2025-04-01 01:25:39 +00:00
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#include "Engine.h"
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#include <iostream>
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2025-04-01 16:45:59 +00:00
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#include <glm/gtc/type_ptr.hpp>
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2025-04-01 17:22:57 +00:00
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "Entity/Entity.h"
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// Static member definitions.
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GLFWwindow* Engine::window = nullptr;
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GLuint Engine::framebuffer = 0;
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GLuint Engine::colorTexture = 0;
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GLuint Engine::depthRenderbuffer = 0;
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GLuint Engine::shaderProgram = 0;
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float Engine::rotationAngle = 0.0f;
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int Engine::fbWidth = 640;
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int Engine::fbHeight = 400;
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2025-04-01 20:19:00 +00:00
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// Global normal map texture (if needed for legacy models; otherwise each model handles its own)
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GLuint normalMapTexture = 0;
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2025-04-01 01:25:39 +00:00
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bool Engine::Init() {
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if (!glfwInit()) {
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std::cout << "Failed to initialize GLFW\n";
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return false;
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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window = glfwCreateWindow(1280, 800, "Engine Window", nullptr, nullptr);
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if (!window) {
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std::cout << "Failed to create GLFW window\n";
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glfwTerminate();
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return false;
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}
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glfwMakeContextCurrent(window);
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK) {
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std::cout << "Failed to initialize GLEW\n";
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return false;
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}
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0, 0, width, height);
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// Create framebuffer.
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glGenFramebuffers(1, &framebuffer);
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ResizeFramebuffer(fbWidth, fbHeight);
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// Setup scene-wide shader (this shader is now used to render all models)
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if (!SetupScene()) {
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std::cout << "Failed to set up scene\n";
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return false;
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}
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return true;
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}
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GLFWwindow* Engine::GetWindow() {
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return window;
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}
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void Engine::ResizeFramebuffer(int width, int height) {
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// Avoid division by zero.
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if (height <= 0)
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height = 1;
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// Define the desired target aspect ratio (e.g., 16:9).
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const float targetAspect = 16.0f / 9.0f;
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float currentAspect = static_cast<float>(width) / static_cast<float>(height);
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// Adjust dimensions to maintain the target aspect ratio.
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int newWidth = width;
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int newHeight = height;
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if (currentAspect > targetAspect) {
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newWidth = static_cast<int>(height * targetAspect);
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} else if (currentAspect < targetAspect) {
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newHeight = static_cast<int>(width / targetAspect);
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}
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fbWidth = newWidth;
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fbHeight = newHeight;
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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// Delete old attachments if they exist.
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if (colorTexture) {
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glDeleteTextures(1, &colorTexture);
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}
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if (depthRenderbuffer) {
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glDeleteRenderbuffers(1, &depthRenderbuffer);
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}
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// Create color texture using GL_RGBA.
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glGenTextures(1, &colorTexture);
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glBindTexture(GL_TEXTURE_2D, colorTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fbWidth, fbHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
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// Create depth renderbuffer.
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glGenRenderbuffers(1, &depthRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, fbWidth, fbHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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std::cout << "Framebuffer is not complete! Status: " << status << std::endl;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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GLuint Engine::CompileShader(const char* vertexSrc, const char* fragmentSrc) {
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
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glCompileShader(vertexShader);
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int success;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
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std::cout << "Vertex shader compilation failed: " << infoLog << std::endl;
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return 0;
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}
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
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std::cout << "Fragment shader compilation failed: " << infoLog << std::endl;
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return 0;
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}
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GLuint program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetProgramInfoLog(program, 512, nullptr, infoLog);
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std::cout << "Shader program linking failed: " << infoLog << std::endl;
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return 0;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return program;
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}
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// SetupScene now creates the shader program used for all models.
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// It no longer creates cube-specific VAOs, since ModelComponent will store mesh data.
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bool Engine::SetupScene() {
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// Vertex shader: passes through vertex attributes.
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const char* vertexShaderSrc = R"(
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#version 330 core
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoords;
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layout(location = 3) in vec3 aTangent;
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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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out vec3 FragPos;
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out vec3 Normal;
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out vec2 TexCoords;
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out vec3 Tangent;
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void main() {
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FragPos = vec3(model * vec4(aPos, 1.0));
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Normal = mat3(transpose(inverse(model))) * aNormal;
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TexCoords = aTexCoords;
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Tangent = mat3(model) * aTangent;
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gl_Position = projection * view * vec4(FragPos, 1.0);
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}
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)";
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// Fragment shader: uses a normal map and material properties.
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const char* fragmentShaderSrc = R"(
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// Fragment shader:
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#version 330 core
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out vec4 FragColor;
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in vec3 FragPos;
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in vec3 Normal;
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in vec2 TexCoords;
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in vec3 Tangent;
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uniform vec3 lightPositions[2];
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uniform vec3 lightColors[2];
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uniform int numLights;
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uniform vec3 viewPos;
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uniform sampler2D diffuseTexture;
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uniform sampler2D normalMap;
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uniform bool useNormalMap; // NEW uniform to control normal mapping
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// Material properties.
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uniform vec3 materialDiffuse;
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uniform vec3 materialSpecular;
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uniform float materialShininess;
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void main() {
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vec3 perturbedNormal = normalize(Normal);
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if(useNormalMap) {
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// Sample normal map.
