Setup for day 18.

This commit is contained in:
Zed A. Shaw 2026-08-28 11:53:01 -04:00
parent 032f10ef44
commit 993f148710
87 changed files with 14992 additions and 0 deletions

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#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* The master copy of khrplatform.h is maintained in the Khronos EGL
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
* The last semantic modification to khrplatform.h was at commit ID:
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by filing pull requests or issues on
* the EGL Registry repository linked above.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
# define KHRONOS_STATIC 1
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(KHRONOS_STATIC)
/* If the preprocessor constant KHRONOS_STATIC is defined, make the
* header compatible with static linking. */
# define KHRONOS_APICALL
#elif defined(_WIN32)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#elif defined(__ANDROID__)
# define KHRONOS_APICALL __attribute__((visibility("default")))
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
/*
* To support platform where unsigned long cannot be used interchangeably with
* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
* Ideally, we could just use (u)intptr_t everywhere, but this could result in
* ABI breakage if khronos_uintptr_t is changed from unsigned long to
* unsigned long long or similar (this results in different C++ name mangling).
* To avoid changes for existing platforms, we restrict usage of intptr_t to
* platforms where the size of a pointer is larger than the size of long.
*/
#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
#define KHRONOS_USE_INTPTR_T
#endif
#endif
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef KHRONOS_USE_INTPTR_T
typedef intptr_t khronos_intptr_t;
typedef uintptr_t khronos_uintptr_t;
#elif defined(_WIN64)
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
#endif
#if defined(_WIN64)
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */

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#include "camera.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
glm::mat4 Camera::look_at() {
return glm::lookAt(position, position + front, up);
}
void Camera::forward() {
dirty = true;
position += speed * front;
}
void Camera::back() {
dirty = true;
position -= speed * front;
}
void Camera::left() {
dirty = true;
position -= glm::normalize(glm::cross(front, up)) * speed;
}
void Camera::right() {
dirty = true;
position += glm::normalize(glm::cross(front, up)) * speed;
}
void Camera::update(float deltaTime) {
speed = movement_speed * deltaTime;
}
void Camera::mouse_move(double xpos, double ypos) {
dirty = true;
if(firstMouse) {
lastX = xpos;
lastY = ypos;
firstMouse = false;
}
float xoffset = xpos - lastX;
float yoffset = lastY - ypos;
lastX = xpos;
lastY = ypos;
const float sensitivity = 0.1f;
xoffset *= sensitivity;
yoffset *= sensitivity;
yaw += xoffset;
pitch += yoffset;
if(pitch > 89.0f) pitch = 89.0f;
if(pitch < -89.0f) pitch = -89.0f;
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
direction.y = sin(glm::radians(pitch));
direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
front = glm::normalize(direction);
}
void Camera::mouse_scroll(double xoffset, double yoffset) {
dirty = true;
fov -= (float)yoffset;
if(fov < 1.0f) fov = 1.0f;
if(fov > 90.0f) fov = 90.0f;
}

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#pragma once
#include <glm/glm.hpp>
struct Camera {
glm::vec3 position{0.0f, 0.0f, 3.0f};
glm::vec3 front{0.0f, 0.0f, -1.0f};
glm::vec3 up{0.0f, 1.0f, 0.0f};
glm::vec3 direction{0.0f, 0.0f, 0.0f};
float movement_speed = 20.0f;
float pitch = 0.0f;
float yaw = -90.0f;
float speed = 0.05f;
float lastX = 400;
float lastY = 300;
float fov = 45.0f;
bool firstMouse = true;
bool dirty = true;
glm::mat4 look_at();
void forward();
void back();
void left();
void right();
void update(float deltaTime);
void mouse_move(double xpos, double ypos);
void mouse_scroll(double xoffset, double yoffset);
};

