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No commits in common. "2cfd4a021420d3eb8fad4671aa1df3a54ae4faee" and "939941b8f89b24c477dcf133dd628becaad6b8f9" have entirely different histories.
2cfd4a0214
...
939941b8f8
@ -23,19 +23,16 @@ GLuint g_LightIconTex = 0;
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ImTextureID g_LightIconImTex = 0;
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// Helper function to load a texture.
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bool LoadIconTexture(const char *filepath, GLuint &texOut, ImTextureID &imTexOut)
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{
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bool LoadIconTexture(const char* filepath, GLuint &texOut, ImTextureID &imTexOut) {
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int w, h, channels;
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unsigned char *data = stbi_load(filepath, &w, &h, &channels, 0);
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if (!data)
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{
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unsigned char* data = stbi_load(filepath, &w, &h, &channels, 0);
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if (!data) {
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printf("Failed to load icon texture: %s\n", filepath);
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return false;
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}
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// Overwrite loaded data with white pixels (all channels set to 255)
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int total = w * h * channels;
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for (int i = 0; i < total; i++)
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{
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for (int i = 0; i < total; i++) {
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data[i] = 255;
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}
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glGenTextures(1, &texOut);
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@ -53,8 +50,7 @@ bool LoadIconTexture(const char *filepath, GLuint &texOut, ImTextureID &imTexOut
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}
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// Editor camera.
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struct EditorCamera
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{
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struct EditorCamera {
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glm::vec3 position = glm::vec3(0.0f, 0.0f, 8.0f);
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float yaw = -90.0f;
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float pitch = 0.0f;
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@ -66,14 +62,13 @@ struct EditorCamera
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EditorCamera editorCamera;
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void ProcessEditorCamera(GLFWwindow *window, float deltaTime)
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{
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void ProcessEditorCamera(GLFWwindow* window, float deltaTime) {
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glm::vec3 front;
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front.x = cos(glm::radians(editorCamera.yaw)) * cos(glm::radians(editorCamera.pitch));
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front.y = sin(glm::radians(editorCamera.pitch));
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front.z = sin(glm::radians(editorCamera.yaw)) * cos(glm::radians(editorCamera.pitch));
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front = glm::normalize(front);
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glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0, 1, 0)));
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glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0,1,0)));
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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editorCamera.position += front * editorCamera.speed * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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@ -83,35 +78,25 @@ void ProcessEditorCamera(GLFWwindow *window, float deltaTime)
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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editorCamera.position += right * editorCamera.speed * deltaTime;
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static double lastX = 0, lastY = 0;
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)
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{
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS) {
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double xpos, ypos;
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glfwGetCursorPos(window, &xpos, &ypos);
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if (lastX == 0 && lastY == 0)
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{
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lastX = xpos;
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lastY = ypos;
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}
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if (lastX == 0 && lastY == 0) { lastX = xpos; lastY = ypos; }
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float offsetX = (float)(xpos - lastX);
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float offsetY = (float)(lastY - ypos);
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lastX = xpos;
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lastY = ypos;
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editorCamera.yaw += offsetX * editorCamera.sensitivity;
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editorCamera.pitch += offsetY * editorCamera.sensitivity;
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if (editorCamera.pitch > 89.0f)
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editorCamera.pitch = 89.0f;
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if (editorCamera.pitch < -89.0f)
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editorCamera.pitch = -89.0f;
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}
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else
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{
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if (editorCamera.pitch > 89.0f) editorCamera.pitch = 89.0f;
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if (editorCamera.pitch < -89.0f) editorCamera.pitch = -89.0f;
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} else {
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lastX = lastY = 0;
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}
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editorCamera.view = glm::lookAt(editorCamera.position, editorCamera.position + front, glm::vec3(0, 1, 0));
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editorCamera.view = glm::lookAt(editorCamera.position, editorCamera.position + front, glm::vec3(0,1,0));
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}
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int main()
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{
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int main() {
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if (!Engine::Init())
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return 1;
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// Load the light icon.
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@ -119,40 +104,48 @@ int main()
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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ImGui::StyleColorsDark();
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const char *glsl_version = "#version 330";
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const char* glsl_version = "#version 330";
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ImGui_ImplGlfw_InitForOpenGL(Engine::GetWindow(), true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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vector<Entity *> entities;
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vector<Entity*> entities;
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// Create two cube entities.
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Entity *cube1 = new Entity(EntityType::CUBE);
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Entity* cube1 = new Entity(EntityType::CUBE);
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cube1->transform.position = glm::vec3(-2.0f, 0.0f, 0.0f);
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cube1->modelComponent = new ModelComponent();
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cube1->modelComponent->diffuseColor = glm::vec3(0.8f, 0.2f, 0.2f);
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cube1->modelComponent->specularColor = glm::vec3(1.0f, 1.0f, 1.0f);
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cube1->modelComponent->shininess = 32.0f;
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Entity* cube2 = new Entity(EntityType::CUBE);
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cube2->transform.position = glm::vec3(2.0f, 0.0f, 0.0f);
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cube2->modelComponent = new ModelComponent();
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cube2->modelComponent->diffuseColor = glm::vec3(0.2f, 0.8f, 0.2f);
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cube2->modelComponent->specularColor = glm::vec3(1.0f, 1.0f, 1.0f);
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cube2->modelComponent->shininess = 16.0f;
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// Create two light entities.
