter=lfs diff=lfs merge=lfs -text | ||||
| *.usdc filter=lfs diff=lfs merge=lfs -text | ||||
| *.usdz filter=lfs diff=lfs merge=lfs -text | ||||
| *.vdb filter=lfs diff=lfs merge=lfs -text | ||||
| *.vox filter=lfs diff=lfs merge=lfs -text | ||||
| *.wav filter=lfs diff=lfs merge=lfs -text | ||||
| *.xcf filter=lfs diff=lfs merge=lfs -text | ||||
| *.xls filter=lfs diff=lfs merge=lfs -text | ||||
| *.xlsx filter=lfs diff=lfs merge=lfs -text | ||||
| *.zip filter=lfs diff=lfs merge=lfs -text | ||||
| *.a filter=lfs diff=lfs merge=lfs -text | ||||
| *.A filter=lfs diff=lfs merge=lfs -text | ||||
| *.lib filter=lfs diff=lfs merge=lfs -text | ||||
| *.LIB filter=lfs diff=lfs merge=lfs -text | ||||
| *.exe filter=lfs diff=lfs merge=lfs -text | ||||
| *.EXE filter=lfs diff=lfs merge=lfs -text | ||||
| *.dll filter=lfs diff=lfs merge=lfs -text | ||||
| *.DLL filter=lfs diff=lfs merge=lfs -text | ||||
| *.so filter=lfs diff=lfs merge=lfs -text | ||||
| *.SO filter=lfs diff=lfs merge=lfs -text | ||||
| *.dylib filter=lfs diff=lfs merge=lfs -text | ||||
| *.DYLIB filter=lfs diff=lfs merge=lfs -text | ||||
| *.pdb filter=lfs diff=lfs merge=lfs -text | ||||
| *.PDB filter=lfs diff=lfs merge=lfs -text | ||||
| *.tga filter=lfs diff=lfs merge=lfs -text | ||||
|   | ||||
							
								
								
									
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							| @@ -90,5 +90,9 @@ Mkfile.old | ||||
| dkms.conf | ||||
|  | ||||
| # Build directory | ||||
| Build/ | ||||
| **/Build/ | ||||
| build/ | ||||
| **/build/ | ||||
|  | ||||
| # Asset directory | ||||
| !data/ | ||||
| !data/** | ||||
|   | ||||
| @@ -1,3 +1,3 @@ | ||||
| # U-Tad: 3D Programming | ||||
| # U-Tad - 3D Programming | ||||
|  | ||||
| "3D Programming" subject assignments from the U-Tad's Master Degree in Video Game Programming. | ||||
|   | ||||
							
								
								
									
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							| @@ -0,0 +1,35 @@ | ||||
| # Blender MTL File: 'box_stack.blend' | ||||
| # Material Count: 3 | ||||
|  | ||||
| newmtl mat_bot | ||||
| Ns 96.078431 | ||||
| Ka 0.000000 1.000000 1.000000 | ||||
| Kd 0.640000 0.640000 0.640000 | ||||
| Ks 0.500000 0.500000 0.500000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.000000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
| map_Ka top.png | ||||
|  | ||||
| newmtl mat_mid | ||||
| Ns 96.078431 | ||||
| Ka 0.600000 0.600000 0.000000 | ||||
| Kd 0.640000 0.640000 0.000000 | ||||
| Ks 0.500000 0.500000 0.500000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.000000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
| map_Ka front.png | ||||
|  | ||||
| newmtl mat_top | ||||
| Ns 96.078431 | ||||
| Ka 1.000000 0.000000 1.000000 | ||||
| Kd 0.640000 0.640000 0.640000 | ||||
| Ks 0.500000 0.500000 0.500000 | ||||
| Ke 0.000000 0.000000 0.000000 | ||||
| Ni 1.000000 | ||||
| d 1.000000 | ||||
| illum 2 | ||||
| map_Ka top.png | ||||
							
								
								
									
										
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							| @@ -0,0 +1,32 @@ | ||||
| # 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware | ||||
| # File Created: 21.07.2015 23:00:44 | ||||
|  | ||||
| newmtl revolver | ||||
| 	Ns 30.0000 | ||||
| 	Ni 1.5000 | ||||
| 	d 1.0000 | ||||
| 	Tr 0.0000 | ||||
| 	Tf 1.0000 1.0000 1.0000  | ||||
| 	illum 2 | ||||
| 	Ka 0.5500 0.5500 0.5500 | ||||
| 	Kd 0.5500 0.5500 0.5500 | ||||
| 	Ks 0.0000 0.0000 0.0000 | ||||
| 	Ke 0.0000 0.0000 0.0000 | ||||
| 	map_Ka revolver_dfs.tga | ||||
| 	map_Kd revolver_dfs.tga | ||||
| 	map_bump revolver_nrm.tga | ||||
| 	bump revolver_nrm.tga | ||||
|  | ||||
| newmtl gunslinger | ||||
| 	Ns 30.0000 | ||||
| 	Ni 1.5000 | ||||
| 	d 1.0000 | ||||
| 	Tr 0.0000 | ||||
| 	Tf 1.0000 1.0000 1.0000  | ||||
| 	illum 2 | ||||
| 	Ka 0.5500 0.5500 0.5500 | ||||
| 	Kd 0.5500 0.5500 0.5500 | ||||
| 	Ks 0.0000 0.0000 0.0000 | ||||
| 	Ke 0.0000 0.0000 0.0000 | ||||
| 	map_Ka gunslinger_dfs.tga | ||||
| 	map_Kd gunslinger_dfs.tga | ||||
							
								
								
									
										