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#pragma once
#include <glm/glm.hpp>
#include <vector>
#include <map>
#include "json.hpp"
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
#define MAX_LIGHTS 4
namespace components {
template <typename T> struct NameOf;
struct Material {
glm::vec3 ambient{0.1f,0.1f,0.1f};
float shininess{32.0f};
unsigned int diffuseMap = 0;
unsigned int specularMap = 0;
};
ENROLL_COMPONENT(Material, ambient, shininess, diffuseMap, specularMap);
struct Light {
glm::vec3 position{0.0f, 0.0f, 0.0f};
glm::vec3 direction{0.0f, 0.0f, 0.0f};
glm::vec3 ambient{0.0f, 0.0f, 0.0f};
glm::vec3 diffuse{0.0f, 0.0f, 0.0f};
glm::vec3 specular{0.0f, 0.0f, 0.0f};
float constant=0.0f;
float linear=0.0f;
float quadratic=0.0f;
float cut_off=0.0f;
float outer_cut_off=0.0f;
void adjust(float amount) {
ambient += amount;
diffuse += amount;
specular += amount;
}
};
ENROLL_COMPONENT(Light,
position, direction,
ambient, diffuse, specular,
constant, linear, quadratic,
cut_off, outer_cut_off);
struct Lighting {
std::vector<Light> directional;
std::vector<Light> positioned;
std::vector<Light> spot;
Light camera;
};
ENROLL_COMPONENT(Lighting, directional, positioned, spot, camera);
struct Camera {
glm::vec3 position{0.0f, 0.0f, 3.0f};
glm::vec3 front{0.0f, 0.0f, -1.0f};
glm::vec3 up{0.0f, 1.0f, 0.0f};
glm::vec3 direction{0.0f, 0.0f, 0.0f};
float movement_speed = 20.0f;
};
ENROLL_COMPONENT(Camera, position, front, up, direction, movement_speed);
struct Model {
std::string directory;
std::string model_path;
};
ENROLL_COMPONENT(Model, directory, model_path);
using Position = glm::vec3;
struct Thing {
std::string model;
Position position;
std::string material;
};
ENROLL_COMPONENT(Thing, model, position, material);
struct Shader {
std::string vertex_path;
std::string frag_path;
};
ENROLL_COMPONENT(Shader, vertex_path, frag_path);
struct Scene {
components::Shader shader;
components::Shader light_shader;
std::map<std::string, Material> materials;
std::map<std::string, Model> models;
std::vector<Thing> things;
Camera camera;
Lighting light;
};
ENROLL_COMPONENT(Scene, shader, light_shader, materials, models, things, camera, light);
}

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#include "dbc.hpp"
#include <iostream>
void dbc::log(const string &message, const std::source_location location) {
std::cout << '[' << location.file_name() << ':'
<< location.line() << "|"
<< location.function_name() << "] "
<< message << std::endl;
}
void dbc::sentinel(const string &message, const std::source_location location) {
string err = $F("[SENTINEL!] {}", message);
dbc::log(err, location);
throw dbc::SentinelError(err);
}
void dbc::pre(const string &message, bool test, const std::source_location location) {
if(!test) {
string err = $F("[PRE!] {}", message);
dbc::log(err, location);
throw dbc::PreCondError(err);
}
}
void dbc::pre(const string &message, std::function<bool()> tester, const std::source_location location) {
dbc::pre(message, tester(), location);
}
void dbc::post(const string &message, bool test, const std::source_location location) {
if(!test) {
string err = $F("[POST!] {}", message);
dbc::log(err, location);
throw dbc::PostCondError(err);
}
}
void dbc::post(const string &message, std::function<bool()> tester, const std::source_location location) {
dbc::post(message, tester(), location);
}
void dbc::check(bool test, const string &message, const std::source_location location) {
if(!test) {
string err = $F("[CHECK!] {}\n", message);
dbc::log(err, location);
throw dbc::CheckError(err);
}
}

