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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <vector>
#include <cstring>
#include <string>
#include <fstream>
#include <sstream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Shader.h"
#include "Camera.h"
#include "Model.h"
#include "GameObject.h"
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
const unsigned int SCR_WIDTH = 1200;
const unsigned int SCR_HEIGHT = 800;
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024; // Shadow Map Resolution
Camera camera(glm::vec3(0.0f, 2.0f, 5.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
// --- ENGINE STATE ---
bool uiMode = true;
int selectedObjectID = -1;
char nameBuffer[128] = "";
int postProcessEffect = 0;
char fileDialogBuffer[128] = "level1.scene";
bool showSavePopup = false;
bool showLoadPopup = false;
std::vector<GameObject> sceneObjects;
glm::vec3 sunDirection(-0.5f, -1.0f, -0.5f); // Adjusted for better shadow angle
glm::vec3 sunColor(0.9f, 0.9f, 0.9f);
glm::vec3 pointLightPositions[] = {
glm::vec3( 0.7f, 0.2f, 2.0f), glm::vec3( 2.3f, -3.3f, -4.0f),
glm::vec3(-4.0f, 2.0f, -12.0f), glm::vec3( 0.0f, 0.0f, -3.0f)
};
glm::vec3 pointLightColors[] = {
glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(1.0f, 1.0f, 0.0f)
};
// Skybox Data (Same as before)
unsigned int skyboxVAO, skyboxVBO;
unsigned int cubemapTexture;
float skyboxVertices[] = {
-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
};
float quadVertices[] = {
-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f
};
// Forward Declarations
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
void processInput(GLFWwindow *window);
unsigned int loadCubemap(std::vector<std::string> faces);
void saveScene(const char* filename);
void loadScene(const char* filename, Model* defaultModel);
// --- MAIN ---
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "My Game Engine", NULL, NULL);
if (window == NULL) { glfwTerminate(); return -1; }
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { return -1; }
IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 330");
// --- SHADERS ---
Shader standardShader("simple_lighting.vert", "standard.frag"); // Renaming to standard in logic
Shader lampShader("simple_lighting.vert", "lamp.frag");
Shader skyboxShader("skybox.vert", "skybox.frag");
Shader screenShader("screen.vert", "screen.frag");
Shader shadowDepthShader("shadow_depth.vert", "shadow_depth.frag"); // NEW
Model cubeModel("cube.obj");
Model lampModel("cube.obj");
// --- POST PROCESS FBO (From previous step) ---
unsigned int framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
int fboWidth, fboHeight; glfwGetFramebufferSize(window, &fboWidth, &fboHeight);
unsigned int textureColorbuffer;
glGenTextures(1, &textureColorbuffer);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fboWidth, fboHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
unsigned int rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, fboWidth, fboHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "PostProcess FBO Incomplete!" << std::endl;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// --- SHADOW MAP FBO (NEW) ---
unsigned int depthMapFBO;
glGenFramebuffers(1, &depthMapFBO);
unsigned int depthMap;
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Clamp to border to prevent shadows appearing outside the map range
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float borderColor[] = { 1.0, 1.0, 1.0, 1.0 };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
// Attach to FBO
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE); // No color needed
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// --- QUAD & SKYBOX SETUP ---
unsigned int quadVAO, quadVBO;
glGenVertexArrays(1, &quadVAO); glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO); glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
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);
std::vector<std::string> faces = { "right.jpg", "left.jpg", "top.jpg", "bottom.jpg", "front.jpg", "back.jpg" };
