Updated to use Phong-Bunn Lighting

This commit is contained in:
OusmBlueNinja 2025-04-02 10:41:31 -05:00
parent 939941b8f8
commit 20dab3b4a7
10 changed files with 527 additions and 228 deletions

View File

@ -14,7 +14,7 @@
#include "stb_image.h" #include "stb_image.h"
#include <fstream> #include <fstream>
#include <yaml-cpp/yaml.h> #include <yaml-cpp/yaml.h>
#include "../Engine/Components/Component.h" // For interface base #include "../Engine/Components/Component.h" // For interface base
using std::vector; using std::vector;
@ -23,16 +23,19 @@ GLuint g_LightIconTex = 0;
ImTextureID g_LightIconImTex = 0; ImTextureID g_LightIconImTex = 0;
// Helper function to load a texture. // Helper function to load a texture.
bool LoadIconTexture(const char* filepath, GLuint &texOut, ImTextureID &imTexOut) { bool LoadIconTexture(const char *filepath, GLuint &texOut, ImTextureID &imTexOut)
{
int w, h, channels; int w, h, channels;
unsigned char* data = stbi_load(filepath, &w, &h, &channels, 0); unsigned char *data = stbi_load(filepath, &w, &h, &channels, 0);
if (!data) { if (!data)
{
printf("Failed to load icon texture: %s\n", filepath); printf("Failed to load icon texture: %s\n", filepath);
return false; return false;
} }
// Overwrite loaded data with white pixels (all channels set to 255) // Overwrite loaded data with white pixels (all channels set to 255)
int total = w * h * channels; int total = w * h * channels;
for (int i = 0; i < total; i++) { for (int i = 0; i < total; i++)
{
data[i] = 255; data[i] = 255;
} }
glGenTextures(1, &texOut); glGenTextures(1, &texOut);
@ -50,7 +53,8 @@ bool LoadIconTexture(const char* filepath, GLuint &texOut, ImTextureID &imTexOut
} }
// Editor camera. // Editor camera.
struct EditorCamera { struct EditorCamera
{
glm::vec3 position = glm::vec3(0.0f, 0.0f, 8.0f); glm::vec3 position = glm::vec3(0.0f, 0.0f, 8.0f);
float yaw = -90.0f; float yaw = -90.0f;
float pitch = 0.0f; float pitch = 0.0f;
@ -62,13 +66,14 @@ struct EditorCamera {
EditorCamera editorCamera; EditorCamera editorCamera;
void ProcessEditorCamera(GLFWwindow* window, float deltaTime) { void ProcessEditorCamera(GLFWwindow *window, float deltaTime)
{
glm::vec3 front; glm::vec3 front;
front.x = cos(glm::radians(editorCamera.yaw)) * cos(glm::radians(editorCamera.pitch)); front.x = cos(glm::radians(editorCamera.yaw)) * cos(glm::radians(editorCamera.pitch));
front.y = sin(glm::radians(editorCamera.pitch)); front.y = sin(glm::radians(editorCamera.pitch));
front.z = sin(glm::radians(editorCamera.yaw)) * cos(glm::radians(editorCamera.pitch)); front.z = sin(glm::radians(editorCamera.yaw)) * cos(glm::radians(editorCamera.pitch));
front = glm::normalize(front); front = glm::normalize(front);
glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0,1,0))); glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0, 1, 0)));
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
editorCamera.position += front * editorCamera.speed * deltaTime; editorCamera.position += front * editorCamera.speed * deltaTime;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
@ -78,25 +83,35 @@ void ProcessEditorCamera(GLFWwindow* window, float deltaTime) {
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
editorCamera.position += right * editorCamera.speed * deltaTime; editorCamera.position += right * editorCamera.speed * deltaTime;
static double lastX = 0, lastY = 0; static double lastX = 0, lastY = 0;
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS) { if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)
{
double xpos, ypos; double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos); glfwGetCursorPos(window, &xpos, &ypos);
if (lastX == 0 && lastY == 0) { lastX = xpos; lastY = ypos; } if (lastX == 0 && lastY == 0)
{
lastX = xpos;
lastY = ypos;
}
float offsetX = (float)(xpos - lastX); float offsetX = (float)(xpos - lastX);
float offsetY = (float)(lastY - ypos); float offsetY = (float)(lastY - ypos);
lastX = xpos; lastX = xpos;
lastY = ypos; lastY = ypos;
editorCamera.yaw += offsetX * editorCamera.sensitivity; editorCamera.yaw += offsetX * editorCamera.sensitivity;
editorCamera.pitch += offsetY * editorCamera.sensitivity; editorCamera.pitch += offsetY * editorCamera.sensitivity;
if (editorCamera.pitch > 89.0f) editorCamera.pitch = 89.0f; if (editorCamera.pitch > 89.0f)
if (editorCamera.pitch < -89.0f) editorCamera.pitch = -89.0f; editorCamera.pitch = 89.0f;
} else { if (editorCamera.pitch < -89.0f)
editorCamera.pitch = -89.0f;
}
else
{
lastX = lastY = 0; lastX = lastY = 0;
} }
editorCamera.view = glm::lookAt(editorCamera.position, editorCamera.position + front, glm::vec3(0,1,0)); editorCamera.view = glm::lookAt(editorCamera.position, editorCamera.position + front, glm::vec3(0, 1, 0));
} }
int main() { int main()
{
if (!Engine::Init()) if (!Engine::Init())
return 1; return 1;
// Load the light icon. // Load the light icon.
