read scene graph from file
This commit is contained in:
parent
3c0b9f42c1
commit
70c611d0d6
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@ -0,0 +1,84 @@
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# Kommentar
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# Definition eines Modells
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# Model hat eindeutige numerische ID
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# Durch diese ID kann ein Objekt dieses Modell verwenden
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model 0
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# Angabe der OBJ Datei
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file ../obj/cube.obj
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# Angabe der Textur Datei
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texture ../texture/crate.png
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# Definition eines Modells oder Objekts endet automatisch
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# bei beginn einer neuen Definition
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model 1
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file ../obj/earth.obj
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texture ../texture/pb.png
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# Definition eines Objekts
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# jedes Objekt braucht eindeutige numerische ID
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obj 0
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# Angabe welches Modell das Objekt nutzt
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# Kann im Fall von Gruppenobjekten weggelassen werden
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use 0
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# lesbarer Name des Objekts
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# eigentlich nur für debugging, muss wahrscheinlich
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# garnicht implementiert werden
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name myCrate1
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# Position des Objekts
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# relativ zur Position des Parent Elements
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position 0.0 0.0 2.0
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# Skalierung des Objekts
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# relativ zur Skalierung des Parent Elements
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scale 1.0 1.0 1.0
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# rotationen
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rotationX 0.0
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rotationY 1.5
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rotationZ 0.0
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obj 1
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use 0
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name myCrate2
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position 0.0 1.0 0.0
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scale 0.5 0.5 0.5
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# Definition des Parent Objekts
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parent 0
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obj 2
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use 1
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name Sonne
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#texture ../texture/pb.png
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position 0.0 0.0 0.0
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scale 2.0 2.0 2.0
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obj 3
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use 1
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name Erde
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#texture ../texture/earth/day.png
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position 4.0 0.0 0.0
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scale 1.0 1.0 1.0
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parent 2
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obj 4
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use 1
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name Mond
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#texture ../texture/checkerboard.png
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position 2.0 0.0 0.0
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scale 0.5 0.5 0.5
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parent 3
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106
src/main.c
106
src/main.c
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@ -12,9 +12,6 @@
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#include "wavefrontobj.h"
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#include "sceneGraph.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "../lib/stb_image.h"
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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@ -32,17 +29,6 @@ GLuint program;
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int flipFlag = 1;
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GLuint textures[NUM_TEXTURES];
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char* textureFiles[NUM_TEXTURES] = {
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"../texture/earth/day.png",
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"../texture/earth/night.png",
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"../texture/earth/clouds.png",
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"../texture/earth/ocean_mask.png",
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"../texture/earth/normal.png"
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};
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ObjectData* objectData;
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bool exitRequested = false;
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GLFWwindow* window;
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@ -65,15 +51,6 @@ mat4 viewingTransformation;
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// Define a global scene graph root node
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SceneNode* rootNode;
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int numModels = 0;
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char* models[] = {
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"../obj/Xblock.obj",
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"../obj/Yblock.obj",
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"../obj/Yblock_rotated.obj",
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"../obj/Zblock.obj",
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};
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/**
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* Input handler for camera movement.
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* */
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@ -126,38 +103,9 @@ void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int
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}
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}
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/**
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* Loads textures.
