Clean up VAO and texture IDs. I don't want to manage those

This commit is contained in:
Peder Bergebakken Sundt 2019-03-15 18:06:49 +01:00
parent 1b05c0ac82
commit eac8fcdf9e
2 changed files with 56 additions and 48 deletions

View File

@ -120,19 +120,11 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
Mesh pad = generateBox(padDimensions.x, padDimensions.y, padDimensions.z, false); Mesh pad = generateBox(padDimensions.x, padDimensions.y, padDimensions.z, false);
Mesh sphere = generateSphere(1.0, 40, 40); Mesh sphere = generateSphere(1.0, 40, 40);
uint ballVAO = generateBuffer(sphere);
uint boxVAO = generateBuffer(box, true);
uint padVAO = generateBuffer(pad);
// textures // textures
t_charmap = loadPNGFile("../res/textures/charmap.png"); t_charmap = loadPNGFile("../res/textures/charmap.png");
t_cobble_diff = loadPNGFile("../res/textures/cobble_diff.png"); t_cobble_diff = loadPNGFile("../res/textures/cobble_diff.png");
t_cobble_normal = loadPNGFile("../res/textures/cobble_normal.png"); t_cobble_normal = loadPNGFile("../res/textures/cobble_normal.png");
uint t_charmapID = generateTexture(t_charmap);
uint t_cobble_diffID = generateTexture(t_cobble_diff);
uint t_cobble_normalID = generateTexture(t_cobble_normal);
rootNode = createSceneNode(); rootNode = createSceneNode();
boxNode = createSceneNode(NORMAL_TEXTURED_GEOMETRY); boxNode = createSceneNode(NORMAL_TEXTURED_GEOMETRY);
padNode = createSceneNode(); padNode = createSceneNode();
@ -148,21 +140,15 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
hudNode->children.push_back(textNode); hudNode->children.push_back(textNode);
//rootNode->children.push_back(textNode); //rootNode->children.push_back(textNode);
boxNode->vertexArrayObjectID = boxVAO; boxNode->setMesh(&box);
boxNode->VAOIndexCount = box.indices.size(); boxNode->setTexture(&t_cobble_diff, &t_cobble_normal);
boxNode->diffuseTextureID = t_cobble_diffID;
boxNode->normalTextureID = t_cobble_normalID;
padNode->vertexArrayObjectID = padVAO; padNode->setMesh(&pad);
padNode->VAOIndexCount = pad.indices.size(); ballNode->setMesh(&sphere);
ballNode->vertexArrayObjectID = ballVAO;
ballNode->VAOIndexCount = sphere.indices.size();
// task 1a, add point lights // task 1a, add point lights
for (int i = 0; i<3; i++) { for (int i = 0; i<3; i++) {
lightNode[i] = createSceneNode(); lightNode[i] = createSceneNode(POINT_LIGHT);
lightNode[i]->nodeType = SceneNodeType::POINT_LIGHT;
lightNode[i]->lightID = i; lightNode[i]->lightID = i;
} }
rootNode->children.push_back(lightNode[0]); rootNode->children.push_back(lightNode[0]);
@ -182,7 +168,7 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
textNode->rotation = vec3(0.0, 0.0, 0.0); textNode->rotation = vec3(0.0, 0.0, 0.0);
textNode->vertexArrayObjectID = generateBuffer(hello_world); textNode->vertexArrayObjectID = generateBuffer(hello_world);
textNode->VAOIndexCount = hello_world.indices.size(); textNode->VAOIndexCount = hello_world.indices.size();
textNode->diffuseTextureID = t_charmapID; textNode->setTexture(&t_charmap);
textNode->isIlluminated = false; textNode->isIlluminated = false;
textNode->isInverted = true; textNode->isInverted = true;
@ -235,11 +221,6 @@ void updateNodeTransformations(SceneNode* node, mat4 transformationThusFar, mat4
if (node->targeted_by != nullptr) { if (node->targeted_by != nullptr) {
assert(node->targeted_by->nodeType == SPOT_LIGHT); assert(node->targeted_by->nodeType == SPOT_LIGHT);
node->targeted_by->rotation = vec3(MV*glm::vec4(node->position, 1.0)); node->targeted_by->rotation = vec3(MV*glm::vec4(node->position, 1.0));
//std::cout << node->targeted_by->rotation[0]
// << " " << node->targeted_by->rotation[1]
// << " " << node->targeted_by->rotation[2]
// << std::endl;
} }
} }