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Entity *light1 = new Entity(EntityType::LIGHT);
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Entity* light1 = new Entity(EntityType::LIGHT);
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light1->transform.position = glm::vec3(0.0f, 10.0f, 0.0f);
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light1->lightComponent = new LightComponent();
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light1->lightComponent->color = glm::vec3(1.0f, 1.0f, 1.0f);
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light1->lightComponent->intensity = 1.5f;
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Entity *light2 = new Entity(EntityType::LIGHT);
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Entity* light2 = new Entity(EntityType::LIGHT);
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light2->transform.position = glm::vec3(0.0f, -10.0f, 0.0f);
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light2->lightComponent = new LightComponent();
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light2->lightComponent->color = glm::vec3(0.2f, 0.2f, 1.0f);
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light2->lightComponent->intensity = 1.0f;
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entities.push_back(cube1);
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entities.push_back(cube2);
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entities.push_back(light1);
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entities.push_back(light2);
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Entity *selectedEntity = nullptr;
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Entity* selectedEntity = nullptr;
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int selectedIndex = -1;
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// Variables for the "Change Model" popup.
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@ -160,8 +153,7 @@ int main()
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static char newModelPath[256] = "";
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float lastFrameTime = (float)glfwGetTime();
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while (!glfwWindowShouldClose(Engine::GetWindow()))
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{
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while (!glfwWindowShouldClose(Engine::GetWindow())) {
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float currentFrameTime = (float)glfwGetTime();
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float deltaTime = currentFrameTime - lastFrameTime;
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lastFrameTime = currentFrameTime;
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@ -188,19 +180,16 @@ int main()
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// Left Panel: Entity List with Add/Remove buttons.
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ImGui::Begin("Entity List");
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for (int i = 0; i < entities.size(); i++)
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{
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for (int i = 0; i < entities.size(); i++) {
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char label[32];
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sprintf(label, "Entity %d", i);
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if (ImGui::Selectable(label, selectedIndex == i))
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{
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if (ImGui::Selectable(label, selectedIndex == i)) {
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selectedEntity = entities[i];
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selectedIndex = i;
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}
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}
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if (ImGui::Button("Add Cube"))
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{
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Entity *newCube = new Entity(EntityType::CUBE);
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if (ImGui::Button("Add Cube")) {
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Entity* newCube = new Entity(EntityType::CUBE);
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newCube->transform.position = glm::vec3(0.0f);
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newCube->modelComponent = new ModelComponent();
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// Default global model properties.
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@ -210,21 +199,18 @@ int main()
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entities.push_back(newCube);
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}
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ImGui::SameLine();
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if (ImGui::Button("Add Light"))
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{
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Entity *newLight = new Entity(EntityType::LIGHT);
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if (ImGui::Button("Add Light")) {
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Entity* newLight = new Entity(EntityType::LIGHT);
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newLight->transform.position = glm::vec3(0.0f);
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newLight->lightComponent = new LightComponent();
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newLight->lightComponent->color = glm::vec3(1.0f);
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newLight->lightComponent->intensity = 1.0f;
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entities.push_back(newLight);
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}
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if (selectedEntity && ImGui::Button("Remove Selected"))
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{
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if (selectedEntity && ImGui::Button("Remove Selected")) {
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// Remove selected entity.
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auto it = std::find(entities.begin(), entities.end(), selectedEntity);
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if (it != entities.end())
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{
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if (it != entities.end()) {
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delete *it;
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entities.erase(it);
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selectedEntity = nullptr;
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@ -235,75 +221,62 @@ int main()
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// Right Panel: Entity Inspector.
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ImGui::Begin("Entity Inspector");
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if (selectedEntity)
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{
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if (selectedEntity) {
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ImGui::Text("Transform");
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ImGui::DragFloat3("Position", glm::value_ptr(selectedEntity->transform.position), 0.1f);
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ImGui::DragFloat3("Rotation", glm::value_ptr(selectedEntity->transform.rotation), 0.5f);
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ImGui::DragFloat3("Scale", glm::value_ptr(selectedEntity->transform.scale), 0.1f);
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if (selectedEntity->GetType() == EntityType::CUBE && selectedEntity->modelComponent)
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{
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if (selectedEntity->GetType() == EntityType::CUBE && selectedEntity->modelComponent) {
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ImGui::Separator();
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ImGui::Text("Model Properties");
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ImGui::ColorEdit3("Diffuse", glm::value_ptr(selectedEntity->modelComponent->diffuseColor));
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ImGui::ColorEdit3("Specular", glm::value_ptr(selectedEntity->modelComponent->specularColor));
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ImGui::DragFloat("Shininess", &selectedEntity->modelComponent->shininess, 1.0f, 1.0f, 128.0f);
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// Button to open model editor popup.
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if (ImGui::Button("Change Model"))
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{
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if (ImGui::Button("Change Model")) {
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showModelPopup = true;
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// Pre-fill popup with current model path.
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strncpy(newModelPath, selectedEntity->modelComponent->modelPath.c_str(), sizeof(newModelPath));
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}
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}
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if (selectedEntity->GetType() == EntityType::LIGHT && selectedEntity->lightComponent)
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{
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if (selectedEntity->GetType() == EntityType::LIGHT && selectedEntity->lightComponent) {
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ImGui::Separator();
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ImGui::Text("Light Properties");
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ImGui::ColorEdit3("Light Color", glm::value_ptr(selectedEntity->lightComponent->color));
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ImGui::DragFloat("Intensity", &selectedEntity->lightComponent->intensity, 0.1f, 0.0f, 10.0f);
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}
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}
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else
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{
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} else {
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ImGui::Text("No entity selected.");
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}
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ImGui::End();
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// Model Editor Popup.