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*/
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void loadTexture(char* textureFile, GLuint* texture) {
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int width, height, nrChannels;
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unsigned char* image = stbi_load(textureFile, &width, &height, &nrChannels, 0);
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// default: 3 channels, RGB
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GLenum channelFormats[] = {
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0,
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GL_RED,
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GL_RG,
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GL_RGB,
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GL_RGBA
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};
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GLenum format = channelFormats[nrChannels];
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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printf("%s - %d\n", textureFile, nrChannels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, image);
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// load texture using previously determined format ----- ^^^^^^
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free(image);
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}
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void renderNode(SceneNode* node) {
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if (!node->model) return;
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mat4 modelView;
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identity(&modelView);
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multiply(&modelView, &node->worldTransformation, &modelView);
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@ -182,14 +130,14 @@ void renderNode(SceneNode* node) {
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textureLocation = glGetUniformLocation(program, "textureSampler");
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glUniform1i(textureLocation, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures[DAY]);
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glBindTexture(GL_TEXTURE_2D, node->model->texture);
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textureLocation = glGetUniformLocation(program, "normalMap");
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glUniform1i(textureLocation, 4);
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, textures[NORMAL]);
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// textureLocation = glGetUniformLocation(program, "normalMap");
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// glUniform1i(textureLocation, 4);
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// glActiveTexture(GL_TEXTURE4);
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// glBindTexture(GL_TEXTURE_2D, textures[NORMAL]);
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draw_object(node->objectData);
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draw_object(node->model->objectData);
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}
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void init(void) {
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@ -260,30 +208,11 @@ void init(void) {
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}
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// --------------- READ MODEL FILES
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//objectData = readObjFiles(&models, numModels);
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char* c = "../obj/new/Window.obj";
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objectData = readSingleObjFile(&c);
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stbi_set_flip_vertically_on_load(flipFlag);
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// -------------- READ TEXTURE FILES
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for (int i = 0; i < NUM_TEXTURES; i++) {
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loadTexture(textureFiles[i], &textures[i]);
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}
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// --------------- READ SCENE GRAPH
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setNodeRenderFunction(&renderNode);
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// Create the root scene node
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rootNode = createSceneNode();
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// Create a child node (e.g., for the model)
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SceneNode* modelNode = createSceneNode();
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modelNode->objectData = objectData;
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addChild(rootNode, modelNode);
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// Set transformations for the modelNode (example)
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rotateY(&modelNode->transformation, &modelNode->transformation, pi / 4);
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// read scene graph
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rootNode = loadSceneGraphFromFile("../scene-graph-example.scg");
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// ENABLE BACKFACE CULLING
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glFrontFace(GL_CCW);
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@ -361,17 +290,10 @@ void draw(void) {
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glUniform4f(glGetUniformLocation(program, "lightColor"), 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.05f, 0.05f, 0.05f, 1.0f);
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// BIND TEXTURES
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GLuint textureLocation;
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textureLocation = glGetUniformLocation(program, "textureSampler");
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glUniform1i(textureLocation, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures[DAY]);
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vec4 lightPosition = {cos(stepi) * 5.0f, 5.0f, sin(stepi) * 5.0f, 1.0f};
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multiplyAny(&lightPosition, &viewingTransformation, &lightPosition, 4, 4, 1);
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textureLocation = glGetUniformLocation(program, "normalMap");
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glUniform1i(textureLocation, 4);
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, textures[NORMAL]);
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glUniform3f(glGetUniformLocation(program, "lightPosition"), lightPosition.x, lightPosition.y, lightPosition.z);
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renderSceneNode(rootNode);
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@ -94,7 +94,7 @@ ObjectData* readObjFiles(char** path, int numModels, int* count) {
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* Takes a single object and reads it a certain number of times.
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* Returns an array of objects.
