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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"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "Model.h"
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#include "ModelLoader.h"
#include "ShaderManager.h"
#include "ShaderProgram.h"
#include "Texture.h"
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#include "TextureLoader.h"
GLFWwindow* gWindow = nullptr;
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int gWindowWidth = 800;
int gWindowHeight = 600;
int glVersionMajor = 0;
int glVersionMinor = 0;
auto cameraPosition = glm::vec3{0, 0, 0};
auto view = glm::mat4{0};
auto projection = glm::mat4{0};
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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 init_camera();
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void loop();
std::shared_ptr<Model> load_model(std::string_view _path);
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int main() {
spdlog::info("b_engine start");
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
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
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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ShaderManager::shaders["phong_shader"] = ShaderManager::load("./resources/standard.vert", "./resources/standard.frag");
if (ShaderManager::shaders["phong_shader"] == nullptr)
{
std::exit(1);
}
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/*ModelLoader::models["cube"] = ModelLoader::load_from_file("./resources/cube.obj", true);*/
ModelLoader::models["backpack"] = ModelLoader::load_from_file("./resources/backpack/backpack.obj");
/*ModelLoader::models["male"] = ModelLoader::load_from_file("./resources/male.obj");*/
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loop();
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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_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
void glfw_framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height);
}
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);
glfwSetErrorCallback(glfw_error_callback);
}
void create_main_window()
{
gWindow = glfwCreateWindow(gWindowWidth, gWindowHeight, "b_engine v0.0.1", nullptr, nullptr);
if (!gWindow) {
spdlog::error("failed to create glfw window");
std::exit(1);
}
glfwMakeContextCurrent(gWindow);
glfwSetKeyCallback(gWindow, glfw_key_callback);
glfwSetFramebufferSizeCallback(gWindow, glfw_framebuffer_size_callback);
}
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);
glViewport(0, 0, fbWidth, fbHeight);
}
glEnable(GL_DEPTH_TEST);
}
void init_camera()
{
cameraPosition = glm::vec3{10, 0, 10};
auto cameraTarget = glm::vec3{0, 0, 0};
view = glm::lookAt(cameraPosition, cameraTarget, glm::vec3(0.0f, 1.0f, 0.0f));
float aspectRatio = static_cast<float>(gWindowWidth) / static_cast<float>(gWindowHeight);
projection = glm::perspective(glm::radians(75.f), aspectRatio, 0.1f, 100.0f);
}
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void loop() {
Texture* defaultDiffuse = TextureLoader::textures["default_diffuse"].get();
Texture* defaultSpecular = TextureLoader::textures["default_specular"].get();
while (!glfwWindowShouldClose(gWindow)) {
auto model = glm::identity<glm::mat4>();
// model = glm::translate(model, glm::vec3(0, -5.f, 0));
// model = glm::scale(model, glm::vec3(.5f, .5f, .5f));
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glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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ShaderProgram* shader = ShaderManager::shaders["phong_shader"].get();
const Model* cube = ModelLoader::models["cube"].get();
const Model* backpack = ModelLoader::models["backpack"].get();
const Model* male = ModelLoader::models["male"].get();
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if (shader) {
Material* mat = backpack->materials[0].get();
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shader->bind();
shader->setMat4("projection", projection);
shader->setMat4("view", view);
shader->setMat4("model", model);
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shader->setVec3("viewPosition", cameraPosition);
shader->setVec3("phongAmbient", glm::vec3(0.3f, 0.3f, 0.3f));
shader->setVec3("phongDiffuse", glm::vec3(0.8f, 0.8f, 0.8f));
shader->setVec3("phongSpecular", glm::vec3(1.0f, 1.0f, 1.0f));
shader->setFloat("phongShininess", 32.0f);
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shader->setVec3("lightDirection", glm::vec3(-.5f, -.5f, -.5f));
shader->setVec3("lightAmbient", glm::vec3(0.3f, 0.3f, 0.3f));
shader->setVec3("lightDiffuse", glm::vec3(1.0f, 1.0f, 1.0f));
shader->setVec3("lightSpecular", glm::vec3(1.0f, 1.0f, 1.0f));
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for (const auto& mesh: backpack->meshes) {
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glBindVertexArray(mesh.get()->vao);
glDrawElements(GL_TRIANGLES, mesh->numIndices, GL_UNSIGNED_INT, 0);
}
glBindVertexArray(0);
ShaderProgram::unbind();
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}
glfwSwapBuffers(gWindow);
}
}