@ -104,56 +119,49 @@ int main() {
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO &io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
const char* glsl_version = "#version 330"; const char *glsl_version = "#version 330";
ImGui_ImplGlfw_InitForOpenGL(Engine::GetWindow(), true); ImGui_ImplGlfw_InitForOpenGL(Engine::GetWindow(), true);
ImGui_ImplOpenGL3_Init(glsl_version); ImGui_ImplOpenGL3_Init(glsl_version);
vector<Entity*> entities; vector<Entity *> entities;
// Create two cube entities. // Create two cube entities.
Entity* cube1 = new Entity(EntityType::CUBE); Entity *cube1 = new Entity(EntityType::CUBE);
cube1->transform.position = glm::vec3(-2.0f, 0.0f, 0.0f); cube1->transform.position = glm::vec3(-2.0f, 0.0f, 0.0f);
cube1->modelComponent = new ModelComponent(); cube1->modelComponent = new ModelComponent();
cube1->modelComponent->diffuseColor = glm::vec3(0.8f, 0.2f, 0.2f); cube1->modelComponent->diffuseColor = glm::vec3(0.8f, 0.2f, 0.2f);
cube1->modelComponent->specularColor = glm::vec3(1.0f, 1.0f, 1.0f); cube1->modelComponent->specularColor = glm::vec3(1.0f, 1.0f, 1.0f);
cube1->modelComponent->shininess = 32.0f; cube1->modelComponent->shininess = 32.0f;
Entity* cube2 = new Entity(EntityType::CUBE);
cube2->transform.position = glm::vec3(2.0f, 0.0f, 0.0f);
cube2->modelComponent = new ModelComponent();
cube2->modelComponent->diffuseColor = glm::vec3(0.2f, 0.8f, 0.2f);
cube2->modelComponent->specularColor = glm::vec3(1.0f, 1.0f, 1.0f);
cube2->modelComponent->shininess = 16.0f;
// Create two light entities. // Create two light entities.
Entity* light1 = new Entity(EntityType::LIGHT); Entity *light1 = new Entity(EntityType::LIGHT);
light1->transform.position = glm::vec3(0.0f, 10.0f, 0.0f); light1->transform.position = glm::vec3(0.0f, 10.0f, 0.0f);
light1->lightComponent = new LightComponent(); light1->lightComponent = new LightComponent();
light1->lightComponent->color = glm::vec3(1.0f, 1.0f, 1.0f); light1->lightComponent->color = glm::vec3(1.0f, 1.0f, 1.0f);
light1->lightComponent->intensity = 1.5f; light1->lightComponent->intensity = 1.5f;
Entity* light2 = new Entity(EntityType::LIGHT); Entity *light2 = new Entity(EntityType::LIGHT);
light2->transform.position = glm::vec3(0.0f, -10.0f, 0.0f); light2->transform.position = glm::vec3(0.0f, -10.0f, 0.0f);
light2->lightComponent = new LightComponent(); light2->lightComponent = new LightComponent();
light2->lightComponent->color = glm::vec3(0.2f, 0.2f, 1.0f); light2->lightComponent->color = glm::vec3(0.2f, 0.2f, 1.0f);
light2->lightComponent->intensity = 1.0f; light2->lightComponent->intensity = 1.0f;
entities.push_back(cube1); entities.push_back(cube1);
entities.push_back(cube2);
entities.push_back(light1); entities.push_back(light1);
entities.push_back(light2); entities.push_back(light2);
Entity* selectedEntity = nullptr; Entity *selectedEntity = nullptr;
int selectedIndex = -1; int selectedIndex = -1;
// Variables for the "Change Model" popup. // Variables for the "Change Model" popup.
static bool showModelPopup = false; static bool showModelPopup = false;
static char newModelPath[256] = ""; static char newModelPath[256] = "";
float lastFrameTime = (float)glfwGetTime(); float lastFrameTime = (float)glfwGetTime();
while (!glfwWindowShouldClose(Engine::GetWindow())) { while (!glfwWindowShouldClose(Engine::GetWindow()))
{
float currentFrameTime = (float)glfwGetTime(); float currentFrameTime = (float)glfwGetTime();
float deltaTime = currentFrameTime - lastFrameTime; float deltaTime = currentFrameTime - lastFrameTime;
lastFrameTime = currentFrameTime; lastFrameTime = currentFrameTime;
@ -180,16 +188,19 @@ int main() {
// Left Panel: Entity List with Add/Remove buttons. // Left Panel: Entity List with Add/Remove buttons.
ImGui::Begin("Entity List"); ImGui::Begin("Entity List");
for (int i = 0; i < entities.size(); i++) { for (int i = 0; i < entities.size(); i++)
{
char label[32]; char label[32];
sprintf(label, "Entity %d", i); sprintf(label, "Entity %d", i);
if (ImGui::Selectable(label, selectedIndex == i)) { if (ImGui::Selectable(label, selectedIndex == i))
{
selectedEntity = entities[i]; selectedEntity = entities[i];
selectedIndex = i; selectedIndex = i;
} }
} }
if (ImGui::Button("Add Cube")) { if (ImGui::Button("Add Cube"))
Entity* newCube = new Entity(EntityType::CUBE); {
Entity *newCube = new Entity(EntityType::CUBE);
newCube->transform.position = glm::vec3(0.0f); newCube->transform.position = glm::vec3(0.0f);
newCube->modelComponent = new ModelComponent(); newCube->modelComponent = new ModelComponent();
// Default global model properties. // Default global model properties.