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vec3 normMap = texture(normalMap, TexCoords).rgb;
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normMap = normalize(normMap * 2.0 - 1.0);
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// Flip Z if needed.
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normMap.z = -normMap.z;
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// Calculate tangent space basis.
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vec3 T = normalize(Tangent);
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vec3 B = normalize(cross(Normal, T));
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mat3 TBN = mat3(T, B, normalize(Normal));
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perturbedNormal = normalize(TBN * normMap);
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}
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vec3 diffuseTex = texture(diffuseTexture, TexCoords).rgb;
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vec3 ambient = 0.1 * materialDiffuse * diffuseTex;
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vec3 lighting = ambient;
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for(int i = 0; i < numLights; i++) {
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vec3 lightDir = normalize(lightPositions[i] - FragPos);
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float diff = max(dot(perturbedNormal, lightDir), 0.0);
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vec3 diffuse = diff * materialDiffuse * diffuseTex * lightColors[i];
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, perturbedNormal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), materialShininess);
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vec3 specular = materialSpecular * spec * lightColors[i];
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lighting += diffuse + specular;
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}
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FragColor = vec4(lighting, 1.0);
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}
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)";
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shaderProgram = CompileShader(vertexShaderSrc, fragmentShaderSrc);
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if (shaderProgram == 0) {
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return false;
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}
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return true;
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}
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// RenderScene now uses the new model system.
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// For each entity of type CUBE with a valid ModelComponent, update uniforms and call Draw() on the model.
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ImTextureID Engine::RenderScene(const glm::mat4 &view, const glm::mat4 &projection, const glm::vec3 &viewPos, const std::vector<Entity*>& entities) {
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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glViewport(0, 0, fbWidth, fbHeight);
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glEnable(GL_DEPTH_TEST);
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glUniform3f(glGetUniformLocation(shaderProgram, "viewPos"), viewPos.x, viewPos.y, viewPos.z);
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// Gather lights (up to 2) from entities of type LIGHT.
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glm::vec3 lightPositions[2] = { glm::vec3(0.0f), glm::vec3(0.0f) };
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glm::vec3 lightColors[2] = { glm::vec3(1.0f), glm::vec3(1.0f) };
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int lightCount = 0;
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for (auto e : entities) {
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if (e->GetType() == EntityType::LIGHT && lightCount < 2) {
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lightPositions[lightCount] = e->transform.position;
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if (e->lightComponent) {
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lightColors[lightCount] = e->lightComponent->color * e->lightComponent->intensity;
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}
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lightCount++;
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}
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}
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glUniform1i(glGetUniformLocation(shaderProgram, "numLights"), lightCount);
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if (lightCount > 0) {
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glUniform3fv(glGetUniformLocation(shaderProgram, "lightPositions"), lightCount, glm::value_ptr(lightPositions[0]));
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glUniform3fv(glGetUniformLocation(shaderProgram, "lightColors"), lightCount, glm::value_ptr(lightColors[0]));
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}
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// Render each cube entity using its ModelComponent.
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for (auto e : entities) {
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if (e->GetType() == EntityType::CUBE && e->modelComponent) {
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glm::mat4 modelMatrix = e->transform.GetMatrix();
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
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// Loop through all submeshes in the model component.
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for (const auto &mesh : e->modelComponent->meshes) {
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// Set material properties for the current submesh.
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glUniform3fv(glGetUniformLocation(shaderProgram, "materialDiffuse"), 1, glm::value_ptr(mesh.diffuseColor));
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glUniform3fv(glGetUniformLocation(shaderProgram, "materialSpecular"), 1, glm::value_ptr(mesh.specularColor));
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glUniform1f(glGetUniformLocation(shaderProgram, "materialShininess"), mesh.shininess);
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// Bind the diffuse texture.
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mesh.diffuseTexture);
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glUniform1i(glGetUniformLocation(shaderProgram, "diffuseTexture"), 0);
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2025-04-02 00:19:53 +00:00
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// If you have a normal texture, bind it similarly (adjust as needed).
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// glActiveTexture(GL_TEXTURE1);
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// glBindTexture(GL_TEXTURE_2D, mesh.normalTexture);
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// glUniform1i(glGetUniformLocation(shaderProgram, "normalMap"), 1);
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// Bind the submesh's VAO and draw its elements.
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glBindVertexArray(mesh.VAO);
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
|
2025-04-01 20:03:18 +00:00
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}
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}
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2025-04-02 00:19:53 +00:00
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}
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2025-04-01 16:45:59 +00:00
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return (ImTextureID)(intptr_t)colorTexture;
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}
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ImTextureID Engine::GetFinalRenderingTexture() {
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return (ImTextureID)(intptr_t)colorTexture;
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}
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void Engine::Shutdown() {
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glDeleteProgram(shaderProgram);
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glDeleteFramebuffers(1, &framebuffer);
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glDeleteTextures(1, &colorTexture);
|
2025-04-01 17:22:57 +00:00
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glDeleteTextures(1, &normalMapTexture);
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2025-04-01 16:45:59 +00:00
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glDeleteRenderbuffers(1, &depthRenderbuffer);
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glfwDestroyWindow(window);
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glfwTerminate();
|
2025-04-01 01:25:39 +00:00
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}
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