added more debug stats, and updated renderer and created asset manager v1

This commit is contained in:
OusmBlueNinja 2024-12-25 17:01:05 -06:00
parent d81fa19bc4
commit ceb1f81f1b
11 changed files with 453 additions and 104 deletions

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@ -12,6 +12,7 @@ BUILD_DIR := build
# Include Directories # Include Directories
GLFW_INCLUDE := C:/libraries/glfw/include GLFW_INCLUDE := C:/libraries/glfw/include
INCLUDE_DIRS := $(SRC_DIR) $(VENDOR_DIRS) $(GLFW_INCLUDE) vendor/stb/include INCLUDE_DIRS := $(SRC_DIR) $(VENDOR_DIRS) $(GLFW_INCLUDE) vendor/stb/include
INCLUDE_DIRS := $(SRC_DIR) $(VENDOR_DIRS) $(GLFW_INCLUDE) vendor/gcml
INCLUDES := $(addprefix -I, $(INCLUDE_DIRS)) INCLUDES := $(addprefix -I, $(INCLUDE_DIRS))
# Update compiler flags with include paths # Update compiler flags with include paths

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@ -1,5 +1,11 @@
// src/Engine.cpp // src/Engine.cpp
// Settings
#define VSync 0
#include "Engine.h" #include "Engine.h"
#include <cstdio> #include <cstdio>
#include <chrono> #include <chrono>
@ -15,8 +21,15 @@
#include "Windows/PerformanceWindow.h" #include "Windows/PerformanceWindow.h"
#include "Windows/LoggerWindow.h" #include "Windows/LoggerWindow.h"
AssetManager g_AssetManager;
bool MyEngine::Init(int width, int height, const std::string& title) bool MyEngine::Init(int width, int height, const std::string& title)
{ {
DEBUG_PRINT("[START] Engine Init");
// ------------------------------------------ // ------------------------------------------
// 1) Initialize GLFW // 1) Initialize GLFW
// ------------------------------------------ // ------------------------------------------
@ -40,7 +53,7 @@ bool MyEngine::Init(int width, int height, const std::string& title)
return false; return false;
} }
glfwMakeContextCurrent(m_Window); glfwMakeContextCurrent(m_Window);
glfwSwapInterval(1); // vsync glfwSwapInterval(VSync); // vsync
// ------------------------------------------ // ------------------------------------------
// 2) Initialize GLEW // 2) Initialize GLEW
@ -81,11 +94,15 @@ bool MyEngine::Init(int width, int height, const std::string& title)
m_Running = true; m_Running = true;
m_LastTime = glfwGetTime(); m_LastTime = glfwGetTime();
DEBUG_PRINT("[OK] Engine Init ");
return true; return true;
} }
void MyEngine::Run() void MyEngine::Run()
{ {
DEBUG_PRINT("[START] Engine Run ");
while (!glfwWindowShouldClose(m_Window) && m_Running) while (!glfwWindowShouldClose(m_Window) && m_Running)
{ {
// Poll // Poll
@ -114,13 +131,21 @@ void MyEngine::Run()
m_PerformanceWindow->Show(m_Fps, m_Ms); // FPS & ms m_PerformanceWindow->Show(m_Fps, m_Ms); // FPS & ms
m_LoggerWindow->Show(); // Logs m_LoggerWindow->Show(); // Logs
// After rendering
m_PerformanceWindow->UpdatePerformanceStats(-1, -1);
// End frame // End frame
EndFrame(); EndFrame();
} }
DEBUG_PRINT("[OK] Engine Run ");
} }
void MyEngine::Cleanup() void MyEngine::Cleanup()
{ {
DEBUG_PRINT("[START] Engine Cleanup ");
// ImGui cleanup // ImGui cleanup
ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown(); ImGui_ImplGlfw_Shutdown();
@ -135,6 +160,8 @@ void MyEngine::Cleanup()
glfwTerminate(); glfwTerminate();
m_Running = false; m_Running = false;
DEBUG_PRINT("[OK] Engine Cleanup ");
} }
void MyEngine::BeginFrame() void MyEngine::BeginFrame()

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@ -6,6 +6,10 @@
#include "Windows/RenderWindow.h" #include "Windows/RenderWindow.h"