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							| @@ -1,12 +1,68 @@ | ||||
| uniform int useTexture; | ||||
| uniform sampler2D texSampler; | ||||
| uniform int numLights; | ||||
| uniform vec4 materialColor; | ||||
| uniform float shininess; | ||||
| uniform vec3 ambientLight; | ||||
|  | ||||
| struct Light { | ||||
| 	vec4 vector; | ||||
| 	vec3 color; | ||||
| 	float intensity; | ||||
| 	float linear_att; | ||||
| }; | ||||
|  | ||||
| uniform Light lights[10]; | ||||
|  | ||||
| varying vec3 fcolor; | ||||
| varying vec2 ftexcoord; | ||||
| varying vec3 fnormal; | ||||
| varying vec4 fposition; | ||||
|  | ||||
| void main() { | ||||
| 	vec3 diffuseAccum = vec3(0.0, 0.0, 0.0); | ||||
| 	vec3 specularAccum = vec3(0.0, 0.0, 0.0); | ||||
|  | ||||
| 	if (numLights > 0) { | ||||
| 		diffuseAccum = ambientLight; | ||||
|  | ||||
| 		for (int i = 0; i < 10; i++) { | ||||
| 			if (i >= numLights) break; | ||||
|  | ||||
| 			vec3 N = normalize(fnormal); | ||||
| 			vec3 L = lights[i].vector.xyz; | ||||
| 			float attenuation = 1.0; | ||||
|  | ||||
| 			if (lights[i].vector.w == 1.0) { | ||||
| 				L = L - fposition.xyz; | ||||
| 				float distance = length(L); | ||||
| 				attenuation = 1.0 / (1.0 + lights[i].linear_att * distance); | ||||
| 			} | ||||
|  | ||||
| 			L = normalize(L); | ||||
| 			float NdotL = max(dot(N, L), 0.0); | ||||
|  | ||||
| 			diffuseAccum += NdotL * lights[i].color * lights[i].intensity * attenuation; | ||||
|  | ||||
| 			if (shininess > 0.0 && NdotL > 0.0) { | ||||
| 				vec3 V = normalize(-fposition.xyz); | ||||
| 				vec3 H = normalize(L + V); | ||||
| 				float NdotH = max(dot(N, H), 0.0); | ||||
| 				specularAccum += pow(NdotH, shininess) * attenuation * lights[i].color * lights[i].intensity; | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	vec4 fragmentColor; | ||||
| 	if (useTexture == 1) { | ||||
| 		gl_FragColor = texture2D(texSampler, ftexcoord); | ||||
| 		fragmentColor = texture2D(texSampler, ftexcoord); | ||||
| 	} else { | ||||
| 		gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); | ||||
| 		fragmentColor = materialColor; | ||||
| 	} | ||||
|  | ||||
| 	if (numLights > 0) { | ||||
| 		gl_FragColor = vec4(fragmentColor.rgb * diffuseAccum + specularAccum, fragmentColor.a); | ||||
| 	} else { | ||||
| 		gl_FragColor = fragmentColor; | ||||
| 	} | ||||
| } | ||||
|   | ||||
| @@ -1,12 +1,19 @@ | ||||
| uniform mat4 mvp; | ||||
| uniform mat4 modelView; | ||||
| uniform mat4 normalMatrix; | ||||
| attribute vec3 vpos; | ||||
| attribute vec3 vcolor; | ||||
| attribute vec2 vtexcoord; | ||||
| attribute vec3 vnormal; | ||||
| varying vec3 fcolor; | ||||
| varying vec2 ftexcoord; | ||||
| varying vec3 fnormal; | ||||
| varying vec4 fposition; | ||||
|  | ||||
| void main() { | ||||
| 	gl_Position = mvp * vec4(vpos, 1); | ||||
| 	fcolor = vcolor; | ||||
| 	ftexcoord = vtexcoord; | ||||
| 	fnormal = vec3(normalMatrix * vec4(vnormal, 0.0)); | ||||
| 	fposition = modelView * vec4(vpos, 1); | ||||
| } | ||||
							
								
								
									
										2029
									
								
								lib/tiny_obj_loader.h
									
									
									
									
									
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										2029
									
								
								lib/tiny_obj_loader.h
									
									
									
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							| @@ -27,9 +27,8 @@ Buffer::Buffer(const std::vector<Vertex>&   vertices, | ||||
| 	glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint16_t), | ||||
| 		     indices.data(), GL_STATIC_DRAW); | ||||
|  | ||||
| 	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), | ||||
| 			      nullptr); | ||||
| 	glEnableVertexAttribArray(0); | ||||
| 	// Note: Vertex attributes are set up by Shader::setup_attribs() during rendering | ||||
| 	// This allows the shader to dynamically query and set the correct attribute locations | ||||
|  | ||||
| 	Logger::info(sstr("Buffer created with ", vertices.size(), | ||||
| 			  " vertices and ", indices.size(), " indices")); | ||||
|   | ||||
							
								
								
									
										167
									
								
								src/engine.cpp
									
									
									
									
									
								
							
							
						
						
									
										167
									
								
								src/engine.cpp
									
									
									
									
									