@ -199,18 +210,21 @@ int main() {
entities.push_back(newCube); entities.push_back(newCube);
} }
ImGui::SameLine(); ImGui::SameLine();
if (ImGui::Button("Add Light")) { if (ImGui::Button("Add Light"))
Entity* newLight = new Entity(EntityType::LIGHT); {
Entity *newLight = new Entity(EntityType::LIGHT);
newLight->transform.position = glm::vec3(0.0f); newLight->transform.position = glm::vec3(0.0f);
newLight->lightComponent = new LightComponent(); newLight->lightComponent = new LightComponent();
newLight->lightComponent->color = glm::vec3(1.0f); newLight->lightComponent->color = glm::vec3(1.0f);
newLight->lightComponent->intensity = 1.0f; newLight->lightComponent->intensity = 1.0f;
entities.push_back(newLight); entities.push_back(newLight);
} }
if (selectedEntity && ImGui::Button("Remove Selected")) { if (selectedEntity && ImGui::Button("Remove Selected"))
{
// Remove selected entity. // Remove selected entity.
auto it = std::find(entities.begin(), entities.end(), selectedEntity); auto it = std::find(entities.begin(), entities.end(), selectedEntity);
if (it != entities.end()) { if (it != entities.end())
{
delete *it; delete *it;
entities.erase(it); entities.erase(it);
selectedEntity = nullptr; selectedEntity = nullptr;
@ -221,62 +235,75 @@ int main() {
// Right Panel: Entity Inspector. // Right Panel: Entity Inspector.
ImGui::Begin("Entity Inspector"); ImGui::Begin("Entity Inspector");
if (selectedEntity) { if (selectedEntity)
{
ImGui::Text("Transform"); ImGui::Text("Transform");
ImGui::DragFloat3("Position", glm::value_ptr(selectedEntity->transform.position), 0.1f); ImGui::DragFloat3("Position", glm::value_ptr(selectedEntity->transform.position), 0.1f);
ImGui::DragFloat3("Rotation", glm::value_ptr(selectedEntity->transform.rotation), 0.5f); ImGui::DragFloat3("Rotation", glm::value_ptr(selectedEntity->transform.rotation), 0.5f);
ImGui::DragFloat3("Scale", glm::value_ptr(selectedEntity->transform.scale), 0.1f); ImGui::DragFloat3("Scale", glm::value_ptr(selectedEntity->transform.scale), 0.1f);
if (selectedEntity->GetType() == EntityType::CUBE && selectedEntity->modelComponent) { if (selectedEntity->GetType() == EntityType::CUBE && selectedEntity->modelComponent)
{
ImGui::Separator(); ImGui::Separator();
ImGui::Text("Model Properties"); ImGui::Text("Model Properties");
ImGui::ColorEdit3("Diffuse", glm::value_ptr(selectedEntity->modelComponent->diffuseColor)); ImGui::ColorEdit3("Diffuse", glm::value_ptr(selectedEntity->modelComponent->diffuseColor));
ImGui::ColorEdit3("Specular", glm::value_ptr(selectedEntity->modelComponent->specularColor)); ImGui::ColorEdit3("Specular", glm::value_ptr(selectedEntity->modelComponent->specularColor));
ImGui::DragFloat("Shininess", &selectedEntity->modelComponent->shininess, 1.0f, 1.0f, 128.0f); ImGui::DragFloat("Shininess", &selectedEntity->modelComponent->shininess, 1.0f, 1.0f, 128.0f);
// Button to open model editor popup. // Button to open model editor popup.
if (ImGui::Button("Change Model")) { if (ImGui::Button("Change Model"))
{
showModelPopup = true; showModelPopup = true;
// Pre-fill popup with current model path. // Pre-fill popup with current model path.
strncpy(newModelPath, selectedEntity->modelComponent->modelPath.c_str(), sizeof(newModelPath)); strncpy(newModelPath, selectedEntity->modelComponent->modelPath.c_str(), sizeof(newModelPath));
} }
} }
if (selectedEntity->GetType() == EntityType::LIGHT && selectedEntity->lightComponent) { if (selectedEntity->GetType() == EntityType::LIGHT && selectedEntity->lightComponent)
{
ImGui::Separator(); ImGui::Separator();
ImGui::Text("Light Properties"); ImGui::Text("Light Properties");
ImGui::ColorEdit3("Light Color", glm::value_ptr(selectedEntity->lightComponent->color)); ImGui::ColorEdit3("Light Color", glm::value_ptr(selectedEntity->lightComponent->color));
ImGui::DragFloat("Intensity", &selectedEntity->lightComponent->intensity, 0.1f, 0.0f, 10.0f); ImGui::DragFloat("Intensity", &selectedEntity->lightComponent->intensity, 0.1f, 0.0f, 10.0f);
} }
} else { }
else
{
ImGui::Text("No entity selected."); ImGui::Text("No entity selected.");
} }
ImGui::End(); ImGui::End();
// Model Editor Popup. // Model Editor Popup.
if (showModelPopup && selectedEntity && selectedEntity->modelComponent) { if (showModelPopup && selectedEntity && selectedEntity->modelComponent)
{
ImGui::OpenPopup("Edit Model"); ImGui::OpenPopup("Edit Model");
showModelPopup = false; showModelPopup = false;
} }
if (ImGui::BeginPopupModal("Edit Model", NULL, ImGuiWindowFlags_AlwaysAutoResize))
if (ImGui::BeginPopupModal("Edit Model", NULL, ImGuiWindowFlags_AlwaysAutoResize)) { {
ImGui::InputText("Model Path", newModelPath, sizeof(newModelPath)); ImGui::InputText("Model Path", newModelPath, sizeof(newModelPath));
if (ImGui::Button("Load Model", ImVec2(120, 0))) { if (ImGui::Button("Load Model", ImVec2(120, 0)))
{
// Update the model component with the new model path. // Update the model component with the new model path.