#include "Windows/PerformanceWindow.h" #include "Windows/PerformanceWindow.h"
#include "Windows/LoggerWindow.h" #include "Windows/LoggerWindow.h"
#include "Engine/AssetManager.h"
//#define DEBUG
#include "gcml.h"
// Forward declaration to avoid including GLFW in the header if you prefer // Forward declaration to avoid including GLFW in the header if you prefer
struct GLFWwindow; struct GLFWwindow;
@ -14,6 +18,8 @@ struct GLFWwindow;
class MyEngine class MyEngine
{ {
public: public:
bool Init(int width, int height, const std::string& title); bool Init(int width, int height, const std::string& title);
void Run(); void Run();
void Cleanup(); void Cleanup();
@ -25,6 +31,8 @@ private:
void ShowDockSpace(); void ShowDockSpace();
private: private:
GLFWwindow* m_Window = nullptr; GLFWwindow* m_Window = nullptr;
bool m_Running = false; bool m_Running = false;

119
src/Engine/AssetManager.cpp Normal file
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@ -0,0 +1,119 @@
#include "AssetManager.h"
#include <iostream>
#include <GL/glew.h> // or <GL/glew.h>, whichever you use
#define STB_IMAGE_IMPLEMENTATION
#include "stb/stb_image.h"
void* AssetManager::loadAsset(AssetType type, const std::string& path)
{
// 1) Generate a unique key for this type+path
std::string key = generateKey(type, path);
// 2) Check if this asset is already loaded/cached
auto it = m_AssetMap.find(key);
if (it != m_AssetMap.end())
{
// Already loaded, return existing data
return it->second.data;
}
// 3) Not loaded yet, so load from disk
void* assetData = loadAssetFromDisk(type, path);
if (!assetData)
{
std::cerr << "[AssetManager] Failed to load asset: " << path << std::endl;
return nullptr;
}
// 4) Cache the result in m_AssetMap
GenericAsset newAsset;
newAsset.data = assetData;
m_AssetMap[key] = newAsset;
// 5) Return the new asset pointer
return assetData;
}
std::string AssetManager::generateKey(AssetType type, const std::string& path)
{
// Combine the numeric type and path into a single string key
return std::to_string(static_cast<int>(type)) + ":" + path;
}
void* AssetManager::loadAssetFromDisk(AssetType type, const std::string& path)
{
switch (type)
{
case AssetType::TEXTURE:
{
// ----------------------------------------------------------
// REAL CODE: load an image file (PNG, JPG, etc.) with stb_image
// and upload it as an OpenGL texture.
// ----------------------------------------------------------
std::cout << "[AssetManager] Loading TEXTURE from " << path << std::endl;
// 1) Load pixels using stb_image
int width, height, channels;
unsigned char* data = stbi_load(path.c_str(), &width, &height, &channels, 0);
if (!data)
{
std::cerr << "[AssetManager] stb_image failed to load: " << path << std::endl;
return nullptr;
}
// 2) Determine the pixel format
GLenum format = GL_RGBA; // default
if (channels == 1)
format = GL_RED;
else if (channels == 3)
format = GL_RGB;
// if channels == 4, already RGBA
// 3) Generate and bind a texture
GLuint textureID = 0;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
// 4) Upload the data to OpenGL
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format,
GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
// 5) Set texture parameters (filtering, wrapping, etc.)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 6) Unbind and free the stb_image data
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(data);
// Return the texture ID, but cast it to `void*`
// so it fits our `GenericAsset.data` usage.