cubemapTexture = loadCubemap(faces);
skyboxShader.use(); skyboxShader.setInt("skybox", 0);
screenShader.use(); screenShader.setInt("screenTexture", 0);
// Configure standard shader to know where to find the shadow map
standardShader.use();
standardShader.setInt("texture_diffuse1", 0);
standardShader.setInt("shadowMap", 1); // Shadow map will be bound to unit 1
// Initial Scene
GameObject floor("Floor", &cubeModel); floor.position = glm::vec3(0.0f, -2.0f, 0.0f); floor.scale = glm::vec3(10.0f, 0.1f, 10.0f); sceneObjects.push_back(floor);
GameObject crate1("Crate 1", &cubeModel); crate1.position = glm::vec3(0.0f, 0.0f, 0.0f); sceneObjects.push_back(crate1);
float lastTime = 0.0f; int frameCount = 0;
while (!glfwWindowShouldClose(window)) {
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame; lastFrame = currentFrame;
frameCount++; if (currentFrame - lastTime >= 1.0f) { std::string title = "My Game Engine - " + std::to_string(frameCount) + " FPS"; glfwSetWindowTitle(window, title.c_str()); frameCount = 0; lastTime = currentFrame; }
processInput(window);
// --- 1. SHADOW PASS ---
// Render scene from Sun's perspective to generate Depth Map
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_DEPTH_BUFFER_BIT);
// Calculate Light Space Matrix (Orthographic because Sun is directional)
float near_plane = 1.0f, far_plane = 20.0f;
glm::mat4 lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
glm::mat4 lightView = glm::lookAt(sunDirection * -10.0f, glm::vec3(0.0f), glm::vec3(0.0, 1.0, 0.0));
glm::mat4 lightSpaceMatrix = lightProjection * lightView;
shadowDepthShader.use();
shadowDepthShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT); // Optimization: Render back faces to fix Peter Panning
for(int i = 0; i < sceneObjects.size(); i++) {
sceneObjects[i].Draw(shadowDepthShader);
}
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
glBindFramebuffer(GL_FRAMEBUFFER, 0); // End Shadow Pass
// --- 2. LIGHTING PASS (Render to Post-Process FBO) ---
glViewport(0, 0, fboWidth, fboHeight);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glEnable(GL_DEPTH_TEST);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
standardShader.use();
standardShader.setVec3("viewPos", camera.Position);
standardShader.setVec3("dirLight.direction", sunDirection);
standardShader.setVec3("dirLight.ambient", sunColor * 0.2f);
standardShader.setVec3("dirLight.diffuse", sunColor);
standardShader.setVec3("dirLight.specular", sunColor);
standardShader.setMat4("lightSpaceMatrix", lightSpaceMatrix); // Send matrix for shadow calculations
for(int i = 0; i < 4; i++) {
std::string num = std::to_string(i);
standardShader.setVec3("pointLights[" + num + "].position", pointLightPositions[i]);
standardShader.setVec3("pointLights[" + num + "].ambient", pointLightColors[i] * 0.1f);
standardShader.setVec3("pointLights[" + num + "].diffuse", pointLightColors[i]);
standardShader.setVec3("pointLights[" + num + "].specular", pointLightColors[i]);
standardShader.setFloat("pointLights[" + num + "].constant", 1.0f);
standardShader.setFloat("pointLights[" + num + "].linear", 0.09f);
standardShader.setFloat("pointLights[" + num + "].quadratic", 0.032f);
}
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = camera.GetViewMatrix();
standardShader.setMat4("projection", projection);
standardShader.setMat4("view", view);
// Bind Shadow Map to Texture Unit 1
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, depthMap);
// Bind Standard Textures (handled in Mesh.Draw usually, but we reset here to be safe)
glActiveTexture(GL_TEXTURE0);
for(int i = 0; i < sceneObjects.size(); i++) sceneObjects[i].Draw(standardShader);
lampShader.use();
lampShader.setMat4("projection", projection);
lampShader.setMat4("view", view);
for(int i = 0; i < 4; i++) {
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, pointLightPositions[i]);
model = glm::scale(model, glm::vec3(0.2f));
lampShader.setMat4("model", model);
lampShader.setVec3("lightColor", pointLightColors[i]);
lampModel.Draw(lampShader);
}
// Skybox
glDepthFunc(GL_LEQUAL);