selectedEntity->modelComponent->LoadModel(newModelPath); selectedEntity->modelComponent->LoadModel(newModelPath);
ImGui::CloseCurrentPopup(); ImGui::CloseCurrentPopup();
} }
ImGui::SameLine(); ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(120, 0))) { if (ImGui::Button("Cancel", ImVec2(120, 0)))
{
ImGui::CloseCurrentPopup(); ImGui::CloseCurrentPopup();
} }
ImGui::Separator(); ImGui::Separator();
ImGui::Text("Submesh Textures:"); ImGui::Text("Submesh Textures:");
// Display a grid of textures. // Display a grid of textures.
if (selectedEntity->modelComponent->meshes.empty()) { if (selectedEntity->modelComponent->meshes.empty())
{
ImGui::Text("None"); ImGui::Text("None");
} else { }
int columns = 12; // Change this value for a different number of columns. else
{
int columns = 12; // Change this value for a different number of columns.
int count = 0; int count = 0;
for (size_t i = 0; i < selectedEntity->modelComponent->meshes.size(); i++) { for (size_t i = 0; i < selectedEntity->modelComponent->meshes.size(); i++)
{
if (count % columns != 0) if (count % columns != 0)
ImGui::SameLine(); ImGui::SameLine();
// Convert the diffuse texture to an ImTextureID. // Convert the diffuse texture to an ImTextureID.
@ -288,28 +315,59 @@ int main() {
} }
ImGui::EndPopup(); ImGui::EndPopup();
} }
// New Panel: File Operations (Save/Load). // New Panel: File Operations (Save/Load).
ImGui::Begin("Scene File"); ImGui::Begin("Scene File");
if (ImGui::Button("Save")) {
// --- List Files in Scene Directory ---
static std::vector<std::string> sceneFiles;
static int selectedSceneFile = -1;
if (ImGui::Button("Refresh Files"))
{
sceneFiles.clear();
std::cout << "Refreshing" << std::endl;
for (const auto &entry : std::filesystem::directory_iterator("./assets/scenes/"))
{
if (entry.is_regular_file() && entry.path().extension() == ".yaml")
{
sceneFiles.push_back(entry.path().filename().string());
}
}
}
ImGui::Text("Available Scenes:");
for (int i = 0; i < sceneFiles.size(); i++)
{
if (ImGui::Selectable(sceneFiles[i].c_str(), selectedSceneFile == i))
{
selectedSceneFile = i;
}
}
// --- Specify New File Name for Saving ---
static char newSceneFileName[128] = "new_scene.yaml";
ImGui::InputText("New Scene File", newSceneFileName, IM_ARRAYSIZE(newSceneFileName));
// --- Save Scene ---
if (ImGui::Button("Save"))
{
std::cout << "[Info] Saving" << std::endl;
YAML::Emitter out; YAML::Emitter out;
out << YAML::BeginMap; out << YAML::BeginMap;
// Save an array of entities. // Save an array of entities.
out << YAML::Key << "entities" << YAML::Value << YAML::BeginSeq; out << YAML::Key << "entities" << YAML::Value << YAML::BeginSeq;
for (auto e : entities) { for (auto e : entities)
{
out << YAML::BeginMap; out << YAML::BeginMap;
// Save the type. out << YAML::Key << "type" << YAML::Value
out << YAML::Key << "type" << YAML::Value << (e->GetType() == EntityType::CUBE ? "cube" : "light"); << (e->GetType() == EntityType::CUBE ? "cube" : "light");
// Save transform.
out << YAML::Key << "transform" << YAML::Value << e->transform.Save(); out << YAML::Key << "transform" << YAML::Value << e->transform.Save();
// Save model component if cube. if (e->modelComponent)
if (e->GetType() == EntityType::CUBE && e->modelComponent) { {
out << YAML::Key << "model" << YAML::Value << e->modelComponent->Save(); out << YAML::Key << "model" << YAML::Value << e->modelComponent->Save();
} }
// Save light component if light. if (e->lightComponent)
if (e->GetType() == EntityType::LIGHT && e->lightComponent) { {
out << YAML::Key << "light" << YAML::Value << e->lightComponent->Save(); out << YAML::Key << "light" << YAML::Value << e->lightComponent->Save();
} }
out << YAML::EndMap; out << YAML::EndMap;
@ -317,37 +375,80 @@ int main() {
out << YAML::EndSeq; out << YAML::EndSeq;
out << YAML::EndMap; out << YAML::EndMap;
std::ofstream fout("default.yaml"); // Save file to the scenes directory.
std::string path = std::string("./assets/scenes/") + newSceneFileName;
std::ofstream fout(path);
fout << out.c_str(); fout << out.c_str();
fout.close(); fout.close();
std::cout << "[Done] Saving" << std::endl;
} }
if (ImGui::Button("Load")) {
YAML::Node node = YAML::LoadFile("default.yaml"); // --- Load Scene (delete & recreate entities) ---
if (node["entities"]) { if (ImGui::Button("Load"))
YAML::Node entitiesNode = node["entities"]; {
int idx = 0; std::cout << "[Info] Loading" << std::endl;
for (auto entityNode : entitiesNode) {
if (idx < entities.size()) { // Only proceed if a file is selected from the list.
// Load transform. if (selectedSceneFile >= 0 && selectedSceneFile < sceneFiles.size())
if (entityNode["transform"]) {
entities[idx]->transform.Load(entityNode["transform"]); std::string path = "./assests/scenes/" + sceneFiles[selectedSceneFile];
// Load model for cubes. YAML::Node node = YAML::LoadFile(path);
if (entities[idx]->GetType() == EntityType::CUBE && entityNode["model"]) if (node["entities"])
entities[idx]->modelComponent->Load(entityNode["model"]); {
// Load light for lights. // Delete current entities.
if (entities[idx]->GetType() == EntityType::LIGHT && entityNode["light"]) for (auto e : entities)
entities[idx]->lightComponent->Load(entityNode["light"]); {
delete e; // Assumes deletion handles components properly.
