ThreeLab/Engine/engine.cpp

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#include "Engine.h"
#include <iostream>
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#include <glm/gtc/type_ptr.hpp>
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#define STB_IMAGE_IMPLEMENTATION
#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;
GLuint Engine::colorTexture = 0;
GLuint Engine::depthRenderbuffer = 0;
GLuint Engine::cubeVAO = 0;
GLuint Engine::cubeVBO = 0;
GLuint Engine::shaderProgram = 0;
float Engine::rotationAngle = 0.0f;
int Engine::fbWidth = 640;
int Engine::fbHeight = 400;
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GLuint normalMapTexture = 0; // Global texture for the normal map
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GLuint Engine::billboardShaderProgram = 0;
GLuint Engine::billboardVAO = 0;
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bool Engine::Init() {
if (!glfwInit()) {
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std::cout << "Failed to initialize GLFW\n";
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return false;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(1280, 800, "Engine Window", nullptr, nullptr);
if (!window) {
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std::cout << "Failed to create GLFW window\n";
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glfwTerminate();
return false;
}
glfwMakeContextCurrent(window);
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glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
std::cout << "Failed to initialize GLEW\n";
return false;
}
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int width, height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0, 0, width, height);
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// Create framebuffer.
glGenFramebuffers(1, &framebuffer);
ResizeFramebuffer(fbWidth, fbHeight);
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// Setup cube geometry, shaders, and load normal map.
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if (!SetupScene()) {
std::cout << "Failed to set up scene\n";
return false;
}
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return true;
}
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GLFWwindow* Engine::GetWindow() {
return window;
}
void Engine::ResizeFramebuffer(int width, int height) {
// Avoid division by zero.
if (height <= 0)
height = 1;
// Define the desired target aspect ratio (e.g., 16:9).
const float targetAspect = 16.0f / 9.0f;
float currentAspect = static_cast<float>(width) / static_cast<float>(height);
// Adjust dimensions to maintain the target aspect ratio.
int newWidth = width;
int newHeight = height;
if (currentAspect > targetAspect) {
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// Too wide: adjust width.
newWidth = static_cast<int>(height * targetAspect);
} else if (currentAspect < targetAspect) {
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// Too tall: adjust height.
newHeight = static_cast<int>(width / targetAspect);
}
fbWidth = newWidth;
fbHeight = newHeight;
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// Delete old attachments if they exist.
if (colorTexture) {
glDeleteTextures(1, &colorTexture);
}
if (depthRenderbuffer) {
glDeleteRenderbuffers(1, &depthRenderbuffer);
}
// Create color texture using GL_RGBA.
glGenTextures(1, &colorTexture);
glBindTexture(GL_TEXTURE_2D, colorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fbWidth, fbHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
// Create depth renderbuffer.
glGenRenderbuffers(1, &depthRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, fbWidth, fbHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
std::cout << "Framebuffer is not complete! Status: " << status << std::endl;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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GLuint Engine::CompileShader(const char* vertexSrc, const char* fragmentSrc) {
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
glCompileShader(vertexShader);
int success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
std::cout << "Vertex shader compilation failed: " << infoLog << std::endl;
return 0;
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) {
char infoLog[512];
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
std::cout << "Fragment shader compilation failed: " << infoLog << std::endl;
return 0;
}
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char infoLog[512];
glGetProgramInfoLog(program, 512, nullptr, infoLog);
std::cout << "Shader program linking failed: " << infoLog << std::endl;
return 0;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return program;
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}
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bool Engine::SetupBillboard() {
// Simple billboard vertex shader.
const char* billboardVertexSrc = R"(
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec2 TexCoords;
void main() {
TexCoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}
)";
// Simple billboard fragment shader.
const char* billboardFragmentSrc = R"(
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D billboardTexture;
void main() {
FragColor = texture(billboardTexture, TexCoords);
}
)";
billboardShaderProgram = CompileShader(billboardVertexSrc, billboardFragmentSrc);
if (billboardShaderProgram == 0) return false;
// Define a quad (two triangles) for the billboard.
float quadVertices[] = {
// positions // texcoords
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.0f, 1.0f, 1.0f
};
GLuint VBO;
glGenVertexArrays(1, &billboardVAO);
glGenBuffers(1, &VBO);
glBindVertexArray(billboardVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);
// position attribute.