return reinterpret_cast<void*>(static_cast<uintptr_t>(textureID));
}
case AssetType::SHADER:
{
std::cout << "[AssetManager] Loading SHADER from " << path << std::endl;
// Stub: in real code, read/compile .vert/.frag, return program ID
return (void*)0x87654321;
}
case AssetType::SOUND:
{
std::cout << "[AssetManager] Loading SOUND from " << path << std::endl;
// Stub: load .wav or .ogg file, return pointer to sound data
return (void*)0xAAAA8888;
}
default:
{
std::cerr << "[AssetManager] Unknown asset type!\n";
return nullptr;
}
}
}

54
src/Engine/AssetManager.h Normal file
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@ -0,0 +1,54 @@
#pragma once
#include <string>
#include <unordered_map>
// --------------------------------------------------------------------------
// 1. Define an enum for various asset types
// --------------------------------------------------------------------------
enum class AssetType
{
TEXTURE,
SHADER,
SOUND,
// Add more as needed
};
// --------------------------------------------------------------------------
// 2. A placeholder "GenericAsset" struct
//
// In a real system, you might have a base class (e.g., class Asset)
// with derived classes, or store typed data in union/variant.
// --------------------------------------------------------------------------
struct GenericAsset
{
void* data = nullptr; // Points to the actual loaded asset data
// In a real engine, you'd store more metadata here.
};
// --------------------------------------------------------------------------
// 3. The AssetManager class
// --------------------------------------------------------------------------
class AssetManager
{
public:
// Constructor / Destructor
AssetManager() = default;
~AssetManager() = default;
// loadAsset() returns a pointer to the loaded asset data.
// In a real engine, you might return a typed pointer or a handle.
void* loadAsset(AssetType type, const std::string& path);
private:
// Map from "type+path" -> GenericAsset
std::unordered_map<std::string, GenericAsset> m_AssetMap;
// Generate a unique key for each asset based on type + path
std::string generateKey(AssetType type, const std::string& path);
// Actually load asset data from disk, specialized by AssetType
void* loadAssetFromDisk(AssetType type, const std::string& path);
};

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@ -1,14 +1,82 @@
// src/Windows/PerformanceWindow.cpp
#include "PerformanceWindow.h" #include "PerformanceWindow.h"
#include "imgui.h" #include "imgui.h"
#include <algorithm> // for std::move, etc.
// Initialize static members
int PerformanceWindow::m_OpenGLCallCount = 0;
int PerformanceWindow::m_TriangleCount = 0;
// We'll store up to 60 data points for each stat.
static float s_FpsHistory[60] = {0.0f};
static float s_MsHistory[60] = {0.0f};
static float s_CallsHistory[60] = {0.0f};
static float s_TriangleHistory[60] = {0.0f};
// This function shifts the old values left and appends a new value at the end.
static void PushValueToHistory(float* historyArray, int historySize, float newValue)
{
for (int i = 0; i < historySize - 1; i++)
historyArray[i] = historyArray[i + 1];
historyArray[historySize - 1] = newValue;
}
// We'll track when we last pushed data to our history.
static double s_LastPushTime = 0.0;
// Update counters from the outside
void PerformanceWindow::UpdatePerformanceStats(int newCallCount, int newTriangleCount)
{
m_OpenGLCallCount = newCallCount;
m_TriangleCount = newTriangleCount;
}
void PerformanceWindow::Show(float fps, float ms) void PerformanceWindow::Show(float fps, float ms)
{ {
// Get current time from ImGui's internal clock
double currentTime = ImGui::GetTime();
// If at least 1ms (0.001s) has passed, push new data
if ((currentTime - s_LastPushTime) >= 0.05)
{
s_LastPushTime = currentTime;