}
entities.clear();
YAML::Node entitiesNode = node["entities"];
for (auto entityNode : entitiesNode)
{
std::string type = entityNode["type"].as<std::string>();
Entity *newEntity = nullptr;
// Create entity based on type.
if (type == "cube")
{
newEntity = new Entity(EntityType::CUBE);
}
else if (type == "light")
{
newEntity = new Entity(EntityType::LIGHT);
}
if (newEntity)
{
// Load transform.
if (entityNode["transform"])
newEntity->transform.Load(entityNode["transform"]);
// Create and load model component for cubes.
if (newEntity->GetType() == EntityType::CUBE && entityNode["model"])
{
newEntity->modelComponent = new ModelComponent();
newEntity->modelComponent->Load(entityNode["model"]);
}
// Create and load light component for lights.
if (newEntity->GetType() == EntityType::LIGHT && entityNode["light"])
{
newEntity->lightComponent = new LightComponent();
newEntity->lightComponent->Load(entityNode["light"]);
}
entities.push_back(newEntity);
}
} }
idx++;
} }
std::cout << "[Done] Loading" << std::endl;
} }
} }
ImGui::End(); ImGui::End();
// Bottom Panel: Rendered Output. // Bottom Panel: Rendered Output.
ImGui::Begin("Rendered Output"); ImGui::Begin("Rendered Output");
ImVec2 viewportSize = ImGui::GetContentRegionAvail(); ImVec2 viewportSize = ImGui::GetContentRegionAvail();
ImGui::Image(offscreenTexture, viewportSize, ImVec2(0,1), ImVec2(1,0)); ImGui::Image(offscreenTexture, viewportSize, ImVec2(0, 1), ImVec2(1, 0));
ImGui::End(); ImGui::End();
ImGui::Render(); ImGui::Render();

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@ -3,6 +3,9 @@
#include <iostream> #include <iostream>
#include <vector> #include <vector>
#include <filesystem> // C++17 filesystem
#include <string>
#include <fstream>
#include <GL/glew.h> #include <GL/glew.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include "imgui.h" #include "imgui.h"

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@ -6,7 +6,7 @@
#include "Entity/Entity.h" #include "Entity/Entity.h"
// Static member definitions. // Static member definitions.
GLFWwindow* Engine::window = nullptr; GLFWwindow *Engine::window = nullptr;
GLuint Engine::framebuffer = 0; GLuint Engine::framebuffer = 0;
GLuint Engine::colorTexture = 0; GLuint Engine::colorTexture = 0;
GLuint Engine::depthRenderbuffer = 0; GLuint Engine::depthRenderbuffer = 0;
@ -15,14 +15,13 @@ float Engine::rotationAngle = 0.0f;
int Engine::fbWidth = 640; int Engine::fbWidth = 640;
int Engine::fbHeight = 400; int Engine::fbHeight = 400;
// Global normal map texture (if needed for legacy models; otherwise each model handles its own) // Global normal map texture (if needed for legacy models; otherwise each model handles its own)
GLuint normalMapTexture = 0; GLuint normalMapTexture = 0;
bool Engine::Init() { bool Engine::Init()
if (!glfwInit()) { {
if (!glfwInit())
{
std::cout << "Failed to initialize GLFW\n"; std::cout << "Failed to initialize GLFW\n";
return false; return false;
} }
@ -31,7 +30,8 @@ bool Engine::Init() {
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(1280, 800, "Engine Window", nullptr, nullptr); window = glfwCreateWindow(1280, 800, "Engine Window", nullptr, nullptr);
if (!window) { if (!window)
{
std::cout << "Failed to create GLFW window\n"; std::cout << "Failed to create GLFW window\n";
glfwTerminate(); glfwTerminate();
return false; return false;
@ -39,7 +39,8 @@ bool Engine::Init() {
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE; glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) { if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW\n"; std::cout << "Failed to initialize GLEW\n";
return false; return false;
} }
@ -53,21 +54,25 @@ bool Engine::Init() {
ResizeFramebuffer(fbWidth, fbHeight); ResizeFramebuffer(fbWidth, fbHeight);
// Setup scene-wide shader (this shader is now used to render all models) // Setup scene-wide shader (this shader is now used to render all models)
if (!SetupScene()) { if (!SetupScene())
{
std::cout << "Failed to set up scene\n"; std::cout << "Failed to set up scene\n";
return false; return false;
} }
return true; return true;
} }
GLFWwindow* Engine::GetWindow() { GLFWwindow *Engine::GetWindow()
{
return window; return window;
} }
GLuint Engine::GetShader() { GLuint Engine::GetShader()
{
return shaderProgram; return shaderProgram;
} }
void Engine::ResizeFramebuffer(int width, int height) { void Engine::ResizeFramebuffer(int width, int height)
{
// Avoid division by zero. // Avoid division by zero.
if (height <= 0) if (height <= 0)
height = 1; height = 1;
@ -75,26 +80,31 @@ void Engine::ResizeFramebuffer(int width, int height) {
// Define the desired target aspect ratio (e.g., 16:9). // Define the desired target aspect ratio (e.g., 16:9).
const float targetAspect = 16.0f / 9.0f; const float targetAspect = 16.0f / 9.0f;
float currentAspect = static_cast<float>(width) / static_cast<float>(height); float currentAspect = static_cast<float>(width) / static_cast<float>(height);
// Adjust dimensions to maintain the target aspect ratio. // Adjust dimensions to maintain the target aspect ratio.