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// texcoord attribute.
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
glDeleteBuffers(1, &VBO);
return true;
}
void Engine::DrawIconIn3DSpace(const glm::vec3 &worldPos, const glm::vec2 &size, ImTextureID texture, const glm::mat4 &view, const glm::mat4 &projection) {
// Compute billboard matrix (extract inverse rotation from view).
glm::mat4 billboard = glm::mat4(1.0f);
billboard[0] = glm::vec4(view[0][0], view[1][0], view[2][0], 0.0f);
billboard[1] = glm::vec4(view[0][1], view[1][1], view[2][1], 0.0f);
billboard[2] = glm::vec4(view[0][2], view[1][2], view[2][2], 0.0f);
billboard = glm::transpose(billboard);
glm::mat4 model = glm::translate(glm::mat4(1.0f), worldPos);
model *= billboard;
model = glm::scale(model, glm::vec3(size, 1.0f));
glUseProgram(billboardShaderProgram);
glUniformMatrix4fv(glGetUniformLocation(billboardShaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(billboardShaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(billboardShaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
// Bind icon texture.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)texture);
glUniform1i(glGetUniformLocation(billboardShaderProgram, "billboardTexture"), 0);
// Disable depth test so icon appears on top.
glDisable(GL_DEPTH_TEST);
glBindVertexArray(billboardVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST); // Re-enable depth testing.
}
void Engine::DrawIconsIn3DSpace(const std::vector<Entity*>& entities, const glm::mat4 &view, const glm::mat4 &projection, ImTextureID iconTexture) {
for(auto e : entities) {
if(e->GetType() == EntityType::LIGHT) {
// Draw a billboard icon at the light's world position.
DrawIconIn3DSpace(e->transform.position, glm::vec2(1.0f, 1.0f), iconTexture, view, projection);
}
}
}
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bool Engine::SetupScene() {
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// Updated cube vertices: each vertex has:
// position (3), normal (3), texcoord (2), tangent (3) = 11 floats per vertex.
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float vertices[] = {
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// Front face (normal: 0,0,1), tangent: (1,0,0)
// positions normals texcoords tangent
-0.5f, -0.5f, 0.5f, 0,0,1, 0,0, 1,0,0,
0.5f, -0.5f, 0.5f, 0,0,1, 1,0, 1,0,0,
0.5f, 0.5f, 0.5f, 0,0,1, 1,1, 1,0,0,
0.5f, 0.5f, 0.5f, 0,0,1, 1,1, 1,0,0,
-0.5f, 0.5f, 0.5f, 0,0,1, 0,1, 1,0,0,
-0.5f, -0.5f, 0.5f, 0,0,1, 0,0, 1,0,0,
// Back face (normal: 0,0,-1), tangent: (-1,0,0)
0.5f, -0.5f, -0.5f, 0,0,-1, 0,0, -1,0,0,
-0.5f, -0.5f, -0.5f, 0,0,-1, 1,0, -1,0,0,
-0.5f, 0.5f, -0.5f, 0,0,-1, 1,1, -1,0,0,
-0.5f, 0.5f, -0.5f, 0,0,-1, 1,1, -1,0,0,
0.5f, 0.5f, -0.5f, 0,0,-1, 0,1, -1,0,0,
0.5f, -0.5f, -0.5f, 0,0,-1, 0,0, -1,0,0,
// Left face (normal: -1,0,0), tangent: (0,0,-1)
-0.5f, -0.5f, -0.5f, -1,0,0, 0,0, 0,0,-1,
-0.5f, -0.5f, 0.5f, -1,0,0, 1,0, 0,0,-1,
-0.5f, 0.5f, 0.5f, -1,0,0, 1,1, 0,0,-1,
