mirror of
https://github.com/brunoherbelin/vimix.git
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179 lines
4.5 KiB
C++
179 lines
4.5 KiB
C++
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#include "Scene.h"
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#include "Shader.h"
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#include "Log.h"
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#include <glad/glad.h>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/ext/vector_float3.hpp>
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#include <glm/ext/vector_float4.hpp>
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#include <glm/ext/matrix_float4x4.hpp>
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#include <glm/gtc/matrix_access.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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// Node
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Node::Node() : parent_(nullptr), visible_(false)
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{
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worldToLocal_ = glm::identity<glm::mat4>();
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localToWorld_ = glm::identity<glm::mat4>();
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transform_ = glm::identity<glm::mat4>();
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}
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void Node::update( float dt )
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{
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if ( parent_ ) {
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localToWorld_ = dynamic_cast<Group*>(parent_)->getLocalToWorldMatrix() * transform_;
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worldToLocal_ = glm::inverse(transform_) * dynamic_cast<Group*>(parent_)->getWorldToLocalMatrix();
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}
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else {
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localToWorld_ = transform_;
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worldToLocal_ = glm::inverse(transform_);
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}
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}
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// Primitive
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Primitive::~Primitive()
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{
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deleteGLBuffers_();
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points_.clear();
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colors_.clear();
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texCoords_.clear();
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indices_.clear();
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}
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void Primitive::init()
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{
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deleteGLBuffers_();
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// Vertex Array
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glGenVertexArrays( 1, &vao_ );
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// Create and initialize buffer objects
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glGenBuffers( 1, &arrayBuffer_ );
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glGenBuffers( 1, &elementBuffer_);
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glBindVertexArray( vao_ );
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// compute the memory needs for points normals and indicies
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std::size_t sizeofPoints = sizeof(glm::vec3)*points_.size();
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std::size_t sizeofColors = sizeof(glm::vec3)*colors_.size();
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std::size_t sizeofTexCoords = sizeof(glm::vec2) * texCoords_.size();
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// setup the array buffers for vertices
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glBindBuffer( GL_ARRAY_BUFFER, arrayBuffer_ );
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glBufferData(GL_ARRAY_BUFFER, sizeofPoints + sizeofColors + sizeofTexCoords, NULL, GL_STATIC_DRAW);
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glBufferSubData( GL_ARRAY_BUFFER, 0, sizeofPoints, &points_[0] );
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glBufferSubData( GL_ARRAY_BUFFER, sizeofPoints, sizeofColors, &colors_[0] );
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if ( sizeofTexCoords )
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glBufferSubData( GL_ARRAY_BUFFER, sizeofPoints + sizeofColors, sizeofTexCoords, &texCoords_[0] );
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// setup the element array for the triangle indices
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer_);
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int sizeofIndices = indices_.size()*sizeof(unsigned int);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeofIndices, &(indices_[0]), GL_STATIC_DRAW);
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// explain how to read attributes 0, 1 and 2 (for point, color and textcoord respectively)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void *)0 );
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void *)(sizeofPoints) );
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glEnableVertexAttribArray(1);
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if ( sizeofTexCoords ) {
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec2), (void *)(sizeofPoints + sizeofColors) );
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glEnableVertexAttribArray(2);
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}
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// done
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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drawingPrimitive_ = GL_TRIANGLE_STRIP;
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visible_ = true;
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}
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void Primitive::draw(glm::mat4 modelview, glm::mat4 projection)
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{
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if ( visible_ ) {
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if (shader_) {
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shader_->projection = projection;
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shader_->modelview = modelview * transform_;
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shader_->use();
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}
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//
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// draw
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//
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glBindVertexArray( vao_ );
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glDrawElements( drawingPrimitive_, indices_.size(), GL_UNSIGNED_INT, 0 );
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glBindVertexArray(0);
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}
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}
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void Primitive::deleteGLBuffers_()
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{
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if ( arrayBuffer_ ) glDeleteBuffers ( 1, &arrayBuffer_);
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if ( elementBuffer_ ) glDeleteBuffers ( 1, &elementBuffer_);
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if ( vao_ ) glDeleteVertexArrays ( 1, &vao_);
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}
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// Group
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Group::~Group()
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{
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children_.clear();
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}
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void Group::init()
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{
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visible_ = true;
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}
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void Group::update( float dt )
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{
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Node::update(dt);
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// update every child node
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for (std::vector<Node*>::iterator node = children_.begin();
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node != children_.end(); node++) {
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(*node)->update ( dt );
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}
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}
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void Group::draw(glm::mat4 modelview, glm::mat4 projection)
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{
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if ( visible_ ) {
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// append the instance transform to the ctm
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glm::mat4 ctm = modelview * transform_;
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// draw every child node
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for (std::vector<Node*>::iterator node = children_.begin();
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node != children_.end(); node++) {
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(*node)->draw ( ctm, projection );
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}
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}
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}
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void Group::addChild(Node *child)
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{
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children_.push_back ( child );
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child->parent_ = this;
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}
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Node *Group::getChild(int i)
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{
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if ( i >= 0 && i < children_.size() )
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return children_[i];
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else
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return nullptr;
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}
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int Group::numChildren()
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{
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return children_.size();
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}
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