revamped resource system
This commit is contained in:
@@ -5,7 +5,6 @@ set(CMAKE_CXX_STANDARD 20)
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set (GLAD_SOURCE_DIR _ThirdParty/glad/src)
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set (GLAD_INCLUDE_DIR _ThirdParty/glad/include)
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include_directories(${GLAD_INCLUDE_DIR})
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set (GLFW_BUILD_EXAMPLES OFF)
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@@ -20,7 +19,9 @@ add_subdirectory(_ThirdParty/assimp)
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add_subdirectory(glm)
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add_executable(${PROJECT_NAME} src/main.cpp ${GLAD_SOURCE_DIR}/gl.c
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add_executable(${PROJECT_NAME}
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src/main.cpp
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${GLAD_SOURCE_DIR}/gl.c
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src/Mesh.cpp
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src/Mesh.h
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src/Model.cpp
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@@ -31,8 +32,11 @@ add_executable(${PROJECT_NAME} src/main.cpp ${GLAD_SOURCE_DIR}/gl.c
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src/ModelLoader.h
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src/ShaderProgram.cpp
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src/ShaderProgram.h
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src/Texture.cpp
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src/Texture.h)
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src/Texture.h
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src/TextureLoader.cpp
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src/TextureLoader.h
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src/ShaderLoader.cpp
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src/ShaderLoader.h)
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target_link_libraries(${PROJECT_NAME} glfw spdlog assimp glm)
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target_include_directories(${PROJECT_NAME} PRIVATE ${ASSIMP_INCLUDE_INSTALL_DIR})
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46
resources/cube.obj
Normal file
46
resources/cube.obj
Normal file
@@ -0,0 +1,46 @@
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# Blender v2.76 (sub 0) OBJ File: ''
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# www.blender.org
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mtllib cube.mtl
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o Cube
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v 1.000000 -1.000000 -1.000000
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v 1.000000 -1.000000 1.000000
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v -1.000000 -1.000000 1.000000
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v -1.000000 -1.000000 -1.000000
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v 1.000000 1.000000 -0.999999
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v 0.999999 1.000000 1.000001
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v -1.000000 1.000000 1.000000
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v -1.000000 1.000000 -1.000000
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vt 1.000000 0.333333
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vt 1.000000 0.666667
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vt 0.666667 0.666667
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vt 0.666667 0.333333
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vt 0.666667 0.000000
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vt 0.000000 0.333333
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vt 0.000000 0.000000
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vt 0.333333 0.000000
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vt 0.333333 1.000000
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vt 0.000000 1.000000
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vt 0.000000 0.666667
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vt 0.333333 0.333333
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vt 0.333333 0.666667
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vt 1.000000 0.000000
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vn 0.000000 -1.000000 0.000000
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vn 0.000000 1.000000 0.000000
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vn 1.000000 0.000000 0.000000
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vn -0.000000 0.000000 1.000000
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vn -1.000000 -0.000000 -0.000000
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vn 0.000000 0.000000 -1.000000
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usemtl Material
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s off
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f 2/1/1 3/2/1 4/3/1
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f 8/1/2 7/4/2 6/5/2
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f 5/6/3 6/7/3 2/8/3
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f 6/8/4 7/5/4 3/4/4
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f 3/9/5 7/10/5 8/11/5
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f 1/12/6 4/13/6 8/11/6
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f 1/4/1 2/1/1 4/3/1
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f 5/14/2 8/1/2 6/5/2
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f 1/12/3 5/6/3 2/8/3
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f 2/12/4 6/8/4 3/4/4
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f 4/13/5 3/9/5 8/11/5
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f 5/6/6 1/12/6 8/11/6
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@@ -5,23 +5,27 @@
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#ifndef B_ENGINE_MATERIAL_H
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#define B_ENGINE_MATERIAL_H
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#include <memory>
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#include <glm/glm.hpp>
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#include "Texture.h"
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typedef struct
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{
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alignas(16) glm::vec3 ambient;
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alignas(16) glm::vec3 diffuse;
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alignas(16) glm::vec3 specular;
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glm::vec3 ambient;
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glm::vec3 diffuse;
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glm::vec3 specular;
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float shininess;
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} PhongProperties;
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typedef struct
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{
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Texture* diffuse;
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Texture* specular;
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Texture* normal;
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std::shared_ptr<Texture> diffuse;
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std::shared_ptr<Texture> specular;
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std::shared_ptr<Texture> normal;
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std::string name;
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PhongProperties phong;
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} Material;
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@@ -6,6 +6,7 @@
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Mesh::Mesh(const std::vector<float> &positions, const std::vector<float> &uvs, const std::vector<float> &normals, const std::vector<unsigned int> &indices) {
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vao = 0;
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ebo = 0;
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numIndices = indices.size();
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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@@ -27,6 +28,7 @@ Mesh::Mesh(const std::vector<float> &positions, const std::vector<float> &uvs, c