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if (showModelPopup && selectedEntity && selectedEntity->modelComponent)
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{
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if (showModelPopup && selectedEntity && selectedEntity->modelComponent) {
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ImGui::OpenPopup("Edit Model");
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showModelPopup = false;
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}
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if (ImGui::BeginPopupModal("Edit Model", NULL, ImGuiWindowFlags_AlwaysAutoResize))
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{
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if (ImGui::BeginPopupModal("Edit Model", NULL, ImGuiWindowFlags_AlwaysAutoResize)) {
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ImGui::InputText("Model Path", newModelPath, sizeof(newModelPath));
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if (ImGui::Button("Load Model", ImVec2(120, 0)))
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{
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if (ImGui::Button("Load Model", ImVec2(120, 0))) {
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// Update the model component with the new model path.
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selectedEntity->modelComponent->LoadModel(newModelPath);
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ImGui::CloseCurrentPopup();
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}
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ImGui::SameLine();
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if (ImGui::Button("Cancel", ImVec2(120, 0)))
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{
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if (ImGui::Button("Cancel", ImVec2(120, 0))) {
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ImGui::CloseCurrentPopup();
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}
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ImGui::Separator();
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ImGui::Text("Submesh Textures:");
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// Display a grid of textures.
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if (selectedEntity->modelComponent->meshes.empty())
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{
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if (selectedEntity->modelComponent->meshes.empty()) {
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ImGui::Text("None");
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}
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else
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{
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} else {
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int columns = 12; // Change this value for a different number of columns.
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int count = 0;
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for (size_t i = 0; i < selectedEntity->modelComponent->meshes.size(); i++)
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{
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for (size_t i = 0; i < selectedEntity->modelComponent->meshes.size(); i++) {
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if (count % columns != 0)
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ImGui::SameLine();
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// Convert the diffuse texture to an ImTextureID.
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@ -316,58 +289,27 @@ int main()
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ImGui::EndPopup();
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}
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// New Panel: File Operations (Save/Load).
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ImGui::Begin("Scene File");
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// --- List Files in Scene Directory ---
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static std::vector<std::string> sceneFiles;
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static int selectedSceneFile = -1;
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if (ImGui::Button("Refresh Files"))
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{
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sceneFiles.clear();
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std::cout << "Refreshing" << std::endl;
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for (const auto &entry : std::filesystem::directory_iterator("./assets/scenes/"))
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{
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if (entry.is_regular_file() && entry.path().extension() == ".yaml")
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{
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sceneFiles.push_back(entry.path().filename().string());
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}
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}
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}
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ImGui::Text("Available Scenes:");
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for (int i = 0; i < sceneFiles.size(); i++)
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{
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if (ImGui::Selectable(sceneFiles[i].c_str(), selectedSceneFile == i))
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{
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selectedSceneFile = i;
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}
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}
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// --- Specify New File Name for Saving ---
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static char newSceneFileName[128] = "new_scene.yaml";
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ImGui::InputText("New Scene File", newSceneFileName, IM_ARRAYSIZE(newSceneFileName));
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// --- Save Scene ---
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if (ImGui::Button("Save"))
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{
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std::cout << "[Info] Saving" << std::endl;
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if (ImGui::Button("Save")) {
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YAML::Emitter out;
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out << YAML::BeginMap;
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// Save an array of entities.
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out << YAML::Key << "entities" << YAML::Value << YAML::BeginSeq;
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for (auto e : entities)
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{
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for (auto e : entities) {
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out << YAML::BeginMap;
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out << YAML::Key << "type" << YAML::Value
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<< (e->GetType() == EntityType::CUBE ? "cube" : "light");
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// Save the type.
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out << YAML::Key << "type" << YAML::Value << (e->GetType() == EntityType::CUBE ? "cube" : "light");
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// Save transform.
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out << YAML::Key << "transform" << YAML::Value << e->transform.Save();
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if (e->modelComponent)
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{
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// Save model component if cube.
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if (e->GetType() == EntityType::CUBE && e->modelComponent) {
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out << YAML::Key << "model" << YAML::Value << e->modelComponent->Save();
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}
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if (e->lightComponent)
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||||
{
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// Save light component if light.
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if (e->GetType() == EntityType::LIGHT && e->lightComponent) {
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out << YAML::Key << "light" << YAML::Value << e->lightComponent->Save();
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}
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out << YAML::EndMap;
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@ -375,80 +317,37 @@ int main()
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out << YAML::EndSeq;
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out << YAML::EndMap;
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// Save file to the scenes directory.
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std::string path = std::string("./assets/scenes/") + newSceneFileName;
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std::ofstream fout(path);
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std::ofstream fout("default.yaml");
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fout << out.c_str();
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fout.close();
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std::cout << "[Done] Saving" << std::endl;
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}
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||||
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// --- Load Scene (delete & recreate entities) ---
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if (ImGui::Button("Load"))
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||||
{
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std::cout << "[Info] Loading" << std::endl;
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||||
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// Only proceed if a file is selected from the list.
