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			assignment
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			assignment
		
	
	| Author | SHA1 | Date | |
|---|---|---|---|
| 50a4f56e75 | 
| @@ -1,12 +1,68 @@ | |||||||
| uniform int useTexture; | uniform int useTexture; | ||||||
| uniform sampler2D texSampler; | 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 vec3 fcolor; | ||||||
| varying vec2 ftexcoord; | varying vec2 ftexcoord; | ||||||
|  | varying vec3 fnormal; | ||||||
|  | varying vec4 fposition; | ||||||
|  |  | ||||||
| void main() { | 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) { | 	if (useTexture == 1) { | ||||||
| 		gl_FragColor = texture2D(texSampler, ftexcoord); | 		fragmentColor = texture2D(texSampler, ftexcoord); | ||||||
| 	} else { | 	} 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 mvp; | ||||||
|  | uniform mat4 modelView; | ||||||
|  | uniform mat4 normalMatrix; | ||||||
| attribute vec3 vpos; | attribute vec3 vpos; | ||||||
| attribute vec3 vcolor; | attribute vec3 vcolor; | ||||||
| attribute vec2 vtexcoord; | attribute vec2 vtexcoord; | ||||||
|  | attribute vec3 vnormal; | ||||||
| varying vec3 fcolor; | varying vec3 fcolor; | ||||||
| varying vec2 ftexcoord; | varying vec2 ftexcoord; | ||||||
|  | varying vec3 fnormal; | ||||||
|  | varying vec4 fposition; | ||||||
|  |  | ||||||
| void main() { | void main() { | ||||||
| 	gl_Position = mvp * vec4(vpos, 1); | 	gl_Position = mvp * vec4(vpos, 1); | ||||||
| 	fcolor = vcolor; | 	fcolor = vcolor; | ||||||
| 	ftexcoord = vtexcoord; | 	ftexcoord = vtexcoord; | ||||||
|  | 	fnormal = vec3(normalMatrix * vec4(vnormal, 0.0)); | ||||||
|  | 	fposition = modelView * vec4(vpos, 1); | ||||||
| } | } | ||||||
| @@ -9,6 +9,7 @@ | |||||||
|  |  | ||||||
| #include "buffer.h" | #include "buffer.h" | ||||||
| #include "camera.h" | #include "camera.h" | ||||||
|  | #include "light.h" | ||||||
| #include "logger.h" | #include "logger.h" | ||||||
| #include "material.h" | #include "material.h" | ||||||
| #include "mesh.h" | #include "mesh.h" | ||||||
| @@ -19,6 +20,10 @@ | |||||||
| #include "vertex.h" | #include "vertex.h" | ||||||
| #include "world.h" | #include "world.h" | ||||||
|  |  | ||||||
|  | // Instance variables | ||||||
|  | std::shared_ptr<Light> point_light; | ||||||
|  |  | ||||||
|  | // Constants | ||||||
| constexpr int	 screen_width  = 800; | constexpr int	 screen_width  = 800; | ||||||
| constexpr int	 screen_height = 600; | constexpr int	 screen_height = 600; | ||||||
| constexpr double fps_limit     = 1.0 / 60.0; | constexpr double fps_limit     = 1.0 / 60.0; | ||||||
| @@ -140,6 +145,7 @@ void Engine::setup() | |||||||
|  |  | ||||||
| 	// Create world | 	// Create world | ||||||
| 	world_ = std::make_unique<World>(); | 	world_ = std::make_unique<World>(); | ||||||
|  | 	world_->set_ambient(glm::vec3(0.2f, 0.2f, 0.2f)); | ||||||
| 	Logger::info("World created"); | 	Logger::info("World created"); | ||||||
|  |  | ||||||
| 	// Create camera | 	// Create camera | ||||||
| @@ -180,6 +186,26 @@ void Engine::setup() | |||||||
| 		Logger::info("Gunslinger model loaded and added to world"); | 		Logger::info("Gunslinger model loaded and added to world"); | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
|  | 	// 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"); | ||||||
|  |  | ||||||
|  | 	// 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"); | 	Logger::info("Scene setup complete"); | ||||||
| } | } | ||||||
|  |  | ||||||
| @@ -227,6 +253,16 @@ void Engine::process_input(const double delta_time) | |||||||
|  |  | ||||||
| void Engine::update(const double delta_time) | void Engine::update(const double delta_time) | ||||||
| { | { | ||||||
|  | 	// Update angle for orbiting light | ||||||
|  | 	angle_ += delta_time; | ||||||
|  |  | ||||||
|  | 	// 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 | 	// Update world | ||||||
| 	world_->update(static_cast<float>(delta_time)); | 	world_->update(static_cast<float>(delta_time)); | ||||||
| } | } | ||||||
|   | |||||||
							
								
								
									
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							| @@ -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_); | ||||||
|  | } | ||||||
							
								
								