int newWidth = width; int newWidth = width;
int newHeight = height; int newHeight = height;
if (currentAspect > targetAspect) { if (currentAspect > targetAspect)
{
newWidth = static_cast<int>(height * targetAspect); newWidth = static_cast<int>(height * targetAspect);
} else if (currentAspect < targetAspect) { }
else if (currentAspect < targetAspect)
{
newHeight = static_cast<int>(width / targetAspect); newHeight = static_cast<int>(width / targetAspect);
} }
fbWidth = newWidth; fbWidth = newWidth;
fbHeight = newHeight; fbHeight = newHeight;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
// Delete old attachments if they exist. // Delete old attachments if they exist.
if (colorTexture) { if (colorTexture)
{
glDeleteTextures(1, &colorTexture); glDeleteTextures(1, &colorTexture);
} }
if (depthRenderbuffer) { if (depthRenderbuffer)
{
glDeleteRenderbuffers(1, &depthRenderbuffer); glDeleteRenderbuffers(1, &depthRenderbuffer);
} }
@ -113,19 +123,22 @@ void Engine::ResizeFramebuffer(int width, int height) {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) { if (status != GL_FRAMEBUFFER_COMPLETE)
{
std::cout << "Framebuffer is not complete! Status: " << status << std::endl; std::cout << "Framebuffer is not complete! Status: " << status << std::endl;
} }
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }
GLuint Engine::CompileShader(const char* vertexSrc, const char* fragmentSrc) { GLuint Engine::CompileShader(const char *vertexSrc, const char *fragmentSrc)
{
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSrc, nullptr); glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
glCompileShader(vertexShader); glCompileShader(vertexShader);
int success; int success;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success) { if (!success)
{
char infoLog[512]; char infoLog[512];
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog); glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
std::cout << "Vertex shader compilation failed: " << infoLog << std::endl; std::cout << "Vertex shader compilation failed: " << infoLog << std::endl;
@ -135,7 +148,8 @@ GLuint Engine::CompileShader(const char* vertexSrc, const char* fragmentSrc) {
glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr); glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
glCompileShader(fragmentShader); glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success) { if (!success)
{
char infoLog[512]; char infoLog[512];
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog); glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
std::cout << "Fragment shader compilation failed: " << infoLog << std::endl; std::cout << "Fragment shader compilation failed: " << infoLog << std::endl;
@ -146,7 +160,8 @@ GLuint Engine::CompileShader(const char* vertexSrc, const char* fragmentSrc) {
glAttachShader(program, fragmentShader); glAttachShader(program, fragmentShader);
glLinkProgram(program); glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success); glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) { if (!success)
{
char infoLog[512]; char infoLog[512];
glGetProgramInfoLog(program, 512, nullptr, infoLog); glGetProgramInfoLog(program, 512, nullptr, infoLog);
std::cout << "Shader program linking failed: " << infoLog << std::endl; std::cout << "Shader program linking failed: " << infoLog << std::endl;
@ -159,105 +174,116 @@ GLuint Engine::CompileShader(const char* vertexSrc, const char* fragmentSrc) {
// SetupScene now creates the shader program used for all models. // SetupScene now creates the shader program used for all models.
// It no longer creates cube-specific VAOs, since ModelComponent will store mesh data. // It no longer creates cube-specific VAOs, since ModelComponent will store mesh data.
bool Engine::SetupScene() { bool Engine::SetupScene()
{
const char* vertexShaderSrc = R"( // Vertex Shader remains largely unchanged.
#version 330 core const char *vertexShaderSrc = R"(
layout(location = 0) in vec3 aPos; #version 330 core
layout(location = 1) in vec3 aNormal; layout(location = 0) in vec3 aPos;
layout(location = 2) in vec2 aTexCoords; layout(location = 1) in vec3 aNormal;
layout(location = 3) in vec3 aTangent; layout(location = 2) in vec2 aTexCoords;
layout(location = 3) in vec3 aTangent;
uniform mat4 model;
uniform mat4 view; uniform mat4 model;
uniform mat4 projection; uniform mat4 view;
uniform mat4 projection;
out vec3 FragPos;
out vec3 Normal; out vec3 FragPos;
out vec2 TexCoords; out vec3 Normal;
out vec3 Tangent; out vec2 TexCoords;
out vec3 Tangent;
void main() {
FragPos = vec3(model * vec4(aPos, 1.0)); void main() {
Normal = mat3(transpose(inverse(model))) * aNormal; FragPos = vec3(model * vec4(aPos, 1.0));
TexCoords = aTexCoords; Normal = mat3(transpose(inverse(model))) * aNormal;
Tangent = mat3(model) * aTangent; TexCoords = aTexCoords;
gl_Position = projection * view * vec4(FragPos, 1.0); Tangent = mat3(model) * aTangent;
} gl_Position = projection * view * vec4(FragPos, 1.0);
)"; }
)";
const char* fragmentShaderSrc = R"(
#version 330 core // Fragment Shader with support for optional diffuse and normal maps and using Blinn-Phong lighting.
out vec4 FragColor; const char* fragmentShaderSrc = R"(
#version 330 core
in vec3 FragPos; out vec4 FragColor;
in vec3 Normal;
in vec2 TexCoords; in vec3 FragPos;
in vec3 Tangent; in vec3 Normal;
in vec2 TexCoords;
uniform vec3 lightPositions[2]; in vec3 Tangent;
uniform vec3 lightColors[2];
uniform int numLights; uniform vec3 lightPositions[2];
uniform vec3 viewPos; uniform vec3 lightColors[2];
uniform sampler2D diffuseTexture; uniform int numLights;
uniform sampler2D normalMap; uniform vec3 viewPos;
uniform bool useNormalMap; // Control flag for normal mapping
// Texture uniforms.
