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b_engine/src/main.cpp

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#include "glad/gl.h"
#include "GLFW/glfw3.h"
#include "spdlog/spdlog.h"
#include "glm/glm.hpp"
#include "glm/ext/matrix_clip_space.hpp"
#include "glm/ext/matrix_transform.hpp"
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#include "entt/entt.hpp"
#define STB_IMAGE_IMPLEMENTATION
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#include "Components.h"
#include "FreeCamera.h"
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
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#include "imgui_internal.h"
#include "InputManager.h"
#include "stb_image.h"
#include "Model.h"
#include "ModelManager.h"
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#include "Scene.h"
#include "ShaderManager.h"
#include "ShaderProgram.h"
#include "Texture.h"
#include "TextureManager.h"
#include "fmt/base.h"
GLFWwindow* gWindow = nullptr;
int gWindowWidth = 1920;
int gWindowHeight = 1080;
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int glVersionMajor = 0;
int glVersionMinor = 0;
float gAspectRatio = 0.f;
float gMouseSensitivity = 0.1f;
FreeCamera gCamera {};
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Scene gScene{};
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bool gUiFirstRender = true;
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void glfw_error_callback(int error, const char* description);
void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
void glfw_framebuffer_size_callback(GLFWwindow* window, int width, int height);
void init_glfw();
void create_main_window();
void load_gl();
void load_imgui();
void init_camera();
void load_default_textures();
void load_shaders();
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void load_inputs();
void load_default_models();
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void loop();
void draw_ui();
auto xAxis = glm::vec3{1.f, 0.f, 0.f};
auto yAxis = glm::vec3{0.f, 1.f, 0.f};
auto zAxis = glm::vec3{0.f, 0.f, 1.f};
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int main() {
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spdlog::info("b_engine v0.0.3 start");
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init_glfw();
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create_main_window();
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load_gl();
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load_imgui();
init_camera();
stbi_set_flip_vertically_on_load(true);
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load_default_textures();
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load_shaders();
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load_inputs();
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load_default_models();
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entt::entity dirLight = gScene.create_game_object();
auto& [direction, ambient, diffuse, specular] = gScene.attach_component<Components::DirectionalLight>(dirLight);
direction = {1, -1, 1};
ambient = {0.3f, 0.3f, 0.3f};
diffuse = {0.5f, 0.5f, 0.5f};
specular = {1.0f, 1.0f, 1.0f};
auto& tag = gScene.fetch_component<Components::Tag>(dirLight);
tag.name = "directional light";
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loop();
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ShaderManager::shaders.clear();
TextureManager::textures.clear();
ModelManager::models.clear();
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glfwDestroyWindow(gWindow);
glfwTerminate();
return 0;
}
void glfw_error_callback(int error, const char* description) {
spdlog::error("glfw error: {}", description);
}
void glfw_framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
gAspectRatio = (float)width / (float)height;
gCamera.update_aspect_ratio(gAspectRatio);
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}
void init_glfw()
{
if (!glfwInit()) {
spdlog::error("could not initialize glfw");
std::exit(1);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SAMPLES, 4);
glfwSetErrorCallback(glfw_error_callback);
}
void create_main_window()
{
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gWindow = glfwCreateWindow(gWindowWidth, gWindowHeight, "b_engine v0.0.3", nullptr, nullptr);
if (!gWindow) {
spdlog::error("failed to create glfw window");
std::exit(1);
}
glfwMakeContextCurrent(gWindow);
glfwSetKeyCallback(gWindow, InputManager::key_callback);
glfwSetCursorPosCallback(gWindow, InputManager::mouse_pos_callback);
glfwSetFramebufferSizeCallback(gWindow, glfw_framebuffer_size_callback);
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#ifndef GLFW_CONTEXT_DEBUG
glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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#endif
}
void load_gl()
{
int version = gladLoadGL(glfwGetProcAddress);
glVersionMajor = GLAD_VERSION_MAJOR(version);
glVersionMinor = GLAD_VERSION_MINOR(version);
spdlog::info("gl version {}.{}", glVersionMajor, glVersionMinor);
if (gWindow)
{
int fbWidth, fbHeight;
glfwGetFramebufferSize(gWindow, &fbWidth, &fbHeight);
gAspectRatio = (float)fbWidth / (float)fbHeight;
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
}
void load_imgui() {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(gWindow, true);
ImGui_ImplOpenGL3_Init("#version 330");
}
void init_camera() {
gCamera = {{5.f, 5.f, 5.f}, 0, 0, gAspectRatio};
gCamera.rotate_yaw(-135.f);
gCamera.rotate_pitch(-35.f);
InputManager::add_mouse_listener([](float xoff, float yoff) {
gCamera.rotate_yaw(xoff * gMouseSensitivity);
gCamera.rotate_pitch(yoff * gMouseSensitivity);
});
}
void load_default_textures() {
spdlog::info("creating default textures");
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unsigned char defaultDiffuseData[4] = {static_cast<unsigned char>(255), 255, 255, 255};
TextureManager::textures["default_diffuse"] = TextureManager::load_from_data(reinterpret_cast<unsigned char*>(&defaultDiffuseData), 1, 1, 4);