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*/
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ObjectData* readSingleObjFile(char** path) {
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ObjectData* readSingleObjFile(char* path) {
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ObjectData* objectData = (ObjectData*) malloc(sizeof(ObjectData));
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if (!objectData) {
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return NULL;
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}
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objectData->object = readObjFile(*path);
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objectData->object = readObjFile(path);
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load_object(objectData);
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return objectData;
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@ -11,7 +11,7 @@ typedef struct {
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extern void load_object(ObjectData* objectData);
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extern ObjectData* readObjFiles(char** path, int numModels, int* count);
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extern ObjectData* readSingleObjFile(char** path);
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extern ObjectData* readSingleObjFile(char* path);
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extern void draw_object(ObjectData* objectData);
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#endif
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273
src/sceneGraph.c
273
src/sceneGraph.c
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#include "sceneGraph.h"
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#include "objectHandler.h"
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#include <stdlib.h>
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#include <math.h>
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#include <stdio.h>
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#include <GL/glew.h>
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#include <stdbool.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include "../lib/stb_image.h"
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#define SCG_LINE_BUFFER_SIZE 1024
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#define SCG_KEYWORD_BUFFER_SIZE 32
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void (*renderFunction)(SceneNode*);
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renderFunction = newRenderFunction;
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}
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SceneNode* createSceneNode() {
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SceneNode* createSceneNode(int id) {
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SceneNode* node = (SceneNode*)malloc(sizeof(SceneNode));
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identity(&node->transformation);
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identity(&node->worldTransformation);
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node->id = id;
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node->children = NULL;
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node->numChildren = 0;
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node->objectData = NULL;
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node->model = NULL;
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node->name = NULL;
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return node;
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}
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@ -34,7 +46,7 @@ void updateSceneNode(SceneNode* node, mat4* parentTransformation) {
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}
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void renderSceneNode(SceneNode* node) {
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if (node->objectData) {
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if (node->model) {
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renderFunction(node);
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}
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for (int i = 0; i < node->numChildren; i++) {
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}
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free(node->children);
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free(node);
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}
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void loadTexture(char* textureFile, GLuint* texture) {
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int width, height, nrChannels;
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unsigned char* image = stbi_load(textureFile, &width, &height, &nrChannels, 0);
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// default: 3 channels, RGB
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GLenum channelFormats[] = {
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0,
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GL_RED,
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GL_RG,
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GL_RGB,
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GL_RGBA
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};
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GLenum format = channelFormats[nrChannels];
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D, *texture);
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printf("%s - %d\n", textureFile, nrChannels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, image);
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// load texture using previously determined format ----- ^^^^^^
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free(image);
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}
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SceneNode* findNode(int id, SceneNode* root) {
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if (root->id == id) return root;
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for (int i = 0; i < root->numChildren; i++) {
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SceneNode* node = findNode(id, root->children[i]);
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if (node) return node;
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}
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return NULL;
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}
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void printSceneGraph(SceneNode* node, int level) {
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for (int i = 0; i < level; i++) {
