#pragma once #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using glm::vec2; using glm::vec3; using glm::vec4; 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); void setMesh(const Mesh* mesh); void setTexture( const PNGImage* diffuse, const PNGImage* normal=nullptr, const PNGImage* displacement=nullptr, const PNGImage* reflection=nullptr, bool texture_reset=true); void setMaterial(const Material& mat, bool recursive=false); bool has_no_transforms() const; bool has_transparancy() const; SceneNode* clone() const; // this node SceneNodeType nodeType; vector children; // light specific: uint lightID = -1; vec3 light_color = vec3(1.0); vec3 attenuation = vec3(1.0, 0.0, 0.001); // 1 / (x + y*l + z*l*l) float spot_cuttof_cos = glm::cos(glm::radians(1.5)); vec3 spot_direction = vec3(0.0); // in MV space, must be normalized, automatically updated by spot_target SceneNode* spot_target = 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); 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 and materials float opacity = 1.0; float shininess = 1.0; // specular power float reflexiveness = 0.0; // 0 is no reflection, 1 is a mirror. Negative value will have it multiply with base instead vec3 diffuse_color = vec3(1.0); vec3 emissive_color = vec3(0.5); vec3 specular_color = vec3(0.2); vec2 uvOffset = vec2(0.0, 0.0); // specular power uint diffuseTextureID; uint normalTextureID; uint displacementTextureID; float displacementCoefficient = 0.1; // in units uint reflectionTextureID; // has_transparancy check bool mesh_has_transparancy = false; bool tex_has_transparancy = false; // shader flags bool isTextured = false; bool isVertexColored = false; bool isNormalMapped = false; bool isDisplacementMapped = false; bool isReflectionMapped = 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);