2026-04-29 00:17:00 -04:00
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#include "glad/gl.h"
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#include "GLFW/glfw3.h"
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#include "spdlog/spdlog.h"
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2026-05-01 20:06:54 -05:00
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#include "glm/glm.hpp"
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#include "glm/ext/matrix_clip_space.hpp"
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#include "glm/ext/matrix_transform.hpp"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "Model.h"
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#include "ModelLoader.h"
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#include "ShaderLoader.h"
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#include "ShaderProgram.h"
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#include "Texture.h"
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#include "TextureLoader.h"
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GLFWwindow* gWindow = nullptr;
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int gWindowWidth = 800;
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int gWindowHeight = 600;
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int glVersionMajor = 0;
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int glVersionMinor = 0;
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auto cameraPosition = glm::vec3{0, 0, 0};
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auto view = glm::mat4{0};
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auto projection = glm::mat4{0};
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void glfw_error_callback(int error, const char* description);
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void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
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void glfw_framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void init_glfw();
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void create_main_window();
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void load_gl();
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void init_camera();
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void loop();
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std::shared_ptr<Model> load_model(std::string_view _path);
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int main() {
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spdlog::info("b_engine start");
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init_glfw();
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create_main_window();
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load_gl();
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stbi_set_flip_vertically_on_load(true);
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init_camera();
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// create a default texture
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unsigned char defaultDiffuseData[4] = {static_cast<unsigned char>(255), 255, 255, 255};
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TextureLoader::textures["default_diffuse"] = TextureLoader::load_from_data(reinterpret_cast<unsigned char*>(&defaultDiffuseData), 1, 1, 4);
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// create a default specular map
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unsigned char defaultSpecularData[4] = {static_cast<unsigned char>(128), 128, 128, 255};
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TextureLoader::textures["default_specular"] = TextureLoader::load_from_data(reinterpret_cast<unsigned char*>(&defaultSpecularData), 1, 1, 4);
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ShaderLoader::shaders["phong_shader"] = ShaderLoader::load("./resources/standard.vert", "./resources/standard.frag");
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if (ShaderLoader::shaders["phong_shader"] == nullptr)
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{
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std::exit(1);
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}
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ModelLoader::models["cube"] = ModelLoader::load_from_file("./resources/cube.obj");
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loop();
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glfwDestroyWindow(gWindow);
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glfwTerminate();
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return 0;
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}
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void glfw_error_callback(int error, const char* description) {
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spdlog::error("glfw error: {}", description);
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}
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void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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}
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void glfw_framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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void init_glfw()
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{
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if (!glfwInit()) {
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spdlog::error("could not initialize glfw");
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std::exit(1);
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwSetErrorCallback(glfw_error_callback);
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}
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void create_main_window()
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{
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gWindow = glfwCreateWindow(gWindowWidth, gWindowHeight, "b_engine v0.0.1", nullptr, nullptr);
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if (!gWindow) {
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spdlog::error("failed to create glfw window");
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std::exit(1);
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}
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glfwMakeContextCurrent(gWindow);
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glfwSetKeyCallback(gWindow, glfw_key_callback);
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glfwSetFramebufferSizeCallback(gWindow, glfw_framebuffer_size_callback);
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}
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void load_gl()
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{
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int version = gladLoadGL(glfwGetProcAddress);
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glVersionMajor = GLAD_VERSION_MAJOR(version);
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glVersionMinor = GLAD_VERSION_MINOR(version);
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spdlog::info("gl version {}.{}", glVersionMajor, glVersionMinor);
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if (gWindow)
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{
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int fbWidth, fbHeight;
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glfwGetFramebufferSize(gWindow, &fbWidth, &fbHeight);
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glViewport(0, 0, fbWidth, fbHeight);
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}
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}
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void init_camera()
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{
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cameraPosition = glm::vec3{0, 5, 5};
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auto cameraTarget = glm::vec3{0, 0, 0};
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auto behind = glm::normalize(cameraPosition - cameraTarget);
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auto right = glm::normalize(glm::cross(glm::vec3{0, 1, 0}, behind));
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auto up = glm::normalize(glm::cross(right, behind));
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view = glm::lookAt(cameraPosition, cameraTarget, up);
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float aspectRatio = static_cast<float>(gWindowWidth) / static_cast<float>(gWindowHeight);
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projection = glm::perspective(glm::radians(75.f), aspectRatio, 0.1f, 100.0f);
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}
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2026-05-02 21:24:21 -04:00
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void loop() {
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Texture* defaultDiffuse = TextureLoader::textures["default_diffuse"].get();
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Texture* defaultSpecular = TextureLoader::textures["default_specular"].get();
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while (!glfwWindowShouldClose(gWindow)) {
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auto modelMatrix = glm::identity<glm::mat4>();
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glfwPollEvents();
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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ShaderProgram* shader = ShaderLoader::shaders["phong_shader"].get();
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Model* model = ModelLoader::models["cube"].get();
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if (shader && model) {
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Material* mat = model->materials[0].get();
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shader->bind();
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shader->setMat4("projection", projection);
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shader->setMat4("view", view);
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shader->setMat4("model", modelMatrix);
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shader->setVec3("viewPosition", cameraPosition);
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if (mat) {
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shader->setVec3("phongAmbient", mat->phong.ambient);
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shader->setVec3("phongDiffuse", mat->phong.diffuse);
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shader->setVec3("phongSpecular", mat->phong.specular);
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shader->setFloat("phongShininess", mat->phong.shininess);
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}
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shader->setVec3("lightPosition", glm::vec3(5.f, 5.f, 5.f));
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shader->setVec3("lightAmbient", glm::vec3{.1f, .1f, .1f});
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shader->setVec3("lightDiffuse", glm::vec3{.8f, .8f, .8f});
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shader->setVec3("lightSpecular", glm::vec3{1.f, 1.f, 1.f});
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glActiveTexture(GL_TEXTURE0);
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defaultDiffuse->bind();
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shader->setInt("diffuse1", 0);
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glActiveTexture(GL_TEXTURE1);
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defaultSpecular->bind();
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shader->setInt("specular1", 1);
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for (auto mesh: model->meshes) {
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glBindVertexArray(mesh.get()->vao);
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glDrawElements(GL_TRIANGLES, mesh->numIndices, GL_UNSIGNED_INT, 0);
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}
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}
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glfwSwapBuffers(gWindow);
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}
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2026-05-01 20:06:54 -05:00
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}
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