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printf(" - ");
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}
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if (node->name) {
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printf("%s\n", node->name);
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} else {
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printf("%d\n", node->id);
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}
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for (int i = 0; i < node->numChildren; i++) {
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printSceneGraph(node->children[i], level + 1);
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}
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}
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SceneNode* loadSceneGraphFromFile(char* path) {
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FILE* fp = fopen(path, "r");
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if (fp == NULL) {
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fprintf(stderr, "File could not be opened: %s\n", path);
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}
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char buf[SCG_LINE_BUFFER_SIZE];
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char keyword[SCG_KEYWORD_BUFFER_SIZE];
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// generate keyword buffer format string using SCG_KEYWORD_BUFFER_SIZE
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// when SCK_KEYWORD_BUFFER_SIZE is 32 keywordBufferFormat will contain "%32s"
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// avoid buffer overflow while reading buffer while also allowing for dynamic buffer scaling
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// there is probably a better solution for this but I couldn't find one :(
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char* keywordBufferFormat = (char*)malloc(sizeof(char) * (4 + (int)log10((double)SCG_KEYWORD_BUFFER_SIZE)));
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sprintf(keywordBufferFormat, "%%%ds", SCG_KEYWORD_BUFFER_SIZE);
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SceneNode* root = createSceneNode(-1);
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root->name = "ROOT";
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int maxModelId = 0;
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int maxObjId = 0;
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while (fgets(buf, SCG_LINE_BUFFER_SIZE, fp)) {
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if (buf[0] == '#') continue;
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sscanf(buf, keywordBufferFormat, keyword);
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// printf("%s\n", keyword);
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if (strcmp(keyword, "model") == 0) {
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int modelId = 0;
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sscanf(buf, "model %d", &modelId);
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if (modelId > maxModelId) {
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maxModelId = modelId;
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}
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}
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}
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Model* models = (Model*)malloc(sizeof(Model) * (maxModelId + 1));
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int currentModel = 0;
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SceneNode* currentNode = NULL;
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bool currentNodeHasParent = false;
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char filepathBuffer[1024];
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rewind(fp);
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int currentLine = 0;
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while (fgets(buf, SCG_LINE_BUFFER_SIZE, fp)) {
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currentLine++;
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if (buf[0] == '#') continue;
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if (buf[0] == '\r' || buf[0] == '\n' || buf[0] == '\0') continue;
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sscanf(buf, keywordBufferFormat, keyword);
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if (strcmp(keyword, "model") == 0) {
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sscanf(buf, "model %d", ¤tModel);
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continue;
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}
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if (strcmp(keyword, "file") == 0) {
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sscanf(buf, "file %s", filepathBuffer);
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models[currentModel].objectData = readSingleObjFile(filepathBuffer);
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continue;
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}
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if (strcmp(keyword, "texture") == 0) {
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sscanf(buf, "texture %s", filepathBuffer);
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loadTexture(filepathBuffer, &models[currentModel].texture);
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continue;
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}
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if (strcmp(keyword, "obj") == 0) {
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if (currentNode && !currentNodeHasParent) {
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addChild(root, currentNode);
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}
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currentNode = NULL;
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currentNodeHasParent = false;
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int nodeId = 0;
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sscanf(buf, "obj %d", &nodeId);
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if (findNode(nodeId, root)) {
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fprintf(stderr, "redeclaration of objet with id %d - line %d\n", nodeId, currentLine);
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return NULL;
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}
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currentNode = createSceneNode(nodeId);
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continue;
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}