// Material properties. uniform sampler2D diffuseTexture;
uniform vec3 materialDiffuse; uniform sampler2D normalMap;
uniform vec3 materialSpecular; uniform bool useDiffuseTexture;
uniform float materialShininess; uniform bool useNormalMap; // Control flag for normal mapping
void main() { // Material properties.
vec3 finalNormal; uniform vec3 materialDiffuse;
if(useNormalMap) { uniform vec3 materialSpecular;
// Sample and transform normal map. uniform float materialShininess;
vec3 normMap = texture(normalMap, TexCoords).rgb;
normMap = normalize(normMap * 2.0 - 1.0); void main() {
normMap.z = -normMap.z; // Optionally sample the diffuse texture.
vec3 T = normalize(Tangent); vec3 diffuseTex = useDiffuseTexture ? texture(diffuseTexture, TexCoords).rgb : vec3(1.0);
vec3 B = normalize(cross(Normal, T));
mat3 TBN = mat3(T, B, normalize(Normal)); // Determine the normal.
finalNormal = normalize(TBN * normMap); vec3 finalNormal;
} else { if(useNormalMap) {
// Compute a flat normal from screen-space derivatives. // Sample the normal map and convert from [0,1] to [-1,1].
finalNormal = normalize(cross(dFdx(FragPos), dFdy(FragPos))); vec3 normMap = texture(normalMap, TexCoords).rgb;
} normMap = normalize(normMap * 2.0 - 1.0);
// (The z-flip here depends on your texture convention.)
vec3 diffuseTex = texture(diffuseTexture, TexCoords).rgb; normMap.z = -normMap.z;
vec3 ambient = 0.1 * materialDiffuse * diffuseTex; vec3 T = normalize(Tangent);
vec3 lighting = ambient; vec3 B = normalize(cross(Normal, T));
mat3 TBN = mat3(T, B, normalize(Normal));
for(int i = 0; i < numLights; i++) { finalNormal = normalize(TBN * normMap);
vec3 lightDir = normalize(lightPositions[i] - FragPos); } else {
float diff = max(dot(finalNormal, lightDir), 0.0); // Use the interpolated vertex normal if no normal map is provided.
vec3 diffuse = diff * materialDiffuse * diffuseTex * lightColors[i]; finalNormal = normalize(Normal);
}
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, finalNormal); // Start with an ambient term.
float spec = pow(max(dot(viewDir, reflectDir), 0.0), materialShininess); vec3 ambient = 0.1 * materialDiffuse * diffuseTex;
vec3 specular = materialSpecular * spec * lightColors[i]; vec3 lighting = ambient;
lighting += diffuse + specular; // Loop through each light.
} for(int i = 0; i < numLights; i++) {
FragColor = vec4(lighting, 1.0); vec3 lightDir = normalize(lightPositions[i] - FragPos);
} // Diffuse term.
)"; float diff = max(dot(finalNormal, lightDir), 0.0);
vec3 diffuse = diff * materialDiffuse * diffuseTex * lightColors[i];
// Blinn-Phong Specular term.
vec3 viewDir = normalize(viewPos - FragPos);
vec3 halfDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(finalNormal, halfDir), 0.0), materialShininess);
vec3 specular = materialSpecular * spec * lightColors[i];
lighting += diffuse + specular;
}
FragColor = vec4(lighting, 1.0);
}
)";
shaderProgram = CompileShader(vertexShaderSrc, fragmentShaderSrc); shaderProgram = CompileShader(vertexShaderSrc, fragmentShaderSrc);
if (shaderProgram == 0) { if (shaderProgram == 0)
{
return false; return false;
} }
return true; return true;
} }
// RenderScene now uses the new model system.
// For each entity of type CUBE with a valid ModelComponent, update uniforms and call Draw() on the model.
ImTextureID Engine::RenderScene(const glm::mat4 &view, const glm::mat4 &projection, const glm::vec3 &viewPos, const std::vector<Entity*>& entities) { ImTextureID Engine::RenderScene(const glm::mat4 &view, const glm::mat4 &projection, const glm::vec3 &viewPos, const std::vector<Entity*>& entities) {
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glViewport(0, 0, fbWidth, fbHeight); glViewport(0, 0, fbWidth, fbHeight);
@ -270,7 +296,7 @@ ImTextureID Engine::RenderScene(const glm::mat4 &view, const glm::mat4 &projecti
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniform3f(glGetUniformLocation(shaderProgram, "viewPos"), viewPos.x, viewPos.y, viewPos.z); glUniform3f(glGetUniformLocation(shaderProgram, "viewPos"), viewPos.x, viewPos.y, viewPos.z);
// Gather lights (up to 2) from entities of type LIGHT. // Gather up to 2 lights.
glm::vec3 lightPositions[2] = { glm::vec3(0.0f), glm::vec3(0.0f) }; glm::vec3 lightPositions[2] = { glm::vec3(0.0f), glm::vec3(0.0f) };
glm::vec3 lightColors[2] = { glm::vec3(1.0f), glm::vec3(1.0f) }; glm::vec3 lightColors[2] = { glm::vec3(1.0f), glm::vec3(1.0f) };
int lightCount = 0; int lightCount = 0;
@ -290,46 +316,58 @@ ImTextureID Engine::RenderScene(const glm::mat4 &view, const glm::mat4 &projecti
} }
// Render each cube entity using its ModelComponent. // Render each cube entity using its ModelComponent.
for (auto e : entities) { for (auto e : entities) {
if (e->GetType() == EntityType::CUBE && e->modelComponent) { if (e->GetType() == EntityType::CUBE && e->modelComponent) {
glm::mat4 modelMatrix = e->transform.GetMatrix(); glm::mat4 modelMatrix = e->transform.GetMatrix();
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
// Loop through all submeshes in the model component. // Loop through all submeshes in the model component.