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#pragma once
#include <string>
#include <fmt/core.h>
#include <functional>
#include <source_location>
// AKA the Fuckit macro
#define $F(FMT, ...) fmt::format(FMT, ##__VA_ARGS__)
namespace dbc {
using std::string;
using CheckError = std::runtime_error;
using SentinelError = std::runtime_error;
using PreCondError = std::runtime_error;
using PostCondError = std::runtime_error;
void log(const string &message,
const std::source_location location =
std::source_location::current());
[[noreturn]] void sentinel(const string &message,
const std::source_location location =
std::source_location::current());
void pre(const string &message, bool test,
const std::source_location location =
std::source_location::current());
void pre(const string &message, std::function<bool()> tester,
const std::source_location location =
std::source_location::current());
void post(const string &message, bool test,
const std::source_location location =
std::source_location::current());
void post(const string &message, std::function<bool()> tester,
const std::source_location location =
std::source_location::current());
void check(bool test, const string &message,
const std::source_location location =
std::source_location::current());
}

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#pragma once
#include <nlohmann/json.hpp>
#include <nlohmann/json_fwd.hpp>
#include <optional>
#include <glm/glm.hpp>
#include <vector>
#define ENROLL_COMPONENT(COMPONENT, ...) \
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(COMPONENT, __VA_ARGS__); \
template <> struct NameOf<COMPONENT> { \
static constexpr const char *name = #COMPONENT; \
};
// partial specialization (full specialization works too)
namespace nlohmann {
template <>
struct adl_serializer<glm::vec3> {
static void to_json(json& j, const glm::vec3& opt) {
}
static void from_json(const json& j, glm::vec3& opt) {
opt = glm::vec3(j[0], j[1], j[2]);
}
};
template <typename T>
struct adl_serializer<std::optional<T>> {
static void to_json(json& j, const std::optional<T>& opt) {
if (opt == std::nullopt) {
j = nullptr;
} else {
j = *opt; // this will call adl_serializer<T>::to_json which will
// find the free function to_json in T's namespace!
}
}
static void from_json(const json& j, std::optional<T>& opt) {
if (j.is_null() || j == false) {
opt = std::nullopt;
} else {
opt = std::make_optional<T>(j.template get<T>());
// same as above, but with adl_serializer<T>::from_json
}
}
};
template<>
struct adl_serializer<std::chrono::milliseconds> {
static void to_json(json& j, const std::chrono::milliseconds& opt) {
j = opt.count();
}
static void from_json(const json& j, std::chrono::milliseconds& opt) {
opt = std::chrono::milliseconds{int(j)};
}
};
}

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#define _USE_MATH_DEFINES
#include <stb_image.h>
#include "scene.hpp"
#include "utils.hpp"
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
void init_glfw() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
}
void framebuffer_size_callback(GLFWwindow *, int width, int height) {
glViewport(0, 0, width, height);
}
void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
Scene* scene = static_cast<Scene*>(glfwGetWindowUserPointer(window));
scene->camera.mouse_move(xpos, ypos);
}
void scroll_callback(GLFWwindow *window, double xoffset, double yoffset) {
Scene* scene = static_cast<Scene*>(glfwGetWindowUserPointer(window));
scene->camera.mouse_scroll(xoffset, yoffset);
}
GLFWwindow* create_window() {
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
dbc::check(window != NULL, "failed to open window");
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
auto good = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
dbc::check(good, "failed to load GLAD");
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
return window;
}
void process_input(GLFWwindow *window, Scene& scene) {
if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if(glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
scene.camera.forward();
}
if(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
scene.camera.back();
}
if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
scene.camera.left();
}
if(glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
scene.camera.right();
}
if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
scene.spawn("popcorn", scene.camera.position);
}
if(glfwGetKey(window, GLFW_KEY_L) == GLFW_PRESS) {
for(auto& light : scene.light.directional) {
light.adjust(-0.01f);
}
}
if(glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS) {
for(auto& light : scene.light.directional) {
light.adjust(0.01f);
}
}
}
Scene setup() {
glEnable(GL_DEPTH_TEST);
components::Scene config = utils::load_scene_config("config.json");
Scene scene(config);
return scene;
}
void update(GLFWwindow* window, Scene& scene) {
glfwPollEvents();
process_input(window, scene);
scene.update();
}
void render(GLFWwindow* window, Scene& scene) {
scene.render(window);
glfwSwapBuffers(window);
}
void quit(GLFWwindow* window, Scene& scene) {
scene.cleanup();
glfwTerminate();
}
int main() {
init_glfw();
auto window = create_window();
auto scene = setup();
glfwSetWindowUserPointer(window, &scene);
while(!glfwWindowShouldClose(window)) {
update(window, scene);
render(window, scene);
}
quit(window, scene);
return 0;
}