									
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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_ | ||||||
| @@ -1,14 +1,19 @@ | |||||||
| #include "material.h" | #include "material.h" | ||||||
|  |  | ||||||
| #include "../lib/glm/glm.hpp" | #include "../lib/glm/glm.hpp" | ||||||
|  | #include "../lib/glm/gtc/matrix_transform.hpp" | ||||||
|  |  | ||||||
|  | #include "light.h" | ||||||
| #include "shader.h" | #include "shader.h" | ||||||
| #include "state.h" | #include "state.h" | ||||||
| #include "texture.h" | #include "texture.h" | ||||||
|  |  | ||||||
| Material::Material(const std::shared_ptr<Texture>& tex, | Material::Material(const std::shared_ptr<Texture>& tex, | ||||||
| 		   const std::shared_ptr<Shader>&  shader) | 		   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"); | 	const int mvp_loc = active_shader->uniform_location("mvp"); | ||||||
| 	Shader::set_mat4(mvp_loc, 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 | 	// Set texture-related uniforms | ||||||
| 	const int use_texture_loc = | 	const int use_texture_loc = | ||||||
| 	    active_shader->uniform_location("useTexture"); | 	    active_shader->uniform_location("useTexture"); | ||||||
|   | |||||||
| @@ -3,6 +3,8 @@ | |||||||
|  |  | ||||||
| #include <memory> | #include <memory> | ||||||
|  |  | ||||||
|  | #include "../lib/glm/glm.hpp" | ||||||
|  |  | ||||||
| class Shader; | class Shader; | ||||||
| class Texture; | class Texture; | ||||||
|  |  | ||||||
| @@ -25,11 +27,31 @@ public: | |||||||
| 		texture_ = tex; | 		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(); | 	void prepare(); | ||||||
|  |  | ||||||
| private: | private: | ||||||
| 	std::shared_ptr<Shader>	 shader_; | 	std::shared_ptr<Shader>	 shader_; | ||||||
| 	std::shared_ptr<Texture> texture_; | 	std::shared_ptr<Texture> texture_; | ||||||
|  | 	glm::vec4		 color_; | ||||||
|  | 	uint8_t			 shininess_; | ||||||
| }; | }; | ||||||
|  |  | ||||||
| #endif // MATERIAL_H_ | #endif // MATERIAL_H_ | ||||||
|   | |||||||
| @@ -46,6 +46,14 @@ Vertex create_vertex(const tinyobj::attrib_t& attrib, | |||||||
| 		vertex.tex_coord.y = attrib.texcoords[2 * idx.texcoord_index + 1]; | 		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; | 	return vertex; | ||||||
| } | } | ||||||
|  |  | ||||||
|   | |||||||
| @@ -73,6 +73,14 @@ void Shader::setup_attribs() const | |||||||
| 		    loc, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), | 		    loc, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), | ||||||
| 		    reinterpret_cast<const void*>(offsetof(Vertex, tex_coord))); | 		    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 | int Shader::uniform_location(const char* key) const | ||||||
|   | |||||||
							
								
								
									
										12
									
								
								src/state.h
									
									
									
									
									
								
							
							
						
						
									
										12
									
								
								src/state.h
									
									
									
									
									
