90 lines
1.5 KiB
C++
90 lines
1.5 KiB
C++
#pragma once
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#include "Topology.hpp"
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#include "Buffer2D.hpp"
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#include "Camera.hpp"
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#include <string>
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struct lua_State;
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namespace tp {
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struct RenderSettings {
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uhalni depth = 2;
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uhalni spray = 1;
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ualni multisampling = 1;
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Vec2<ualni> size;
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};
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class GPUBuffers {
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public:
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GPUBuffers() = default;
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virtual ~GPUBuffers() = default;
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virtual void drawCall() = 0;
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};
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class Object {
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public:
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Object() = default;
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~Object() {
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delete mGUPBuffers;
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};
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public:
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Topology mTopology;
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TopologyCache mCache;
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GPUBuffers* mGUPBuffers = nullptr;
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};
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struct PointLight {
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Vec3F pos;
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halnf fallOut = 1.f;
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halnf intensity = 1.f;
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};
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struct RayCastData {
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Object* obj = nullptr;
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TrigCache* trig = nullptr;
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Vec3F hitPos = { 0, 0, 0 };
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bool hit = false;
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bool inv = false;
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};
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class Scene {
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struct IOError : public std::exception {
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explicit IOError(std::string in) :
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description(std::move(in)) {}
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std::string description;
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};
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public:
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Scene() = default;
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bool load(const std::string& scenePath);
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bool loadLuaFormat(const std::string& scenePath);
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bool loadOBJFormat(const std::string& objectsPath);
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const RayCastData& castRay(const Ray& ray, alnf farVal);
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void updateCache();
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private:
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Vec3F getVec3(lua_State* state, const char* name);
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Vec2F getVec2(lua_State* state, const char* name);
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int readLight(lua_State* L, tp::PointLight* light);
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public:
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Buffer<Object> mObjects;
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Buffer<PointLight> mLights;
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Camera mCamera;
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RenderSettings mRenderSettings;
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RayCastData mRayCastData;
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};
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}
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