mirror of
https://github.com/WerWolv/ImHex.git
synced 2026-04-02 13:37:42 -05:00
feat: Added basic lighting and rotations to 3d visualizer model
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@@ -32,31 +32,7 @@
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#ifndef __gl3w_h_
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#define __gl3w_h_
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// Adapted from KHR/khrplatform.h to avoid including entire file.
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typedef float khronos_float_t;
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typedef signed char khronos_int8_t;
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typedef unsigned char khronos_uint8_t;
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typedef signed short int khronos_int16_t;
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typedef unsigned short int khronos_uint16_t;
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#ifdef _WIN64
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typedef signed long long int khronos_intptr_t;
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typedef signed long long int khronos_ssize_t;
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#else
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typedef signed long int khronos_intptr_t;
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typedef signed long int khronos_ssize_t;
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#endif
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#if defined(_MSC_VER) && !defined(__clang__)
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typedef signed __int64 khronos_int64_t;
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typedef unsigned __int64 khronos_uint64_t;
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#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
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#include <stdint.h>
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typedef int64_t khronos_int64_t;
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typedef uint64_t khronos_uint64_t;
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#else
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typedef signed long long khronos_int64_t;
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typedef unsigned long long khronos_uint64_t;
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#endif
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#include <KHR/khrplatform.h>
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#ifndef __gl_glcorearb_h_
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#define __gl_glcorearb_h_ 1
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@@ -4,6 +4,8 @@
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#include <hex/helpers/concepts.hpp>
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#include <cmath>
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#include <map>
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#include <span>
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#include <string>
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@@ -33,11 +35,14 @@ namespace hex::gl {
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void bind() const;
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void unbind() const;
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void setUniform(const std::string &name, const float &value);
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private:
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void compile(GLuint shader, const std::string &source);
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private:
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GLuint m_program;
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std::map<std::string, GLint> m_uniforms;
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};
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enum class BufferType {
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@@ -72,9 +77,10 @@ namespace hex::gl {
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~VertexArray();
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template<typename T>
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void addBuffer(const Buffer<T> &buffer) const {
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glVertexAttribPointer(0, buffer.getSize() / sizeof(T), getType<T>(), GL_FALSE, 3 * sizeof(T), nullptr);
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glEnableVertexAttribArray(0);
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void addBuffer(u32 index, const Buffer<T> &buffer) const {
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glEnableVertexAttribArray(index);
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buffer.bind();
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glVertexAttribPointer(index, 3, getType<T>(), GL_FALSE, 3 * sizeof(T), nullptr);
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}
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void bind() const;
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@@ -116,5 +122,57 @@ namespace hex::gl {
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GLuint m_frameBuffer, m_renderBuffer;
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};
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template<typename T, size_t Size>
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class Vector {
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public:
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Vector() = default;
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Vector(std::array<T, Size> data) : m_data(data) { }
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T &operator[](size_t index) { return this->m_data[index]; }
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const T &operator[](size_t index) const { return this->m_data[index]; }
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T *data() { return this->m_data.data(); }
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const T *data() const { return this->m_data.data(); }
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size_t size() const { return this->m_data.size(); }
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auto operator+(const Vector<T, Size>& other) {
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auto copy = *this;
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for (size_t i = 0; i < Size; i++)
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copy[i] += other[i];
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return copy;
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}
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auto operator-(const Vector<T, Size>& other) {
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auto copy = *this;
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for (size_t i = 0; i < Size; i++)
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copy[i] -= other[i];
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return copy;
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}
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auto dot(const Vector<T, Size>& other) {
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T result = 0;
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for (size_t i = 0; i < Size; i++)
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result += this->m_data[i] * other[i];
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return result;
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}
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auto cross(const Vector<T, Size>& other) {
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static_assert(Size == 3, "Cross product is only defined for 3D vectors");
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return Vector<T, Size>({ this->m_data[1] * other[2] - this->m_data[2] * other[1], this->m_data[2] * other[0] - this->m_data[0] * other[2], this->m_data[0] * other[1] - this->m_data[1] * other[0] });
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}
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auto normalize() {
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auto copy = *this;
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auto length = std::sqrt(copy.dot(copy));
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for (size_t i = 0; i < Size; i++)
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copy[i] /= length;
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return copy;
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}
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private:
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std::array<T, Size> m_data;
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};
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}
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@@ -41,6 +41,22 @@ namespace hex::gl {
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glUseProgram(0);
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}
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void Shader::setUniform(const std::string &name, const float &value) {
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auto uniform = this->m_uniforms.find(name);
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if (uniform == this->m_uniforms.end()) {
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auto location = glGetUniformLocation(this->m_program, name.c_str());
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if (location == -1) {
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log::warn("Uniform '{}' not found in shader", name);
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return;
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}
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this->m_uniforms[name] = location;
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uniform = this->m_uniforms.find(name);
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}
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glUniform1f(uniform->second, value);
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}
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void Shader::compile(GLuint shader, const std::string &source) {
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auto sourcePtr = source.c_str();
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@@ -86,7 +102,14 @@ namespace hex::gl {
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template<typename T>
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void Buffer<T>::draw() const {
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glDrawElements(GL_TRIANGLES, this->m_size, getType<T>(), nullptr);
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switch (this->m_type) {
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case GL_ARRAY_BUFFER:
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glDrawArrays(GL_TRIANGLES, 0, this->m_size);
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break;
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case GL_ELEMENT_ARRAY_BUFFER:
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glDrawElements(GL_TRIANGLES, this->m_size, getType<T>(), nullptr);
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break;
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}
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}
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template class Buffer<float>;
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