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 01:25:39 +00:00
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2025-04-01 16:45:59 +00:00
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// Static member definitions.
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2025-04-01 01:25:39 +00:00
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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::cubeVAO = 0;
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GLuint Engine::cubeVBO = 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 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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2025-04-01 01:25:39 +00:00
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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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2025-04-01 16:45:59 +00:00
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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 cube geometry and shaders.
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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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2025-04-01 16:45:59 +00:00
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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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// The viewport is too wide: adjust width.
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newWidth = static_cast<int>(height * targetAspect);
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} else if (currentAspect < targetAspect) {
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// The viewport is too tall: adjust height.
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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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2025-04-01 16:48:26 +00:00
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2025-04-01 16:45:59 +00:00
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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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bool Engine::SetupScene() {
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// Cube vertices: positions and normals.
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float vertices[] = {
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// positions // normals
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// Front face
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-0.5f, -0.5f, 0.5f, 0, 0, 1,
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0.5f, -0.5f, 0.5f, 0, 0, 1,
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0.5f, 0.5f, 0.5f, 0, 0, 1,
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0.5f, 0.5f, 0.5f, 0, 0, 1,
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-0.5f, 0.5f, 0.5f, 0, 0, 1,
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-0.5f, -0.5f, 0.5f, 0, 0, 1,
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// Back face
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-0.5f, -0.5f, -0.5f, 0, 0, -1,
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0.5f, -0.5f, -0.5f, 0, 0, -1,
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0.5f, 0.5f, -0.5f, 0, 0, -1,
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0.5f, 0.5f, -0.5f, 0, 0, -1,
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-0.5f, 0.5f, -0.5f, 0, 0, -1,
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-0.5f, -0.5f, -0.5f, 0, 0, -1,
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// Left face
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-0.5f, 0.5f, 0.5f, -1, 0, 0,
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-0.5f, 0.5f, -0.5f, -1, 0, 0,
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-0.5f, -0.5f, -0.5f, -1, 0, 0,
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-0.5f, -0.5f, -0.5f, -1, 0, 0,
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-0.5f, -0.5f, 0.5f, -1, 0, 0,
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-0.5f, 0.5f, 0.5f, -1, 0, 0,
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// Right face
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0.5f, 0.5f, 0.5f, 1, 0, 0,
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0.5f, 0.5f, -0.5f, 1, 0, 0,
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0.5f, -0.5f, -0.5f, 1, 0, 0,
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0.5f, -0.5f, -0.5f, 1, 0, 0,
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0.5f, -0.5f, 0.5f, 1, 0, 0,
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0.5f, 0.5f, 0.5f, 1, 0, 0,
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// Top face
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-0.5f, 0.5f, -0.5f, 0, 1, 0,
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0.5f, 0.5f, -0.5f, 0, 1, 0,
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0.5f, 0.5f, 0.5f, 0, 1, 0,
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0.5f, 0.5f, 0.5f, 0, 1, 0,
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-0.5f, 0.5f, 0.5f, 0, 1, 0,
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-0.5f, 0.5f, -0.5f, 0, 1, 0,
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// Bottom face
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-0.5f, -0.5f, -0.5f, 0, -1, 0,
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0.5f, -0.5f, -0.5f, 0, -1, 0,
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0.5f, -0.5f, 0.5f, 0, -1, 0,
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0.5f, -0.5f, 0.5f, 0, -1, 0,
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-0.5f, -0.5f, 0.5f, 0, -1, 0,
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-0.5f, -0.5f, -0.5f, 0, -1, 0
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};
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glGenVertexArrays(1, &cubeVAO);
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glGenBuffers(1, &cubeVBO);
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glBindVertexArray(cubeVAO);
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glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Position attribute.
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// Normal attribute.
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(0);
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// Vertex shader source.
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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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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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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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gl_Position = projection * view * vec4(FragPos, 1.0);
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}
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)";
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// Fragment shader source with red light.
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const char* fragmentShaderSrc = R"(
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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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uniform vec3 lightPos;
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uniform vec3 viewPos;
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void main() {
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// Ambient.
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float ambientStrength = 0.3;
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vec3 ambient = ambientStrength * vec3(1.0, 0.0, 1.0);
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// Diffuse.
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * vec3(1.0, 0.0, 0.0);
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// Specular.
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * vec3(1.0);
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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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)";
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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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ImTextureID Engine::RenderScene(const glm::mat4 &view, const glm::mat4 &projection, const glm::vec3 &viewPos) {
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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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rotationAngle += 0.01f;
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glm::mat4 model = glm::rotate(glm::mat4(1.0f), rotationAngle, glm::vec3(1,1,0));
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glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));
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glUniform3f(glGetUniformLocation(shaderProgram, "lightPos"), 0.0f, 20.0f, 0.0f);
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glBindVertexArray(cubeVAO);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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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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glDeleteVertexArrays(1, &cubeVAO);
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glDeleteBuffers(1, &cubeVBO);
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glDeleteProgram(shaderProgram);
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glDeleteFramebuffers(1, &framebuffer);
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glDeleteTextures(1, &colorTexture);
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glDeleteRenderbuffers(1, &depthRenderbuffer);
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glfwDestroyWindow(window);
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glfwTerminate();
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2025-04-01 01:25:39 +00:00
|
|
|
}
|