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#include "mesh.hpp"
#include "dbc.hpp"
void Mesh::draw(Shader &shader) {
// CAN WE DO THIS LESS OFTEN OUTSIDE DRAWING?
apply_textures(shader);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glActiveTexture(GL_TEXTURE0);
}
void Mesh::apply_textures(const Shader& shader) {
for(unsigned int i = 0; i < textures.size(); i++) {
Texture& texture = textures[i];
texture.uniform_id = glGetUniformLocation(shader.ID, texture.target.c_str());
glActiveTexture(GL_TEXTURE0 + i);
// move this to setup_mesh
glUniform1i(texture.uniform_id, i);
glBindTexture(GL_TEXTURE_2D, texture.id);
}
}
void Mesh::setup_mesh() {
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
// this matches the locations in the vertex shader
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, tex_coords));
}

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#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "shader.hpp"
#include <string>
#include <vector>
struct Vertex {
glm::vec3 position;
glm::vec3 normal;
glm::vec2 tex_coords;
};
struct TextureCounts {
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
};
struct Texture {
unsigned int id;
std::string type;
std::string path;
std::string target;
int uniform_id=-1;
Texture(unsigned int id, const std::string& type, const std::string& path, TextureCounts& count) :
id(id), type(type)
{
unsigned int number = 0;
if(type == "texture_diffuse") {
number = count.diffuseNr++;
} else if(type == "texture_specular") {
number = count.specularNr++;
} else if(type == "texture_normal") {
number = count.normalNr++;
} else if(type == "texture_height") {
number = count.heightNr++;
} else {
dbc::sentinel($F("Invalid texture type={} for file={}", type, path));
}
target = std::format("{}{}", type, number);
}
};
struct Mesh {
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
unsigned int VAO = 0;
unsigned int VBO = 0;
unsigned int EBO = 0;
Mesh(std::vector<Vertex>& vertices, std::vector<unsigned int>& indices, std::vector<Texture>& textures) :
vertices(vertices),
indices(indices),
textures(textures)
{
setup_mesh();
}
void draw(Shader &shader);
void setup_mesh();
void apply_textures(const Shader& shader);
};

