Now all configurable with json.

This commit is contained in:
Zed A. Shaw 2026-08-26 19:56:01 -04:00
parent 3041ae0172
commit d3169d3eca
25 changed files with 720 additions and 244 deletions

View file

@ -10,98 +10,55 @@
#include "shader.hpp"
#include "model.hpp"
#include "camera.hpp"
#include "scene.hpp"
#include "components.hpp"
#include <vector>
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
const float AMBIENT_LEVEL = 0.25f;
struct Thing {
Model& model;
components::Position position;
Material& material;
};
struct Scene {
Shader shader;
Shader lightShader;
std::vector<Model> models;
Lighting light{
.directional={
.direction={-0.2f, -1.0f, -0.3f},
.ambient={0.2f, 0.2f, 0.2f},
.diffuse={0.8f, 0.8f, 0.8f},
.specular={1.0f, 1.0f, 1.0f},
},
.positioned={
{
.position={1.2f, 1.0f, 2.0f},
.direction={-0.2f, -1.0f, -0.3f},
.ambient={0.2f, 0.2f, 0.2f},
.diffuse={0.8f, 0.8f, 0.8f},
.specular={1.0f, 1.0f, 1.0f},
.constant=1.0f,
.linear=0.09f,
.quadratic=0.032f,
.cutOff=12.5f,
.outerCutOff=17.5f,
},
{
.position={-1.2f, -1.0f, -2.0f},
.direction={0.2f, 1.0f, 0.3f},
.ambient={0.2f, 0.2f, 0.2f},
.diffuse={0.8f, 0.8f, 0.8f},
.specular={1.0f, 1.0f, 1.0f},
.constant=1.0f,
.linear=0.09f,
.quadratic=0.032f,
.cutOff=12.5f,
.outerCutOff=17.5f,
},
},
.spot={
.position={2.2f, 1.0f, 2.0f},
.direction={0.0f, 0.0f, -1.0f},
.ambient={0.2f, 0.2f, 0.2f},
.diffuse={0.8f, 0.8f, 0.8f},
.specular={1.0f, 1.0f, 1.0f},
.constant=1.0f,
.linear=0.09f,
.quadratic=0.032f,
.cutOff=12.5f,
.outerCutOff=17.5f,
},
};
// positions all containers
std::vector<glm::vec3> positions{
{0.0f, 0.0f, 0.0f},
{2.0f, 5.0f, -15.0f},
{-1.5f, -2.2f, -2.5f},
{-3.8f, -2.0f, -12.3f},
{ 2.4f, -0.4f, -3.5f},
{-1.7f, 3.0f, -7.5f},
{ 1.3f, -2.0f, -2.5f},
{ 1.5f, 2.0f, -2.5f},
{ 1.5f, 0.2f, -1.5f},
{-1.3f, 1.0f, -1.5f}
};
Camera camera{
.pos={2.2f, 1.0f, 2.0f},
.movementSpeed=2.0f
};
Material cubeMaterial{
.ambient = {1.0f, 0.5f, 0.31f},
.shininess = 32.0f,
.diffuseMap = 0,
.specularMap = 0,
};
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));
}
}
void updateDelta();
void configure();
void draw_model(Model& scene_model, glm::mat4& projection, glm::mat4& view, glm::vec3& position);
void draw_model(Model& scene_model, Material& material, glm::mat4& projection, glm::mat4& view, glm::vec3& position);
void render(GLFWwindow* window);
void cleanup();
};