Files
vimix/Scene.cpp
2020-04-08 00:42:18 +02:00

329 lines
7.5 KiB
C++

#include "defines.h"
#include "Scene.h"
#include "Shader.h"
#include "Primitives.h"
#include "Visitor.h"
#include "Log.h"
#include <glad/glad.h>
#include <glm/gtc/type_ptr.hpp>
#include <glm/ext/vector_float3.hpp>
#include <glm/ext/vector_float4.hpp>
#include <glm/ext/matrix_float4x4.hpp>
#include <glm/gtc/matrix_access.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <chrono>
#include <ctime>
#include <algorithm>
glm::mat4 transform(glm::vec3 translation, glm::vec3 rotation, glm::vec3 scale)
{
glm::mat4 View = glm::translate(glm::identity<glm::mat4>(), translation);
View = glm::rotate(View, rotation.x, glm::vec3(1.f, 0.f, 0.f));
View = glm::rotate(View, rotation.y, glm::vec3(0.f, 1.f, 0.f));
View = glm::rotate(View, rotation.z, glm::vec3(0.f, 0.f, 1.f));
glm::mat4 Model = glm::scale(glm::identity<glm::mat4>(), scale);
return View * Model;
}
// Node
Node::Node() : initialized_(false), parent_(nullptr), visible_(true)
{
// create unique id
auto duration = std::chrono::system_clock::now().time_since_epoch();
id_ = std::chrono::duration_cast<std::chrono::nanoseconds>(duration).count() % 100000000;
transform_ = glm::identity<glm::mat4>();
scale_ = glm::vec3(1.f);
rotation_ = glm::vec3(0.f);
translation_ = glm::vec3(0.f);
}
void Node::update( float dt )
{
// update transform matrix from attributes
transform_ = transform(translation_, rotation_, scale_);
}
void Node::accept(Visitor& v)
{
v.visit(*this);
}
// Primitive
Primitive::~Primitive()
{
deleteGLBuffers_();
points_.clear();
colors_.clear();
texCoords_.clear();
indices_.clear();
}
void Primitive::init()
{
deleteGLBuffers_();
// Vertex Array
glGenVertexArrays( 1, &vao_ );
// Create and initialize buffer objects
uint arrayBuffer_;
uint elementBuffer_;
glGenBuffers( 1, &arrayBuffer_ );
glGenBuffers( 1, &elementBuffer_);
glBindVertexArray( vao_ );
// compute the memory needs for points normals and indicies
std::size_t sizeofPoints = sizeof(glm::vec3)*points_.size();
std::size_t sizeofColors = sizeof(glm::vec3)*colors_.size();
std::size_t sizeofTexCoords = sizeof(glm::vec2) * texCoords_.size();
// setup the array buffers for vertices
glBindBuffer( GL_ARRAY_BUFFER, arrayBuffer_ );
glBufferData(GL_ARRAY_BUFFER, sizeofPoints + sizeofColors + sizeofTexCoords, NULL, GL_STATIC_DRAW);
glBufferSubData( GL_ARRAY_BUFFER, 0, sizeofPoints, &points_[0] );
glBufferSubData( GL_ARRAY_BUFFER, sizeofPoints, sizeofColors, &colors_[0] );
if ( sizeofTexCoords )
glBufferSubData( GL_ARRAY_BUFFER, sizeofPoints + sizeofColors, sizeofTexCoords, &texCoords_[0] );
// setup the element array for the triangle indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer_);
int sizeofIndices = indices_.size()*sizeof(uint);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeofIndices, &(indices_[0]), GL_STATIC_DRAW);
// explain how to read attributes 0, 1 and 2 (for point, color and textcoord respectively)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void *)0 );
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void *)(sizeofPoints) );
glEnableVertexAttribArray(1);
if ( sizeofTexCoords ) {
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec2), (void *)(sizeofPoints + sizeofColors) );
glEnableVertexAttribArray(2);
}
// done
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// delete temporary buffers
