restructure work

This commit is contained in:
Claire Schwarzer 2026-07-04 17:43:15 +02:00
parent 64c8492e5c
commit e01595e155
3424 changed files with 492 additions and 1696851 deletions

252
mainold.cpp Normal file
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#include <iomanip>
#include <iostream>
#include <glad/glad.h>
#include <glfw/include/GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <engine/shader.h>
#include <engine/model.h>
#include <engine/camera.h>
#include <engine/assets/modelLoader.h>
void window_resize_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
int SCREEN_WIDTH = 1920;
int SCREEN_HEIGHT = 1080;
static bool drawWireframe = false;
static bool wireframeHeld = false;
static bool flashlight = true;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCREEN_WIDTH / 2.0f;
float lastY = SCREEN_HEIGHT / 2.0f;
bool firstMouse = true;
float deltaTime = 0.0f; // time between current frame and last frame
float lastFrame = 0.0f;
int main(int argc, char* argv[])
{
// Initialize GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Create GLFW Window
GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Renderer", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLAD
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
return -1;
}
// Initialize Viewport & setup resize callback
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glfwSetFramebufferSizeCallback(window, window_resize_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
glEnable(GL_DEPTH_TEST);
// Hide & Lock Cursor
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetInputMode(window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
/*
Testing
*/
Shader shaderTest("assets/shaders/basicVertex.vert", "assets/shaders/basicFragment.frag");
Model ourModel = engine::assets::loadModel("assets/models/sponza/Sponza.gltf");
shaderTest.Use();
shaderTest.setInt("ourTexture", 0);
shaderTest.setInt("material.diffuse", 0);
shaderTest.setInt("material.specular", 1);
// Set decals - TODO: Shift this to mesh.h with helpers
shaderTest.setDecal(0, 2, 1, glm::vec4(0.5, 0.5, 0, 0));
shaderTest.setDecal(1, 2, 1, glm::vec4(0.5, 0.5, -0.75, -0.75));
shaderTest.setInt("numberOfDecals", 2);
shaderTest.setInt("numberOfPointLights", 1);
shaderTest.setInt("numberOfSpotLights", 1);
// Render Loop
float lastUpdate = 0;
while (!glfwWindowShouldClose(window))
{
// per-frame time logic
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// crappy fps printout
if (currentFrame - lastUpdate >= 1.0) {
// std::cout << 1.0f / deltaTime << std::endl;
lastUpdate += 1.0f;
}
// Input processing
processInput(window);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shaderTest.Use();
camera.Update(shaderTest, SCREEN_WIDTH, SCREEN_HEIGHT);
shaderTest.setFloat("material.shininess", 32.0f);
shaderTest.setVec3("dirLight.direction", -0.2f, -1.0f, -0.3f);
shaderTest.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f);
shaderTest.setVec3("dirLight.diffuse", 0.8f, 0.8f, 0.8f);
shaderTest.setVec3("dirLight.specular", 0.8f, 0.8f, 0.8f);
// -----------------------------------------------------------------------------
// Ground Floor - Right Corridor (Warm Light)
// Placed halfway down the right hallway behind the arches
// -----------------------------------------------------------------------------
shaderTest.setVec3("pointLights[0].position", -1.88f, 8.45f, -0.98f);
shaderTest.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
shaderTest.setVec3("pointLights[0].diffuse", 1.0f, 0.7f, 0.4f);
shaderTest.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
shaderTest.setFloat("pointLights[0].constant", 1.0f);
shaderTest.setFloat("pointLights[0].linear", 0.09f);
shaderTest.setFloat("pointLights[0].quadratic", 0.032f);
// spotLight1
shaderTest.setBool("spotLights[0].disabled", flashlight);
shaderTest.setVec3("spotLights[0].position", camera.position);
shaderTest.setVec3("spotLights[0].direction", camera.front);
shaderTest.setVec3("spotLights[0].ambient", 0.0f, 0.0f, 0.0f);
shaderTest.setVec3("spotLights[0].diffuse", 1.0f, 1.0f, 1.0f);
shaderTest.setVec3("spotLights[0].specular", 1.0f, 1.0f, 1.0f);
shaderTest.setFloat("spotLights[0].constant", 1.0f);
shaderTest.setFloat("spotLights[0].linear", 0.09f);
shaderTest.setFloat("spotLights[0].quadratic", 0.032f);
shaderTest.setFloat("spotLights[0].cutOff", glm::cos(glm::radians(12.5f)));
shaderTest.setFloat("spotLights[0].outerCutOff", glm::cos(glm::radians(15.0f)));
// render the loaded model
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
model = glm::scale(model, glm::vec3(0.02f, 0.02f, 0.02f));
shaderTest.setMat4("model", model);
ourModel.Draw(shaderTest);
// Call events & swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
}
// Clean up memory
glfwTerminate();
return 0;
}
void window_resize_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
SCREEN_WIDTH = width;
SCREEN_HEIGHT = height;
}
void processInput(GLFWwindow* window)
{
// Close on Escape
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
// Wireframe toggle
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_PRESS && !wireframeHeld)
{
wireframeHeld = true;
drawWireframe = !drawWireframe;
if (drawWireframe)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
if (glfwGetKey(window, GLFW_KEY_F1) == GLFW_RELEASE)
wireframeHeld = false;
// Flashlight toggle
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS && !wireframeHeld)
{
wireframeHeld = true;
flashlight = !flashlight;
}
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_RELEASE)
wireframeHeld = false;
// Camera
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.processKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.processKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.processKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.processKeyboard(RIGHT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
camera.processKeyboard(SPRINT, deltaTime);
}
// glfw: whenever the mouse moves, this callback is called
// -------------------------------------------------------
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{
float xpos = static_cast<float>(xposIn);
float ypos = static_cast<float>(yposIn);
if (firstMouse)
{
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
lastX = xpos;
lastY = ypos;
camera.processMouseMovement(xoffset, yoffset);
}
// glfw: whenever the mouse scroll wheel scrolls, this callback is called
// ----------------------------------------------------------------------
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.processMouseScroll(static_cast<float>(yoffset));
}