								
							| @@ -2,16 +2,20 @@ | |||||||
| #define STATE_H_ | #define STATE_H_ | ||||||
|  |  | ||||||
| #include <memory> | #include <memory> | ||||||
|  | #include <vector> | ||||||
| #include "../lib/glm/glm.hpp" | #include "../lib/glm/glm.hpp" | ||||||
|  |  | ||||||
| class Shader; | class Shader; | ||||||
|  | class Light; | ||||||
|  |  | ||||||
| namespace state { | namespace state { | ||||||
|  |  | ||||||
| inline std::shared_ptr<Shader> default_shader	 = nullptr; | inline std::shared_ptr<Shader>		   default_shader    = nullptr; | ||||||
| inline glm::mat4	       projection_matrix = glm::mat4(1.0f); | inline glm::mat4			   projection_matrix = glm::mat4(1.0f); | ||||||
| inline glm::mat4	       view_matrix	 = glm::mat4(1.0f); | inline glm::mat4			   view_matrix	     = glm::mat4(1.0f); | ||||||
| inline glm::mat4	       model_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 | } // namespace state | ||||||
|  |  | ||||||
|   | |||||||
| @@ -7,6 +7,7 @@ struct Vertex { | |||||||
| 	glm::vec3 position{0.0f, 0.0f, 0.0f}; | 	glm::vec3 position{0.0f, 0.0f, 0.0f}; | ||||||
| 	glm::vec3 color{0.0f, 0.0f, 0.0f}; | 	glm::vec3 color{0.0f, 0.0f, 0.0f}; | ||||||
| 	glm::vec2 tex_coord{0.0f, 0.0f}; | 	glm::vec2 tex_coord{0.0f, 0.0f}; | ||||||
|  | 	glm::vec3 normal{0.0f, 0.0f, 0.0f}; | ||||||
| }; | }; | ||||||
|  |  | ||||||
| #endif // VERTEX_H_ | #endif // VERTEX_H_ | ||||||
|   | |||||||
| @@ -4,7 +4,9 @@ | |||||||
|  |  | ||||||
| #include "camera.h" | #include "camera.h" | ||||||
| #include "entity.h" | #include "entity.h" | ||||||
|  | #include "light.h" | ||||||
| #include "logger.h" | #include "logger.h" | ||||||
|  | #include "state.h" | ||||||
|  |  | ||||||
| void World::add_entity(const std::shared_ptr<Entity>& entity) | 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); | 		cameras_.push_back(camera); | ||||||
| 		Logger::info(sstr("Camera added to world (total cameras: ", | 		Logger::info(sstr("Camera added to world (total cameras: ", | ||||||
| 				  cameras_.size(), ")")); | 				  cameras_.size(), ")")); | ||||||
| 	} else { | 		return; | ||||||
| 		Logger::info(sstr("Entity added to world (total entities: ", |  | ||||||
| 				  entities_.size(), ")")); |  | ||||||
| 	} | 	} | ||||||
|  |  | ||||||
|  | 	// 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) | 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"); | 			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) | void World::update(float delta_time) | ||||||
| @@ -54,6 +76,10 @@ void World::update(float delta_time) | |||||||
|  |  | ||||||
| void World::draw() | void World::draw() | ||||||
| { | { | ||||||
|  | 	// Update state with world lighting information | ||||||
|  | 	state::ambient = ambient_; | ||||||
|  | 	state::lights  = lights_; | ||||||
|  |  | ||||||
| 	// Draw for each camera | 	// Draw for each camera | ||||||
| 	for (auto& camera : cameras_) { | 	for (auto& camera : cameras_) { | ||||||
| 		// Prepare the camera (sets viewport, projection, view, clears | 		// Prepare the camera (sets viewport, projection, view, clears | ||||||
|   | |||||||
							
								
								
									
										14
									
								
								src/world.h
									
									
									
									
									
								
							
							
						
						
									
										14
									
								
								src/world.h
									
									
									
									
									
								
							| @@ -4,8 +4,11 @@ | |||||||
| #include <memory> | #include <memory> | ||||||
| #include <vector> | #include <vector> | ||||||
|  |  | ||||||
|  | #include "../lib/glm/glm.hpp" | ||||||
|  |  | ||||||
| class Entity; | class Entity; | ||||||
| class Camera; | class Camera; | ||||||
|  | class Light; | ||||||
|  |  | ||||||
| class World { | class World { | ||||||
| public: | public: | ||||||
| @@ -27,12 +30,23 @@ public: | |||||||
| 		return entities_[index]; | 		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 update(float delta_time); | ||||||
| 	void draw(); | 	void draw(); | ||||||
|  |  | ||||||
| private: | private: | ||||||
| 	std::vector<std::shared_ptr<Entity>> entities_; | 	std::vector<std::shared_ptr<Entity>> entities_; | ||||||
| 	std::vector<std::shared_ptr<Camera>> cameras_; | 	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_ | #endif // WORLD_H_ | ||||||
|   | |||||||
| @@ -164,6 +164,7 @@ | |||||||
|     <ClInclude Include="src\camera.h" /> |     <ClInclude Include="src\camera.h" /> | ||||||
|     <ClInclude Include="src\engine.h" /> |     <ClInclude Include="src\engine.h" /> | ||||||
|     <ClInclude Include="src\entity.h" /> |     <ClInclude Include="src\entity.h" /> | ||||||
|  |     <ClInclude Include="src\light.h" /> | ||||||
|     <ClInclude Include="src\logger.h" /> |     <ClInclude Include="src\logger.h" /> | ||||||
|     <ClInclude Include="src\material.h" /> |     <ClInclude Include="src\material.h" /> | ||||||
|     <ClInclude Include="src\mesh.h" /> |     <ClInclude Include="src\mesh.h" /> | ||||||
| @@ -180,6 +181,7 @@ | |||||||
|     <ClCompile Include="src\camera.cpp" /> |     <ClCompile Include="src\camera.cpp" /> | ||||||
|     <ClCompile Include="src\engine.cpp" /> |     <ClCompile Include="src\engine.cpp" /> | ||||||
|     <ClCompile Include="src\entity.cpp" /> |     <ClCompile Include="src\entity.cpp" /> | ||||||
|  |     <ClCompile Include="src\light.cpp" /> | ||||||
|     <ClCompile Include="src\logger.cpp" /> |     <ClCompile Include="src\logger.cpp" /> | ||||||
|     <ClCompile Include="src\main.cpp" /> |     <ClCompile Include="src\main.cpp" /> | ||||||
|     <ClCompile Include="src\material.cpp" /> |     <ClCompile Include="src\material.cpp" /> | ||||||
|   | |||||||
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