								
							| @@ -9,6 +9,7 @@ | ||||
|  | ||||
| #include "buffer.h" | ||||
| #include "camera.h" | ||||
| #include "light.h" | ||||
| #include "logger.h" | ||||
| #include "material.h" | ||||
| #include "mesh.h" | ||||
| @@ -19,6 +20,10 @@ | ||||
| #include "vertex.h" | ||||
| #include "world.h" | ||||
|  | ||||
| // Instance variables | ||||
| std::shared_ptr<Light> point_light; | ||||
|  | ||||
| // Constants | ||||
| constexpr int	 screen_width  = 800; | ||||
| constexpr int	 screen_height = 600; | ||||
| constexpr double fps_limit     = 1.0 / 60.0; | ||||
| @@ -111,7 +116,7 @@ void Engine::run() | ||||
| 		const double now	= glfwGetTime(); | ||||
| 		const double delta_time = now - last_update_time_; | ||||
|  | ||||
| 		process_input(); | ||||
| 		process_input(delta_time); | ||||
| 		update(delta_time); | ||||
|  | ||||
| 		if (now - last_frame_time_ >= fps_limit) { | ||||
| @@ -140,11 +145,12 @@ void Engine::setup() | ||||
|  | ||||
| 	// Create world | ||||
| 	world_ = std::make_unique<World>(); | ||||
| 	world_->set_ambient(glm::vec3(0.2f, 0.2f, 0.2f)); | ||||
| 	Logger::info("World created"); | ||||
|  | ||||
| 	// Create camera at position (0, 1, 3) with -20 degrees X rotation | ||||
| 	// Create camera | ||||
| 	camera_ = std::make_shared<Camera>(); | ||||
| 	camera_->set_position(glm::vec3(0.0f, 1.0f, 3.0f)); | ||||
| 	camera_->set_position(glm::vec3(0.0f, 4.0f, 12.0f)); | ||||
| 	camera_->set_rotation(glm::vec3(glm::radians(-20.0f), 0.0f, 0.0f)); | ||||
| 	camera_->set_projection( | ||||
| 	    glm::perspective(glm::radians(45.0f), | ||||
| @@ -156,78 +162,49 @@ void Engine::setup() | ||||
| 	world_->add_entity(camera_); | ||||
| 	Logger::info("Camera created and added to world"); | ||||
|  | ||||
| 	// Load textures | ||||
| 	auto top_texture   = Texture::load("data/textures/top.png"); | ||||
| 	auto front_texture = Texture::load("data/textures/front.png"); | ||||
| 	// Load the box_stack model | ||||
| 	auto box_stack_mesh = Mesh::load("data/models/box_stack.obj"); | ||||
| 	if (box_stack_mesh) { | ||||
| 		auto box_stack_model = std::make_shared<Model>(box_stack_mesh); | ||||
| 		box_stack_model->set_position(glm::vec3(-2.0f, -1.25f, 0.0f)); | ||||
| 		models_.push_back(box_stack_model); | ||||
| 		world_->add_entity(box_stack_model); | ||||
| 		Logger::info("Box stack model loaded and added to world"); | ||||
| 	} | ||||
|  | ||||
| 	// Create cube mesh with two buffers | ||||
| 	mesh_ = std::make_shared<Mesh>(); | ||||
| 	// Load the gunslinger model | ||||
| 	auto gunslinger_mesh = Mesh::load("data/models/gunslinger.obj"); | ||||
| 	if (gunslinger_mesh) { | ||||
| 		auto gunslinger_model = | ||||
| 		    std::make_shared<Model>(gunslinger_mesh); | ||||
| 		gunslinger_model->set_position(glm::vec3(2.0f, 0.0f, 0.0f)); | ||||
| 		gunslinger_model->set_rotation( | ||||
| 		    glm::vec3(0.0f, glm::radians(-30.0f), 0.0f)); | ||||
| 		gunslinger_model->set_scale(glm::vec3(0.1f, 0.1f, 0.1f)); | ||||
| 		models_.push_back(gunslinger_model); | ||||
| 		world_->add_entity(gunslinger_model); | ||||
| 		Logger::info("Gunslinger model loaded and added to world"); | ||||
| 	} | ||||
|  | ||||
| 	// Buffer 1: Top and bottom faces | ||||
| 	std::vector<Vertex> top_bottom_vertices = { | ||||
| 	    // Top face (y = 0.5) | ||||
| 	    {{-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}}, | ||||
| 	    {{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 0.0f}}, | ||||
| 	    {{0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, | ||||
| 	    {{-0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}}, | ||||
| 	    // Bottom face (y = -0.5) | ||||
| 	    {{-0.5f, -0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}}, | ||||
| 	    {{0.5f, -0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 0.0f}}, | ||||
| 	    {{0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, | ||||
| 	    {{-0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}}}; | ||||
| 	std::vector<uint16_t> top_bottom_indices = {// Top face | ||||
| 						    0, 1, 2, 0, 2, 3, | ||||
| 						    // Bottom face | ||||
| 						    4, 6, 5, 4, 7, 6}; | ||||
| 	// Create directional light | ||||
| 	auto directional_light = std::make_shared<Light>(); | ||||
| 	directional_light->set_type(Light::Type::DIRECTIONAL); | ||||
| 	directional_light->set_color(glm::vec3(1.0f, 1.0f, 1.0f)); | ||||
| 	directional_light->set_intensity(1.0f); | ||||
| 	directional_light->set_position(glm::normalize( | ||||
| 	    glm::vec3(1.0f, 1.0f, 1.0f))); // Use position as direction | ||||
| 	world_->add_entity(directional_light); | ||||
| 	Logger::info("Directional light created and added to world"); | ||||
|  | ||||
| 	auto top_bottom_buffer = | ||||
| 	    std::make_shared<Buffer>(top_bottom_vertices, top_bottom_indices); | ||||
| 	Material top_material(top_texture); | ||||
| 	mesh_->add_buffer(top_bottom_buffer, top_material); | ||||
|  | ||||
| 	// Buffer 2: Front, back, left, right faces | ||||
| 	std::vector<Vertex> side_vertices = { | ||||
| 	    // Front face (z = 0.5) | ||||
| 	    {{-0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}}, | ||||
| 	    {{0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 0.0f}}, | ||||
| 	    {{0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, | ||||