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#include "model.hpp"
#include "dbc.hpp"
#include <print>
unsigned int texture_from_file(const std::string& directory, const std::string& path);
unsigned int texture_from_internal(const aiScene *scene, size_t index);
unsigned int image_to_texture(unsigned char *data, int width, int height, int nrComponents) {
unsigned int textureID;
glGenTextures(1, &textureID);
GLenum format = GL_RGB;
switch(nrComponents) {
case 1:
format = GL_RED;
break;
case 3:
format = GL_RGB;
break;
case 4:
format = GL_RGBA;
break;
default:
dbc::sentinel($F("Impossible nrComponents={} when loading image", nrComponents));
}
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return textureID;
}
unsigned int texture_from_internal(const aiScene *scene, size_t index) {
const aiTexture *aiTex = scene->mTextures[index];
unsigned int textureID = 0;
int width = 0;
int height = 0;
int nrComponents = 0;
unsigned char *data = nullptr;
const unsigned char* dataBytes = (const unsigned char*)aiTex->pcData;
if(aiTex->mHeight == 0) {
// compressed texture (PNG or JPG)
size_t dataSize = aiTex->mWidth;
data = stbi_load_from_memory(dataBytes, dataSize, &width, &height, &nrComponents, 0);
textureID = image_to_texture(data, width, height, nrComponents);
stbi_image_free(data);
} else {
data = (unsigned char*)aiTex->pcData;
width = aiTex->mWidth;
height = aiTex->mHeight;
nrComponents = 4; // either BGRA8888 or RGBA8888
textureID = image_to_texture(data, width, height, nrComponents);
}
return textureID;
}
unsigned int texture_from_file(const std::string& directory, const std::string& path)
{
std::string filename = directory + "/" + path;
int width = 0;
int height = 0;
int nrComponents = 0;
unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
dbc::check(data != nullptr, $F("Failed to load texture {}", filename));
unsigned int textureID = image_to_texture(data, width, height, nrComponents);
stbi_image_free(data);
return textureID;
}
void Model::draw(Shader &shader) {
for(auto& mesh : meshes) {
mesh.draw(shader);
}
}
void Model::load_model() {
std::string path = directory + "/" + model_path;
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path,
aiProcess_Triangulate |
aiProcess_GenSmoothNormals |
aiProcess_FlipUVs |
aiProcess_CalcTangentSpace);
dbc::check(scene != nullptr, "Assimp ReadFile return null");
dbc::check(!(scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE), "Assimp says incomplete.");
dbc::check(scene->mRootNode != nullptr, "Assimp loaded scene doesn't have a root node");
process_node(scene, scene->mRootNode);
}
void Model::process_node(const aiScene *scene, aiNode *node) {
for(unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(process_mesh(scene, mesh));
}
for(unsigned int i = 0; i < node->mNumChildren; i++) {
process_node(scene, node->mChildren[i]);
}
}
Mesh Model::process_mesh(const aiScene *scene, aiMesh *mesh) {
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
for(unsigned int i = 0; i < mesh->mNumVertices; i++) {
glm::vec3 position{
mesh->mVertices[i].x,
mesh->mVertices[i].y,
mesh->mVertices[i].z};
glm::vec3 normal{};
glm::vec2 tex_coords{0.0f, 0.0f};
if(mesh->HasNormals()) {
normal = glm::vec3(
mesh->mNormals[i].x,
mesh->mNormals[i].y,
mesh->mNormals[i].z);
}
if(mesh->mTextureCoords[0]) {
tex_coords = glm::vec2(
mesh->mTextureCoords[0][i].x,
mesh->mTextureCoords[0][i].y
);
}
vertices.emplace_back(position, normal, tex_coords);
}
for(unsigned int i = 0; i < mesh->mNumFaces; i++) {
aiFace& face = mesh->mFaces[i];
for(unsigned int j = 0; j < face.mNumIndices; j++) {
indices.emplace_back(face.mIndices[j]);
}
}
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
// we assume a convention for sampler names in the shaders. Each diffuse texture should be named
// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
// Same applies to other texture as the following list summarizes:
// diffuse: texture_diffuseN
// specular: texture_specularN
// normal: texture_normalN
// 1. diffuse maps
load_material_textures(scene, textures, material, aiTextureType_DIFFUSE, "texture_diffuse");
// 2. specular maps
load_material_textures(scene, textures, material, aiTextureType_SPECULAR, "texture_specular");
// 3. normal maps
load_material_textures(scene, textures, material, aiTextureType_HEIGHT, "texture_normal");
// 4. height maps
load_material_textures(scene, textures, material, aiTextureType_AMBIENT, "texture_height");
return Mesh(vertices, indices, textures);
}
void Model::load_material_textures(const aiScene *scene, std::vector<Texture>& textures, aiMaterial *mat, aiTextureType type, std::string type_name)
{
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
aiString str;
mat->GetTexture(type, i, &str);
std::string tx_path{str.C_Str()};
dbc::check(!tx_path.empty(), "Texture has empty path, should be impossible?");
if(textures_loaded.contains(tx_path)) {
textures.push_back(textures_loaded.at(tx_path));
} else {
unsigned int tx_id = 0;
// if it's a *# style path then it's internal
if(tx_path[0] == '*') {
// get the texture from the internal version
tx_id = texture_from_internal(scene, std::stoi(tx_path.substr(1)));
} else {
// else get it from a file
tx_id = texture_from_file(directory, tx_path);
}
// dubious code here, but seems to be right
auto& result = textures.emplace_back(tx_id, type_name, tx_path, texture_counts);
textures_loaded.try_emplace(tx_path, result);
}
}
}