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glBindBuffer(GL_ARRAY_BUFFER, normalVbo);
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glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(float), normals.data(), GL_STATIC_DRAW);
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glGenBuffers(1, &ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
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@@ -20,6 +20,7 @@ public:
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GLuint vao;
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GLuint ebo;
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unsigned int numIndices;
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};
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#endif //B_ENGINE_MESH_H
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@@ -5,7 +5,7 @@
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#ifndef B_ENGINE_MODEL_H
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#define B_ENGINE_MODEL_H
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#include <string>
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#include <string_view>
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#include <vector>
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#include "Mesh.h"
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@@ -14,9 +14,10 @@
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class Model
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{
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public:
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int numMeshes;
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std::vector<Mesh> meshes;
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std::vector<Material> materials;
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static std::shared_ptr<Model> load_from_file(std::string_view filename);
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std::vector<std::shared_ptr<Mesh>> meshes;
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std::vector<std::shared_ptr<Material>> materials;
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};
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#endif //B_ENGINE_MODEL_H
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@@ -10,16 +10,23 @@
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <cstring>
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std::unordered_map<std::string, std::shared_ptr<Model>> ModelLoader::models;
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void process_ai_node(aiNode* node, const aiScene* scene, Model* model);
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Mesh process_ai_mesh(aiMesh* aiMesh, const aiScene* scene, Model* model);
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Mesh process_ai_mesh(const aiMesh* aiMesh);
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Material process_ai_material(aiMaterial* mat);
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std::shared_ptr<Model> ModelLoader::load_from_file(std::string_view _path)
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{
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(_path.data(),
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/*aiProcess_CalcTangentSpace |*/
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aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs |
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aiProcess_Triangulate |
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aiProcess_GenSmoothNormals |
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aiProcess_FlipUVs |
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aiProcess_CalcTangentSpace);
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if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
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@@ -30,21 +37,29 @@ std::shared_ptr<Model> ModelLoader::load_from_file(std::string_view _path)
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auto model = std::make_shared<Model>();
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process_ai_node(scene->mRootNode, scene, model.get());
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model->materials.resize(scene->mNumMaterials);
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for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
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aiMaterial* mat = scene->mMaterials[i];
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model->materials[i] = std::make_shared<Material>(process_ai_material(mat));
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}
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model->meshes.resize(scene->mNumMeshes);
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for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
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aiMesh* mesh = scene->mMeshes[i];
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model->meshes[i] = std::make_shared<Mesh>(process_ai_mesh(mesh));
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}
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return model;
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}
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void process_ai_node(aiNode* node, const aiScene* scene, Model* model)
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{
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for (unsigned int i = 0; i < node->mNumMeshes; i++)
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{
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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model->meshes.push_back(process_ai_mesh(mesh, scene, model));
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for (unsigned int i = 0; i < node->mNumChildren; i++) {
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}
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}
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Mesh process_ai_mesh(aiMesh* aiMesh, const aiScene* scene, Model* model)
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Mesh process_ai_mesh(const aiMesh* aiMesh)
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{
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auto positions = std::vector<float>(aiMesh->mNumVertices * 3);
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auto uvs = std::vector<float>(aiMesh->mNumVertices * 2);
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@@ -92,3 +107,48 @@ Mesh process_ai_mesh(aiMesh* aiMesh, const aiScene* scene, Model* model)
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return {positions, uvs, normals, indices};
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}
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Material process_ai_material(aiMaterial *mat) {
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aiString matName;
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aiReturn ret = mat->Get(AI_MATKEY_NAME, matName);
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if (ret != AI_SUCCESS) {
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spdlog::error("Could not find material name");
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}
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aiColor3D ambientColor {0.f, 0.f, 0.f};
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ret = mat->Get(AI_MATKEY_COLOR_DIFFUSE, ambientColor);
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if (ret != AI_SUCCESS) {
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spdlog::error("Could not find ambient color for material: {}", matName.C_Str());
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ambientColor = {.3f, .3f, .3f};
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}
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aiColor3D diffuseColor {1.f, 1.f, 1.f};
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ret = mat->Get(AI_MATKEY_COLOR_DIFFUSE, diffuseColor);
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if (ret != AI_SUCCESS) {
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spdlog::error("Could not find diffuse color for material: {}", matName.C_Str());
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diffuseColor = {1.f, 1.f, 1.f};
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}
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aiColor3D specularColor {1.f, 1.f, 1.f};
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ret = mat->Get(AI_MATKEY_COLOR_SPECULAR, specularColor);