// Push new values into our history arrays
PushValueToHistory(s_FpsHistory, 60, fps);
PushValueToHistory(s_MsHistory, 60, ms);
PushValueToHistory(s_CallsHistory, 60, (float)m_OpenGLCallCount);
PushValueToHistory(s_TriangleHistory, 60, (float)m_TriangleCount);
}
// Optional style adjustments
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(10, 10));
ImGui::Begin("Performance"); ImGui::Begin("Performance");
ImGui::Text("FPS: %.1f", fps);
ImGui::Text("ms/frame: %.3f ms", ms); // Colored header
ImGui::TextColored(ImVec4(1.0f, 0.8f, 0.2f, 1.0f), "Performance Stats");
ImGui::Separator();
// Show current FPS/ms
ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.4f, 1.0f), "FPS: %.1f", fps);
ImGui::SameLine();
ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.8f, 1.0f), "| ms: %.3f", ms);
// Graphs for FPS + MS
ImGui::PlotLines("FPS (60 frames)", s_FpsHistory, IM_ARRAYSIZE(s_FpsHistory),
0, nullptr, 0.0f, 1000.0f, ImVec2(0, 60));
ImGui::PlotHistogram("ms/frame", s_MsHistory, IM_ARRAYSIZE(s_MsHistory),
0, nullptr, 0.0f, 25.0f, ImVec2(0, 60));
ImGui::Separator();
// Show OpenGL calls + Triangles
ImGui::Text("OpenGL Calls: %d", m_OpenGLCallCount);
ImGui::PlotLines("GL Calls (60 frames)", s_CallsHistory, IM_ARRAYSIZE(s_CallsHistory),
0, nullptr, 0.0f, 300.0f, ImVec2(0, 50));
ImGui::Text("Triangles: %d", m_TriangleCount);
ImGui::PlotHistogram("Triangles (60 frames)", s_TriangleHistory, IM_ARRAYSIZE(s_TriangleHistory),
0, nullptr, 0.0f, 5000.0f, ImVec2(0, 50));
ImGui::Separator(); ImGui::Separator();
ImGui::Text("You can display more stats here (CPU/GPU usage, etc.)");
ImGui::End(); ImGui::End();
ImGui::PopStyleVar();
} }

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@ -5,5 +5,16 @@
class PerformanceWindow class PerformanceWindow
{ {
public: public:
// Displays the performance window in ImGui.
// fps = frames per second
// ms = milliseconds per frame
void Show(float fps, float ms); void Show(float fps, float ms);
// Updates the counters for OpenGL calls and triangle count.
void UpdatePerformanceStats(int newCallCount, int newTriangleCount);
private:
// These are static so they're shared across all instances
static int m_OpenGLCallCount;
static int m_TriangleCount;
}; };

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@ -1,61 +1,85 @@
#include "RenderWindow.h" #include "RenderWindow.h"
#include <GL/glew.h> #include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp> // for perspective, translate, rotate #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp> // for value_ptr #include <glm/gtc/type_ptr.hpp>
#include "imgui.h" #include "imgui.h"
// A simple data structure for a colored cube // Include your AssetManager header
// position (x,y,z), color(r,g,b)
static float g_CubeVertices[] = {
// x, y, z, r, g, b
// Front face
-1.f, -1.f, 1.f, 1.f, 0.f, 0.f, // bottom-left
1.f, -1.f, 1.f, 1.f, 0.f, 0.f, // bottom-right
1.f, 1.f, 1.f, 1.f, 0.f, 0.f, // top-right
-1.f, 1.f, 1.f, 1.f, 0.f, 0.f, // top-left
// Back face // Assume we have an extern or global asset manager declared somewhere
-1.f, -1.f, -1.f, 0.f, 1.f, 0.f, // e.g. in "Engine.cpp": AssetManager g_AssetManager;
1.f, -1.f, -1.f, 0.f, 1.f, 0.f, // and in "AssetManager.h": extern AssetManager g_AssetManager;
1.f, 1.f, -1.f, 0.f, 1.f, 0.f, extern AssetManager g_AssetManager;
-1.f, 1.f, -1.f, 0.f, 1.f, 0.f,
// --------------------------------------------------
// Cube vertex data and indices (unchanged)
// --------------------------------------------------
static float g_CubeVertices[] =
{
// FRONT (z=+1)
-1.f, -1.f, 1.f, 0.f, 0.f,
1.f, -1.f, 1.f, 1.f, 0.f,
1.f, 1.f, 1.f, 1.f, 1.f,
-1.f, 1.f, 1.f, 0.f, 1.f,
// BACK (z=-1)
-1.f, -1.f, -1.f, 1.f, 0.f,
1.f, -1.f, -1.f, 0.f, 0.f,
1.f, 1.f, -1.f, 0.f, 1.f,
-1.f, 1.f, -1.f, 1.f, 1.f,
// LEFT (x=-1)
