started on assimp importing and texture stuff
This commit is contained in:
6
.gitmodules
vendored
6
.gitmodules
vendored
@@ -4,3 +4,9 @@
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[submodule "_ThirdParty/glfw"]
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path = _ThirdParty/glfw
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url = https://github.com/glfw/glfw.git
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[submodule "_ThirdParty/assimp"]
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path = _ThirdParty/assimp
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url = https://github.com/assimp/assimp.git
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[submodule "glm"]
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path = glm
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url = https://github.com/g-truc/glm.git
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@@ -8,14 +8,31 @@ set (GLAD_INCLUDE_DIR _ThirdParty/glad/include)
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include_directories(${GLAD_INCLUDE_DIR})
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set (GLFW_BUILD_EXAMPLES FALSE)
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set (GLFW_BUILD_TESTS FALSE)
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set (GLFW_BUILD_DOCS FALSE)
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set (GLFW_BUILD_EXAMPLES OFF)
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set (GLFW_BUILD_TESTS OFF)
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set (GLFW_BUILD_DOCS OFF)
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add_subdirectory(_ThirdParty/glfw)
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add_subdirectory(_ThirdParty/spdlog)
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set (ASSIMP_INSTALL OFF)
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add_subdirectory(_ThirdParty/assimp)
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add_subdirectory(glm)
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add_executable(${PROJECT_NAME} src/main.cpp ${GLAD_SOURCE_DIR}/gl.c
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src/Mesh.cpp
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src/Mesh.h)
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target_link_libraries(${PROJECT_NAME} glfw spdlog)
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src/Mesh.h
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src/Model.cpp
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src/Model.h
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src/Material.cpp
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src/Material.h
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src/ModelLoader.cpp
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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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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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1
_ThirdParty/assimp
vendored
Submodule
1
_ThirdParty/assimp
vendored
Submodule
Submodule _ThirdParty/assimp added at 86ae4876fb
1
glm
Submodule
1
glm
Submodule
Submodule glm added at 6f14f4792a
42
resources/standard.frag
Normal file
42
resources/standard.frag
Normal file
@@ -0,0 +1,42 @@
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#version 400
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out vec4 FragColor;
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in vec3 Position;
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in vec2 TexCoord;
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in vec3 Normal;
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uniform vec3 viewPosition;
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uniform sampler2D diffuse1;
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uniform sampler2D specular1;
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uniform vec3 phongAmbient;
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uniform vec3 phongDiffuse;
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uniform vec3 phongSpecular;
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uniform float phongShininess;
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uniform vec3 lightPos;
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uniform vec3 lightAmbient;
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uniform vec3 lightDiffuse;
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uniform vec3 lightSpecular;
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void main() {
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vec3 diffColor = texture(diffuse1, TexCoord).rgb;
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vec3 specColor = texture(specular1, TexCoord).rgb;
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vec3 ambient = (phongAmbient * diffColor) * lightAmbient;
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - Position);
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float diffImpact = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = (phongDiffuse * diffImpact * diffColor) * lightDiffuse;
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vec3 viewDir = normalize(viewPosition - Position);
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float specImpact = pow(max(dot(norm, halfwayDir), 0.0), phongShininess);
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vec3 specular = (phongSpecular * specImpact * specColor) * lightSpecular;
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vec3 result = ambient + diffuse + specular;
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FragColor = vec4(result, 1.0);
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}
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22
resources/standard.vert
Normal file
22
resources/standard.vert
Normal file
@@ -0,0 +1,22 @@
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#version 400
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec2 uv;
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layout (location = 2) in vec3 normal;
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out vec3 Position;
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out vec2 TexCoord;
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out vec3 Normal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main() {
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Position = vec3(model * vec4(position, 1.0));
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Normal = mat3(transpose(inverse(model))) * normal;
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TexCoord = uv;
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gl_Position = projection * view * vec4(Position, 1.0);
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}
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5
src/Material.cpp
Normal file
5
src/Material.cpp
Normal file
@@ -0,0 +1,5 @@
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//
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// Created by lbmas on 4/28/2026.
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//
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#include "Material.h"
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30
src/Material.h
Normal file
30
src/Material.h
Normal file
@@ -0,0 +1,30 @@
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//
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// Created by lbmas on 4/28/2026.
