TDT4230_final_project/src/sceneGraph.hpp

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#pragma once
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#include <chrono>
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#include <cstdio>
#include <cstdlib>
#include <ctime>
#include <fstream>
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#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/mat4x4.hpp>
#include <map>
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#include <stack>
#include <stdbool.h>
#include <utilities/glutils.h>
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#include <utilities/shader.hpp>
#include <vector>
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using glm::vec3;
using glm::mat4;
using std::map;
using std::vector;
typedef unsigned int uint;
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enum SceneNodeType {
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GEOMETRY, POINT_LIGHT, SPOT_LIGHT, HUD, TEXTURED_GEOMETRY, NORMAL_TEXTURED_GEOMETRY
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};
struct SceneNode {
SceneNode(SceneNodeType type = GEOMETRY) {
position = vec3(0, 0, 0);
rotation = vec3(0, 0, 0);
scale = vec3(1, 1, 1);
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referencePoint = vec3(0, 0, 0);
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vertexArrayObjectID = -1;
VAOIndexCount = 0;
nodeType = type;
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targeted_by = nullptr;
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isIlluminated = true;
isInverted = false;
}
void setMesh(Mesh* mesh) {
static map<Mesh*, int> cache;
if (cache.find(mesh) == cache.end())
cache[mesh] = generateBuffer(*mesh, nodeType==NORMAL_TEXTURED_GEOMETRY);
vertexArrayObjectID = cache[mesh];
VAOIndexCount = mesh->indices.size();
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}
void setTexture(PNGImage* diffuse, PNGImage* normal = nullptr) {
static map<PNGImage*, int> cache;
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if (cache.find(diffuse) == cache.end()) cache[diffuse] = generateTexture(*diffuse);
diffuseTextureID = cache[diffuse];
if (!normal) return;
if (cache.find(normal) == cache.end()) cache[normal] = generateTexture(*normal);
normalTextureID = cache[normal];
}
vector<SceneNode*> children;
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// The node's position and rotation relative to its parent
vec3 position;
vec3 rotation;
vec3 scale;
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// set this if the shape uses a custom shader other than the default one
Gloom::Shader* shader = nullptr;
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// A transformation matrix representing the transformation of the node's location relative to its parent. This matrix is updated every frame.
mat4 MVP; // MVP
mat4 MV; // MV
mat4 MVnormal; // transpose(inverse(MV))
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// The location of the node's reference point (center of rotation)
vec3 referencePoint;
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// VAO IDs refering to a loaded Mesh and its length
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int vertexArrayObjectID;
uint VAOIndexCount;
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// textures
uint diffuseTextureID;
uint normalTextureID;
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// shader flags
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bool isIlluminated;
bool isInverted;
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// Node type is used to determine how to handle the contents of a node
SceneNodeType nodeType;
// for lights:
uint lightID;
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SceneNode* targeted_by; // spot
};
// Struct for keeping track of 2D coordinates
SceneNode* createSceneNode();
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SceneNode* createSceneNode(SceneNodeType type);
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void addChild(SceneNode* parent, SceneNode* child);
void printNode(SceneNode* node);