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if (selectedSceneFile >= 0 && selectedSceneFile < sceneFiles.size())
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||||
{
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std::string path = "./assests/scenes/" + sceneFiles[selectedSceneFile];
|
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YAML::Node node = YAML::LoadFile(path);
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||||
if (node["entities"])
|
||||
{
|
||||
// Delete current entities.
|
||||
for (auto e : entities)
|
||||
{
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||||
delete e; // Assumes deletion handles components properly.
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||||
}
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||||
entities.clear();
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||||
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if (ImGui::Button("Load")) {
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YAML::Node node = YAML::LoadFile("default.yaml");
|
||||
if (node["entities"]) {
|
||||
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)
|
||||
{
|
||||
int idx = 0;
|
||||
for (auto entityNode : entitiesNode) {
|
||||
if (idx < entities.size()) {
|
||||
// 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"]);
|
||||
entities[idx]->transform.Load(entityNode["transform"]);
|
||||
// Load model for cubes.
|
||||
if (entities[idx]->GetType() == EntityType::CUBE && entityNode["model"])
|
||||
entities[idx]->modelComponent->Load(entityNode["model"]);
|
||||
// Load light for lights.
|
||||
if (entities[idx]->GetType() == EntityType::LIGHT && entityNode["light"])
|
||||
entities[idx]->lightComponent->Load(entityNode["light"]);
|
||||
}
|
||||
// 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();
|
||||
|
||||
// Bottom Panel: Rendered Output.
|
||||
ImGui::Begin("Rendered Output");
|
||||
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::Render();
|
||||
|
@ -24,7 +24,7 @@ struct SubMesh {
|
||||
float shininess;
|
||||
GLuint diffuseTexture;
|
||||
// (Optional) If you add a normal texture per submesh.
|
||||
GLuint normalTexture;
|
||||
// GLuint normalTexture;
|
||||
GLuint VAO, VBO, EBO;
|
||||
|
||||
SubMesh()
|
||||
|
@ -3,9 +3,6 @@
|
||||
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <filesystem> // C++17 filesystem
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include "imgui.h"
|
||||
@ -52,19 +49,12 @@ private:
|
||||
static GLuint depthRenderbuffer;
|
||||
// Shader program used for rendering the scene.
|
||||
static GLuint shaderProgram;
|
||||
|
||||
static GLuint skyboxShaderProgram;
|
||||
static GLuint skyboxVAO, skyboxVBO, skyboxEBO;
|
||||
static GLuint skyboxCubemap;
|
||||
|
||||
// Rotation angle (if needed for animated models).
|
||||
static float rotationAngle;
|
||||
// Current offscreen framebuffer dimensions.
|
||||
static int fbWidth;
|
||||
static int fbHeight;
|
||||
|
||||
|
||||
|
||||
// Helper function to compile and link shaders.
|
||||
static GLuint CompileShader(const char* vertexSrc, const char* fragmentSrc);
|
||||
// Sets up common scene resources (e.g. loading the scene shader).
|
||||
|
@ -6,87 +6,23 @@
|
||||
#include "Entity/Entity.h"
|
||||
|
||||
// Static member definitions.
|
||||
GLFWwindow *Engine::window = nullptr;
|
||||
GLFWwindow* Engine::window = nullptr;
|
||||
GLuint Engine::framebuffer = 0;
|
||||
GLuint Engine::colorTexture = 0;
|
||||
GLuint Engine::depthRenderbuffer = 0;
|
||||
GLuint Engine::shaderProgram = 0;
|
||||
|
||||
GLuint Engine::skyboxShaderProgram = 0;
|
||||
GLuint Engine::skyboxVAO = 0;
|
||||
GLuint Engine::skyboxVBO = 0;
|
||||
GLuint Engine::skyboxEBO = 0;
|
||||
GLuint Engine::skyboxCubemap = 0;
|
||||
|
||||
float Engine::rotationAngle = 0.0f;
|
||||
int Engine::fbWidth = 640;
|
||||
int Engine::fbHeight = 400;
|
||||
|
||||
|
||||
|
||||
|
||||
// Global normal map texture (if needed for legacy models; otherwise each model handles its own)
|
||||
GLuint normalMapTexture = 0;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
unsigned int loadCubemap(const std::vector<std::string>& faces)
|
||||
{
|
||||
unsigned int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
|
||||
|
||||
// Disable vertical flipping for cubemaps.