skyboxShader.use();
view = glm::mat4(glm::mat3(camera.GetViewMatrix()));
skyboxShader.setMat4("view", view);
skyboxShader.setMat4("projection", projection);
glBindVertexArray(skyboxVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthFunc(GL_LESS);
// --- 3. POST PROCESS PASS (Screen Quad) ---
glBindFramebuffer(GL_FRAMEBUFFER, 0);
int w, h; glfwGetFramebufferSize(window, &w, &h); glViewport(0, 0, w, h);
glDisable(GL_DEPTH_TEST);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
screenShader.use();
screenShader.setInt("effectType", postProcessEffect);
glBindVertexArray(quadVAO);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
// --- 4. UI PASS ---
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame();
if (uiMode) {
if (ImGui::BeginMainMenuBar()) {
if (ImGui::BeginMenu("File")) {
if (ImGui::MenuItem("Save As...")) showSavePopup = true;
if (ImGui::MenuItem("Load Scene...")) showLoadPopup = true;
if (ImGui::MenuItem("Clear Scene")) { sceneObjects.clear(); selectedObjectID = -1; }
if (ImGui::MenuItem("Exit")) glfwSetWindowShouldClose(window, true);
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
if (showSavePopup) {
ImGui::OpenPopup("Save Scene");
}
ImGui::SetNextWindowPos(ImVec2(SCR_WIDTH/2.0f, SCR_HEIGHT/2.0f), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
if (ImGui::BeginPopupModal("Save Scene", NULL, ImGuiWindowFlags_AlwaysAutoResize)) {
ImGui::InputText("##filename", fileDialogBuffer, sizeof(fileDialogBuffer));
if (ImGui::Button("Save", ImVec2(120, 0))) { saveScene(fileDialogBuffer); showSavePopup = false; ImGui::CloseCurrentPopup(); }
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(120, 0))) { showSavePopup = false; ImGui::CloseCurrentPopup(); }
ImGui::EndPopup();
}
if (showLoadPopup) {
ImGui::OpenPopup("Load Scene");
}
ImGui::SetNextWindowPos(ImVec2(SCR_WIDTH/2.0f, SCR_HEIGHT/2.0f), ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
if (ImGui::BeginPopupModal("Load Scene", NULL, ImGuiWindowFlags_AlwaysAutoResize)) {
ImGui::InputText("##filename", fileDialogBuffer, sizeof(fileDialogBuffer));
if (ImGui::Button("Load", ImVec2(120, 0))) { loadScene(fileDialogBuffer, &cubeModel); showLoadPopup = false; ImGui::CloseCurrentPopup(); }
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(120, 0))) { showLoadPopup = false; ImGui::CloseCurrentPopup(); }
ImGui::EndPopup();
}
ImGui::Begin("Scene Hierarchy");
if (ImGui::Button("Add Cube")) {
GameObject newCube("New Cube", &cubeModel);
sceneObjects.push_back(newCube);
selectedObjectID = (int)sceneObjects.size() - 1;
strncpy(nameBuffer, newCube.name.c_str(), sizeof(nameBuffer));
nameBuffer[sizeof(nameBuffer)-1] = '\0';
}
ImGui::Separator();
for (int i = 0; i < sceneObjects.size(); i++) {
std::string label = sceneObjects[i].name + "##" + std::to_string(i);
if (ImGui::Selectable(label.c_str(), selectedObjectID == i)) {
selectedObjectID = i;
strncpy(nameBuffer, sceneObjects[i].name.c_str(), sizeof(nameBuffer));
nameBuffer[sizeof(nameBuffer)-1] = '\0';
}
}
ImGui::End();
ImGui::Begin("Inspector");
if (selectedObjectID >= 0 && selectedObjectID < sceneObjects.size()) {
GameObject& obj = sceneObjects[selectedObjectID];
if (ImGui::InputText("Name", nameBuffer, sizeof(nameBuffer))) obj.name = std::string(nameBuffer);
ImGui::Separator();
ImGui::InputFloat3("Position", &obj.position.x);
ImGui::InputFloat3("Rotation", &obj.rotation.x);
ImGui::InputFloat3("Scale", &obj.scale.x);
} else ImGui::Text("No object selected.");
ImGui::Separator();
ImGui::Text("Sun Settings");
ImGui::DragFloat3("Sun Dir", &sunDirection.x, 0.05f);
ImGui::ColorEdit3("Sun Color", &sunColor.x);
ImGui::Separator();
ImGui::Text("Camera Effects");
const char* items[] = { "Normal", "Invert", "Grayscale", "Sharpen", "Blur", "Edge Detect" };
ImGui::Combo("Filter", &postProcessEffect, items, IM_ARRAYSIZE(items));
ImGui::End();
}
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
glfwPollEvents();
}
ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext();
glfwTerminate();
return 0;
}
// ... Input/Load functions (omitted for brevity) ...