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if (ret != AI_SUCCESS) {
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spdlog::error("Could not find specular color for material: {}", matName.C_Str());
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specularColor = {1.f, 1.f, 1.f};
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}
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float shininess = 32.f;
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ret = mat->Get(AI_MATKEY_SHININESS, shininess);
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if (ret != AI_SUCCESS) {
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spdlog::error("Could not find shininess for material: {}", matName.C_Str());
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shininess = 32.f;
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}
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Material material;
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material.name = matName.C_Str();
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material.phong.ambient = glm::vec3{ambientColor.r, ambientColor.g, ambientColor.b};
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material.phong.diffuse = glm::vec3{diffuseColor.r, diffuseColor.g, diffuseColor.b};
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material.phong.specular = glm::vec3{specularColor.r, specularColor.g, specularColor.b};
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material.phong.shininess = shininess;
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return material;
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}
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@@ -13,6 +13,8 @@
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class ModelLoader
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{
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public:
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static std::unordered_map<std::string, std::shared_ptr<Model>> models;
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static std::shared_ptr<Model> load_from_file(std::string_view _path);
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};
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97
src/ShaderLoader.cpp
Normal file
97
src/ShaderLoader.cpp
Normal file
@@ -0,0 +1,97 @@
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//
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// Created by slinky on 5/1/26.
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//
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#include "ShaderLoader.h"
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#include "glad/gl.h"
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#include <fstream>
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#include <sstream>
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#include <spdlog/spdlog.h>
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void log_shader_compile_errors(GLuint shader, std::string_view shaderType);
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void log_program_compile_errors(GLuint program);
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std::unordered_map<std::string, std::shared_ptr<ShaderProgram>> ShaderLoader::shaders;
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std::shared_ptr<ShaderProgram> ShaderLoader::load(std::string_view vertexPath, std::string_view fragmentPath)
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{
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std::string vertexSource;
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std::string fragmentSource;
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std::ifstream vertexFile {};
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std::ifstream fragmentFile {};
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try
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{
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vertexFile.open(vertexPath.data());
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fragmentFile.open(fragmentPath.data());
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std::stringstream vertexSourceStream {};
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vertexSourceStream << vertexFile.rdbuf();
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vertexSource = vertexSourceStream.str();
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std::stringstream fragmentSourceStream {};
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fragmentSourceStream << fragmentFile.rdbuf();
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fragmentSource = fragmentSourceStream.str();
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vertexFile.close();
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fragmentFile.close();
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} catch (std::ifstream::failure& e) {
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spdlog::error("Failed to load shader program {}, {}: {}", vertexPath, fragmentPath, std::string(e.what()).c_str());
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return nullptr;
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}
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unsigned int vertex;
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unsigned int fragment;
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vertex = glCreateShader(GL_VERTEX_SHADER);
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const char* vertex_str = vertexSource.data();
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glShaderSource(vertex, 1, &vertex_str, NULL);
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glCompileShader(vertex);
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log_shader_compile_errors(vertex, "vertex");
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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const char* frag_str = fragmentSource.data();
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glShaderSource(fragment, 1, &frag_str, NULL);
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glCompileShader(fragment);
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log_shader_compile_errors(fragment, "fragment");
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int shaderId = glCreateProgram();
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glAttachShader(shaderId, vertex);
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glAttachShader(shaderId, fragment);
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glLinkProgram(shaderId);
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log_program_compile_errors(shaderId);
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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return std::make_shared<ShaderProgram>(ShaderProgram(shaderId));
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}
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void log_shader_compile_errors(GLuint shader, std::string_view shaderType)
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{
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GLint success;
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GLchar infoLog[1024];
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(shader, 1024, NULL, infoLog);
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spdlog::error("Failed to compile {} shader: {}", shaderType, infoLog);
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}
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}
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void log_program_compile_errors(GLuint program)
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{
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GLint success;
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GLchar infoLog[1024];
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glGetProgramiv(program, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(program, 1024, NULL, infoLog);
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spdlog::error("Failed to compile program: {}", infoLog);
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}
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}
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19
src/ShaderLoader.h
Normal file
19
src/ShaderLoader.h
Normal file
@@ -0,0 +1,19 @@
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//
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// Created by slinky on 5/1/26.