View File

@ -8,60 +8,87 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include <glm/mat4x4.hpp> #include <glm/mat4x4.hpp>
#include <map>
#include <stack> #include <stack>
#include <stdbool.h> #include <stdbool.h>
#include <utilities/glutils.h>
#include <utilities/shader.hpp> #include <utilities/shader.hpp>
#include <vector> #include <vector>
using glm::vec3;
using glm::mat4;
using std::map;
using std::vector;
typedef unsigned int uint;
enum SceneNodeType { enum SceneNodeType {
GEOMETRY, POINT_LIGHT, SPOT_LIGHT, HUD, TEXTURED_GEOMETRY, NORMAL_TEXTURED_GEOMETRY GEOMETRY, POINT_LIGHT, SPOT_LIGHT, HUD, TEXTURED_GEOMETRY, NORMAL_TEXTURED_GEOMETRY
}; };
struct SceneNode { struct SceneNode {
SceneNode() { SceneNode(SceneNodeType type = GEOMETRY) {
position = glm::vec3(0, 0, 0); position = vec3(0, 0, 0);
rotation = glm::vec3(0, 0, 0); rotation = vec3(0, 0, 0);
scale = glm::vec3(1, 1, 1); scale = vec3(1, 1, 1);
referencePoint = glm::vec3(0, 0, 0); referencePoint = vec3(0, 0, 0);
vertexArrayObjectID = -1; vertexArrayObjectID = -1;
VAOIndexCount = 0; VAOIndexCount = 0;
nodeType = GEOMETRY; nodeType = type;
targeted_by = nullptr; targeted_by = nullptr;
isIlluminated = true; isIlluminated = true;
isInverted = false; isInverted = false;
} }
SceneNode(SceneNodeType type) : SceneNode() {
nodeType = type; void setMesh(Mesh* mesh) {
} static map<Mesh*, int> cache;
std::vector<SceneNode*> children; if (cache.find(mesh) == cache.end())
cache[mesh] = generateBuffer(*mesh, nodeType==NORMAL_TEXTURED_GEOMETRY);
vertexArrayObjectID = cache[mesh];
VAOIndexCount = mesh->indices.size();
}
void setTexture(PNGImage* diffuse, PNGImage* normal = nullptr) {
static map<PNGImage*, int> cache;
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;
// The node's position and rotation relative to its parent // The node's position and rotation relative to its parent
glm::vec3 position; vec3 position;
glm::vec3 rotation; vec3 rotation;
glm::vec3 scale; vec3 scale;
// set this if the shape uses a custom shader other than the default one // set this if the shape uses a custom shader other than the default one
Gloom::Shader* shader = nullptr; Gloom::Shader* shader = nullptr;
// A transformation matrix representing the transformation of the node's location relative to its parent. This matrix is updated every frame. // A transformation matrix representing the transformation of the node's location relative to its parent. This matrix is updated every frame.
glm::mat4 MVP; // MVP mat4 MVP; // MVP
glm::mat4 MV; // MV mat4 MV; // MV
glm::mat4 MVnormal; // transpose(inverse(MV)) mat4 MVnormal; // transpose(inverse(MV))
// The location of the node's reference point // The location of the node's reference point (center of rotation)
glm::vec3 referencePoint; vec3 referencePoint;
// The ID of the VAO containing the "appearance" of this SceneNode. // VAO IDs refering to a loaded Mesh and its length
int vertexArrayObjectID; int vertexArrayObjectID;
unsigned int VAOIndexCount; uint VAOIndexCount;
unsigned int diffuseTextureID; // textures
unsigned int normalTextureID; uint diffuseTextureID;
uint normalTextureID;
// shader flags
bool isIlluminated; bool isIlluminated;
bool isInverted; bool isInverted;
@ -69,7 +96,7 @@ struct SceneNode {
SceneNodeType nodeType; SceneNodeType nodeType;
// for lights: // for lights:
unsigned int lightID; uint lightID;
SceneNode* targeted_by; // spot SceneNode* targeted_by; // spot
}; };