tried to add assimp (spoilers, it did not go well, so hey! now we have separate fiels now.)

This commit is contained in:
Anemunt
2025-12-05 00:34:39 -05:00
parent 157e9ed6a5
commit 66df544651
3118 changed files with 1594508 additions and 3346 deletions

86
src/Rendering.h Normal file
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#pragma once
#include "Common.h"
#include "SceneObject.h"
#include "../include/Shaders/Shader.h"
#include "../include/Textures/Texture.h"
#include "../include/Skybox/Skybox.h"
// Cube vertex data (position + normal + texcoord)
extern float vertices[];
// Primitive generation functions
std::vector<float> generateSphere(int segments = 32, int rings = 16);
std::vector<float> generateCapsule(int segments = 16, int rings = 8);
class Mesh {
private:
unsigned int VAO, VBO;
int vertexCount;
public:
Mesh(const float* vertexData, size_t dataSizeBytes);
~Mesh();
void draw() const;
int getVertexCount() const { return vertexCount; }
};
class OBJLoader {
public:
struct LoadedMesh {
std::string path;
std::unique_ptr<Mesh> mesh;
std::string name;
int vertexCount = 0;
int faceCount = 0;
bool hasNormals = false;
bool hasTexCoords = false;
};
private:
std::vector<LoadedMesh> loadedMeshes;
public:
int loadOBJ(const std::string& filepath, std::string& errorMsg);
Mesh* getMesh(int index);
const LoadedMesh* getMeshInfo(int index) const;
const std::vector<LoadedMesh>& getAllMeshes() const { return loadedMeshes; }
void clear() { loadedMeshes.clear(); }
size_t getMeshCount() const { return loadedMeshes.size(); }
};
class Camera;
class Renderer {
private:
unsigned int framebuffer = 0, viewportTexture = 0, rbo = 0;
int currentWidth = 800, currentHeight = 600;
Shader* shader = nullptr;
Texture* texture1 = nullptr;
Texture* texture2 = nullptr;
Mesh* cubeMesh = nullptr;
Mesh* sphereMesh = nullptr;
Mesh* capsuleMesh = nullptr;
Skybox* skybox = nullptr;
void setupFBO();
public:
Renderer() = default;
~Renderer();
void initialize();
void resize(int w, int h);
int getWidth() const { return currentWidth; }
int getHeight() const { return currentHeight; }
void beginRender(const glm::mat4& view, const glm::mat4& proj);
void renderSkybox(const glm::mat4& view, const glm::mat4& proj);
void renderObject(const SceneObject& obj);
void renderScene(const Camera& camera, const std::vector<SceneObject>& sceneObjects);
void endRender();
Skybox* getSkybox() { return skybox; }
unsigned int getViewportTexture() const { return viewportTexture; }
};