if ( arrayBuffer_ ) glDeleteBuffers ( 1, &arrayBuffer_);
if ( elementBuffer_ ) glDeleteBuffers ( 1, &elementBuffer_);
Node::init();
}
void Primitive::draw(glm::mat4 modelview, glm::mat4 projection)
{
if ( !initialized() )
init();
if ( visible_ ) {
//
// prepare and use shader
//
if (shader_) {
shader_->projection = projection;
shader_->modelview = modelview * transform_;
shader_->use();
}
//
// draw vertex array object
//
glBindVertexArray( vao_ );
glDrawElements( drawingPrimitive_, indices_.size(), GL_UNSIGNED_INT, 0 );
glBindVertexArray(0);
}
}
void Primitive::accept(Visitor& v)
{
Node::accept(v);
v.visit(*this);
}
void Primitive::deleteGLBuffers_()
{
if ( vao_ )
glDeleteVertexArrays ( 1, &vao_);
}
// Group
Group::~Group()
{
children_.clear();
}
void Group::init()
{
for (NodeSet::iterator node = children_.begin();
node != children_.end(); node++) {
(*node)->init();
}
Node::init();
}
void Group::update( float dt )
{
Node::update(dt);
// update every child node
for (NodeSet::iterator node = children_.begin();
node != children_.end(); node++) {
(*node)->update ( dt );
}
}
void Group::draw(glm::mat4 modelview, glm::mat4 projection)
{
if ( !initialized() )
init();
if ( visible_ ) {
// append the instance transform to the ctm
glm::mat4 ctm = modelview * transform_;
// draw every child node
for (NodeSet::iterator node = children_.begin();
node != children_.end(); node++) {
(*node)->draw ( ctm, projection );
}
}
}
void Group::accept(Visitor& v)
{
Node::accept(v);
v.visit(*this);
}
void Group::addChild(Node *child)
{
children_.insert(child);
child->parent_ = this;
}
void Group::removeChild(Node *child)
{
NodeSet::iterator it = std::find_if(children_.begin(), children_.end(), hasId(child->id()));
if ( it != children_.end())
{
children_.erase(it);
child->parent_ = nullptr;
}
}
NodeSet::iterator Group::begin()
{
return children_.begin();
}
NodeSet::iterator Group::end()
{
return children_.end();
}
uint Group::numChildren() const
{
return children_.size();
}
void Switch::update( float dt )
{
Node::update(dt);
// update active child node
if (active_ != children_.end())
(*active_)->update( dt );
}
void Switch::draw(glm::mat4 modelview, glm::mat4 projection)
{
if ( !initialized() )
init();
if ( visible_ ) {
// draw current child
if (active_ != children_.end())
(*active_)->draw( modelview * transform_, projection);
}
}
void Switch::accept(Visitor& v)
{
Group::accept(v);
v.visit(*this);
}
void Switch::addChild(Node *child)
{
Group::addChild(child);
setActiveChild(child);
}
void Switch::removeChild(Node *child)
{
Group::removeChild(child);
active_ = children_.begin();
}
void Switch::setActiveChild(Node *child)
{
setActiveChild( std::find_if(children_.begin(), children_.end(), hasId(child->id())) );
}
void Switch::setActiveChild(NodeSet::iterator n)
{
if ( n != children_.end())
active_ = n;
else
active_ = children_.begin();
}
NodeSet::iterator Switch::activeChild() const
{
return active_;
}
void Switch::setIndexActiveChild(int index)
{
int i = 0;
for (NodeSet::iterator node = children_.begin();
node != children_.end(); node++, i++) {
if ( i == index ) {
active_ = node;
break;
}
}
}
int Switch::getIndexActiveChild() const
{
int index = 0;
for (NodeSet::iterator node = children_.begin();
node != children_.end(); node++, index++) {
if (node == active_)
break;
}
return index;
}
void Scene::accept(Visitor& v)
{
v.visit(*this);
}