|
||||
stbi_set_flip_vertically_on_load(false);
|
||||
|
||||
int width, height, nrChannels;
|
||||
for (unsigned int i = 0; i < faces.size(); i++)
|
||||
{
|
||||
|
||||
std::cout << "Loading Cubemap: " << faces[i] << std::endl;
|
||||
unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
|
||||
if (data)
|
||||
{
|
||||
GLenum format = GL_RGB;
|
||||
if(nrChannels == 1)
|
||||
format = GL_RED;
|
||||
else if(nrChannels == 3)
|
||||
format = GL_RGB;
|
||||
else if(nrChannels == 4)
|
||||
format = GL_RGBA;
|
||||
|
||||
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
||||
0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
stbi_image_free(data);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Cubemap texture failed to load at path: " << faces[i] << std::endl;
|
||||
stbi_image_free(data);
|
||||
}
|
||||
}
|
||||
|
||||
// Set texture parameters
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
return textureID;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool Engine::Init()
|
||||
{
|
||||
if (!glfwInit())
|
||||
{
|
||||
bool Engine::Init() {
|
||||
if (!glfwInit()) {
|
||||
std::cout << "Failed to initialize GLFW\n";
|
||||
return false;
|
||||
}
|
||||
@ -95,8 +31,7 @@ bool Engine::Init()
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
window = glfwCreateWindow(1280, 800, "Engine Window", nullptr, nullptr);
|
||||
if (!window)
|
||||
{
|
||||
if (!window) {
|
||||
std::cout << "Failed to create GLFW window\n";
|
||||
glfwTerminate();
|
||||
return false;
|
||||
@ -104,8 +39,7 @@ bool Engine::Init()
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
glewExperimental = GL_TRUE;
|
||||
if (glewInit() != GLEW_OK)
|
||||
{
|
||||
if (glewInit() != GLEW_OK) {
|
||||
std::cout << "Failed to initialize GLEW\n";
|
||||
return false;
|
||||
}
|
||||
@ -119,25 +53,21 @@ bool Engine::Init()
|
||||
ResizeFramebuffer(fbWidth, fbHeight);
|
||||
|
||||
// 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";
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
GLFWwindow *Engine::GetWindow()
|
||||
{
|
||||
GLFWwindow* Engine::GetWindow() {
|
||||
return window;
|
||||
}
|
||||
GLuint Engine::GetShader()
|
||||
{
|
||||
GLuint Engine::GetShader() {
|
||||
return shaderProgram;
|
||||
}
|
||||
|
||||
void Engine::ResizeFramebuffer(int width, int height)
|
||||
{
|
||||
void Engine::ResizeFramebuffer(int width, int height) {
|
||||
// Avoid division by zero.
|
||||
if (height <= 0)
|
||||
height = 1;
|
||||
@ -149,12 +79,9 @@ void Engine::ResizeFramebuffer(int width, int height)
|
||||
// Adjust dimensions to maintain the target aspect ratio.
|
||||
int newWidth = width;
|
||||
int newHeight = height;
|
||||
if (currentAspect > targetAspect)
|
||||
{
|
||||
if (currentAspect > targetAspect) {
|
||||
newWidth = static_cast<int>(height * targetAspect);
|
||||
}
|
||||
else if (currentAspect < targetAspect)
|
||||
{
|
||||
} else if (currentAspect < targetAspect) {
|
||||
newHeight = static_cast<int>(width / targetAspect);
|
||||
}
|
||||
|
||||
@ -164,12 +91,10 @@ void Engine::ResizeFramebuffer(int width, int height)
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
|
||||
|
||||
// Delete old attachments if they exist.
|
||||
if (colorTexture)
|
||||
{
|
||||
if (colorTexture) {
|
||||
glDeleteTextures(1, &colorTexture);
|
||||
}
|
||||
if (depthRenderbuffer)
|
||||
{
|
||||
if (depthRenderbuffer) {
|
||||
glDeleteRenderbuffers(1, &depthRenderbuffer);
|
||||
}
|
||||
|
||||
@ -188,22 +113,19 @@ void Engine::ResizeFramebuffer(int width, int height)
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);
|
||||
|
||||
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;
|
||||
}
|
||||
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);
|
||||
glShaderSource(vertexShader, 1, &vertexSrc, nullptr);
|
||||
glCompileShader(vertexShader);
|
||||
int success;
|
||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
if (!success) {
|
||||
char infoLog[512];
|
||||
glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
|
||||
std::cout << "Vertex shader compilation failed: " << infoLog << std::endl;
|
||||
@ -213,8 +135,7 @@ GLuint Engine::CompileShader(const char *vertexSrc, const char *fragmentSrc)
|
||||
glShaderSource(fragmentShader, 1, &fragmentSrc, nullptr);
|
||||
glCompileShader(fragmentShader);
|
||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
if (!success) {
|
||||
char infoLog[512];
|
||||
glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
|
||||
std::cout << "Fragment shader compilation failed: " << infoLog << std::endl;
|
||||
@ -225,8 +146,7 @@ GLuint Engine::CompileShader(const char *vertexSrc, const char *fragmentSrc)
|
||||
glAttachShader(program, fragmentShader);
|
||||
glLinkProgram(program);
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &success);
|
||||
if (!success)
|
||||
{
|
||||
if (!success) {
|
||||
char infoLog[512];
|
||||
glGetProgramInfoLog(program, 512, nullptr, infoLog);
|
||||
std::cout << "Shader program linking failed: " << infoLog << std::endl;
|
||||
@ -237,10 +157,12 @@ GLuint Engine::CompileShader(const char *vertexSrc, const char *fragmentSrc)
|
||||
return program;
|
||||
}
|
||||
|
||||
bool Engine::SetupScene()
|
||||
{
|
||||
// --- Scene Shader Program ---
|
||||
const char *vertexShaderSrc = R"(
|
||||
// SetupScene now creates the shader program used for all models.
|
||||
// It no longer creates cube-specific VAOs, since ModelComponent will store mesh data.
|
||||
bool Engine::SetupScene() {
|
||||
|
||||
|
||||
const char* vertexShaderSrc = R"(
|
||||
#version 330 core
|
||||
layout(location = 0) in vec3 aPos;
|
||||
layout(location = 1) in vec3 aNormal;
|
||||
@ -265,7 +187,7 @@ bool Engine::SetupScene()
|
||||
}
|
||||
)";
|
||||
|
||||
const char *fragmentShaderSrc = R"(
|
||||
const char* fragmentShaderSrc = R"(
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
@ -278,15 +200,9 @@ bool Engine::SetupScene()
|
||||
uniform vec3 lightColors[2];
|
||||
uniform int numLights;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
// Texture uniforms.