-1.f, -1.f, -1.f, 0.f, 0.f,
-1.f, -1.f, 1.f, 1.f, 0.f,
-1.f, 1.f, 1.f, 1.f, 1.f,
-1.f, 1.f, -1.f, 0.f, 1.f,
// RIGHT (x=+1)
1.f, -1.f, -1.f, 1.f, 0.f,
1.f, -1.f, 1.f, 0.f, 0.f,
1.f, 1.f, 1.f, 0.f, 1.f,
1.f, 1.f, -1.f, 1.f, 1.f,
// TOP (y=+1)
-1.f, 1.f, -1.f, 0.f, 0.f,
1.f, 1.f, -1.f, 1.f, 0.f,
1.f, 1.f, 1.f, 1.f, 1.f,
-1.f, 1.f, 1.f, 0.f, 1.f,
// BOTTOM (y=-1)
-1.f, -1.f, -1.f, 1.f, 0.f,
1.f, -1.f, -1.f, 0.f, 0.f,
1.f, -1.f, 1.f, 0.f, 1.f,
-1.f, -1.f, 1.f, 1.f, 1.f,
}; };
static unsigned int g_CubeIndices[] = { static unsigned int g_CubeIndices[] =
// Front face {
0, 1, 2, // Front
2, 3, 0, 0,1,2, 2,3,0,
// Back
// Back face 4,5,6, 6,7,4,
5, 4, 7, // Left
7, 6, 5, 8,9,10, 10,11,8,
// Right
// Left face 12,13,14, 14,15,12,
4, 0, 3, // Top
3, 7, 4, 16,17,18, 18,19,16,
// Bottom
// Right face 20,21,22, 22,23,20
1, 5, 6,
6, 2, 1,
// Top face
3, 2, 6,
6, 7, 3,
// Bottom face
4, 5, 1,
1, 0, 4
}; };
// --------------------------------------------------
// Show() - ImGui window to display the FBO
// --------------------------------------------------
void RenderWindow::Show() void RenderWindow::Show()
{ {
ImGui::Begin("OpenGL Output"); ImGui::Begin("OpenGL Output");
ImVec2 size = ImGui::GetContentRegionAvail(); ImVec2 size = ImGui::GetContentRegionAvail();
int w = (int)size.x; int w = static_cast<int>(size.x);
int h = (int)size.y; int h = static_cast<int>(size.y);
// Lazy init, so we only do it once
if (!m_Initialized) if (!m_Initialized)
{ {
InitGLResources(); InitGLResources();
@ -64,7 +88,6 @@ void RenderWindow::Show()
if (w > 0 && h > 0) if (w > 0 && h > 0)
{ {
// Re-create FBO if size changed
if (w != m_LastWidth || h != m_LastHeight) if (w != m_LastWidth || h != m_LastHeight)
{ {
m_FBO.Create(w, h); m_FBO.Create(w, h);
@ -72,10 +95,7 @@ void RenderWindow::Show()
m_LastHeight = h; m_LastHeight = h;
} }
// Render our scene to the FBO
RenderSceneToFBO(); RenderSceneToFBO();
// Display the FBO texture in ImGui
ImGui::Image(m_FBO.GetTextureID(), size, ImVec2(0,0), ImVec2(1,1)); ImGui::Image(m_FBO.GetTextureID(), size, ImVec2(0,0), ImVec2(1,1));
} }
else else
@ -86,88 +106,104 @@ void RenderWindow::Show()
ImGui::End(); ImGui::End();
} }
// --------------------------------------------------
// InitGLResources() - Setup VAO/VBO/EBO and load texture
// --------------------------------------------------
void RenderWindow::InitGLResources() void RenderWindow::InitGLResources()
{ {
// 1) Load and compile our unlit shader // 1) Load & compile our unlit texture shader (with UV support)
// Adjust paths if needed. Ex: "shaders/UnlitMaterial.vert"
if (!m_Shader.Load("shaders/UnlitMaterial.vert", "shaders/UnlitMaterial.frag")) if (!m_Shader.Load("shaders/UnlitMaterial.vert", "shaders/UnlitMaterial.frag"))
{ {
// Fail gracefully or throw fprintf(stderr, "[RenderWindow] Failed to load unlit material shader.\n");
fprintf(stderr, "[RenderWindow] Failed to load UnlitMaterial shader.\n");
return; return;
} }
// 2) Create VAO // 2) Create a VAO for the cube
glGenVertexArrays(1, &m_VAO); glGenVertexArrays(1, &m_VAO);
glBindVertexArray(m_VAO); glBindVertexArray(m_VAO);
// 3) Create VBO // 3) Create a VBO
glGenBuffers(1, &m_VBO); glGenBuffers(1, &m_VBO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO); glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_CubeVertices), g_CubeVertices, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(g_CubeVertices), g_CubeVertices, GL_STATIC_DRAW);
// 4) Create EBO // 4) Create an EBO
glGenBuffers(1, &m_EBO); glGenBuffers(1, &m_EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(g_CubeIndices), g_CubeIndices, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(g_CubeIndices), g_CubeIndices, GL_STATIC_DRAW);
// 5) Setup vertex attribs: // 5) Setup vertex attribs
