Working on semi proper API to build a scene

This commit is contained in:
2022-07-09 21:22:50 +02:00
parent b7e3465406
commit f8b390923e
9 changed files with 116 additions and 55 deletions

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@ -1,7 +1,8 @@
#pragma once
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define TINYGLTF_IMPLEMENTATION
#define TINYGLTF_NO_EXTERNAL_IMAGE
#include "Graphics/Mesh.h"
@ -9,6 +10,7 @@
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
#include "Scene/SceneNodeTypes.h"
void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices);
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
@ -17,7 +19,9 @@ void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
class ModelImporter {
public:
std::vector<BarinkEngine::Mesh> Import(const std::string path);
SceneObject* Import(const std::string path);
private:

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@ -5,6 +5,7 @@
class Node {
public:
Node(std::string& name);
std::string& name;
Node* parent;
std::vector<Node*> children;
@ -15,7 +16,9 @@ class Node {
class Group : Node {
class Group : public Node {
public:
Group(std::string& name);
Transform& transform;
};

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@ -5,11 +5,14 @@
static class SceneManager {
public:
static Scene* CreateScene();
static Scene& GetScene(std::string name);
static Scene* CreateScene(const std::string& name );
static Scene& GetScene(const std::string& name);
static void LoadScene(Scene& scene);
private:
static std::map<std::string , Scene*>
static Scene* CurrentScene;
static std::map<std::string, Scene*> Scenes;
};

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@ -3,18 +3,19 @@
#include "Graphics/Renderable.h"
#include "Scene/Node.h"
class SceneCamera : Group
class SceneCamera : public Group
{
public:
Camera& camera;
SceneCamera();
};
class SceneObject : Group
class SceneObject : public Group
{
public:
Renderable& renderable;
SceneObject();
};

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@ -1,10 +1,11 @@
#include "Scene.h"
#include "Scene/Node.h"
void DeleteSubGraph(Node* tree);
Scene::Scene(std::string sceneName)
{
// Create a root node
root = new Node();
root = new Group(sceneName);
root->name = sceneName;
}
@ -42,6 +43,8 @@ Node& Scene::GetRoot()
return *root;
}
void Node::addChild(Node& node)
{
children.push_back(&node);

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@ -0,0 +1,7 @@
#include "Scene/Node.h"
Node::Node(std::string& name)
: name(name), parent(nullptr), children(std::vector<Node*>()) {}
Group::Group(std::string& name )
: Node(name), transform(Transform()) {}

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@ -0,0 +1,18 @@
#include "Scene/SceneManager.h"
Scene* SceneManager::CreateScene(const std::string& name)
{
SceneManager::Scenes[name] = new Scene(name);
return &SceneManager::GetScene(name);
}
Scene& SceneManager::GetScene(const std::string& name)
{
return *SceneManager::Scenes[name];
}
void SceneManager::LoadScene( Scene& scene)
{
CurrentScene = &scene;
}

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@ -1,14 +1,20 @@
#include "AssetManager/ModelImporter.h"
std::vector<BarinkEngine::Mesh> ModelImporter::Import(const std::string path)
SceneObject* ModelImporter::Import(const std::string path)
{
SceneObject* root = new SceneObject();
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
return processNode(currentNode, scene);
std::vector<BarinkEngine::Mesh> meshes = processNode(currentNode, scene);
return root;
}
std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene)