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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2026-05-08 23:44:20 -04:00
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#include "entt/entt.hpp"
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#define STB_IMAGE_IMPLEMENTATION
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#include "FreeCamera.h"
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#include "InputManager.h"
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#include "stb_image.h"
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#include "Model.h"
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#include "ModelManager.h"
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#include "ShaderManager.h"
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#include "ShaderProgram.h"
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#include "Texture.h"
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#include "TextureManager.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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float gAspectRatio = 0.f;
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float gMouseSensitivity = 0.1f;
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FreeCamera gCamera {};
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entt::registry gRegistry{};
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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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2026-05-01 20:06:54 -05:00
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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 load_default_textures();
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void load_shaders();
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void load_inputs();
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void load_default_models();
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void loop();
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std::shared_ptr<Model> load_model(std::string_view _path);
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auto xAxis = glm::vec3{1.f, 0.f, 0.f};
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auto yAxis = glm::vec3{0.f, 1.f, 0.f};
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auto zAxis = glm::vec3{0.f, 0.f, 1.f};
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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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init_camera();
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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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loop();
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ShaderManager::shaders.clear();
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TextureManager::textures.clear();
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ModelManager::models.clear();
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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_framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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gAspectRatio = (float)width / (float)height;
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gCamera.update_aspect_ratio(gAspectRatio);
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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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glfwWindowHint(GLFW_SAMPLES, 4);
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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 v0.0.2", 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, InputManager::key_callback);
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glfwSetCursorPosCallback(gWindow, InputManager::mouse_pos_callback);
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glfwSetFramebufferSizeCallback(gWindow, glfw_framebuffer_size_callback);
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#ifndef GLFW_CONTEXT_DEBUG
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glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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#endif
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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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gAspectRatio = (float)fbWidth / (float)fbHeight;
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}
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_MULTISAMPLE);
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}
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void init_camera() {
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gCamera = {{5.f, 5.f, 5.f}, 0, 0, gAspectRatio};
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gCamera.rotate_yaw(-135.f);
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gCamera.rotate_pitch(-35.f);
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InputManager::add_mouse_listener([](float xoff, float yoff) {
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gCamera.rotate_yaw(xoff * gMouseSensitivity);
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gCamera.rotate_pitch(yoff * gMouseSensitivity);
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});
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}
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void load_default_textures() {
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spdlog::info("creating default textures");
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unsigned char defaultDiffuseData[4] = {static_cast<unsigned char>(255), 255, 255, 255};
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TextureManager::textures["default_diffuse"] = TextureManager::load_from_data(reinterpret_cast<unsigned char*>(&defaultDiffuseData), 1, 1, 4);
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unsigned char defaultSpecularData[4] = {static_cast<unsigned char>(64), 64, 64, 255};
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TextureManager::textures["default_specular"] = TextureManager::load_from_data(reinterpret_cast<unsigned char*>(&defaultSpecularData), 1, 1, 4);
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}
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void load_shaders() {
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spdlog::info("compiling shaders");
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ShaderManager::shaders["phong_shader"] = ShaderManager::load("./resources/standard.vert", "./resources/standard.frag");
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if (ShaderManager::shaders["phong_shader"] == nullptr)
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{
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spdlog::error("failed to compile phong shader");
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std::exit(1);
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}
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}
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void load_inputs() {
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InputManager::generate_input_action("move_forward", {{GLFW_KEY_W, KEY_DOWN}});
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InputManager::generate_input_action("move_backward", {{GLFW_KEY_S, KEY_DOWN}});
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InputManager::generate_input_action("move_right", {{GLFW_KEY_D, KEY_DOWN}});
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InputManager::generate_input_action("move_left", {{GLFW_KEY_A, KEY_DOWN}});
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InputManager::generate_input_action("move_up", {{GLFW_KEY_SPACE, KEY_DOWN}});
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InputManager::generate_input_action("move_down", {{GLFW_KEY_LEFT_SHIFT, KEY_DOWN}});
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InputManager::generate_input_action("exit_application", {{GLFW_KEY_ESCAPE, KEY_DOWN}});
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}
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void load_default_models() {
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spdlog::info("loading default models");
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ModelManager::models["cube"] = ModelManager::load_from_file("./resources/cube.obj");
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ModelManager::models["vette"] = ModelManager::load_from_file("./resources/c4/C4Fixed.obj");
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ModelManager::models["male"] = ModelManager::load_from_file("./resources/male.obj");
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}
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void loop() {
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std::shared_ptr<Texture> defaultDiffuse = TextureManager::textures["default_diffuse"];
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std::shared_ptr<Texture> defaultSpecular = TextureManager::textures["default_specular"];
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std::shared_ptr<ShaderProgram> shader = ShaderManager::shaders["phong_shader"];
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const auto vette = ModelManager::models["vette"];
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auto model = glm::identity<glm::mat4>();
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model = glm::scale(model, glm::vec3(.1f, .1f, .1f));
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const auto& activeModel = vette;
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while (!glfwWindowShouldClose(gWindow)) {
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glfwPollEvents();
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// check inputs
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if (InputManager::check_action_performed("exit_application")) {
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glfwSetWindowShouldClose(gWindow, true);
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continue;
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}
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if (InputManager::check_action_performed("move_forward")) {
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gCamera.move(CAMERA_MOVEMENT::FORWARD, .05);
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}
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if (InputManager::check_action_performed("move_backward")) {
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gCamera.move(CAMERA_MOVEMENT::BACKWARD, .05);
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}
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if (InputManager::check_action_performed("move_left")) {
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gCamera.move(CAMERA_MOVEMENT::LEFT, .05);
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}
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if (InputManager::check_action_performed("move_right")) {
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gCamera.move(CAMERA_MOVEMENT::RIGHT, .05);
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}
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if (InputManager::check_action_performed("move_up")) {
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gCamera.move(CAMERA_MOVEMENT::UP, .05);
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}
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if (InputManager::check_action_performed("move_down")) {
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gCamera.move(CAMERA_MOVEMENT::DOWN, .05);
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}
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// gl frame prep
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// draw the stuff
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if (shader && activeModel) {
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shader->bind();
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shader->setMat4("projection", gCamera.projection());
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shader->setMat4("view", gCamera.view());
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shader->setMat4("model", model);
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shader->setVec3("viewPosition", gCamera.position());
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shader->setVec3("lightPosition", glm::vec3{-2.f, 0, 2.0f});
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shader->setVec3("lightDirection", glm::vec3(1, -1, 1));
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shader->setVec3("lightAmbient", glm::vec3(0.3f, 0.3f, 0.3f));
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shader->setVec3("lightDiffuse", glm::vec3(0.5f, 0.5f, 0.5f));
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shader->setVec3("lightSpecular", glm::vec3(1.0f, 1.0f, 1.0f));
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2026-05-04 00:41:34 -04:00
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for (const auto& mesh: activeModel->meshes) {
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2026-05-08 23:44:20 -04:00
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unsigned int materialId = 0;
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2026-05-04 00:41:34 -04:00
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if (materialId >= activeModel->materials.size()) {
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materialId = 0;
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}
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2026-05-08 23:44:20 -04:00
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const std::shared_ptr<Material> mat = activeModel->materials[materialId];
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2026-05-04 00:41:34 -04:00
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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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glActiveTexture(GL_TEXTURE0);
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auto diffuse = mat->diffuse;
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if (!diffuse) {
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diffuse = defaultDiffuse;
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}
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diffuse->bind();
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shader->setInt("diffuseMap", 0);
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glActiveTexture(GL_TEXTURE1);
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auto specular = mat->specular;
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if (!specular) {
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specular = defaultSpecular;
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}
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specular->bind();
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shader->setInt("specularMap", 1);
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2026-05-02 21:24:21 -04:00
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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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2026-05-03 00:08:13 -05:00
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glBindVertexArray(0);
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ShaderProgram::unbind();
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2026-05-02 21:24:21 -04:00
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}
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2026-05-04 00:41:34 -04:00
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// gl end frame stuff
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2026-05-02 21:24:21 -04:00
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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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