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if (strcmp(keyword, "name") == 0) {
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if (!currentNode) {
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fprintf(stderr, "no node selected, can't assign name - line %d\n", currentLine);
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return NULL;
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}
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sscanf(buf, "name %s", filepathBuffer);
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char* name = (char*)malloc(strlen(filepathBuffer) * sizeof(char) + 1);
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strcpy(name, filepathBuffer);
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currentNode->name = name;
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continue;
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}
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if (strcmp(keyword, "parent") == 0) {
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if (!currentNode) {
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fprintf(stderr, "no node selected, can't assign parent - line %d\n", currentLine);
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return NULL;
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}
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if (currentNodeHasParent) {
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fprintf(stderr, "selected node already has parent - line %d\n", currentLine);
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return NULL;
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}
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int parentId = 0;
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sscanf(buf, "parent %d", &parentId);
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SceneNode* parent = findNode(parentId, root);
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if (!parent) {
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fprintf(stderr, "parent node with id %d not found - line %d\n", parentId, currentLine);
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return NULL;
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}
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addChild(parent, currentNode);
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currentNodeHasParent = true;
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continue;
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}
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|
||||
if (strcmp(keyword, "use") == 0) {
|
||||
if (!currentNode) {
|
||||
fprintf(stderr, "no node selected to assign model to - line %d\n", currentLine);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
int usedModel = 0;
|
||||
sscanf(buf, "use %d", &usedModel);
|
||||
|
||||
if (usedModel > maxModelId || usedModel < 0) {
|
||||
fprintf(stderr, "model with id %d not found - line %d\n", usedModel, currentLine);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
currentNode->model = &models[usedModel];
|
||||
}
|
||||
|
||||
if (strcmp(keyword, "position") == 0) {
|
||||
if (!currentNode) {
|
||||
fprintf(stderr, "no node selected to assign position to - line %d\n", currentLine);
|
||||
return NULL;
|
||||
}
|
||||
vec3 translation;
|
||||
sscanf(buf, "position %f %f %f", &translation.x, &translation.y, &translation.z);
|
||||
translate(¤tNode->transformation, ¤tNode->transformation, &translation);
|
||||
}
|
||||
|
||||
if (strcmp(keyword, "scale") == 0) {
|
||||
if (!currentNode) {
|
||||
fprintf(stderr, "no node selected to assign scale to - line %d\n", currentLine);
|
||||
return NULL;
|
||||
}
|
||||
vec3 translation;
|
||||
sscanf(buf, "scale %f %f %f", &translation.x, &translation.y, &translation.z);
|
||||
scale(¤tNode->transformation, ¤tNode->transformation, &translation);
|
||||
}
|
||||
|
||||
if (strcmp(keyword, "rotationX") == 0) {
|
||||
if (!currentNode) {
|
||||
fprintf(stderr, "no node selected to assign rotationX to - line %d\n", currentLine);
|
||||
return NULL;
|
||||
}
|
||||
GLfloat angle;
|
||||
sscanf(buf, "rotationX %f", &angle);
|
||||
rotateX(¤tNode->transformation, ¤tNode->transformation, angle);
|
||||
}
|
||||
if (strcmp(keyword, "rotationY") == 0) {
|
||||
if (!currentNode) {
|
||||
fprintf(stderr, "no node selected to assign rotationY to - line %d\n", currentLine);
|
||||
return NULL;
|
||||
}
|
||||
GLfloat angle;
|
||||
sscanf(buf, "rotationY %f", &angle);
|
||||
rotateY(¤tNode->transformation, ¤tNode->transformation, angle);
|
||||
}
|
||||
if (strcmp(keyword, "rotationZ") == 0) {
|
||||
if (!currentNode) {
|
||||
fprintf(stderr, "no node selected to assign rotationZ to - line %d\n", currentLine);
|
||||
return NULL;
|
||||
}
|
||||
GLfloat angle;
|
||||
sscanf(buf, "rotationZ %f", &angle);
|
||||
rotateZ(¤tNode->transformation, ¤tNode->transformation, angle);
|
||||
}
|
||||
}
|
||||
|
||||
if (currentNode && !currentNodeHasParent) {
|
||||
addChild(root, currentNode);
|
||||
}
|
||||
|
||||
mat4 rootTransform;
|
||||
identity(&rootTransform);
|
||||
updateSceneNode(root, &rootTransform);
|
||||
|
||||
printSceneGraph(root, 0);
|
||||
|
||||
return root;
|
||||
}
|
|
@ -11,20 +11,27 @@
|
|||
|
||||
typedef struct SceneNode SceneNode;
|
||||
|
||||
typedef struct {
|
||||
ObjectData* objectData;
|
||||
GLuint texture;
|
||||
} Model;
|
||||
|
||||
struct SceneNode {
|
||||
int id;
|
||||
mat4 transformation; // Local transformation matrix
|
||||
mat4 worldTransformation; // World transformation matrix
|
||||
SceneNode** children; // Array of pointers to child nodes
|
||||
int numChildren; // Number of child nodes
|
||||
ObjectData* objectData;
|
||||
|
||||
Model* model;
|
||||
char* name;
|
||||
};
|
||||
|
||||
void setNodeRenderFunction(void (*newRenderFunction)(SceneNode*));
|
||||
extern void setNodeRenderFunction(void (*newRenderFunction)(SceneNode*));
|
||||
extern SceneNode* createSceneNode();
|
||||
extern void addChild(SceneNode* parent, SceneNode* child);
|
||||
extern void updateSceneNode(SceneNode* node, mat4* parentTransformation);
|
||||
extern void renderSceneNode(SceneNode* node);
|
||||
extern void freeSceneNode(SceneNode* node);
|
||||
extern SceneNode* loadSceneGraphFromFile(char* path);
|
||||
|
||||
#endif
|
|
@ -0,0 +1,26 @@
|
|||
model 0
|
||||
file ../obj/cube.obj
|
||||
texture ../texture/crate/texture.jpg
|
||||
|
||||
obj 0
|
||||
use 0
|
||||
scale 0.1 1.0 0.1
|
||||
name box1
|
||||
|
||||
obj 1
|
||||
parent 0
|
||||
scale 0.2 0.8 0.2
|
||||
position 0.5 0.0 0.0
|
||||
name box2
|
||||
|
||||
obj 2
|
||||
parent 1
|
||||
scale 0.3 0.6 0.3
|
||||
position 0.5 0.0 0.0
|
||||
name box3
|
||||
|
||||
obj 3
|
||||
parent 2
|
||||
scale 0.4 0.4 0.4
|
||||
position 0.5 0.0 0.0
|
||||
name box4
|
Loading…
Reference in New Issue