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//
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#ifndef B_ENGINE_SHADERLOADER_H
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#define B_ENGINE_SHADERLOADER_H
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#include <memory>
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#include "ShaderProgram.h"
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class ShaderLoader {
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public:
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static std::unordered_map<std::string, std::shared_ptr<ShaderProgram>> shaders;
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static std::shared_ptr<ShaderProgram> load(std::string_view vertexPath, std::string_view fragmentPath);
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};
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#endif //B_ENGINE_SHADERLOADER_H
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@@ -5,68 +5,8 @@
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#include "ShaderProgram.h"
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#include <fstream>
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#include <string>
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#include <sstream>
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|
||||
#include "glad/gl.h"
|
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#include "spdlog/spdlog.h"
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|
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void log_shader_compile_errors(GLuint shader, std::string_view shaderType);
|
||||
void log_program_compile_errors(GLuint program);
|
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|
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std::shared_ptr<ShaderProgram> ShaderProgram::load(std::string_view vertexPath, std::string_view fragmentPath)
|
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{
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||||
std::string vertexSource;
|
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std::string fragmentSource;
|
||||
|
||||
std::ifstream vertexFile {};
|
||||
std::ifstream fragmentFile {};
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||||
|
||||
try
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||||
{
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std::stringstream ss;
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vertexFile.open(vertexPath.data());
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fragmentFile.open(fragmentPath.data());
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ss << vertexFile.rdbuf();
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vertexSource = ss.str();
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ss.clear();
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ss << fragmentFile.rdbuf();
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||||
fragmentSource = ss.str();
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||||
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||||
vertexFile.close();
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||||
fragmentFile.close();
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} catch (std::ifstream::failure& e) {
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||||
spdlog::error("Failed to load shader program {}, {}: {}", vertexPath, fragmentPath, std::string(e.what()).c_str());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
unsigned int vertex;
|
||||
unsigned int fragment;
|
||||
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, reinterpret_cast<const GLchar* const*>(vertexSource.data()), NULL);
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||||
glCompileShader(vertex);
|
||||
log_shader_compile_errors(vertex, "vertex");
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||||
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, reinterpret_cast<const GLchar* const*>(fragmentSource.data()), NULL);
|
||||
glCompileShader(fragment);
|
||||
log_shader_compile_errors(fragment, "fragment");
|
