SparrowRenderer/scene.cpp

75 lines
1.5 KiB
C++

#include "scene.h"
#include "glassert.h"
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include "camera.h"
#include "entity.h"
#include "shader.h"
#include "material.h"
// MAIN METHODS
Scene::~Scene()
{
for(Entity* e : entities)
delete(e);
}
void Scene::drawAll()
{
glm::mat4 viewMatrix = camera->getViewMatrix();
glm::mat4 projectionMatrix = camera->getProjectionMatrix();
for(Entity* e : entities)
{
Shader* shader = e->getShader();
shader->bind();
if(e->getMaterial()->requireLights())
{
directionnalLights.bind(shader->getLocation("dirLights"), shader->getLocation("nbDirLights"), shader);
pointLights.bind(shader->getLocation("pointLights"), shader->getLocation("nbPointLights"), shader);
}
e->draw(viewMatrix, projectionMatrix);
}
}
// ENTITIES
void Scene::addEntity(Entity* parent, Mesh* mesh, Material* mat)
{
entities.push_back(new Entity(parent, mesh, mat));
}
void Scene::addEntity(Mesh* mesh, Material* mat)
{
entities.push_back(new Entity(NULL, mesh, mat));
}
void Scene::addEntity(Entity* entity)
{
entities.push_back(entity);
}
// LIGHTS
void Scene::addDirectionnalLight(const glm::vec3 &position, const glm::vec3 &color)
{
directionnalLights.addLight(position, color);
}
void Scene::addPointLight(const glm::vec3 &position, const glm::vec3 &color)
{
pointLights.addLight(position, color);
}
// CAMERA
void Scene::setCamera(Camera* myCamera)
{
camera = myCamera;
}
Camera* Scene::getCamera()
{
return camera;
}