| 	    {{-0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}}, | ||||
| 	    // Back face (z = -0.5) | ||||
| 	    {{-0.5f, -0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 0.0f}}, | ||||
| 	    {{-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, | ||||
| 	    {{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}}, | ||||
| 	    {{0.5f, -0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}}, | ||||
| 	    // Left face (x = -0.5) | ||||
| 	    {{-0.5f, -0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}}, | ||||
| 	    {{-0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 0.0f}}, | ||||
| 	    {{-0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, | ||||
| 	    {{-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}}, | ||||
| 	    // Right face (x = 0.5) | ||||
| 	    {{0.5f, -0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 0.0f}}, | ||||
| 	    {{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, | ||||
| 	    {{0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}}, | ||||
| 	    {{0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}}}; | ||||
| 	std::vector<uint16_t> side_indices = {// Front face | ||||
| 					      0, 1, 2, 0, 2, 3, | ||||
| 					      // Back face | ||||
| 					      4, 5, 6, 4, 6, 7, | ||||
| 					      // Left face | ||||
| 					      8, 9, 10, 8, 10, 11, | ||||
| 					      // Right face | ||||
| 					      12, 13, 14, 12, 14, 15}; | ||||
|  | ||||
| 	auto side_buffer = | ||||
| 	    std::make_shared<Buffer>(side_vertices, side_indices); | ||||
| 	Material side_material(front_texture); | ||||
| 	mesh_->add_buffer(side_buffer, side_material); | ||||
|  | ||||
| 	Logger::info("Cube mesh created with two buffers"); | ||||
|  | ||||
| 	// Create model at origin | ||||
| 	auto model = std::make_shared<Model>(mesh_); | ||||
| 	model->set_position(glm::vec3(0.0f, 0.0f, 0.0f)); | ||||
| 	models_.push_back(model); | ||||
| 	world_->add_entity(model); | ||||
| 	// Create point light | ||||
| 	point_light = std::make_shared<Light>(); | ||||
| 	point_light->set_type(Light::Type::POINT); | ||||
| 	point_light->set_color(glm::vec3(1.0f, 0.0f, 0.0f)); | ||||
| 	point_light->set_intensity(2.0f); | ||||
| 	point_light->set_linear_attenuation(0.2f); | ||||
| 	point_light->set_position(glm::vec3(5.0f, 0.0f, 0.0f)); | ||||
| 	world_->add_entity(point_light); | ||||
| 	Logger::info("Point light created and added to world"); | ||||
|  | ||||
| 	Logger::info("Scene setup complete"); | ||||
| } | ||||
| @@ -238,20 +215,52 @@ void Engine::start() | ||||
| 	// Can be used for initialization that needs the scene to be ready | ||||
| } | ||||
|  | ||||
| void Engine::process_input() | ||||
| void Engine::process_input(const double delta_time) | ||||
| { | ||||
| 	glfwPollEvents(); | ||||
|  | ||||
| 	if (!camera_) { | ||||
| 		return; | ||||
| 	} | ||||
|  | ||||
| 	constexpr float camera_speed = 7.5f; | ||||
|  | ||||
| 	glm::vec3 forward = glm::vec3(0.0f, 0.0f, -1.0f); | ||||
| 	glm::vec3 right	  = glm::vec3(1.0f, 0.0f, 0.0f); | ||||
|  | ||||
| 	glm::mat4 rotation = glm::mat4(1.0f); | ||||
| 	rotation	   = glm::rotate(rotation, camera_->rotation().y, | ||||
| 					 glm::vec3(0.0f, 1.0f, 0.0f)); | ||||
| 	rotation	   = glm::rotate(rotation, camera_->rotation().x, | ||||
| 					 glm::vec3(1.0f, 0.0f, 0.0f)); | ||||
| 	forward		   = glm::vec3(rotation * glm::vec4(forward, 0.0f)); | ||||
| 	right		   = glm::vec3(rotation * glm::vec4(right, 0.0f)); | ||||
|  | ||||
| 	const float movement = camera_speed * static_cast<float>(delta_time); | ||||
| 	if (glfwGetKey(window_, GLFW_KEY_UP) == GLFW_PRESS) { | ||||
| 		camera_->set_position(camera_->position() + forward * movement); | ||||
| 	} | ||||
| 	if (glfwGetKey(window_, GLFW_KEY_DOWN) == GLFW_PRESS) { | ||||
| 		camera_->set_position(camera_->position() - forward * movement); | ||||
| 	} | ||||
| 	if (glfwGetKey(window_, GLFW_KEY_LEFT) == GLFW_PRESS) { | ||||
| 		camera_->set_position(camera_->position() - right * movement); | ||||
| 	} | ||||
| 	if (glfwGetKey(window_, GLFW_KEY_RIGHT) == GLFW_PRESS) { | ||||
| 		camera_->set_position(camera_->position() + right * movement); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void Engine::update(const double delta_time) | ||||
| { | ||||
| 	// Update angle for rotation | ||||
| 	angle_ += 32.0 * delta_time; | ||||
| 	// Update angle for orbiting light | ||||
| 	angle_ += delta_time; | ||||
|  | ||||
| 	// Update rotation for all models | ||||
| 	for (auto& model : models_) { | ||||
| 		model->set_rotation(glm::vec3( | ||||
| 		    0.0f, glm::radians(static_cast<float>(angle_)), 0.0f)); | ||||
| 	// Make point light orbit around the model | ||||
| 	if (point_light) { | ||||
| 		constexpr float radius = 7.5f; | ||||
| 		point_light->set_position(glm::vec3(radius * cos(angle_), 2.0f, | ||||
| 						    radius * sin(angle_))); | ||||
| 	} | ||||
|  | ||||
| 	// Update world | ||||
|   | ||||
| @@ -25,7 +25,7 @@ private: | ||||
| 	// Lifecycle methods | ||||
| 	void setup(); | ||||
| 	void start(); | ||||
| 	void process_input(); | ||||
| 	void process_input(const double delta_time); | ||||
| 	void update(const double delta_time); | ||||
| 	void render(); | ||||
|  | ||||
|   | ||||
							