|
||||
uniform sampler2D diffuseTexture;
|
||||
uniform sampler2D normalMap;
|
||||
uniform bool useDiffuseTexture;
|
||||
uniform bool useNormalMap;
|
||||
|
||||
// Skybox cubemap for ambient lighting.
|
||||
uniform samplerCube skybox;
|
||||
uniform bool useNormalMap; // Control flag for normal mapping
|
||||
|
||||
// Material properties.
|
||||
uniform vec3 materialDiffuse;
|
||||
@ -294,12 +210,9 @@ bool Engine::SetupScene()
|
||||
uniform float materialShininess;
|
||||
|
||||
void main() {
|
||||
// Optionally sample the diffuse texture.
|
||||
vec3 diffuseTex = useDiffuseTexture ? texture(diffuseTexture, TexCoords).rgb : vec3(1.0);
|
||||
|
||||
// Determine the final normal.
|
||||
vec3 finalNormal;
|
||||
if(useNormalMap) {
|
||||
// Sample and transform normal map.
|
||||
vec3 normMap = texture(normalMap, TexCoords).rgb;
|
||||
normMap = normalize(normMap * 2.0 - 1.0);
|
||||
normMap.z = -normMap.z;
|
||||
@ -308,263 +221,115 @@ bool Engine::SetupScene()
|
||||
mat3 TBN = mat3(T, B, normalize(Normal));
|
||||
finalNormal = normalize(TBN * normMap);
|
||||
} else {
|
||||
finalNormal = normalize(Normal);
|
||||
// Compute a flat normal from screen-space derivatives.
|
||||
finalNormal = normalize(cross(dFdx(FragPos), dFdy(FragPos)));
|
||||
}
|
||||
|
||||
// Sample ambient from the skybox cubemap.
|
||||
vec3 ambient = texture(skybox, finalNormal).rgb * 0.1 * materialDiffuse;
|
||||
|
||||
vec3 diffuseTex = texture(diffuseTexture, TexCoords).rgb;
|
||||
vec3 ambient = 0.1 * materialDiffuse * diffuseTex;
|
||||
vec3 lighting = ambient;
|
||||
|
||||
// Loop through lights.
|
||||
for(int i = 0; i < numLights; i++) {
|
||||
vec3 lightDir = normalize(lightPositions[i] - FragPos);
|
||||
float diff = max(dot(finalNormal, lightDir), 0.0);
|
||||
vec3 diffuse = diff * materialDiffuse * diffuseTex * lightColors[i];
|
||||
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
vec3 halfDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(finalNormal, halfDir), 0.0), materialShininess);
|
||||
vec3 reflectDir = reflect(-lightDir, finalNormal);
|
||||
float spec = pow(max(dot(viewDir, reflectDir), 0.0), materialShininess);
|
||||
vec3 specular = materialSpecular * spec * lightColors[i];
|
||||
|
||||
lighting += diffuse + specular;
|
||||
}
|
||||
|
||||
FragColor = vec4(lighting, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
|
||||
|
||||
|
||||
shaderProgram = CompileShader(vertexShaderSrc, fragmentShaderSrc);
|
||||
if (shaderProgram == 0)
|
||||
{
|
||||
if (shaderProgram == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// --- Skybox Shader Program ---
|
||||
const char *skyboxVertexShaderSrc = R"(
|
||||
#version 330 core
|
||||
layout(location = 0) in vec3 aPos;
|
||||
out vec3 TexCoords;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
void main()
|
||||
{
|
||||
TexCoords = aPos;
|
||||
// Remove translation by setting w equal to z component.
|
||||
vec4 pos = projection * view * vec4(aPos, 1.0);
|
||||
gl_Position = pos.xyww;
|
||||
}
|
||||
)";
|
||||
|
||||
const char *skyboxFragmentShaderSrc = R"(
|
||||
#version 330 core
|
||||
in vec3 TexCoords;
|
||||
out vec4 FragColor;
|
||||
uniform samplerCube skybox;
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(skybox, TexCoords);
|
||||
}
|
||||
)";
|
||||
|
||||
skyboxShaderProgram = CompileShader(skyboxVertexShaderSrc, skyboxFragmentShaderSrc);
|
||||
if (skyboxShaderProgram == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Define the full cube (36 vertices) for the skybox.
|
||||
float skyboxVertices[] = {
|
||||
// positions
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f};
|
||||
|
||||
unsigned int skyboxVAO, skyboxVBO;
|
||||
glGenVertexArrays(1, &skyboxVAO);
|
||||
glGenBuffers(1, &skyboxVBO);
|
||||
glBindVertexArray(skyboxVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, skyboxVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), skyboxVertices, GL_STATIC_DRAW);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
std::vector<std::string> faces{
|
||||
"assets/skybox/right.jpg",
|
||||
"assets/skybox/left.jpg",
|
||||
"assets/skybox/top.jpg",
|
||||
"assets/skybox/bottom.jpg",
|
||||
"assets/skybox/front.jpg",
|
||||
"assets/skybox/back.jpg"
|
||||
};
|
||||
skyboxCubemap = loadCubemap(faces);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
ImTextureID Engine::RenderScene(const glm::mat4 &view, const glm::mat4 &projection,
|
||||
const glm::vec3 &viewPos, const std::vector<Entity *> &entities)
|
||||
{
|
||||
// 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) {
|
||||
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);
|
||||
|
||||
// --- Draw Scene Objects ---
|
||||
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);
|
||||
|
||||
// Bind skybox cubemap for ambient sampling in the scene shader.
