Clean up VAO and texture IDs. I don't want to manage those
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1b05c0ac82
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@ -120,19 +120,11 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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Mesh pad = generateBox(padDimensions.x, padDimensions.y, padDimensions.z, false);
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Mesh sphere = generateSphere(1.0, 40, 40);
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uint ballVAO = generateBuffer(sphere);
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uint boxVAO = generateBuffer(box, true);
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uint padVAO = generateBuffer(pad);
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// textures
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t_charmap = loadPNGFile("../res/textures/charmap.png");
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t_cobble_diff = loadPNGFile("../res/textures/cobble_diff.png");
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t_cobble_normal = loadPNGFile("../res/textures/cobble_normal.png");
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uint t_charmapID = generateTexture(t_charmap);
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uint t_cobble_diffID = generateTexture(t_cobble_diff);
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uint t_cobble_normalID = generateTexture(t_cobble_normal);
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rootNode = createSceneNode();
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boxNode = createSceneNode(NORMAL_TEXTURED_GEOMETRY);
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padNode = createSceneNode();
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@ -148,21 +140,15 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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hudNode->children.push_back(textNode);
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//rootNode->children.push_back(textNode);
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boxNode->vertexArrayObjectID = boxVAO;
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boxNode->VAOIndexCount = box.indices.size();
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boxNode->diffuseTextureID = t_cobble_diffID;
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boxNode->normalTextureID = t_cobble_normalID;
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boxNode->setMesh(&box);
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boxNode->setTexture(&t_cobble_diff, &t_cobble_normal);
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padNode->vertexArrayObjectID = padVAO;
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padNode->VAOIndexCount = pad.indices.size();
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ballNode->vertexArrayObjectID = ballVAO;
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ballNode->VAOIndexCount = sphere.indices.size();
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padNode->setMesh(&pad);
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ballNode->setMesh(&sphere);
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// task 1a, add point lights
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for (int i = 0; i<3; i++) {
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lightNode[i] = createSceneNode();
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lightNode[i]->nodeType = SceneNodeType::POINT_LIGHT;
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lightNode[i] = createSceneNode(POINT_LIGHT);
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lightNode[i]->lightID = i;
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}
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rootNode->children.push_back(lightNode[0]);
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@ -182,7 +168,7 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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textNode->rotation = vec3(0.0, 0.0, 0.0);
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textNode->vertexArrayObjectID = generateBuffer(hello_world);
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textNode->VAOIndexCount = hello_world.indices.size();
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textNode->diffuseTextureID = t_charmapID;
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textNode->setTexture(&t_charmap);
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textNode->isIlluminated = false;
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textNode->isInverted = true;
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@ -235,11 +221,6 @@ void updateNodeTransformations(SceneNode* node, mat4 transformationThusFar, mat4
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if (node->targeted_by != nullptr) {
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assert(node->targeted_by->nodeType == SPOT_LIGHT);
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node->targeted_by->rotation = vec3(MV*glm::vec4(node->position, 1.0));
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//std::cout << node->targeted_by->rotation[0]
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// << " " << node->targeted_by->rotation[1]
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// << " " << node->targeted_by->rotation[2]
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// << std::endl;
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}
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}
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@ -8,60 +8,87 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/mat4x4.hpp>
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#include <map>
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#include <stack>
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#include <stdbool.h>
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#include <utilities/glutils.h>
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#include <utilities/shader.hpp>
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#include <vector>
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using glm::vec3;
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using glm::mat4;
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using std::map;
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using std::vector;
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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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};
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struct SceneNode {
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SceneNode() {
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position = glm::vec3(0, 0, 0);
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rotation = glm::vec3(0, 0, 0);
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scale = glm::vec3(1, 1, 1);
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SceneNode(SceneNodeType type = GEOMETRY) {
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position = vec3(0, 0, 0);
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rotation = vec3(0, 0, 0);
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scale = vec3(1, 1, 1);
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referencePoint = glm::vec3(0, 0, 0);
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referencePoint = vec3(0, 0, 0);
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vertexArrayObjectID = -1;
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VAOIndexCount = 0;
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nodeType = GEOMETRY;
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nodeType = type;
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targeted_by = nullptr;
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isIlluminated = true;
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isInverted = false;
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}
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SceneNode(SceneNodeType type) : SceneNode() {
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nodeType = type;
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void setMesh(Mesh* mesh) {
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static map<Mesh*, int> cache;
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if (cache.find(mesh) == cache.end())
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cache[mesh] = generateBuffer(*mesh, nodeType==NORMAL_TEXTURED_GEOMETRY);
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vertexArrayObjectID = cache[mesh];
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VAOIndexCount = mesh->indices.size();
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}
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void setTexture(PNGImage* diffuse, PNGImage* normal = nullptr) {
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static map<PNGImage*, int> cache;
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if (cache.find(diffuse) == cache.end()) cache[diffuse] = generateTexture(*diffuse);
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diffuseTextureID = cache[diffuse];
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if (!normal) return;
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if (cache.find(normal) == cache.end()) cache[normal] = generateTexture(*normal);
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normalTextureID = cache[normal];
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}
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std::vector<SceneNode*> children;
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vector<SceneNode*> children;
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// The node's position and rotation relative to its parent
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glm::vec3 position;
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glm::vec3 rotation;
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glm::vec3 scale;
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vec3 position;
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vec3 rotation;
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vec3 scale;
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// set this if the shape uses a custom shader other than the default one
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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.
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glm::mat4 MVP; // MVP
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glm::mat4 MV; // MV
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glm::mat4 MVnormal; // transpose(inverse(MV))
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mat4 MVP; // MVP
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mat4 MV; // MV
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mat4 MVnormal; // transpose(inverse(MV))
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// The location of the node's reference point
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glm::vec3 referencePoint;
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// The location of the node's reference point (center of rotation)
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vec3 referencePoint;
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// The ID of the VAO containing the "appearance" of this SceneNode.
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// VAO IDs refering to a loaded Mesh and its length
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int vertexArrayObjectID;
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unsigned int VAOIndexCount;
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uint VAOIndexCount;
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unsigned int diffuseTextureID;
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unsigned int normalTextureID;
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// textures
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uint diffuseTextureID;
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uint normalTextureID;
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// shader flags
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bool isIlluminated;
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bool isInverted;
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@ -69,7 +96,7 @@ struct SceneNode {
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SceneNodeType nodeType;
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// for lights:
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unsigned int lightID;
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uint lightID;
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SceneNode* targeted_by; // spot
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};
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