								
								
									
										56
									
								
								src/light.cpp
									
									
									
									
									
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										56
									
								
								src/light.cpp
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,56 @@ | ||||
| #include "light.h" | ||||
|  | ||||
| #include "../lib/glm/gtc/matrix_transform.hpp" | ||||
|  | ||||
| #include "shader.h" | ||||
| #include "state.h" | ||||
|  | ||||
| Light::Light() | ||||
|     : Entity() | ||||
|     , type_(Type::DIRECTIONAL) | ||||
|     , color_(1.0f, 1.0f, 1.0f) | ||||
|     , intensity_(1.0f) | ||||
|     , linear_attenuation_(0.0f) | ||||
| { | ||||
| } | ||||
|  | ||||
| void Light::prepare(int index, std::shared_ptr<Shader>& shader) const | ||||
| { | ||||
| 	if (!shader) | ||||
| 		return; | ||||
|  | ||||
| 	// Build uniform names for this light index | ||||
| 	std::string light_vector = | ||||
| 	    "lights[" + std::to_string(index) + "].vector"; | ||||
| 	std::string light_color = "lights[" + std::to_string(index) + "].color"; | ||||
| 	std::string light_intensity = | ||||
| 	    "lights[" + std::to_string(index) + "].intensity"; | ||||
| 	std::string light_linear_att = | ||||
| 	    "lights[" + std::to_string(index) + "].linear_att"; | ||||
|  | ||||
| 	// Get uniform locations | ||||
| 	int vector_loc	   = shader->uniform_location(light_vector.c_str()); | ||||
| 	int color_loc	   = shader->uniform_location(light_color.c_str()); | ||||
| 	int intensity_loc  = shader->uniform_location(light_intensity.c_str()); | ||||
| 	int linear_att_loc = shader->uniform_location(light_linear_att.c_str()); | ||||
|  | ||||
| 	// Calculate light vector in view space | ||||
| 	glm::vec4 light_vector_view; | ||||
| 	if (type_ == Type::DIRECTIONAL) { | ||||
| 		// For directional lights, w = 0 | ||||
| 		glm::vec3 direction = | ||||
| 		    glm::normalize(position_); // Use position as direction | ||||
| 		light_vector_view = | ||||
| 		    state::view_matrix * glm::vec4(direction, 0.0f); | ||||
| 	} else { | ||||
| 		// For point lights, w = 1 | ||||
| 		light_vector_view = | ||||
| 		    state::view_matrix * glm::vec4(position_, 1.0f); | ||||
| 	} | ||||
|  | ||||
| 	// Set uniforms | ||||
| 	Shader::set_vec4(vector_loc, light_vector_view); | ||||
| 	Shader::set_vec3(color_loc, color_); | ||||
| 	Shader::set_float(intensity_loc, intensity_); | ||||
| 	Shader::set_float(linear_att_loc, linear_attenuation_); | ||||
| } | ||||
							
								
								
									
										67
									
								
								src/light.h
									
									
									
									
									
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								src/light.h
									
									
									
									
									