unsigned int loadCubemap(std::vector<std::string> faces) {
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
int width, height, nrChannels;
stbi_set_flip_vertically_on_load(false);
for (unsigned int i = 0; i < faces.size(); i++) {
unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
if (data) {
GLenum format = (nrChannels == 4) ? GL_RGBA : GL_RGB;
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); }
}
stbi_set_flip_vertically_on_load(true);
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;
}
void saveScene(const char* filename) {
std::ofstream out(filename);
if (!out.is_open()) return;
out << sceneObjects.size() << "\n";
for (const auto& obj : sceneObjects) {
out << obj.name << "\n";
out << obj.position.x << " " << obj.position.y << " " << obj.position.z << "\n";
out << obj.rotation.x << " " << obj.rotation.y << " " << obj.rotation.z << "\n";
out << obj.scale.x << " " << obj.scale.y << " " << obj.scale.z << "\n";
}
out << "SUN_SETTINGS\n"; out << sunDirection.x << " " << sunDirection.y << " " << sunDirection.z << "\n"; out << sunColor.x << " " << sunColor.y << " " << sunColor.z << "\n";
out.close();
}
void loadScene(const char* filename, Model* defaultModel) {
std::ifstream in(filename); if (!in.is_open()) return;
sceneObjects.clear(); selectedObjectID = -1;
int count; in >> count; std::string dummy; std::getline(in, dummy);
for (int i = 0; i < count; i++) {
std::string name; std::getline(in, name); if(name.empty()) name = "Unnamed Object";
GameObject obj(name, defaultModel);
in >> obj.position.x >> obj.position.y >> obj.position.z;
in >> obj.rotation.x >> obj.rotation.y >> obj.rotation.z;
in >> obj.scale.x >> obj.scale.y >> obj.scale.z;
std::getline(in, dummy); sceneObjects.push_back(obj);
}
std::string tag; if (std::getline(in, tag) && tag == "SUN_SETTINGS") { in >> sunDirection.x >> sunDirection.y >> sunDirection.z; in >> sunColor.x >> sunColor.y >> sunColor.z; }
in.close();
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS && uiMode && !ImGui::GetIO().WantCaptureMouse) {
double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos);
float x = (2.0f * (float)xpos) / SCR_WIDTH - 1.0f; float y = 1.0f - (2.0f * (float)ypos) / SCR_HEIGHT;
glm::vec3 ray_nds = glm::vec3(x, y, 1.0f);
glm::vec4 ray_clip = glm::vec4(ray_nds.x, ray_nds.y, -1.0, 1.0);
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
glm::vec4 ray_eye = glm::inverse(projection) * ray_clip; ray_eye = glm::vec4(ray_eye.x, ray_eye.y, -1.0, 0.0);
glm::mat4 view = camera.GetViewMatrix(); glm::vec3 ray_wor = glm::vec3(glm::inverse(view) * ray_eye); ray_wor = glm::normalize(ray_wor);
int hitIndex = -1; float minDistance = 1000.0f;
for(int i = 0; i < sceneObjects.size(); i++) {
if (sceneObjects[i].IntersectRay(camera.Position, ray_wor)) {
float dist = glm::distance(camera.Position, sceneObjects[i].position);
if (dist < minDistance) { minDistance = dist; hitIndex = i; }
}
}
selectedObjectID = hitIndex;
if (selectedObjectID != -1) { strncpy(nameBuffer, sceneObjects[selectedObjectID].name.c_str(), sizeof(nameBuffer)); nameBuffer[sizeof(nameBuffer)-1] = '\0'; }
}
}
void processInput(GLFWwindow *window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true);
static bool tabPressed = false;
if (glfwGetKey(window, GLFW_KEY_TAB) == GLFW_PRESS) {
if (!tabPressed) {
uiMode = !uiMode;
if (uiMode) glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
else { glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); firstMouse = true; }
tabPressed = true;
}
} else { tabPressed = false; }
if (!uiMode) {
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);
}
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); }
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn) {
if (uiMode) return;
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;
lastX = xpos; lastY = ypos;
camera.ProcessMouseMovement(xoffset, yoffset);
}