for (const auto &mesh : e->modelComponent->meshes) { for (const auto &mesh : e->modelComponent->meshes) {
// Set material properties for the current submesh. // Set material properties.
glUniform3fv(glGetUniformLocation(shaderProgram, "materialDiffuse"), 1, glm::value_ptr(mesh.diffuseColor)); glUniform3fv(glGetUniformLocation(shaderProgram, "materialDiffuse"), 1, glm::value_ptr(mesh.diffuseColor));
glUniform3fv(glGetUniformLocation(shaderProgram, "materialSpecular"), 1, glm::value_ptr(mesh.specularColor)); glUniform3fv(glGetUniformLocation(shaderProgram, "materialSpecular"), 1, glm::value_ptr(mesh.specularColor));
glUniform1f(glGetUniformLocation(shaderProgram, "materialShininess"), mesh.shininess); glUniform1f(glGetUniformLocation(shaderProgram, "materialShininess"), mesh.shininess);
// Bind the diffuse texture. // Bind diffuse texture if available.
glActiveTexture(GL_TEXTURE0); if (mesh.diffuseTexture != 0) {
glBindTexture(GL_TEXTURE_2D, mesh.diffuseTexture); glUniform1i(glGetUniformLocation(shaderProgram, "useDiffuseTexture"), 1);
glUniform1i(glGetUniformLocation(shaderProgram, "diffuseTexture"), 0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mesh.diffuseTexture);
glUniform1i(glGetUniformLocation(shaderProgram, "diffuseTexture"), 0);
} else {
glUniform1i(glGetUniformLocation(shaderProgram, "useDiffuseTexture"), 0);
}
// If you have a normal texture, bind it similarly (adjust as needed). // Bind normal map if available.
// glActiveTexture(GL_TEXTURE1); if (mesh.normalTexture != 0) {
// glBindTexture(GL_TEXTURE_2D, mesh.normalTexture); glUniform1i(glGetUniformLocation(shaderProgram, "useNormalMap"), 1);
// glUniform1i(glGetUniformLocation(shaderProgram, "normalMap"), 1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mesh.normalTexture);
glUniform1i(glGetUniformLocation(shaderProgram, "normalMap"), 1);
} else {
glUniform1i(glGetUniformLocation(shaderProgram, "useNormalMap"), 0);
}
// Bind the submesh's VAO and draw its elements. // Bind the submesh's VAO and draw its elements.
glBindVertexArray(mesh.VAO); glBindVertexArray(mesh.VAO);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_INT, 0); glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_INT, 0);
glBindVertexArray(0); glBindVertexArray(0);
}
} }
} }
}
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
return (ImTextureID)(intptr_t)colorTexture; return (ImTextureID)(intptr_t)colorTexture;
} }
ImTextureID Engine::GetFinalRenderingTexture() {
ImTextureID Engine::GetFinalRenderingTexture()
{
return (ImTextureID)(intptr_t)colorTexture; return (ImTextureID)(intptr_t)colorTexture;
} }
void Engine::Shutdown() { void Engine::Shutdown()
{
glDeleteProgram(shaderProgram); glDeleteProgram(shaderProgram);
glDeleteFramebuffers(1, &framebuffer); glDeleteFramebuffers(1, &framebuffer);
glDeleteTextures(1, &colorTexture); glDeleteTextures(1, &colorTexture);

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@ -0,0 +1,91 @@
entities:
- type: cube
transform:
position:
- -2
- 0
- 0
rotation:
- 0
- 0
- 0
scale:
- 1
- 1
- 1
model:
modelPath: ./assets/models/sponza.obj
globalDiffuseColor:
- 0.800000012
- 0.200000003
- 0.200000003
globalSpecularColor:
- 1
- 1
- 1
globalShininess: 32
- type: cube
transform:
position:
- 0.5
- -1.20000005
- 5.19999981
rotation:
- 0
- 90
- 0
scale:
- 0.00999999978
- 0.00999999978
- 0.00999999978
model:
modelPath: ./assets/models/sponza.obj
globalDiffuseColor:
- 0
- 1
- 0
globalSpecularColor:
- 1
- 1
- 1
globalShininess: 126
- type: light
transform:
position:
- 0
- 10
- 0
rotation:
- 0
- 0
- 0
scale:
- 1
- 1
- 1
light:
color:
- 1
- 1
- 1
intensity: 2.0999999
- type: light
transform:
position:
- 2.9000001
- -9.69999981
- 7.30000019
rotation:
- 0
- 0
- 0
scale:
- 1
- 1
- 1
light:
color:
- 0.200000003
- 0.200000003
- 1
intensity: 9

View File

@ -0,0 +1,66 @@
entities:
- type: cube
transform:
position:
- 0
- -1.29999995
- 0.600000024
rotation:
- 0
- 90
- 0
scale:
- 0.00999999978
- 0.00999999978
- 0.00999999978
model:
modelPath: ./assets/models/sponza.obj
globalDiffuseColor:
- 1
- 1
- 1
globalSpecularColor:
- 1
- 1
- 1
globalShininess: 32
- type: light
transform:
position:
- 0
- 10
- 0
rotation:
- 0
- 0
- 0
scale:
- 1
- 1
- 1
light:
color:
- 0.995098054
- 0.878314674
- 0.814614594
intensity: 2.29999995
- type: light
transform:
position:
- 0
- -10
- 0
rotation:
- 0
- 0
- 0
scale:
- 1
- 1
- 1
light:
color:
- 0
- 2.38418579e-07
- 1
intensity: 1.79999995

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