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							| @@ -0,0 +1,67 @@ | ||||
| #ifndef LIGHT_H_ | ||||
| #define LIGHT_H_ | ||||
|  | ||||
| #include <memory> | ||||
|  | ||||
| #include "../lib/glm/glm.hpp" | ||||
|  | ||||
| #include "entity.h" | ||||
|  | ||||
| class Shader; | ||||
|  | ||||
| class Light : public Entity { | ||||
| public: | ||||
| 	enum class Type { | ||||
| 		DIRECTIONAL, | ||||
| 		POINT | ||||
| 	}; | ||||
|  | ||||
| 	Light(); | ||||
| 	~Light() override = default; | ||||
|  | ||||
| 	[[nodiscard]] Type type() const | ||||
| 	{ | ||||
| 		return type_; | ||||
| 	} | ||||
| 	void set_type(Type type) | ||||
| 	{ | ||||
| 		type_ = type; | ||||
| 	} | ||||
|  | ||||
| 	[[nodiscard]] const glm::vec3& color() const | ||||
| 	{ | ||||
| 		return color_; | ||||
| 	} | ||||
| 	void set_color(const glm::vec3& color) | ||||
| 	{ | ||||
| 		color_ = color; | ||||
| 	} | ||||
|  | ||||
| 	[[nodiscard]] float intensity() const | ||||
| 	{ | ||||
| 		return intensity_; | ||||
| 	} | ||||
| 	void set_intensity(float intensity) | ||||
| 	{ | ||||
| 		intensity_ = intensity; | ||||
| 	} | ||||
|  | ||||
| 	[[nodiscard]] float linear_attenuation() const | ||||
| 	{ | ||||
| 		return linear_attenuation_; | ||||
| 	} | ||||
| 	void set_linear_attenuation(float att) | ||||
| 	{ | ||||
| 		linear_attenuation_ = att; | ||||
| 	} | ||||
|  | ||||
| 	void prepare(int index, std::shared_ptr<Shader>& shader) const; | ||||
|  | ||||
| private: | ||||
| 	Type	  type_; | ||||
| 	glm::vec3 color_; | ||||
| 	float	  intensity_; | ||||
| 	float	  linear_attenuation_; | ||||
| }; | ||||
|  | ||||
| #endif // LIGHT_H_ | ||||
							
								
								
									
										15
									
								
								src/main.cpp
									
									
									
									
									
								
							
							
						
						
									
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								src/main.cpp
									
									
									
									
									
								
							| @@ -1,9 +1,12 @@ | ||||
| /*#ifdef _MSC_VER | ||||
| #pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup") | ||||
| #endif*/ | ||||
| // #ifdef _MSC_VER | ||||
| // #pragma comment(linker, "/SUBSYSTEM:windows /ENTRY:mainCRTStartup") | ||||
| // #endif | ||||
|  | ||||
| #define STB_IMAGE_IMPLEMENTATION | ||||
| #include "../lib/stb/stb_image.h" | ||||
| #include "../lib/stb_image.h" | ||||
|  | ||||
| #define TINYOBJLOADER_IMPLEMENTATION | ||||
| #include "../lib/tiny_obj_loader.h" | ||||
|  | ||||
| #include "engine.h" | ||||
|  | ||||
| @@ -15,5 +18,9 @@ int main() | ||||
| 	engine.run(); | ||||
| 	engine.destroy(); | ||||
|  | ||||
| 	// _CrtSetReportFile(_CRT_WARN, _CRTDBG_FILE_STDOUT); | ||||
| 	// _CrtSetReportMode(_CRT_WARN, _CRTDBG_MODE_FILE); | ||||
| 	// _CrtDumpMemoryLeaks(); | ||||
|  | ||||
| 	return 0; | ||||
| } | ||||
|   | ||||
| @@ -1,14 +1,19 @@ | ||||
| #include "material.h" | ||||
|  | ||||
| #include "../lib/glm/glm.hpp" | ||||
| #include "../lib/glm/gtc/matrix_transform.hpp" | ||||
|  | ||||
| #include "light.h" | ||||
| #include "shader.h" | ||||
| #include "state.h" | ||||
| #include "texture.h" | ||||
|  | ||||
| Material::Material(const std::shared_ptr<Texture>& tex, | ||||
| 		   const std::shared_ptr<Shader>&  shader) | ||||
|     : shader_(shader), texture_(tex) | ||||
|     : shader_(shader) | ||||
|     , texture_(tex) | ||||
|     , color_(1.0f, 1.0f, 1.0f, 1.0f) | ||||
|     , shininess_(0) | ||||
| { | ||||
| } | ||||
|  | ||||
| @@ -42,6 +47,39 @@ void Material::prepare() | ||||
| 	const int mvp_loc = active_shader->uniform_location("mvp"); | ||||
| 	Shader::set_mat4(mvp_loc, mvp); | ||||
|  | ||||
| 	// Set ModelView matrix | ||||
| 	const glm::mat4 model_view = state::view_matrix * state::model_matrix; | ||||
| 	const int model_view_loc = active_shader->uniform_location("modelView"); | ||||
| 	Shader::set_mat4(model_view_loc, model_view); | ||||
|  | ||||
| 	// Set Normal matrix (transpose of inverse of ModelView) | ||||
| 	const glm::mat4 normal_matrix = | ||||
| 	    glm::transpose(glm::inverse(model_view)); | ||||
| 	const int normal_matrix_loc = | ||||
| 	    active_shader->uniform_location("normalMatrix"); | ||||
| 	Shader::set_mat4(normal_matrix_loc, normal_matrix); | ||||
|  | ||||
| 	// Set material properties | ||||
| 	const int material_color_loc = | ||||
| 	    active_shader->uniform_location("materialColor"); | ||||
| 	Shader::set_vec4(material_color_loc, color_); | ||||
|  | ||||
| 	const int shininess_loc = active_shader->uniform_location("shininess"); | ||||
| 	Shader::set_float(shininess_loc, static_cast<float>(shininess_)); | ||||
|  | ||||
| 	// Set ambient light | ||||
| 	const int ambient_loc = active_shader->uniform_location("ambientLight"); | ||||
| 	Shader::set_vec3(ambient_loc, state::ambient); | ||||
|  | ||||
| 	// Set number of lights | ||||
| 	const int num_lights_loc = active_shader->uniform_location("numLights"); | ||||
| 	Shader::set_int(num_lights_loc, static_cast<int>(state::lights.size())); | ||||
|  | ||||
| 	// Prepare each light | ||||
| 	for (size_t i = 0; i < state::lights.size(); ++i) { | ||||
| 		state::lights[i]->prepare(static_cast<int>(i), active_shader); | ||||
| 	} | ||||
|  | ||||
| 	// Set texture-related uniforms | ||||
| 	const int use_texture_loc = | ||||
| 	    active_shader->uniform_location("useTexture"); | ||||
|   | ||||
| @@ -3,6 +3,8 @@ | ||||
|  | ||||
| #include <memory> | ||||
|  | ||||
| #include "../lib/glm/glm.hpp" | ||||
|  | ||||
| class Shader; | ||||
| class Texture; | ||||
|  | ||||
| @@ -25,11 +27,31 @@ public: | ||||
| 		texture_ = tex; | ||||
| 	} | ||||
|  | ||||
| 	[[nodiscard]] const glm::vec4& color() const | ||||
| 	{ | ||||
| 		return color_; | ||||
| 	} | ||||
| 	void set_color(const glm::vec4& color) | ||||
| 	{ | ||||
| 		color_ = color; | ||||
| 	} | ||||
|  | ||||
| 	[[nodiscard]] uint8_t shininess() const | ||||
| 	{ | ||||
| 		return shininess_; | ||||
| 	} | ||||
| 	void set_shininess(uint8_t shininess) | ||||
| 	{ | ||||
| 		shininess_ = shininess; | ||||
| 	} | ||||
|  | ||||
| 	void prepare(); | ||||
|  | ||||
| private: | ||||
| 	std::shared_ptr<Shader>	 shader_; | ||||
| 	std::shared_ptr<Texture> texture_; | ||||
| 	glm::vec4		 color_; | ||||
| 	uint8_t			 shininess_; | ||||
| }; | ||||
|  | ||||
| #endif // MATERIAL_H_ | ||||
|   | ||||
							