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//
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#ifndef B_ENGINE_MATERIAL_H
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#define B_ENGINE_MATERIAL_H
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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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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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PhongProperties phong;
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} Material;
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#endif //B_ENGINE_MATERIAL_H
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23
src/Mesh.cpp
23
src/Mesh.cpp
@@ -3,8 +3,9 @@
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//
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#include "Mesh.h"
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Mesh::Mesh(const std::vector<float> &positions, const std::vector<float> &uvs, const std::vector<float> &normals, const std::vector<int> &indices) {
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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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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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@@ -25,4 +26,24 @@ Mesh::Mesh(const std::vector<float> &positions, const std::vector<float> &uvs, c
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glGenBuffers(1, &normalVbo);
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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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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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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, positionVbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, uvVbo);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, normalVbo);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glBindVertexArray(0);
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}
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@@ -16,11 +16,10 @@ public:
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Mesh(const std::vector<float>& positions,
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const std::vector<float>& uvs,
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const std::vector<float>& normals,
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const std::vector<float>& indices);
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const std::vector<unsigned int>& indices);
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void bind();
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private:
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GLuint vao;
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GLuint ebo;
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};
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#endif //B_ENGINE_MESH_H
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5
src/Model.cpp
Normal file
5
src/Model.cpp
Normal file
@@ -0,0 +1,5 @@
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//
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// Created by lbmas on 4/28/2026.
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//
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#include "Model.h"
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22
src/Model.h
Normal file
22
src/Model.h
Normal file
@@ -0,0 +1,22 @@
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//
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// Created by lbmas on 4/28/2026.
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//
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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 <vector>
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#include "Mesh.h"
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#include "Material.h"
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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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};
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#endif //B_ENGINE_MODEL_H
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94
src/ModelLoader.cpp
Normal file
94
src/ModelLoader.cpp
Normal file
@@ -0,0 +1,94 @@
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//
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// Created by lbmas on 4/29/2026.
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//
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#include <spdlog/spdlog.h>
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#include "ModelLoader.h"
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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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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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_CalcTangentSpace);
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if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
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{
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spdlog::error("failed to load model {}: {}", _path, importer.GetErrorString());
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return nullptr;
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}
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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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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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}
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}
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Mesh process_ai_mesh(aiMesh* aiMesh, const aiScene* scene, Model* model)
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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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auto normals = std::vector<float>(aiMesh->mNumVertices * 3);
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auto indices = std::vector<unsigned int>(aiMesh->mNumFaces * 3);
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for (unsigned int i = 0; i < aiMesh->mNumVertices; i++)
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{
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auto position = aiMesh->mVertices[i];
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positions.push_back(position.x);
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positions.push_back(position.y);
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positions.push_back(position.z);
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if (aiMesh->HasNormals())
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{
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normals.push_back(aiMesh->mNormals[i].x);
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normals.push_back(aiMesh->mNormals[i].y);
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normals.push_back(aiMesh->mNormals[i].z);
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}
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else
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{
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normals.push_back(0);
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normals.push_back(0);
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normals.push_back(0);
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}
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if (aiMesh->HasTextureCoords(0))
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{
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uvs.push_back(aiMesh->mTextureCoords[0][i].x);
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uvs.push_back(aiMesh->mTextureCoords[0][i].y);
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}
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else
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{
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uvs.push_back(0);
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||||
uvs.push_back(0);
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}
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}
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for(unsigned int i = 0; i < aiMesh->mNumFaces; i++)
|
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{
|
||||
const aiFace face = aiMesh->mFaces[i];
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for(unsigned int j = 0; j < face.mNumIndices; j++)
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indices.push_back(face.mIndices[j]);
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||||
}
|
||||
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||||
return {positions, uvs, normals, indices};
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}
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20
src/ModelLoader.h
Normal file
20
src/ModelLoader.h
Normal file
@@ -0,0 +1,20 @@
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//
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||||
// Created by lbmas on 4/29/2026.
|
||||
//
|
||||
|
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#ifndef B_ENGINE_MODELLOADER_H
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#define B_ENGINE_MODELLOADER_H
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#include <memory>
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#include <string_view>
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||||
|
||||
#include "Model.h"
|
||||
|
||||
class ModelLoader
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||||
{
|
||||
public:
|
||||
static std::shared_ptr<Model> load_from_file(std::string_view _path);
|
||||
};
|
||||
|
||||
|
||||
#endif //B_ENGINE_MODELLOADER_H
|
||||
128
src/ShaderProgram.cpp
Normal file
128
src/ShaderProgram.cpp
Normal file
@@ -0,0 +1,128 @@
|
||||
//
|
||||
// Created by lbmas on 4/29/2026.
