Refactor renderer and input handling; add OBJ loader and math utilities

- Updated renderer.h to replace Vec3 and Vec2 structs with Math namespace equivalents.
- Introduced Texture struct to manage texture properties.
- Modified Triangle struct to use Texture instead of GLuint for texture handling.
- Removed deprecated matrix functions and replaced them with Math namespace methods.
- Implemented InputManager class for better input handling, including key and mouse state tracking.
- Added ObjLoader class to load OBJ files and associated textures, with MTL file parsing.
- Created math utilities for fixed-point arithmetic and vector/matrix operations.
- Added time management class for frame timing and delta time calculations.
This commit is contained in:
ExilProductions
2025-05-02 15:46:45 +02:00
parent 6d308d3279
commit 475a1d606a
18 changed files with 982 additions and 308 deletions

96
Engine/math/vec2.h Normal file
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#pragma once
#include <cmath>
#include <cstdint>
#ifndef FIXED_POINT_PRECISION
#define FIXED_POINT_PRECISION 4096
#endif
namespace Math {
struct Vec2
{
int x, y;
inline Vec2(int x_ = 0, int y_ = 0) : x(x_), y(y_) {}
inline Vec2 operator+(const Vec2 &other) const
{
return Vec2(x + other.x, y + other.y);
}
inline Vec2 operator-(const Vec2 &other) const
{
return Vec2(x - other.x, y - other.y);
}
inline Vec2 operator*(int scalar_fixed) const
{
return Vec2((x * scalar_fixed) / FIXED_POINT_PRECISION,
(y * scalar_fixed) / FIXED_POINT_PRECISION);
}
inline Vec2 operator/(int scalar_fixed) const
{
return Vec2((x * FIXED_POINT_PRECISION) / scalar_fixed,
(y * FIXED_POINT_PRECISION) / scalar_fixed);
}
inline Vec2 &operator+=(const Vec2 &other)
{
x += other.x;
y += other.y;
return *this;
}
inline Vec2 &operator-=(const Vec2 &other)
{
x -= other.x;
y -= other.y;
return *this;
}
inline static int dot(const Vec2 &a, const Vec2 &b)
{
return a.x * b.x + a.y * b.y;
}
inline static int cross(const Vec2 &a, const Vec2 &b)
{
return a.x * b.y - a.y * b.x;
}
inline int length_squared() const
{
return x * x + y * y;
}
inline int length() const
{
return static_cast<int>(std::sqrt(static_cast<float>(length_squared())));
}
inline Vec2 normalized() const
{
int len = length();
if (len == 0) return *this;
return Vec2((x * FIXED_POINT_PRECISION) / len,
(y * FIXED_POINT_PRECISION) / len);
}
inline int distance_squared(const Vec2 &other) const
{
int dx = x - other.x;
int dy = y - other.y;
return dx * dx + dy * dy;
}
inline int distance(const Vec2 &other) const
{
return static_cast<int>(std::sqrt(static_cast<float>(distance_squared(other))));
}
inline static Vec2 zero() { return Vec2(0, 0); }
};
}