||||
|
||||
ShaderProgram program;
|
||||
program.id = glCreateProgram();
|
||||
|
||||
glAttachShader(program.id, vertex);
|
||||
glAttachShader(program.id, fragment);
|
||||
glLinkProgram(program.id);
|
||||
log_program_compile_errors(program.id);
|
||||
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
return std::make_shared<ShaderProgram>(program);
|
||||
}
|
||||
#include <glad/gl.h>
|
||||
|
||||
void ShaderProgram::bind()
|
||||
{
|
||||
@@ -80,49 +20,26 @@ void ShaderProgram::unbind()
|
||||
|
||||
void ShaderProgram::setFloat(std::string_view name, float value) const
|
||||
{
|
||||
|
||||
glUniform1f(glGetUniformLocation(id, name.data()), value);
|
||||
}
|
||||
|
||||
void ShaderProgram::setVec2(std::string_view name, const glm::vec2& value) const
|
||||
void ShaderProgram::setInt(std::string_view name, int value) const
|
||||
{
|
||||
|
||||
glUniform1i(glGetUniformLocation(id, name.data()), value);
|
||||
}
|
||||
|
||||
void ShaderProgram::setVec3(std::string_view name, const glm::vec3& value) const
|
||||
{
|
||||
|
||||
glUniform3fv(glGetUniformLocation(id, name.data()), 1, &value[0]);
|
||||
}
|
||||
|
||||
void ShaderProgram::setVec4(std::string_view name, const glm::vec4& value) const
|
||||
{
|
||||
|
||||
glUniform4fv(glGetUniformLocation(id, name.data()), 1, &value[0]);
|
||||
}
|
||||
|
||||
void ShaderProgram::setMat4(std::string_view name, const glm::mat4& value) const
|
||||
{
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(id, name.data()), 1, GL_FALSE, &value[0][0]);
|
||||
}
|
||||
|
||||
void log_shader_compile_errors(GLuint shader, std::string_view shaderType)
|
||||
{
|
||||
GLint success;
|
||||
GLchar infoLog[1024];
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
|
||||
spdlog::error("Failed to compile {} shader: {}", shaderType, infoLog);
|
||||
}
|
||||
}
|
||||
|
||||
void log_program_compile_errors(GLuint program)
|
||||
{
|
||||
GLint success;
|
||||
GLchar infoLog[1024];
|
||||
glGetProgramiv(program, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
glGetShaderInfoLog(program, 1024, NULL, infoLog);
|
||||
spdlog::error("Failed to compile program: {}", infoLog);
|
||||
}
|
||||
}
|
||||
@@ -15,13 +15,13 @@
|
||||
class ShaderProgram
|
||||
{
|
||||
public:
|
||||
static std::shared_ptr<ShaderProgram> load(std::string_view vertexPath, std::string_view fragmentPath);
|
||||
explicit ShaderProgram(GLuint id) : id(id) {}
|
||||
|
||||
void bind();
|
||||
void unbind();
|
||||
static void unbind();
|
||||
|
||||
void setFloat(std::string_view name, float value) const;
|
||||
void setVec2(std::string_view name, const glm::vec2 &value) const;
|
||||
void setInt(std::string_view name, int value) const;
|
||||
void setVec3(std::string_view name, const glm::vec3 &value) const;
|
||||
void setMat4(std::string_view name, const glm::mat4 &mat) const;
|
||||
void setVec4(std::string_view name, const glm::vec4 &value) const;
|
||||
|
||||
@@ -5,21 +5,21 @@
|
||||
#ifndef B_ENGINE_TEXTURE_H
|
||||
#define B_ENGINE_TEXTURE_H
|
||||
|
||||
#include <memory>
|
||||
#include <string_view>
|
||||
#include <string>
|
||||
|
||||
#include <glad/gl.h>
|
||||
|
||||
class Texture
|
||||
{
|
||||
public:
|
||||
static std::shared_ptr<Texture> load_from_file(std::string_view filePath);
|
||||
static std::shared_ptr<Texture> load_from_data(unsigned char* data, int width, int height, int channels);
|
||||
Texture(unsigned int id, std::string_view filePath, int width, int height, int channels)
|
||||
: id(id), filePath(filePath), width(width), height(height), channels(channels) {}
|
||||
|
||||
Texture() = default;
|
||||
~Texture();
|
||||
~Texture() { glDeleteTextures(1, &id); }
|
||||
|
||||
void bind(unsigned int slot);
|
||||
void unbind();
|
||||
void bind() const {glBindTexture(GL_TEXTURE_2D, id);}
|
||||
static void unbind() {glBindTexture(GL_TEXTURE_2D, 0);}
|
||||
|
||||
[[nodiscard]] int get_width() const { return width; }
|
||||
[[nodiscard]] int get_height() const { return height; }
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
//
|
||||
// Created by lbmas on 4/29/2026.
|
||||
// Created by slinky on 5/1/26.