// layout(location = 0) => aPos (3 floats) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
// layout(location = 1) => aColor (3 floats)
// Stride: 6 floats total
// Positions start at offset 0
// Color starts at offset 3 * sizeof(float)
// Position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
// Color glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), 5 * sizeof(float), (void*)(3 * sizeof(float)));
(void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
// Unbind VAO (optional, but good practice)
glBindVertexArray(0); glBindVertexArray(0);
// 6) Load the texture via AssetManager
// This call returns a void*, which we cast to a GLuint
{
void* assetPtr = g_AssetManager.loadAsset(AssetType::TEXTURE, "assets/textures/default.png");
if (!assetPtr)
{
fprintf(stderr, "[RenderWindow] Failed to load texture via AssetManager.\n");
}
else
{
// Convert void* to GLuint
m_TextureID = static_cast<GLuint>(reinterpret_cast<uintptr_t>(assetPtr));
}
}
} }
// --------------------------------------------------
// RenderSceneToFBO() - Offscreen render of the spinning cube
// --------------------------------------------------
void RenderWindow::RenderSceneToFBO() void RenderWindow::RenderSceneToFBO()
{ {
// Spin m_RotationAngle += 0.5f; // degrees per frame
m_RotationAngle += 0.5f;
m_FBO.Bind(); m_FBO.Bind();
glViewport(0, 0, m_LastWidth, m_LastHeight); glViewport(0, 0, m_LastWidth, m_LastHeight);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glClearColor(0.1f, 0.15f, 0.2f, 1.f); glClearColor(0.1f, 0.15f, 0.2f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our unlit shader // Use our unlit texture shader
m_Shader.Use(); m_Shader.Use();
// Build a MVP matrix with GLM (model * view * proj) // Build MVP
// 1) Model: rotate around Y or diagonal axis glm::mat4 model = glm::rotate(glm::mat4(1.0f),
glm::mat4 model = glm::mat4(1.0f); glm::radians(m_RotationAngle),
model = glm::rotate(model, glm::radians(m_RotationAngle), glm::vec3(1.0f, 1.0f, 0.0f)); glm::vec3(1.f, 1.f, 0.f));
// 2) View: move camera back by 5 on Z
glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.f, 0.f, -5.f)); glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.f, 0.f, -5.f));
float aspect = (m_LastHeight != 0) ? (float)m_LastWidth / (float)m_LastHeight : 1.0f;
glm::mat4 proj = glm::perspective(glm::radians(45.f), aspect, 0.1f, 100.f);
glm::mat4 mvp = proj * view * model;
// 3) Projection: perspective // Pass MVP
float aspect = (float)m_LastWidth / (float)m_LastHeight;
glm::mat4 projection = glm::perspective(glm::radians(45.f), aspect, 0.1f, 100.f);
glm::mat4 mvp = projection * view * model;
// Upload MVP to the shader
GLint mvpLoc = glGetUniformLocation(m_Shader.GetProgramID(), "uMVP"); GLint mvpLoc = glGetUniformLocation(m_Shader.GetProgramID(), "uMVP");
glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, &mvp[0][0]); glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, glm::value_ptr(mvp));
// Draw the cube with our VAO // Texture uniform -> unit 0
GLint texLoc = glGetUniformLocation(m_Shader.GetProgramID(), "uTexture");
glUniform1i(texLoc, 0);
// Bind the texture from asset manager
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_TextureID);
// Draw
glBindVertexArray(m_VAO); glBindVertexArray(m_VAO);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
// Cleanup
glBindVertexArray(0); glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
FBO::Unbind(); FBO::Unbind();
} }

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@ -1,28 +1,47 @@
#pragma once #pragma once
#include "../Rendering/FBO.h" #include "../Rendering/FBO.h"
#include "../Rendering/Shader.h" #include "../Rendering/Shader.h"
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "../Engine/AssetManager.h"
// Forward-declare a texture loading function if you have it in a separate file.