								
								
									
										184
									
								
								src/mesh.cpp
									
									
									
									
									
								
							
							
						
						
									
										184
									
								
								src/mesh.cpp
									
									
									
									
									
								
							| @@ -1,15 +1,197 @@ | ||||
| #include "mesh.h" | ||||
|  | ||||
| #include <filesystem> | ||||
| #include <string> | ||||
| #include <unordered_map> | ||||
|  | ||||
| #include "../lib/tiny_obj_loader.h" | ||||
|  | ||||
| #include "buffer.h" | ||||
| #include "logger.h" | ||||
| #include "material.h" | ||||
| #include "shader.h" | ||||
| #include "state.h" | ||||
| #include "texture.h" | ||||
| #include "vertex.h" | ||||
|  | ||||
| // Helper structures and functions for OBJ loading | ||||
| namespace { | ||||
|  | ||||
| struct LoadContext { | ||||
| 	std::string						  base_dir; | ||||
| 	std::unordered_map<std::string, std::shared_ptr<Texture>> texture_cache; | ||||
| 	const std::vector<tinyobj::material_t>*			  materials; | ||||
| 	const std::shared_ptr<Shader>&				  shader; | ||||
| }; | ||||
|  | ||||
| Vertex create_vertex(const tinyobj::attrib_t& attrib, | ||||
| 		     const tinyobj::index_t&  idx) | ||||
| { | ||||
| 	Vertex vertex; | ||||
|  | ||||
| 	// Position | ||||
| 	if (idx.vertex_index >= 0) { | ||||
| 		vertex.position.x = attrib.vertices[3 * idx.vertex_index + 0]; | ||||
| 		vertex.position.y = attrib.vertices[3 * idx.vertex_index + 1]; | ||||
| 		vertex.position.z = attrib.vertices[3 * idx.vertex_index + 2]; | ||||
| 	} | ||||
|  | ||||
| 	// Color (default to white) | ||||
| 	vertex.color = glm::vec3(1.0f, 1.0f, 1.0f); | ||||
|  | ||||
| 	// Texture coordinates | ||||
| 	vertex.tex_coord = glm::vec2(0.0f, 0.0f); | ||||
| 	if (idx.texcoord_index >= 0) { | ||||
| 		vertex.tex_coord.x = attrib.texcoords[2 * idx.texcoord_index + 0]; | ||||
| 		vertex.tex_coord.y = attrib.texcoords[2 * idx.texcoord_index + 1]; | ||||
| 	} | ||||
|  | ||||
| 	// Normal | ||||
| 	vertex.normal = glm::vec3(0.0f, 0.0f, 1.0f); | ||||
| 	if (idx.normal_index >= 0) { | ||||
| 		vertex.normal.x = attrib.normals[3 * idx.normal_index + 0]; | ||||
| 		vertex.normal.y = attrib.normals[3 * idx.normal_index + 1]; | ||||
| 		vertex.normal.z = attrib.normals[3 * idx.normal_index + 2]; | ||||
| 	} | ||||
|  | ||||
| 	return vertex; | ||||
| } | ||||
|  | ||||
| void process_shape(const tinyobj::shape_t&   shape, | ||||
| 		   const tinyobj::attrib_t& attrib, | ||||
| 		   std::vector<Vertex>&	    out_vertices, | ||||
| 		   std::vector<uint16_t>&   out_indices) | ||||
| { | ||||
| 	// Process all indices - create one vertex per index | ||||
| 	for (size_t i = 0; i < shape.mesh.indices.size(); ++i) { | ||||
| 		const tinyobj::index_t& idx = shape.mesh.indices[i]; | ||||
| 		Vertex			vertex	= create_vertex(attrib, idx); | ||||
|  | ||||
| 		out_vertices.push_back(vertex); | ||||
| 		out_indices.push_back( | ||||
| 		    static_cast<uint16_t>(out_vertices.size() - 1)); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| std::shared_ptr<Texture> load_material_texture(int	    material_id, | ||||
| 					       LoadContext& context) | ||||
| { | ||||
| 	if (material_id < 0 | ||||
| 	    || material_id >= static_cast<int>(context.materials->size())) { | ||||
| 		return nullptr; | ||||
| 	} | ||||
|  | ||||
| 	const auto& mat		 = (*context.materials)[material_id]; | ||||
| 	std::string texture_name = mat.diffuse_texname; | ||||
|  | ||||
| 	// Try ambient texture if diffuse is not available | ||||
| 	if (texture_name.empty()) { | ||||
| 		texture_name = mat.ambient_texname; | ||||
| 	} | ||||
|  | ||||
| 	if (texture_name.empty()) { | ||||
| 		return nullptr; | ||||
| 	} | ||||
|  | ||||
| 	// Check cache first | ||||
| 	auto it = context.texture_cache.find(texture_name); | ||||
| 	if (it != context.texture_cache.end()) { | ||||
| 		return it->second; | ||||
| 	} | ||||
|  | ||||
| 	// Load texture | ||||
| 	std::string texture_path = context.base_dir + texture_name; | ||||
| 	auto	    texture	 = Texture::load(texture_path.c_str()); | ||||
|  | ||||
| 	if (texture) { | ||||
| 		context.texture_cache[texture_name] = texture; | ||||
| 		Logger::info(sstr("Loaded texture: ", texture_path)); | ||||
| 	} else { | ||||
| 		Logger::warn(sstr("Failed to load texture: ", texture_path)); | ||||
| 	} | ||||
|  | ||||
| 	return texture; | ||||
| } | ||||
|  | ||||
| void create_buffer_for_shape(const tinyobj::shape_t&   shape, | ||||
| 			     const std::vector<Vertex>&	   vertices, | ||||
| 			     const std::vector<uint16_t>& indices, | ||||
| 			     LoadContext&		   context, | ||||
| 			     std::shared_ptr<Mesh>&	   mesh) | ||||
| { | ||||
| 	auto buffer = std::make_shared<Buffer>(vertices, indices); | ||||
|  | ||||
| 	// Use first material ID from the shape | ||||
| 	int material_id = -1; | ||||
| 	if (!shape.mesh.material_ids.empty() && shape.mesh.material_ids[0] >= 0) { | ||||
| 		material_id = shape.mesh.material_ids[0]; | ||||
| 	} | ||||
|  | ||||
| 	auto texture = load_material_texture(material_id, context); | ||||
| 	auto material_shader = | ||||
| 	    context.shader ? context.shader : state::default_shader; | ||||
|  | ||||
| 	Material mat(texture, material_shader); | ||||
| 	mesh->add_buffer(buffer, mat); | ||||
| } | ||||
|  | ||||
| } // namespace | ||||
|  | ||||
| void Mesh::add_buffer(const std::shared_ptr<Buffer>& buffer, | ||||
| 		      const Material& material) | ||||
| 		      const Material&		     material) | ||||
| { | ||||
| 	buffers_.push_back(buffer); | ||||
| 	materials_.push_back(material); | ||||
| } | ||||
|  | ||||
| std::shared_ptr<Mesh> Mesh::load(const char*			filename, | ||||
| 				 const std::shared_ptr<Shader>& shader) | ||||
| { | ||||
| 	Logger::info(sstr("Loading mesh from: ", filename)); | ||||
|  | ||||
| 	// Load OBJ file | ||||
| 	tinyobj::attrib_t		 attrib; | ||||
| 	std::vector<tinyobj::shape_t>	 shapes; | ||||
| 	std::vector<tinyobj::material_t> materials; | ||||
| 	std::string			 err; | ||||
|  | ||||
| 	std::filesystem::path obj_path(filename); | ||||
| 	std::string	      base_dir = obj_path.parent_path().string(); | ||||
| 	if (!base_dir.empty()) { | ||||
| 		base_dir += "/"; | ||||
| 	} | ||||
|  | ||||
| 	if (!tinyobj::LoadObj(&attrib, &shapes, &materials, &err, filename, | ||||
| 			      base_dir.c_str())) { | ||||
| 		Logger::error( | ||||
| 		    sstr("Failed to load OBJ file: ", filename, " - ", err)); | ||||
| 		return nullptr; | ||||
| 	} | ||||
|  | ||||
| 	if (!err.empty()) { | ||||
| 		Logger::warn(sstr("TinyObjLoader warning: ", err)); | ||||
| 	} | ||||
|  | ||||
| 	// Setup load context | ||||
| 	LoadContext context{base_dir, {}, &materials, shader}; | ||||
|  | ||||
| 	// Process each shape | ||||
| 	auto mesh = std::make_shared<Mesh>(); | ||||
| 	for (const auto& shape : shapes) { | ||||
| 		Logger::info(sstr("Processing shape: ", shape.name)); | ||||
|  | ||||
| 		std::vector<Vertex>   vertices; | ||||
| 		std::vector<uint16_t> indices; | ||||
|  | ||||
| 		process_shape(shape, attrib, vertices, indices); | ||||
| 		create_buffer_for_shape(shape, vertices, indices, context, mesh); | ||||
| 	} | ||||
|  | ||||
| 	Logger::info(sstr("Mesh loaded successfully with ", mesh->num_buffers(), | ||||
| 			  " buffers")); | ||||
| 	return mesh; | ||||
| } | ||||
|  | ||||
| void Mesh::draw() | ||||
| { | ||||
| 	// Draw each buffer with its material | ||||
|   | ||||
| @@ -7,12 +7,17 @@ | ||||
| #include "material.h" | ||||
|  | ||||
| class Buffer; | ||||
| class Shader; | ||||
|  | ||||
| class Mesh { | ||||
| public: | ||||
| 	Mesh()	= default; | ||||
| 	~Mesh() = default; | ||||
|  | ||||
| 	static std::shared_ptr<Mesh> | ||||
| 	load(const char*		    filename, | ||||
| 	     const std::shared_ptr<Shader>& shader = nullptr); | ||||
|  | ||||
| 	void add_buffer(const std::shared_ptr<Buffer>& buffer, | ||||
| 			const Material&		       material); | ||||
|  | ||||
|   | ||||
| @@ -73,6 +73,14 @@ void Shader::setup_attribs() const | ||||
| 		    loc, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), | ||||
| 		    reinterpret_cast<const void*>(offsetof(Vertex, tex_coord))); | ||||
| 	} | ||||
|  | ||||
| 	loc = glGetAttribLocation(program_id_, "vnormal"); | ||||
| 	if (loc != -1) { | ||||
| 		glEnableVertexAttribArray(loc); | ||||
| 		glVertexAttribPointer( | ||||
| 		    loc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), | ||||
| 		    reinterpret_cast<const void*>(offsetof(Vertex, normal))); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| int Shader::uniform_location(const char* key) const | ||||
|   | ||||
							
								
								
									
										12
									
								
								src/state.h
									
									
									
									
									
								
							
							
						
						
									
										12
									
								
								src/state.h
									
									
									