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxCubemap);
|
||||
glUniform1i(glGetUniformLocation(shaderProgram, "skybox"), 2);
|
||||
|
||||
// Set up lights (up to 2).
|
||||
glm::vec3 lightPositions[2] = {glm::vec3(0.0f), glm::vec3(0.0f)};
|
||||
glm::vec3 lightColors[2] = {glm::vec3(1.0f), glm::vec3(1.0f)};
|
||||
// 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)
|
||||
{
|
||||
for (auto e : entities) {
|
||||
if (e->GetType() == EntityType::LIGHT && lightCount < 2) {
|
||||
lightPositions[lightCount] = e->transform.position;
|
||||
if (e->lightComponent)
|
||||
{
|
||||
if (e->lightComponent) {
|
||||
lightColors[lightCount] = e->lightComponent->color * e->lightComponent->intensity;
|
||||
}
|
||||
lightCount++;
|
||||
}
|
||||
}
|
||||
glUniform1i(glGetUniformLocation(shaderProgram, "numLights"), lightCount);
|
||||
if (lightCount > 0)
|
||||
{
|
||||
if (lightCount > 0) {
|
||||
glUniform3fv(glGetUniformLocation(shaderProgram, "lightPositions"), lightCount, glm::value_ptr(lightPositions[0]));
|
||||
glUniform3fv(glGetUniformLocation(shaderProgram, "lightColors"), lightCount, glm::value_ptr(lightColors[0]));
|
||||
}
|
||||
|
||||
// Render each cube entity using its ModelComponent.
|
||||
for (auto e : entities)
|
||||
{
|
||||
if (e->GetType() == EntityType::CUBE && e->modelComponent)
|
||||
{
|
||||
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));
|
||||
|
||||
for (const auto &mesh : e->modelComponent->meshes)
|
||||
{
|
||||
// Loop through all submeshes in the model component.
|
||||
for (const auto &mesh : e->modelComponent->meshes) {
|
||||
// Set material properties for the current submesh.
|
||||
glUniform3fv(glGetUniformLocation(shaderProgram, "materialDiffuse"), 1, glm::value_ptr(mesh.diffuseColor));
|
||||
glUniform3fv(glGetUniformLocation(shaderProgram, "materialSpecular"), 1, glm::value_ptr(mesh.specularColor));
|
||||
glUniform1f(glGetUniformLocation(shaderProgram, "materialShininess"), mesh.shininess);
|
||||
|
||||
if (mesh.diffuseTexture != 0)
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(shaderProgram, "useDiffuseTexture"), 1);
|
||||
// Bind the diffuse texture.
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, mesh.diffuseTexture);
|
||||
glUniform1i(glGetUniformLocation(shaderProgram, "diffuseTexture"), 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(shaderProgram, "useDiffuseTexture"), 0);
|
||||
}
|
||||
|
||||
if (mesh.normalTexture != 0)
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(shaderProgram, "useNormalMap"), 1);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, mesh.normalTexture);
|
||||
glUniform1i(glGetUniformLocation(shaderProgram, "normalMap"), 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(shaderProgram, "useNormalMap"), 0);
|
||||
}
|
||||
// If you have a normal texture, bind it similarly (adjust as needed).
|
||||
// glActiveTexture(GL_TEXTURE1);
|
||||
// glBindTexture(GL_TEXTURE_2D, mesh.normalTexture);
|
||||
// glUniform1i(glGetUniformLocation(shaderProgram, "normalMap"), 1);
|
||||
|
||||
// Bind the submesh's VAO and draw its elements.
|
||||
glBindVertexArray(mesh.VAO);
|
||||
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Draw Skybox
|
||||
glDepthFunc(GL_LEQUAL); // Allow skybox fragments to pass depth test.
|
||||
glUseProgram(skyboxShaderProgram);
|
||||
|
||||
glm::mat4 viewNoTrans = glm::mat4(glm::mat3(view));
|
||||
glUniformMatrix4fv(glGetUniformLocation(skyboxShaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(viewNoTrans));
|
||||
glUniformMatrix4fv(glGetUniformLocation(skyboxShaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
|
||||
// Bind skybox VAO and cubemap texture.
|
||||
glBindVertexArray(skyboxVAO);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxCubemap);
|
||||
glUniform1i(glGetUniformLocation(skyboxShaderProgram, "skybox"), 0);
|
||||
|
||||
// Draw the cube (36 vertices)
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
glBindVertexArray(0);
|
||||
glDepthFunc(GL_LESS); // Restore default depth function.