|
||||
//
|
||||
|
||||
#include "ShaderProgram.h"
|
||||
|
||||
#include <fstream>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
|
||||
#include "glad/gl.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
void log_shader_compile_errors(GLuint shader, std::string_view shaderType);
|
||||
void log_program_compile_errors(GLuint program);
|
||||
|
||||
std::shared_ptr<ShaderProgram> ShaderProgram::load(std::string_view vertexPath, std::string_view fragmentPath)
|
||||
{
|
||||
std::string vertexSource;
|
||||
std::string fragmentSource;
|
||||
|
||||
std::ifstream vertexFile {};
|
||||
std::ifstream fragmentFile {};
|
||||
|
||||
try
|
||||
{
|
||||
std::stringstream ss;
|
||||
vertexFile.open(vertexPath.data());
|
||||
fragmentFile.open(fragmentPath.data());
|
||||
|
||||
ss << vertexFile.rdbuf();
|
||||
vertexSource = ss.str();
|
||||
ss.clear();
|
||||
ss << fragmentFile.rdbuf();
|
||||
fragmentSource = ss.str();
|
||||
|
||||
vertexFile.close();
|
||||
fragmentFile.close();
|
||||
} catch (std::ifstream::failure& e) {
|
||||
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);
|
||||
glCompileShader(vertex);
|
||||
log_shader_compile_errors(vertex, "vertex");
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
void ShaderProgram::bind()
|
||||
{
|
||||
glUseProgram(id);
|
||||
}
|
||||
|
||||
void ShaderProgram::unbind()
|
||||
{
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
void ShaderProgram::setFloat(std::string_view name, float value) const
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void ShaderProgram::setVec2(std::string_view name, const glm::vec2& value) const
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void ShaderProgram::setVec3(std::string_view name, const glm::vec3& value) const
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void ShaderProgram::setVec4(std::string_view name, const glm::vec4& value) const
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void ShaderProgram::setMat4(std::string_view name, const glm::mat4& value) const
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
33
src/ShaderProgram.h
Normal file
33
src/ShaderProgram.h
Normal file
@@ -0,0 +1,33 @@
|
||||
//
|
||||
// Created by lbmas on 4/29/2026.
|
||||
//
|
||||
|
||||
#ifndef B_ENGINE_SHADERPROGRAM_H
|
||||
#define B_ENGINE_SHADERPROGRAM_H
|
||||
|
||||
#include <memory>
|
||||
#include <string_view>
|
||||
|
||||
#include "glad/gl.h"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class ShaderProgram
|
||||
{
|
||||
public:
|
||||
static std::shared_ptr<ShaderProgram> load(std::string_view vertexPath, std::string_view fragmentPath);
|
||||
|
||||
void bind();
|
||||
void unbind();
|
||||
|
||||
void setFloat(std::string_view name, float value) const;
|
||||
void setVec2(std::string_view name, const glm::vec2 &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;
|
||||
private:
|
||||
GLuint id = 0;
|
||||
};
|
||||
|
||||
|
||||
#endif //B_ENGINE_SHADERPROGRAM_H
|
||||
82
src/Texture.cpp
Normal file
82
src/Texture.cpp
Normal file
@@ -0,0 +1,82 @@
|
||||
//
|
||||
// Created by lbmas on 4/29/2026.
|
||||
//
|
||||
|
||||
#include "Texture.h"
|
||||
|
||||
#include "stb_image.h"
|
||||
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
#include "glad/gl.h"
|
||||
|
||||
std::shared_ptr<Texture> Texture::load_from_file(std::string_view filePath)
|
||||
{
|
||||
int width, height, channels;
|
||||
unsigned char *data = stbi_load(filePath.data(), &width, &height, &channels, 0);
|
||||
|
||||
if (!data) {
|
||||
spdlog::error("Failed to load texture from file {}", filePath);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Texture texture = {};
|
||||
glGenTextures(1, &texture.id);
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
const GLenum format = (channels == 4) ? GL_RGBA : GL_RGB;
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
stbi_image_free(data);
|
||||
|
||||
texture.filePath = filePath;
|
||||
texture.width = width;
|
||||
texture.height = height;
|
||||
texture.channels = channels;
|
||||
return std::make_shared<Texture>(texture);
|
||||
}
|
||||
|
||||
std::shared_ptr<Texture> Texture::load_from_data(unsigned char* data, int width, int height, int channels)
|
||||
{
|
||||
Texture texture = {};
|
||||
glGenTextures(1, &texture.id);
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
const GLenum format = (channels == 4) ? GL_RGBA : GL_RGB;
|
||||
|
||||
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()
|
||||
{
|
||||
|
||||
}
|
||||
36
src/Texture.h
Normal file
36
src/Texture.h
Normal file
@@ -0,0 +1,36 @@
|
||||
//
|
||||
// Created by lbmas on 4/29/2026.
