TDT4230_final_project/src/sceneGraph.hpp

112 lines
2.9 KiB
C++

#pragma once
#include <assert.h>
#include <chrono>
#include <cstdio>
#include <cstdlib>
#include <ctime>
#include <fstream>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/mat4x4.hpp>
#include <map>
#include <stack>
#include <stdbool.h>
#include <utilities/glutils.h>
#include <utilities/shader.hpp>
#include <utilities/material.hpp>
#include <vector>
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<SceneNode*> 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);