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Node.cpp
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175 lines (122 loc) · 5.61 KB
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#include "Scene.hpp"
#include "Node.hpp"
#include "Mesh/Mesh.hpp"
#include "Node.hpp"
#include "Camera.hpp"
#include "ShadowDepthShader.hpp"
#include "BasicLightingShader.hpp"
#include "GBufferShader.hpp"
#include "AlbedoColorShader.hpp"
Node::Node(Scene* scene, std::shared_ptr<Mesh> mesh, mat4 localTransform)
: _scene(scene), _mesh(std::move(mesh)), _localTransform(std::move(localTransform)),
_parent(nullptr)
{
}
Node::~Node() {
_children.clear();
}
void Node::addChild(std::shared_ptr<Node> node) {
_children.emplace_back(node);
node->_parent = this;
}
void Node::transformUpdate() {
_worldTransform = _parent ? _parent->worldTransform() * _localTransform : _localTransform;
}
void Node::setLocalTransform(mat4 localTransform) {
_localTransform = std::move(localTransform);
transformUpdate();
}
void Node::render() {
std::shared_ptr<ShaderBase> activeShader = _scene->shaderManager()->getActiveShader();
switch (_shaderType) {
case eShaderProgram_ShadowDepth:
setShadowDepthShader(std::static_pointer_cast<ShadowDepthShader>(activeShader)); break;
case eShaderProgram_GBuffer:
setGBufferShader(std::static_pointer_cast<GBufferShader>(activeShader)); break;
case eShaderProgram_Default:
setBasicPhongShader(std::static_pointer_cast<BasicLightingShader>(activeShader)); break;
case eShaderProgram_ALBEDO_COLOR: {
mat4 mvp = _worldTransform * _scene->camera()->viewMat() * _scene->camera()->projMat();
std::static_pointer_cast<AlbedoColorShader>(activeShader)->mvpUniformMatrix4fv(mvp.pointer());
break;
}
default:
printf("?????\n");
break;
}
_mesh->render(activeShader);
}
//private method - shader set
void Node::setShadowDepthShader(std::shared_ptr<ShadowDepthShader> shader) {
const mat4& view = _scene->camera()->viewMat();
const mat4& proj = _scene->camera()->projMat();
mat4 wordlView = _worldTransform * view;
mat4 shadowMVP = _worldTransform * _scene->shadowLightViewProjection();
shader->projMatUniformMatrix4fv(proj.pointer());
shader->worldViewMatUniformMatrix4fv(wordlView.pointer());
shader->shadowMVPUniformMatrix4fv(shadowMVP.pointer());
}
void Node::setGBufferShader(std::shared_ptr<GBufferShader> shader) {
//light env
setSceneLightCommonProperty(std::static_pointer_cast<BasicLightingShader>(shader));
const mat4& view = _scene->camera()->viewMat();
const mat4& proj = _scene->camera()->projMat();
mat4 wordlView = _worldTransform * view;
shader->projMatUniformMatrix4fv(proj.pointer());
shader->worldMatUniformMatrix4fv(_worldTransform.pointer());
shader->worldViewMatUniformMatrix4fv(wordlView.pointer());
shader->worldNormalMatUniformMatrix4fv(_worldTransform.invert().transposed().pointer());
}
void Node::setBasicPhongShader(std::shared_ptr<BasicLightingShader> shader) {
//light env
setSceneLightCommonProperty(shader);
const mat4& view = _scene->camera()->viewMat();
const mat4& proj = _scene->camera()->projMat();
mat4 wordlView = _worldTransform * view;
shader->projMatUniformMatrix4fv(proj.pointer());
shader->worldMatUniformMatrix4fv(_worldTransform.pointer());
shader->worldViewMatUniformMatrix4fv(wordlView.pointer());
shader->worldNormalMatUniformMatrix4fv(_worldTransform.invert().transposed().pointer());
}
void Node::setSceneLightCommonProperty(std::shared_ptr<BasicLightingShader>const & shader) {
auto& ambientColor = _scene->ambientColor();
auto& diffuseColor = _scene->diffuseColor();
auto& specularColor = _scene->specularColor();
shader->ambientColorUniform3f(ambientColor.x, ambientColor.y, ambientColor.z);
shader->diffuseColorUniform3f(diffuseColor.x, diffuseColor.y, diffuseColor.z);
shader->specularColorUniform3f(specularColor.x, specularColor.y, specularColor.z);
const int LIGHT_COMPONENT_COUNT = 3;
float* lightPosArray = new float[_scene->lightPositions().size() * LIGHT_COMPONENT_COUNT];
int idx = 0;
for (auto& lightPos : _scene->lightPositions()) {
lightPosArray[idx++] = lightPos.x;
lightPosArray[idx++] = lightPos.y;
lightPosArray[idx++] = lightPos.z;
}
shader->worldLightPosUniform3fv(lightPosArray, (int)_scene->lightPositions().size());
delete [] lightPosArray;
const auto cameraEye = _scene->camera()->eye();
shader->worldEyePositionUniform3f(cameraEye.x, cameraEye.y, cameraEye.z);
}
//TODO
bool Node::hitTest(Ray ray, vec3& outPos) {
bool ret = false;
if (_mesh->rayCheckType() == Mesh::RayCheckType::Sphere) {
vec3 origin = _worldTransform.multiplication1n4(vec4(0, 0, 0, 1)).xyz();
ret = ray.intersectWithSphere(origin, _mesh->boundingSphereRadius(), outPos);
} else if (_mesh->rayCheckType() == Mesh::RayCheckType::Box) {
ret = ray.intersectWithBox(_mesh->boundingBox().minPos, _mesh->boundingBox().maxPos, outPos);
} else if (_mesh->rayCheckType() == Mesh::RayCheckType::Plane) {
}
return true;
}
//TODO
vec3 Node::worldNormalAt(vec3 point) {
if (_mesh->rayCheckType() == Mesh::RayCheckType::Sphere) {
vec3 worldOrigin = _worldTransform.multiplication1n4(vec4(0, 0, 0, 1)).xyz();
return (point - worldOrigin).normalized();
} else if (_mesh->rayCheckType() == Mesh::RayCheckType::Box) {
} else if (_mesh->rayCheckType() == Mesh::RayCheckType::Plane) {
}
return vec3(0, 0, 0);
}