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#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <stb_image.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <mesh.hpp>
#include <shader.hpp>
#include <vector>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <map>
#include <vector>
struct Model {
std::string directory;
std::string model_path;
std::map<std::string, Texture> textures_loaded;
std::vector<Mesh> meshes;
TextureCounts texture_counts;
bool gammaCorrection;
Model(const std::string& directory, const std::string& model_path) :
directory(directory), model_path(model_path)
{
load_model();
}
void draw(Shader &shader);
void load_model();
void process_node(const aiScene *scene, aiNode *node);
Mesh process_mesh(const aiScene *scene, aiMesh *mesh);
void load_material_textures(const aiScene *scene, std::vector<Texture>& textures, aiMaterial *mat, aiTextureType type, std::string typeName);
};

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#include "scene.hpp"
#include "dbc.hpp"
#include <math.h>
void Scene::update() {
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
camera.update(deltaTime);
}
void Scene::draw_model(Model& scene_model, Material& material, glm::mat4& projection, glm::mat4& view, glm::vec3& position)
{
shader.apply_material(material);
float time = glfwGetTime();
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, position);
model = glm::rotate(model, glm::radians(time * 10.0f), glm::vec3(1.0f, 0.3f, 0.5f));
shader.setMat4("model", model);
scene_model.draw(shader);
}
void Scene::render(GLFWwindow* window) {
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
// time is used for fake 3d rotation
float time = glfwGetTime();
glm::mat4 view = camera.look_at();
glm::mat4 projection = glm::mat4(1.0f);
// fov, aspect, near plane, far plane
projection = glm::perspective(glm::radians(camera.fov), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
shader.use();
shader.setMat4("view", view);
shader.setMat4("projection", projection);
shader.setVec3("viewPos", camera.position);
// for now just detect the camera moved and do spotlight update
if(camera.dirty) {
light.camera.position = camera.position;
light.camera.direction = camera.front;
// just update the camera's light
shader.apply_spot_light(light.camera, 0);
camera.dirty = false;
}
// BUG: no connection between models and positions
for(auto& thing : things) {
draw_model(thing.model, thing.material, projection, view, thing.position);
}
}
void Scene::cleanup() {
shader.cleanup();
}
void Scene::spawn(const std::string& name, components::Position& position) {
things.emplace_back(
models.at(name),
position,
materials.at(name));
}

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#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "shader.hpp"
#include "model.hpp"
#include "shader.hpp"
#include "model.hpp"
#include "camera.hpp"
#include "components.hpp"
#include <vector>
struct Thing {
Model& model;
components::Position position;
Material& material;
};
struct Scene {
Shader shader;
Shader light_shader;
std::map<std::string, components::Material> materials;
Camera camera;
components::Lighting light;
std::map<std::string, Model> models;
std::vector<Thing> things;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
Scene(components::Scene& config):
shader{config.shader.vertex_path, config.shader.frag_path},
light_shader{config.light_shader.vertex_path, config.shader.frag_path},
materials{config.materials},
camera{
.position=config.camera.position,
.front=config.camera.front,
.up=config.camera.up,
.direction=config.camera.direction,
.movement_speed=config.camera.movement_speed,
},
light{config.light}
{
for(auto& [name, model] : config.models) {
models.try_emplace(name, model.directory, model.model_path);
}
for(auto& thing : config.things) {
things.emplace_back(
models.at(thing.model),
thing.position,
materials.at(thing.material));
}
shader.use();
shader.apply_lighting(light);
}
void update();
void draw_model(Model& scene_model, Material& material, glm::mat4& projection, glm::mat4& view, glm::vec3& position);
void render(GLFWwindow* window);
void cleanup();
void spawn(const std::string& name, components::Position& position);
};