unsigned char defaultSpecularData[4] = {static_cast<unsigned char>(64), 64, 64, 255};
TextureManager::textures["default_specular"] = TextureManager::load_from_data(reinterpret_cast<unsigned char*>(&defaultSpecularData), 1, 1, 4);
}
void load_shaders() {
spdlog::info("compiling shaders");
ShaderManager::shaders["phong_shader"] = ShaderManager::load("./resources/standard.vert", "./resources/standard.frag");
if (ShaderManager::shaders["phong_shader"] == nullptr)
{
spdlog::error("failed to compile phong shader");
std::exit(1);
}
}
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void load_inputs() {
InputManager::generate_input_action("move_forward", {{GLFW_KEY_W, KEY_DOWN}});
InputManager::generate_input_action("move_backward", {{GLFW_KEY_S, KEY_DOWN}});
InputManager::generate_input_action("move_right", {{GLFW_KEY_D, KEY_DOWN}});
InputManager::generate_input_action("move_left", {{GLFW_KEY_A, KEY_DOWN}});
InputManager::generate_input_action("move_up", {{GLFW_KEY_SPACE, KEY_DOWN}});
InputManager::generate_input_action("move_down", {{GLFW_KEY_LEFT_SHIFT, KEY_DOWN}});
InputManager::generate_input_action("exit_application", {{GLFW_KEY_ESCAPE, KEY_DOWN}});
}
void load_default_models() {
spdlog::info("loading default models");
ModelManager::models["cube"] = ModelManager::load_from_file("./resources/cube.obj");
ModelManager::models["vette"] = ModelManager::load_from_file("./resources/c4/C4Fixed.obj");
ModelManager::models["male"] = ModelManager::load_from_file("./resources/male.obj");
}
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void loop() {
while (!glfwWindowShouldClose(gWindow)) {
glfwPollEvents();
// check inputs
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/*if (InputManager::check_action_performed("exit_application")) {
glfwSetWindowShouldClose(gWindow, true);
continue;
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}*/
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if (InputManager::check_action_performed("move_forward")) {
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gCamera.move(FORWARD, .05);
}
if (InputManager::check_action_performed("move_backward")) {
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gCamera.move(BACKWARD, .05);
}
if (InputManager::check_action_performed("move_left")) {
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gCamera.move(LEFT, .05);
}
if (InputManager::check_action_performed("move_right")) {
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gCamera.move(RIGHT, .05);
}
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if (InputManager::check_action_performed("move_up")) {
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gCamera.move(UP, .05);
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}
if (InputManager::check_action_performed("move_down")) {
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gCamera.move(DOWN, .05);
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}
draw_ui();
// gl frame prep
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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const auto shader = ShaderManager::shaders["phong_shader"];
shader->bind();
shader->setMat4("projection", gCamera.projection());
shader->setMat4("view", gCamera.view());
shader->setVec3("viewPosition", gCamera.position());
gScene.draw_scene(shader.get());
glBindVertexArray(0);
ShaderProgram::unbind();
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// gl end frame stuff
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glfwSwapBuffers(gWindow);
}
}
void draw_ui() {
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
{
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->Pos);
ImGui::SetNextWindowSize(viewport->Size);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
ImGui::Begin("b_engine dockspace", nullptr, window_flags);
ImGui::PopStyleVar(2);
ImGuiID dockspace_id = ImGui::GetID("bengine_dockspace");
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_None);
if (gUiFirstRender) {
gUiFirstRender = false;
ImGui::DockBuilderRemoveNode(dockspace_id); // Clear any previous layout
ImGui::DockBuilderAddNode(dockspace_id, ImGuiDockNodeFlags_DockSpace);
ImGui::DockBuilderSetNodeSize(dockspace_id, viewport->Size);
ImGuiID dock_main_id = dockspace_id; // The center remains for the game view
const ImGuiID dock_id_left =
ImGui::DockBuilderSplitNode(dock_main_id, ImGuiDir_Left, 0.2f, nullptr, &dock_main_id);
const ImGuiID dock_id_right =
ImGui::DockBuilderSplitNode(dock_main_id, ImGuiDir_Right, 0.25f, nullptr, &dock_main_id);
// Assign your windows to these specific dock IDs
ImGui::DockBuilderDockWindow("Hierarchy", dock_id_left);
ImGui::DockBuilderDockWindow("Inspector", dock_id_right);
ImGui::DockBuilderDockWindow("Scene", dock_main_id);
ImGui::DockBuilderFinish(dockspace_id);
}
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ImGui::Begin("Hierarchy");
ImGui::Text("List of GameObjects...");
ImGui::End();
ImGui::Begin("Inspector");
ImGui::Text("Component Properties...");
ImGui::End();
ImGui::Begin("Scene");
ImGui::Text("This is where your 3D view goes!");
ImGui::End();
if (ImGui::BeginMainMenuBar()) {
if (ImGui::BeginMenu("File")) {
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if (ImGui::MenuItem("New Scene")) {
/* Handle New File logic */
}
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if (ImGui::MenuItem("Open Scene")) {
/* Handle Open logic */
}
ImGui::Separator(); // Adds a visual line between sections
if (ImGui::MenuItem("Save", "Ctrl+S")) {
/* Handle Save logic */
}
if (ImGui::MenuItem("Exit", "Alt+F4")) {
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glfwSetWindowShouldClose(gWindow, true);
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Scene")) {
if (ImGui::MenuItem("New Scene Object")) {
gScene.create_game_object();
// Do other stuff here, open this entity in the entity editor, etc...
}
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
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ImGui::End();
}
ImGui::Render();
}