-0.5f, 0.5f, 0.5f, -1,0,0, 1,1, 0,0,-1,
-0.5f, 0.5f, -0.5f, -1,0,0, 0,1, 0,0,-1,
-0.5f, -0.5f, -0.5f, -1,0,0, 0,0, 0,0,-1,
// Right face (normal: 1,0,0), tangent: (0,0,1)
0.5f, -0.5f, 0.5f, 1,0,0, 0,0, 0,0,1,
0.5f, -0.5f, -0.5f, 1,0,0, 1,0, 0,0,1,
0.5f, 0.5f, -0.5f, 1,0,0, 1,1, 0,0,1,
0.5f, 0.5f, -0.5f, 1,0,0, 1,1, 0,0,1,
0.5f, 0.5f, 0.5f, 1,0,0, 0,1, 0,0,1,
0.5f, -0.5f, 0.5f, 1,0,0, 0,0, 0,0,1,
// Top face (normal: 0,1,0), tangent: (1,0,0)
-0.5f, 0.5f, 0.5f, 0,1,0, 0,0, 1,0,0,
0.5f, 0.5f, 0.5f, 0,1,0, 1,0, 1,0,0,
0.5f, 0.5f, -0.5f, 0,1,0, 1,1, 1,0,0,
0.5f, 0.5f, -0.5f, 0,1,0, 1,1, 1,0,0,
-0.5f, 0.5f, -0.5f, 0,1,0, 0,1, 1,0,0,
-0.5f, 0.5f, 0.5f, 0,1,0, 0,0, 1,0,0,
// Bottom face (normal: 0,-1,0), tangent: (1,0,0)
-0.5f, -0.5f, -0.5f, 0,-1,0, 0,0, 1,0,0,
0.5f, -0.5f, -0.5f, 0,-1,0, 1,0, 1,0,0,
0.5f, -0.5f, 0.5f, 0,-1,0, 1,1, 1,0,0,
0.5f, -0.5f, 0.5f, 0,-1,0, 1,1, 1,0,0,
-0.5f, -0.5f, 0.5f, 0,-1,0, 0,1, 1,0,0,
-0.5f, -0.5f, -0.5f, 0,-1,0, 0,0, 1,0,0
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};
glGenVertexArrays(1, &cubeVAO);
glGenBuffers(1, &cubeVBO);
glBindVertexArray(cubeVAO);
glBindBuffer(GL_ARRAY_BUFFER, cubeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Position attribute.
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
// Normal attribute.
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// Texcoord attribute.
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void*)(6 * sizeof(float)));
glEnableVertexAttribArray(2);
// Tangent attribute.
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 11 * sizeof(float), (void*)(8 * sizeof(float)));
glEnableVertexAttribArray(3);
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glBindVertexArray(0);
const char* vertexShaderSrc = R"(
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoords;
layout(location = 3) in vec3 aTangent;
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uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
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out vec3 FragPos;
out vec3 Normal;
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out vec2 TexCoords;
out vec3 Tangent;
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void main() {
FragPos = vec3(model * vec4(aPos, 1.0));
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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const char* fragmentShaderSrc = R"(
#version 330 core
out vec4 FragColor;
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in vec3 FragPos;
in vec3 Normal;
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in vec2 TexCoords;
in vec3 Tangent;
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uniform vec3 lightPositions[2];
uniform vec3 lightColors[2];
uniform int numLights;
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uniform vec3 viewPos;
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uniform sampler2D normalMap;
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// Material properties.