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#include "shader.hpp"
#include <iostream>
#include <fstream>
#include <sstream>
#include <print>
#include <filesystem>
#include "dbc.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
namespace fs = std::filesystem;
inline std::string read_file(const std::string& filename) {
// load the file
std::ifstream in_file{filename, std::ios::binary};
// get the size of the file
std::stringstream in_str;
in_str << in_file.rdbuf();
return in_str.str();
}
void check_error(const std::string& what, unsigned int thing, GLenum check_type) {
int success = 0;
char infoLog[512] = {0};
if(check_type == GL_LINK_STATUS) {
glGetProgramiv(thing, check_type, &success);
if(!success) {
glGetProgramInfoLog(thing, 512, NULL, infoLog);
dbc::sentinel(std::format("ERROR: Program {} compile failed: {}", what, infoLog));
}
} else {
glGetShaderiv(thing, check_type, &success);
if(!success) {
glGetShaderInfoLog(thing, 512, NULL, infoLog);
dbc::sentinel(std::format("ERROR: Shader {} compile failed: {}", what, infoLog));
}
}
}
unsigned int Shader::load_shader(const std::string& filename, GLenum shader_type) {
dbc::check(fs::exists(filename),
std::format("shader file {} does not exist", filename));
// create the shader
std::string shader_code = read_file(filename);
const char* shader_code_ptr = shader_code.c_str();
int shader_id = glCreateShader(shader_type);
glShaderSource(shader_id, 1, &shader_code_ptr, NULL);
glCompileShader(shader_id);
check_error(filename, shader_id, GL_COMPILE_STATUS);
// check compile error
return shader_id;
}
Shader::Shader(const std::string& vertexPath, const std::string& fragmentPath) {
unsigned int vertex = load_shader(vertexPath, GL_VERTEX_SHADER);
unsigned int fragment = load_shader(fragmentPath, GL_FRAGMENT_SHADER);
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
check_error("link", ID, GL_LINK_STATUS);
glDeleteShader(vertex);
glDeleteShader(fragment);
}
void Shader::use() const {
glUseProgram(ID);
}
void Shader::cleanup() {
glDeleteProgram(ID);
}
void Shader::setBool(const std::string &name, bool value) const {
auto uniform = glGetUniformLocation(ID, name.c_str());
glUniform1i(uniform, (int)value);
}
void Shader::setInt(const std::string &name, int value) const {
auto uniform = glGetUniformLocation(ID, name.c_str());
glUniform1i(uniform, value);
}
void Shader::setFloat(const std::string &name, float value) const {
auto uniform = glGetUniformLocation(ID, name.c_str());
glUniform1f(uniform, value);
}
void Shader::setVec4(const std::string &name, float v1, float v2, float v3, float v4) const {
auto uniform = glGetUniformLocation(ID, name.c_str());
glUniform4f(uniform, v1, v2, v3, v4);
}
void Shader::setVec4(const std::string &name, const glm::vec4& value) const
{
auto uniform = glGetUniformLocation(ID, name.c_str());
glUniform4fv(uniform, 1, &value[0]);
}
void Shader::setVec3(const std::string &name, const glm::vec3& value) const
{
auto uniform = glGetUniformLocation(ID, name.c_str());
glUniform3fv(uniform, 1, &value[0]);
}
void Shader::setVec3(const std::string &name, float v1, float v2, float v3) const {
auto uniform = glGetUniformLocation(ID, name.c_str());
glUniform3f(uniform, v1, v2, v3);
}
void Shader::setMat4(const std::string &name, const glm::mat4& mat) const {
unsigned int loc = glGetUniformLocation(ID, name.c_str());
glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(mat));
}
void Shader::apply_material(const Material& material) {
setVec3("material.ambient", material.ambient);
setFloat("material.shininess", material.shininess);
}
void Shader::apply_lighting(const Lighting& lighting) {
setInt("pointLightCount", lighting.positioned.size());
setInt("dirLightCount", lighting.directional.size());
// need +1 for the camera spot light
setInt("spotLightCount", lighting.spot.size() + 1);
for(size_t i = 0; i < lighting.directional.size(); i++) {
apply_dir_light(lighting.directional[i], i);
}
for(size_t i = 0; i < lighting.positioned.size(); i++) {
apply_point_light(lighting.positioned[i], i);
}
// set the first spotlight to the camera light
apply_spot_light(lighting.camera, 0);
for(size_t i = 0; i < lighting.spot.size(); i++) {
// need to be off by one because the camera is a spot light
apply_spot_light(lighting.spot[i], i+1);
}
}
void Shader::apply_dir_light(const Light& light, size_t index) {
dbc::check(index < MAX_LIGHTS, "too many directional lights");
// nasty, this needs to go
setVec3(std::format("dirLights[{}].direction", index), light.direction);
setVec3(std::format("dirLights[{}].ambient", index), light.ambient);
setVec3(std::format("dirLights[{}].diffuse", index), light.diffuse);
setVec3(std::format("dirLights[{}].specular", index), light.specular);
}
void Shader::apply_point_light(const Light& light, size_t index) {
dbc::check(index < MAX_LIGHTS, "too many positioned lights");
// disgusting, crafting a string on every render?
setVec3(std::format("pointLights[{}].position", index), light.position);
setVec3(std::format("pointLights[{}].ambient", index), light.ambient);
setVec3(std::format("pointLights[{}].diffuse", index), light.diffuse);
setVec3(std::format("pointLights[{}].specular", index), light.specular);
setFloat(std::format("pointLights[{}].constant", index), light.constant);
setFloat(std::format("pointLights[{}].linear", index), light.linear);
setFloat(std::format("pointLights[{}].quadratic", index), light.quadratic);
}
void Shader::apply_spot_light(const Light& light, size_t index) {
dbc::check(index < MAX_LIGHTS, "too many spot lights");
// find a way to not make strings all the time
setVec3(std::format("spotLights[{}].position", index), light.position);
setVec3(std::format("spotLights[{}].direction", index), light.direction);
setVec3(std::format("spotLights[{}].ambient", index), light.ambient);
setVec3(std::format("spotLights[{}].diffuse", index), light.diffuse);
setVec3(std::format("spotLights[{}].specular", index), light.specular);
setFloat(std::format("spotLights[{}].constant", index), light.constant);
setFloat(std::format("spotLights[{}].linear", index), light.linear);
setFloat(std::format("spotLights[{}].quadratic", index), light.quadratic);
setFloat(std::format("spotLights[{}].cut_off", index), glm::cos(glm::radians(light.cut_off)));
setFloat(std::format("spotLights[{}].outer_cut_off", index), glm::cos(glm::radians(light.outer_cut_off)));
}