|
||||
//
|
||||
|
||||
#include "Texture.h"
|
||||
#include "TextureLoader.h"
|
||||
|
||||
#include "stb_image.h"
|
||||
|
||||
@@ -10,7 +10,9 @@
|
||||
|
||||
#include "glad/gl.h"
|
||||
|
||||
std::shared_ptr<Texture> Texture::load_from_file(std::string_view filePath)
|
||||
std::unordered_map<std::string, std::shared_ptr<Texture>> TextureLoader::textures;
|
||||
|
||||
std::shared_ptr<Texture> TextureLoader::load_from_file(std::string_view filePath)
|
||||
{
|
||||
int width, height, channels;
|
||||
unsigned char *data = stbi_load(filePath.data(), &width, &height, &channels, 0);
|
||||
@@ -20,9 +22,9 @@ std::shared_ptr<Texture> Texture::load_from_file(std::string_view filePath)
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Texture texture = {};
|
||||
glGenTextures(1, &texture.id);
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
unsigned int textureID = 0;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -36,18 +38,14 @@ std::shared_ptr<Texture> Texture::load_from_file(std::string_view filePath)
|
||||
|
||||
stbi_image_free(data);
|
||||
|
||||
texture.filePath = filePath;
|
||||
texture.width = width;
|
||||
texture.height = height;
|
||||
texture.channels = channels;
|
||||
return std::make_shared<Texture>(texture);
|
||||
return std::make_shared<Texture>(textureID, filePath, width, height, channels);
|
||||
}
|
||||
|
||||
std::shared_ptr<Texture> Texture::load_from_data(unsigned char* data, int width, int height, int channels)
|
||||
std::shared_ptr<Texture> TextureLoader::load_from_data(unsigned char* data, int width, int height, int channels)
|
||||
{
|
||||
Texture texture = {};
|
||||
glGenTextures(1, &texture.id);
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
unsigned int textureID = 0;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -59,24 +57,5 @@ std::shared_ptr<Texture> Texture::load_from_data(unsigned char* data, int width,
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
texture.filePath = "";
|
||||
texture.width = width;
|
||||
texture.height = height;
|
||||
texture.channels = channels;
|
||||
return std::make_shared<Texture>(texture);
|
||||
}
|
||||
|
||||
Texture::~Texture()
|
||||
{
|
||||
glDeleteTextures(1, &id);
|
||||
}
|
||||
|
||||
void Texture::bind(unsigned int slot)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Texture::unbind()
|
||||
{
|
||||
|
||||
return std::make_shared<Texture>(textureID, "memory", width, height, channels);
|
||||
}
|
||||
21
src/TextureLoader.h
Normal file
21
src/TextureLoader.h
Normal file
@@ -0,0 +1,21 @@
|
||||
//
|
||||
// Created by slinky on 5/1/26.
|
||||
//
|
||||
|
||||
#ifndef B_ENGINE_TEXTURELOADER_H
|
||||
#define B_ENGINE_TEXTURELOADER_H
|
||||
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "Texture.h"
|
||||
|
||||
class TextureLoader {
|
||||
public:
|
||||
static std::unordered_map<std::string, std::shared_ptr<Texture>> textures;
|
||||
|
||||
static std::shared_ptr<Texture> load_from_file(std::string_view filePath);
|
||||
static std::shared_ptr<Texture> load_from_data(unsigned char* data, int width, int height, int channels);
|
||||
};
|
||||
|
||||
#endif //B_ENGINE_TEXTURELOADER_H
|
||||
80
src/main.cpp
80
src/main.cpp
@@ -11,8 +11,11 @@
|
||||
#include "stb_image.h"
|
||||
|
||||
#include "Model.h"
|
||||
#include "ModelLoader.h"
|
||||
#include "ShaderLoader.h"
|
||||
#include "ShaderProgram.h"
|
||||
#include "Texture.h"
|
||||
#include "TextureLoader.h"
|
||||
|
||||
GLFWwindow* gWindow = nullptr;
|
||||
int gWindowWidth = 800;
|
||||
@@ -25,10 +28,6 @@ auto cameraPosition = glm::vec3{0, 0, 0};
|
||||
auto view = glm::mat4{0};
|
||||
auto projection = glm::mat4{0};
|
||||
|
||||
std::unordered_map<std::string, std::shared_ptr<Model>> gModels = {};
|
||||
std::unordered_map<std::string, std::shared_ptr<Texture>> gTextures = {};
|
||||
std::unordered_map<std::string, std::shared_ptr<ShaderProgram>> gShaders = {};
|
||||
|
||||
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);
|
||||