uniform vec3 materialDiffuse;
uniform vec3 materialSpecular;
uniform float materialShininess;
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void main() {
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vec3 normMap = texture(normalMap, TexCoords).rgb;
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normMap = normalize(normMap * 2.0 - 1.0);
normMap.z = -normMap.z;
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vec3 N = normalize(Normal);
vec3 T = normalize(Tangent);
vec3 B = normalize(cross(N, T));
mat3 TBN = mat3(T, B, N);
vec3 perturbedNormal = normalize(TBN * normMap);
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vec3 ambient = 0.1 * materialDiffuse;
vec3 lighting = ambient;
for(int i = 0; i < numLights; i++) {
vec3 lightDir = normalize(lightPositions[i] - FragPos);
float diff = max(dot(perturbedNormal, lightDir), 0.0);
vec3 diffuse = diff * materialDiffuse * lightColors[i];
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, perturbedNormal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), materialShininess);
vec3 specular = materialSpecular * spec * lightColors[i];
lighting += diffuse + specular;
}
FragColor = vec4(lighting, 1.0);
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}
)";
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shaderProgram = CompileShader(vertexShaderSrc, fragmentShaderSrc);
if (shaderProgram == 0) {
return false;
}
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if (!SetupBillboard()) {
std::cout << "Failed to set up billboard resources." << std::endl;
return false;
}
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// Load normal map from "./normal.png"
int texWidth, texHeight, texChannels;
unsigned char* data = stbi_load("./normal.jpg", &texWidth, &texHeight, &texChannels, 0);
if (!data) {
std::cout << "Failed to load normal map." << std::endl;
return false;
}
glGenTextures(1, &normalMapTexture);
glBindTexture(GL_TEXTURE_2D, normalMapTexture);
GLenum format = (texChannels == 3) ? GL_RGB : GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, texWidth, texHeight, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
// Set texture parameters.
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);
stbi_image_free(data);
// Bind the normal map to texture unit 1.
glUseProgram(shaderProgram);
glUniform1i(glGetUniformLocation(shaderProgram, "normalMap"), 1);
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return true;
}
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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);
glViewport(0, 0, fbWidth, fbHeight);
glEnable(GL_DEPTH_TEST);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shaderProgram);
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniform3f(glGetUniformLocation(shaderProgram, "viewPos"), viewPos.x, viewPos.y, viewPos.z);
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// Gather lights (up to 2) from entities of type LIGHT.
glm::vec3 lightPositions[2] = { glm::vec3(0.0f), glm::vec3(0.0f) };
glm::vec3 lightColors[2] = { glm::vec3(1.0f), glm::vec3(1.0f) };
int lightCount = 0;
for (auto e : entities) {
if (e->GetType() == EntityType::LIGHT && lightCount < 2) {
lightPositions[lightCount] = e->transform.position;
if (e->lightComponent) {
lightColors[lightCount] = e->lightComponent->color * e->lightComponent->intensity;
}
lightCount++;
}
}
glUniform1i(glGetUniformLocation(shaderProgram, "numLights"), lightCount);
if (lightCount > 0) {
glUniform3fv(glGetUniformLocation(shaderProgram, "lightPositions"), lightCount, glm::value_ptr(lightPositions[0]));
glUniform3fv(glGetUniformLocation(shaderProgram, "lightColors"), lightCount, glm::value_ptr(lightColors[0]));
}
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// Bind the normal map on texture unit 1.
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glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normalMapTexture);
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// (Assumes that the uniform "normalMap" is already set to 1.)
// Render cube entities.
for (auto e : entities) {
if (e->GetType() == EntityType::CUBE && e->modelComponent) {
glm::mat4 modelMatrix = e->transform.GetMatrix();
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniform3fv(glGetUniformLocation(shaderProgram, "materialDiffuse"), 1, glm::value_ptr(e->modelComponent->diffuseColor));
glUniform3fv(glGetUniformLocation(shaderProgram, "materialSpecular"), 1, glm::value_ptr(e->modelComponent->specularColor));
glUniform1f(glGetUniformLocation(shaderProgram, "materialShininess"), e->modelComponent->shininess);
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
}
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glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return (ImTextureID)(intptr_t)colorTexture;
}
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ImTextureID Engine::GetFinalRenderingTexture() {
return (ImTextureID)(intptr_t)colorTexture;
}
void Engine::Shutdown() {
glDeleteVertexArrays(1, &cubeVAO);
glDeleteBuffers(1, &cubeVBO);
glDeleteProgram(shaderProgram);
glDeleteFramebuffers(1, &framebuffer);
glDeleteTextures(1, &colorTexture);
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glDeleteTextures(1, &normalMapTexture);
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glDeleteRenderbuffers(1, &depthRenderbuffer);
glfwDestroyWindow(window);
glfwTerminate();
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}