// extern unsigned int LoadTexture(const char* filePath);
class RenderWindow class RenderWindow
{ {
public: public:
void Show(); // Called per-frame void Show(); // Called each frame to draw the ImGui window with the rendered texture
private: private:
void InitGLResources(); // Create VAO/VBO/EBO + load shader // Initialize VAO/VBO/EBO, load shaders/textures, etc.
void RenderSceneToFBO(); // Renders the spinning cube with our unlit shader void InitGLResources();
// Actually render the spinning cube into the FBO each frame
void RenderSceneToFBO();
// Offscreen render target
FBO m_FBO; FBO m_FBO;
float m_RotationAngle = 0.f;
int m_LastWidth = 0;
int m_LastHeight = 0;
// VAO/VBO/EBO IDs // Our unlit shader
Shader m_Shader;
// Keep track if we've initialized (so we only do so once)
bool m_Initialized = false;
// GL objects for the cube
unsigned int m_VAO = 0; unsigned int m_VAO = 0;
unsigned int m_VBO = 0; unsigned int m_VBO = 0;
unsigned int m_EBO = 0; unsigned int m_EBO = 0;
// Our unlit shader // Spin
Shader m_Shader; float m_RotationAngle = 0.0f;
bool m_Initialized = false;
// Track last known size (to recreate FBO if user resizes ImGui window)
int m_LastWidth = 0;
int m_LastHeight = 0;
// The loaded texture handle
unsigned int m_TextureID = 0;
}; };

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@ -3,9 +3,15 @@
#include <cstdio> #include <cstdio>
#include "Engine.h" #include "Engine.h"
int main() int main()
{ {
DEBUG_PRINT("[START] Creating Global Engine ");
MyEngine engine; MyEngine engine;
DEBUG_PRINT("[OK] Creating Global Engine ");
// Initialize the engine (creates GLFW window, sets up ImGui, etc.) // Initialize the engine (creates GLFW window, sets up ImGui, etc.)
if (!engine.Init(1280, 720, "Tesseract Engine")) if (!engine.Init(1280, 720, "Tesseract Engine"))
{ {

2
vendor/gcml/gcml.h vendored
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@ -48,7 +48,7 @@
* @brief Prints debug messages with file name, line number, and function name. * @brief Prints debug messages with file name, line number, and function name.
*/ */
#define DEBUG_PRINT(fmt, ...) \ #define DEBUG_PRINT(fmt, ...) \
fprintf(stderr, "DEBUG: %s:%d:%s(): " fmt "\n", \ fprintf(stderr, "%s:%d:%s(): " fmt "\n", \
__FILE__, __LINE__, __func__, ##__VA_ARGS__) __FILE__, __LINE__, __func__, ##__VA_ARGS__)
#else #else
#define DEBUG_PRINT(fmt, ...) // No operation in release builds #define DEBUG_PRINT(fmt, ...) // No operation in release builds