@@ -37,6 +36,7 @@ void init_glfw();
|
||||
void create_main_window();
|
||||
void load_gl();
|
||||
void init_camera();
|
||||
void loop();
|
||||
|
||||
std::shared_ptr<Model> load_model(std::string_view _path);
|
||||
|
||||
@@ -55,26 +55,21 @@ int main() {
|
||||
|
||||
// create a default texture
|
||||
unsigned char defaultDiffuseData[4] = {static_cast<unsigned char>(255), 255, 255, 255};
|
||||
gTextures["default_diffuse"] = Texture::load_from_data(reinterpret_cast<unsigned char*>(&defaultDiffuseData), 1, 1, 4);
|
||||
TextureLoader::textures["default_diffuse"] = TextureLoader::load_from_data(reinterpret_cast<unsigned char*>(&defaultDiffuseData), 1, 1, 4);
|
||||
|
||||
// create a default specular map
|
||||
unsigned char defaultSpecularData[4] = {static_cast<unsigned char>(128), 128, 128, 255};
|
||||
gTextures["default_specular"] = Texture::load_from_data(reinterpret_cast<unsigned char*>(&defaultSpecularData), 1, 1, 4);
|
||||
TextureLoader::textures["default_specular"] = TextureLoader::load_from_data(reinterpret_cast<unsigned char*>(&defaultSpecularData), 1, 1, 4);
|
||||
|
||||
gShaders["phong_shader"] = ShaderProgram::load("./resources/standard.frag", "./resources/standard.vert");
|
||||
if (gShaders["phong_shader"] == nullptr)
|
||||
ShaderLoader::shaders["phong_shader"] = ShaderLoader::load("./resources/standard.vert", "./resources/standard.frag");
|
||||
if (ShaderLoader::shaders["phong_shader"] == nullptr)
|
||||
{
|
||||
std::exit(1);
|
||||
}
|
||||
|
||||
while (!glfwWindowShouldClose(gWindow)) {
|
||||
glfwPollEvents();
|
||||
ModelLoader::models["cube"] = ModelLoader::load_from_file("./resources/cube.obj");
|
||||
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glfwSwapBuffers(gWindow);
|
||||
}
|
||||
loop();
|
||||
|
||||
glfwDestroyWindow(gWindow);
|
||||
glfwTerminate();
|
||||
@@ -153,7 +148,56 @@ void init_camera()
|
||||
projection = glm::perspective(glm::radians(75.f), aspectRatio, 0.1f, 100.0f);
|
||||
}
|
||||
|
||||
std::shared_ptr<Model> load_model(std::string_view _path)
|
||||
{
|
||||
return std::make_shared<Model>();
|
||||
void loop() {
|
||||
Texture* defaultDiffuse = TextureLoader::textures["default_diffuse"].get();
|
||||
Texture* defaultSpecular = TextureLoader::textures["default_specular"].get();
|
||||
|
||||
while (!glfwWindowShouldClose(gWindow)) {
|
||||
auto modelMatrix = glm::identity<glm::mat4>();
|
||||
glfwPollEvents();
|
||||
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
ShaderProgram* shader = ShaderLoader::shaders["phong_shader"].get();
|
||||
Model* model = ModelLoader::models["cube"].get();
|
||||
|
||||
if (shader && model) {
|
||||
Material* mat = model->materials[0].get();
|
||||
shader->bind();
|
||||
|
||||
shader->setMat4("projection", projection);
|
||||
shader->setMat4("view", view);
|
||||
shader->setMat4("model", modelMatrix);
|
||||
|
||||
shader->setVec3("viewPosition", cameraPosition);
|
||||
|
||||
if (mat) {
|
||||
shader->setVec3("phongAmbient", mat->phong.ambient);
|
||||
shader->setVec3("phongDiffuse", mat->phong.diffuse);
|
||||
shader->setVec3("phongSpecular", mat->phong.specular);
|
||||
shader->setFloat("phongShininess", mat->phong.shininess);
|
||||
}
|
||||
|
||||
shader->setVec3("lightPosition", glm::vec3(5.f, 5.f, 5.f));
|
||||
shader->setVec3("lightAmbient", glm::vec3{.1f, .1f, .1f});
|
||||
shader->setVec3("lightDiffuse", glm::vec3{.8f, .8f, .8f});
|
||||
shader->setVec3("lightSpecular", glm::vec3{1.f, 1.f, 1.f});
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
defaultDiffuse->bind();
|
||||
shader->setInt("diffuse1", 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
defaultSpecular->bind();
|
||||
shader->setInt("specular1", 1);
|
||||
|
||||
for (auto mesh: model->meshes) {
|
||||
glBindVertexArray(mesh.get()->vao);
|
||||
glDrawElements(GL_TRIANGLES, mesh->numIndices, GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
}
|
||||
|
||||
glfwSwapBuffers(gWindow);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user