112 lines
2.9 KiB
C++
112 lines
2.9 KiB
C++
#pragma once
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#include <assert.h>
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#include <chrono>
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#include <cstdio>
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#include <cstdlib>
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#include <ctime>
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#include <fstream>
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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 <utilities/material.hpp>
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#include <vector>
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using glm::vec2;
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using glm::vec3;
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using glm::vec4;
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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,
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POINT_LIGHT,
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SPOT_LIGHT,
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};
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struct SceneNode {
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SceneNode(SceneNodeType type = GEOMETRY);
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void setMesh(const Mesh* mesh);
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void setTexture(
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const PNGImage* diffuse,
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const PNGImage* normal=nullptr,
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const PNGImage* displacement=nullptr,
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const PNGImage* reflection=nullptr,
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bool texture_reset=true);
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void setMaterial(const Material& mat, bool recursive=false);
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bool has_no_transforms() const;
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bool has_transparancy() const;
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SceneNode* clone() const;
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// this node
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SceneNodeType nodeType;
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vector<SceneNode*> children;
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// light specific:
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uint lightID = -1;
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vec3 light_color = vec3(1.0);
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vec3 attenuation = vec3(1.0, 0.0, 0.001); // 1 / (x + y*l + z*l*l)
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float spot_cuttof_cos = glm::cos(glm::radians(1.5));
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vec3 spot_direction = vec3(0.0); // in MV space, must be normalized, automatically updated by spot_target
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SceneNode* spot_target = nullptr; // spot will follow this node
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// The node's position and rotation relative to its parent
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vec3 position = vec3(0, 0, 0);
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vec3 rotation = vec3(0, 0, 0);
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vec3 scale = vec3(1, 1, 1);
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vec3 referencePoint = vec3(0, 0, 0); // center of rotation, in model space
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// VAO IDs refering to a loaded Mesh and its length
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int vertexArrayObjectID = -1;
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uint VAOIndexCount = 0;
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// textures and materials
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float opacity = 1.0;
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float shininess = 1.0; // specular power
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float reflexiveness = 0.0; // 0 is no reflection, 1 is a mirror. Negative value will have it multiply with base instead
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vec3 diffuse_color = vec3(1.0);
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vec3 emissive_color = vec3(0.5);
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vec3 specular_color = vec3(0.2);
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vec2 uvOffset = vec2(0.0, 0.0); // specular power
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uint diffuseTextureID;
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uint normalTextureID;
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uint displacementTextureID;
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float displacementCoefficient = 0.1; // in units
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uint reflectionTextureID;
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// has_transparancy check
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bool mesh_has_transparancy = false;
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bool tex_has_transparancy = false;
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// shader flags
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bool isTextured = false;
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bool isVertexColored = false;
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bool isNormalMapped = false;
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bool isDisplacementMapped = false;
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bool isReflectionMapped = false;
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bool isIlluminated = true;
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bool isInverted = false;
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// rendering
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Gloom::Shader* shader = nullptr;
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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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};
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// Struct for keeping track of 2D coordinates
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SceneNode* createSceneNode();
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SceneNode* createSceneNode(SceneNodeType type);
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void addChild(SceneNode* parent, SceneNode* child);
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void printNode(SceneNode* node);
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