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#pragma once
#include <glad/glad.h>
#include <string>
#include <climits>
#include <glm/glm.hpp>
#include <vector>
#include <format>
#include "dbc.hpp"
#include "components.hpp"
using components::Material, components::Lighting, components::Light;
class Shader
{
public:
unsigned int ID = UINT_MAX;
Shader(const std::string& vertexPath, const std::string& fragmentPath);
unsigned int load_shader(const std::string& filename, GLenum shader_type);
void use() const;
void setBool(const std::string &name, bool value) const;
void setInt(const std::string &name, int value) const;
void setFloat(const std::string &name, float value) const;
void setVec4(const std::string &name, float v1, float v2, float v3, float v4) const;
void setVec4(const std::string &name, const glm::vec4& value) const;
void setVec3(const std::string &name, float v1, float v2, float v3) const;
void setVec3(const std::string &name, const glm::vec3& value) const;
void setMat4(const std::string &name, const glm::mat4& what) const;
void cleanup();
void apply_material(const Material& material);
void apply_lighting(const Lighting& lighting);
void apply_dir_light(const Light& light, size_t index);
void apply_point_light(const Light& light, size_t index);
void apply_spot_light(const Light& light, size_t index);
};

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#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>

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#include <fstream>
#include "json.hpp"
#include "utils.hpp"
namespace utils {
components::Scene load_scene_config(const std::string& config_file) {
std::ifstream f{"config.json"};
auto j = json::parse(f);
return j["scene"].template get<components::Scene>();
}
}

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#pragma once
#include "components.hpp"
using json = nlohmann::json;
namespace utils {
components::Scene load_scene_config(const std::string& config_file);
}