#pragma once #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using glm::vec3; using glm::mat4; using std::map; using std::vector; typedef unsigned int uint; enum SceneNodeType { GEOMETRY, POINT_LIGHT, SPOT_LIGHT, }; struct SceneNode { SceneNode(SceneNodeType type = GEOMETRY) { nodeType = type; } void setMesh(Mesh* mesh) { static map cache; if (cache.find(mesh) == cache.end()) cache[mesh] = generateBuffer(*mesh, isNormalMapped || isDisplacementMapped); vertexArrayObjectID = cache[mesh]; VAOIndexCount = mesh->indices.size(); } void setTexture(PNGImage* diffuse, PNGImage* normal=nullptr, PNGImage* displacement=nullptr) { static map cache; assert(vertexArrayObjectID==-1); if (diffuse) { if (cache.find(diffuse) == cache.end()) cache[diffuse] = generateTexture(*diffuse); diffuseTextureID = cache[diffuse]; isTextured = true; } if (normal) { if (cache.find(normal) == cache.end()) cache[normal] = generateTexture(*normal); normalTextureID = cache[normal]; isNormalMapped = true; } if (displacement) { if (cache.find(displacement) == cache.end()) cache[displacement] = generateTexture(*displacement); displacementTextureID = cache[displacement]; isDisplacementMapped = true; } } // this node SceneNodeType nodeType; vector children; // light specific: uint lightID = -1; vec3 color_emissive = vec3(0.0); vec3 color_diffuse = vec3(0.8); vec3 color_specular = vec3(0.5); vec3 attenuation = vec3(1.0, 0.0, 0.001); // 1 / (x + y*l + z*l*l) float spot_cuttof_angle = glm::radians(1.5); // radians SceneNode* targeted_by = nullptr; // spot will follow this node // The node's position and rotation relative to its parent vec3 position = vec3(0, 0, 0); vec3 rotation = vec3(0, 0, 0); // also used as spot-target vec3 scale = vec3(1, 1, 1); vec3 referencePoint = vec3(0, 0, 0); // center of rotation, in model space // VAO IDs refering to a loaded Mesh and its length int vertexArrayObjectID = -1; uint VAOIndexCount = 0; // textures float shinyness = 10.0; // specular power uint diffuseTextureID; uint normalTextureID; uint displacementTextureID; float displacementCoefficient = 0.1; // in units // shader flags bool isTextured = false; bool isNormalMapped = false; bool isDisplacementMapped = false; bool isIlluminated = true; bool isInverted = false; // rendering Gloom::Shader* shader = nullptr; mat4 MVP; // MVP mat4 MV; // MV mat4 MVnormal; // transpose(inverse(MV)) }; // Struct for keeping track of 2D coordinates SceneNode* createSceneNode(); SceneNode* createSceneNode(SceneNodeType type); void addChild(SceneNode* parent, SceneNode* child); void printNode(SceneNode* node);