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
return (ImTextureID)(intptr_t)colorTexture;
|
||||
}
|
||||
|
||||
ImTextureID Engine::GetFinalRenderingTexture()
|
||||
{
|
||||
ImTextureID Engine::GetFinalRenderingTexture() {
|
||||
return (ImTextureID)(intptr_t)colorTexture;
|
||||
}
|
||||
|
||||
void Engine::Shutdown()
|
||||
{
|
||||
void Engine::Shutdown() {
|
||||
glDeleteProgram(shaderProgram);
|
||||
glDeleteFramebuffers(1, &framebuffer);
|
||||
glDeleteTextures(1, &colorTexture);
|
||||
|
BIN
Three-Labs.exe
@ -1,91 +0,0 @@
|
||||
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
|
@ -1,66 +0,0 @@
|
||||
entities:
|
||||
- type: cube
|
||||
transform:
|
||||
position:
|
||||
- -2
|
||||
- 0
|
||||
- 0
|
||||
rotation:
|
||||
- 0
|
||||
- 0
|
||||
- 0
|
||||
scale:
|
||||
- 0.00999999978
|
||||
- 0.00999999978
|
||||
- 0.00999999978
|
||||
model:
|
||||
modelPath: ./assets/models/sponza.obj
|
||||
globalDiffuseColor:
|
||||
- 0.800000012
|
||||
- 0.200000003
|
||||
- 0.200000003
|
||||
globalSpecularColor:
|
||||
- 1
|
||||
- 1
|
||||
- 1
|
||||
globalShininess: 32
|
||||
- type: light
|
||||
transform:
|
||||
position:
|
||||
- 0
|
||||
- 10
|
||||
- 0
|
||||
rotation:
|
||||
- 0
|
||||
- 0
|
||||
- 0
|
||||
scale:
|
||||
- 1
|
||||
- 1
|
||||
- 1
|
||||
light:
|
||||
color:
|
||||
- 1
|
||||
- 1
|
||||
- 1
|
||||
intensity: 1.5
|
||||
- type: light
|
||||
transform:
|
||||
position:
|
||||
- 0
|
||||
- -10
|
||||
- 0
|
||||
rotation:
|
||||
- 0
|
||||
- 0
|
||||
- 0
|
||||
scale:
|
||||
- 1
|
||||
- 1
|
||||
- 1
|
||||
light:
|
||||
color:
|
||||
- 0.200000003
|
||||
- 0.200000003
|
||||
- 1
|
||||
intensity: 0
|
Before Width: | Height: | Size: 11 MiB |
Before Width: | Height: | Size: 723 KiB |
Before Width: | Height: | Size: 274 KiB |
Before Width: | Height: | Size: 462 KiB |
Before Width: | Height: | Size: 588 KiB |
Before Width: | Height: | Size: 525 KiB |
Before Width: | Height: | Size: 338 KiB |
32
imgui.ini
@ -15,9 +15,9 @@ DockId=0x00000001,0
|
||||
|
||||
[Window][Rendered Output]
|
||||
Pos=247,0
|
||||
Size=772,601
|
||||
Size=772,800
|
||||
Collapsed=0
|
||||
DockId=0x00000007,0
|
||||
DockId=0x00000002,0
|
||||
|
||||
[Window][Editor]
|
||||
Pos=176,231
|
||||
@ -31,30 +31,30 @@ Collapsed=0
|
||||
DockId=0x00000004,0
|
||||
|
||||
[Window][Entity List]
|
||||
Pos=0,0
|
||||
Size=245,800
|
||||
Collapsed=0
|
||||
DockId=0x00000005,0
|
||||
|
||||
[Window][Scene File]
|
||||
Pos=247,603
|
||||
Size=772,197
|
||||
Pos=0,78
|
||||
Size=245,722
|
||||
Collapsed=0
|
||||
DockId=0x00000008,0
|
||||
|
||||
[Window][Scene File]
|
||||
Pos=0,0
|
||||
Size=245,76
|
||||
Collapsed=0
|
||||
DockId=0x00000007,0
|
||||
|
||||
[Window][Edit Model]
|
||||
Pos=284,3
|
||||
Size=886,1171
|
||||
Pos=246,-1
|
||||
Size=886,794
|
||||
Collapsed=0
|
||||
|
||||
[Docking][Data]
|
||||
DockSpace ID=0x08BD597D Window=0x1BBC0F80 Pos=0,0 Size=1280,800 Split=X Selected=0xB6999AB4
|
||||
DockNode ID=0x00000005 Parent=0x08BD597D SizeRef=245,800 Selected=0x5A1EAB5B
|
||||
DockNode ID=0x00000005 Parent=0x08BD597D SizeRef=245,800 Split=Y Selected=0x5A1EAB5B
|
||||
DockNode ID=0x00000007 Parent=0x00000005 SizeRef=245,76 Selected=0xE1A4FD08
|
||||
DockNode ID=0x00000008 Parent=0x00000005 SizeRef=245,722 Selected=0x5A1EAB5B
|
||||
DockNode ID=0x00000006 Parent=0x08BD597D SizeRef=1033,800 Split=X
|
||||
DockNode ID=0x00000003 Parent=0x00000006 SizeRef=772,800 Split=X
|
||||
DockNode ID=0x00000001 Parent=0x00000003 SizeRef=272,800 Selected=0x5098C5B2
|
||||
DockNode ID=0x00000002 Parent=0x00000003 SizeRef=1006,800 Split=Y Selected=0xB6999AB4
|
||||
DockNode ID=0x00000007 Parent=0x00000002 SizeRef=1412,978 CentralNode=1 Selected=0xB6999AB4
|
||||
DockNode ID=0x00000008 Parent=0x00000002 SizeRef=1412,197 Selected=0xE1A4FD08
|
||||
DockNode ID=0x00000002 Parent=0x00000003 SizeRef=1006,800 CentralNode=1 Selected=0xB6999AB4
|
||||
DockNode ID=0x00000004 Parent=0x00000006 SizeRef=259,800 Selected=0x82A01C92
|
||||
|
||||
|