-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathscene.hpp
75 lines (54 loc) · 1.95 KB
/
scene.hpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
#ifndef SCENE_H
#define SCENE_H
#include <mesh/object.hpp>
#include <light.hpp>
#include <shader.hpp>
#include <camera.hpp>
#include <conf.hpp>
#include <texture.hpp>
#include <map>
#include <string>
#include <deque>
class Node;
class Scene {
public:
Scene(const Config& conf);
~Scene();
void draw(std::string sName);
void resize(int width, int height);
void addMesh(std::string name, std::string objFile);
void addNode(const NodeConf& conf);
void delNode(std::string name);
void addMaterial(const MatConf& conf);
void bindMaterial(std::string node, std::string mat);
void addTexture(std::string name, std::string img);
void delTexture(std::string name);
void bindTexture(std::string nodeName, std::string tName);
void unbindTexture(std::string nodeName, std::string tName);
void addShader(std::string name, std::string pfx);
void addShader(std::string name, std::string vSrc, std::string fSrc);
void addShader(const ShaderConf& conf);
void delShader(std::string name);
void bindShader(std::string nodeName, std::string sName);
void unbindShader(std::string nodeName, std::string sName);
void moveLight(glm::vec3 dv);
void moveMouse(float xpos, float ypos);
void zoom(float dx);
void translate(std::string name, const glm::vec3& dv);
void rotate(std::string name, const glm::vec3& dv);
void scale(std::string name, const glm::vec3& dv);
void center(std::string name, const glm::vec3& v);
std::deque<std::string> nodeList();
void raytrace();
private:
void buildPreOrder();
std::deque<std::string> preOrder;
std::map<std::string,Node*> nodes;
std::map<std::string,Shader*> shaders;
std::map<std::string,Object*> geoms;
std::map<std::string,Texture*> textures;
Camera *camera;
std::vector<Light*> lights;
std::map<std::string,MatConf*> materials;
};
#endif /* SCENE_H */