									
									
								
							| @@ -2,16 +2,20 @@ | ||||
| #define STATE_H_ | ||||
|  | ||||
| #include <memory> | ||||
| #include <vector> | ||||
| #include "../lib/glm/glm.hpp" | ||||
|  | ||||
| class Shader; | ||||
| class Light; | ||||
|  | ||||
| namespace state { | ||||
|  | ||||
| inline std::shared_ptr<Shader> default_shader	 = nullptr; | ||||
| inline glm::mat4	       projection_matrix = glm::mat4(1.0f); | ||||
| inline glm::mat4	       view_matrix	 = glm::mat4(1.0f); | ||||
| inline glm::mat4	       model_matrix	 = glm::mat4(1.0f); | ||||
| inline std::shared_ptr<Shader>		   default_shader    = nullptr; | ||||
| inline glm::mat4			   projection_matrix = glm::mat4(1.0f); | ||||
| inline glm::mat4			   view_matrix	     = glm::mat4(1.0f); | ||||
| inline glm::mat4			   model_matrix	     = glm::mat4(1.0f); | ||||
| inline std::vector<std::shared_ptr<Light>> lights; | ||||
| inline glm::vec3 ambient = glm::vec3(0.0f, 0.0f, 0.0f); | ||||
|  | ||||
| } // namespace state | ||||
|  | ||||
|   | ||||
| @@ -4,7 +4,7 @@ | ||||
|  | ||||
| #include "../lib/glew/GL/glew.h" | ||||
| #include "../lib/glfw/glfw3.h" | ||||
| #include "../lib/stb/stb_image.h" | ||||
| #include "../lib/stb_image.h" | ||||
|  | ||||
| #include "logger.h" | ||||
|  | ||||
|   | ||||
| @@ -7,6 +7,7 @@ struct Vertex { | ||||
| 	glm::vec3 position{0.0f, 0.0f, 0.0f}; | ||||
| 	glm::vec3 color{0.0f, 0.0f, 0.0f}; | ||||
| 	glm::vec2 tex_coord{0.0f, 0.0f}; | ||||
| 	glm::vec3 normal{0.0f, 0.0f, 0.0f}; | ||||
| }; | ||||
|  | ||||
| #endif // VERTEX_H_ | ||||
|   | ||||
| @@ -4,7 +4,9 @@ | ||||
|  | ||||
| #include "camera.h" | ||||
| #include "entity.h" | ||||
| #include "light.h" | ||||
| #include "logger.h" | ||||
| #include "state.h" | ||||
|  | ||||
| void World::add_entity(const std::shared_ptr<Entity>& entity) | ||||
| { | ||||
| @@ -17,10 +19,20 @@ void World::add_entity(const std::shared_ptr<Entity>& entity) | ||||
| 		cameras_.push_back(camera); | ||||
| 		Logger::info(sstr("Camera added to world (total cameras: ", | ||||
| 				  cameras_.size(), ")")); | ||||
| 	} else { | ||||
| 		Logger::info(sstr("Entity added to world (total entities: ", | ||||
| 				  entities_.size(), ")")); | ||||
| 		return; | ||||
| 	} | ||||
|  | ||||
| 	// Check if entity is a light | ||||
| 	std::shared_ptr<Light> light = std::dynamic_pointer_cast<Light>(entity); | ||||
| 	if (light) { | ||||
| 		lights_.push_back(light); | ||||
| 		Logger::info(sstr("Light added to world (total lights: ", | ||||
| 				  lights_.size(), ")")); | ||||
| 		return; | ||||
| 	} | ||||
|  | ||||
| 	Logger::info(sstr( | ||||
| 	    "Entity added to world (total entities: ", entities_.size(), ")")); | ||||
| } | ||||
|  | ||||
| void World::remove_entity(const std::shared_ptr<Entity>& entity) | ||||
| @@ -43,6 +55,16 @@ void World::remove_entity(const std::shared_ptr<Entity>& entity) | ||||
| 			Logger::info("Camera removed from world"); | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	// Check if entity is a light and remove from lights list | ||||
| 	std::shared_ptr<Light> light = std::dynamic_pointer_cast<Light>(entity); | ||||
| 	if (light) { | ||||
| 		auto lightIt = std::find(lights_.begin(), lights_.end(), light); | ||||
| 		if (lightIt != lights_.end()) { | ||||
| 			lights_.erase(lightIt); | ||||
| 			Logger::info("Light removed from world"); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void World::update(float delta_time) | ||||
| @@ -54,6 +76,10 @@ void World::update(float delta_time) | ||||
|  | ||||
| void World::draw() | ||||
| { | ||||
| 	// Update state with world lighting information | ||||
| 	state::ambient = ambient_; | ||||
| 	state::lights  = lights_; | ||||
|  | ||||
| 	// Draw for each camera | ||||
| 	for (auto& camera : cameras_) { | ||||
| 		// Prepare the camera (sets viewport, projection, view, clears | ||||
|   | ||||
							
								
								
									
										14
									
								
								src/world.h
									
									
									
									
									
								
							
							
						
						
									
										14
									
								
								src/world.h
									
									
									
									
									
								
							| @@ -4,8 +4,11 @@ | ||||
| #include <memory> | ||||
| #include <vector> | ||||
|  | ||||
| #include "../lib/glm/glm.hpp" | ||||
|  | ||||
| class Entity; | ||||
| class Camera; | ||||
| class Light; | ||||
|  | ||||
| class World { | ||||
| public: | ||||
| @@ -27,12 +30,23 @@ public: | ||||
| 		return entities_[index]; | ||||
| 	} | ||||
|  | ||||
| 	[[nodiscard]] const glm::vec3& ambient() const | ||||
| 	{ | ||||
| 		return ambient_; | ||||
| 	} | ||||
| 	void set_ambient(const glm::vec3& ambient) | ||||
| 	{ | ||||
| 		ambient_ = ambient; | ||||
| 	} | ||||
|  | ||||
| 	void update(float delta_time); | ||||
| 	void draw(); | ||||
|  | ||||
| private: | ||||
| 	std::vector<std::shared_ptr<Entity>> entities_; | ||||
| 	std::vector<std::shared_ptr<Camera>> cameras_; | ||||
| 	std::vector<std::shared_ptr<Light>>  lights_; | ||||
| 	glm::vec3			     ambient_{0.0f, 0.0f, 0.0f}; | ||||
| }; | ||||
|  | ||||
| #endif // WORLD_H_ | ||||
|   | ||||
| @@ -164,6 +164,7 @@ | ||||
|     <ClInclude Include="src\camera.h" /> | ||||
|     <ClInclude Include="src\engine.h" /> | ||||
|     <ClInclude Include="src\entity.h" /> | ||||
|     <ClInclude Include="src\light.h" /> | ||||
|     <ClInclude Include="src\logger.h" /> | ||||
|     <ClInclude Include="src\material.h" /> | ||||
|     <ClInclude Include="src\mesh.h" /> | ||||
| @@ -180,6 +181,7 @@ | ||||
|     <ClCompile Include="src\camera.cpp" /> | ||||
|     <ClCompile Include="src\engine.cpp" /> | ||||
|     <ClCompile Include="src\entity.cpp" /> | ||||
|     <ClCompile Include="src\light.cpp" /> | ||||
|     <ClCompile Include="src\logger.cpp" /> | ||||
|     <ClCompile Include="src\main.cpp" /> | ||||
|     <ClCompile Include="src\material.cpp" /> | ||||
|   | ||||
		Reference in New Issue
	
	Block a user