|
||||
//
|
||||
|
||||
#ifndef B_ENGINE_TEXTURE_H
|
||||
#define B_ENGINE_TEXTURE_H
|
||||
|
||||
#include <memory>
|
||||
#include <string_view>
|
||||
#include <string>
|
||||
|
||||
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() = default;
|
||||
~Texture();
|
||||
|
||||
void bind(unsigned int slot);
|
||||
void unbind();
|
||||
|
||||
[[nodiscard]] int get_width() const { return width; }
|
||||
[[nodiscard]] int get_height() const { return height; }
|
||||
[[nodiscard]] int get_channels() const { return channels; }
|
||||
private:
|
||||
unsigned int id = 0;
|
||||
std::string filePath;
|
||||
int width = 0;
|
||||
int height = 0;
|
||||
int channels = 0;
|
||||
};
|
||||
|
||||
|
||||
#endif //B_ENGINE_TEXTURE_H
|
||||
145
src/main.cpp
145
src/main.cpp
@@ -1,55 +1,72 @@
|
||||
#include <iostream>
|
||||
|
||||
#include "glad/gl.h"
|
||||
#include "GLFW/glfw3.h"
|
||||
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
GLFWwindow* gWindow;
|
||||
#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"
|
||||
#include "ShaderProgram.h"
|
||||
#include "Texture.h"
|
||||
|
||||
GLFWwindow* gWindow = nullptr;
|
||||
int gWindowWidth = 800;
|
||||
int gWindowHeight = 600;
|
||||
|
||||
int glVersionMajor;
|
||||
int glVersionMinor;
|
||||
int glVersionMajor = 0;
|
||||
int glVersionMinor = 0;
|
||||
|
||||
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);
|
||||
|
||||
void init_glfw();
|
||||
void create_main_window();
|
||||
void load_gl();
|
||||
void init_camera();
|
||||
|
||||
std::shared_ptr<Model> load_model(std::string_view _path);
|
||||
|
||||
int main() {
|
||||
spdlog::info("b_engine start");
|
||||
|
||||
if (!glfwInit()) {
|
||||
spdlog::error("could not initialize glfw");
|
||||
init_glfw();
|
||||
|
||||
create_main_window();
|
||||
|
||||
load_gl();
|
||||
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
|
||||
init_camera();
|
||||
|
||||
// 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);
|
||||
|
||||
// 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);
|
||||
|
||||
gShaders["phong_shader"] = ShaderProgram::load("./resources/standard.frag", "./resources/standard.vert");
|
||||
if (gShaders["phong_shader"] == nullptr)
|
||||
{
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
int version = gladLoadGL(glfwGetProcAddress);
|
||||
glVersionMajor = GLAD_VERSION_MAJOR(version);
|
||||
glVersionMinor = GLAD_VERSION_MINOR(version);
|
||||
spdlog::info("gl version {}.{}", glVersionMajor, glVersionMinor);
|
||||
|
||||
int fbWidth, fbHeight;
|
||||
glfwGetFramebufferSize(gWindow, &fbWidth, &fbHeight);
|
||||
glViewport(0, 0, fbWidth, fbHeight);
|
||||
|
||||
while (!glfwWindowShouldClose(gWindow)) {
|
||||
glfwPollEvents();
|
||||
|
||||
@@ -78,3 +95,65 @@ void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, in
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
void init_camera()
|
||||
{
|
||||
cameraPosition = glm::vec3{0, 5, 5};
|
||||
|
||||
auto cameraTarget = glm::vec3{0, 0, 0};
|
||||
auto behind = glm::normalize(cameraPosition - cameraTarget);
|
||||
auto right = glm::normalize(glm::cross(glm::vec3{0, 1, 0}, behind));
|
||||
auto up = glm::normalize(glm::cross(right, behind));
|
||||
|
||||
view = glm::lookAt(cameraPosition, cameraTarget, up);
|
||||
float aspectRatio = static_cast<float>(gWindowWidth) / static_cast<float>(gWindowHeight);
|
||||
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>();
|
||||
}
|
||||
7988
src/stb_image.h
Normal file
7988
src/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user