ld33_umonster

annotate src/object.h @ 10:1b30bd381667

sweep curve mesh gen and dragon horns
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 27 Aug 2015 05:25:04 +0300
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nuclear@0 1 #ifndef OBJECT_H_
nuclear@0 2 #define OBJECT_H_
nuclear@0 3
nuclear@0 4 #include "mesh.h"
nuclear@0 5 #include "geom.h"
nuclear@0 6 #include "vmath/vmath.h"
nuclear@0 7
nuclear@0 8 struct Material {
nuclear@0 9 Vector3 diffuse;
nuclear@0 10 Vector3 specular;
nuclear@0 11 float shininess;
nuclear@0 12 float alpha;
nuclear@0 13
nuclear@0 14 Material();
nuclear@0 15 };
nuclear@0 16
nuclear@0 17 struct RenderOps {
nuclear@0 18 bool zwrite;
nuclear@0 19 bool cast_shadows;
nuclear@0 20 bool transparent;
nuclear@0 21
nuclear@0 22 RenderOps();
nuclear@0 23 void setup() const;
nuclear@0 24 };
nuclear@0 25
nuclear@0 26 class Object {
nuclear@0 27 private:
nuclear@0 28 Mesh *mesh;
nuclear@0 29 Matrix4x4 matrix;
nuclear@0 30 unsigned int tex;
nuclear@0 31 Matrix4x4 tex_matrix;
nuclear@0 32 unsigned int sdr;
nuclear@0 33
nuclear@0 34 public:
nuclear@0 35 Material mtl;
nuclear@0 36 RenderOps rop;
nuclear@0 37
nuclear@0 38 Object();
nuclear@0 39 ~Object();
nuclear@0 40
nuclear@0 41 Matrix4x4 &xform();
nuclear@0 42 const Matrix4x4 &xform() const;
nuclear@0 43
nuclear@0 44 Matrix4x4 &tex_xform();
nuclear@0 45 const Matrix4x4 &tex_xform() const;
nuclear@0 46
nuclear@0 47 void set_mesh(Mesh *m);
nuclear@0 48 Mesh *get_mesh() const;
nuclear@0 49
nuclear@0 50 void set_texture(unsigned int tex);
nuclear@0 51 void set_shader(unsigned int sdr);
nuclear@0 52 unsigned int get_shader() const;
nuclear@0 53
nuclear@0 54 void draw() const;
nuclear@0 55 void draw_wire(const Vector4 &col = Vector4(1, 1, 1, 1)) const;
nuclear@0 56 void draw_vertices(const Vector4 &col = Vector4(1, 0.3, 0.2, 1)) const;
nuclear@0 57 void draw_normals(float len = 1.0, const Vector4 &col = Vector4(0.1, 0.2, 1.0, 1)) const;
nuclear@0 58 void draw_tangents(float len = 1.0, const Vector4 &col = Vector4(0.1, 1.0, 0.2, 1)) const;
nuclear@0 59
nuclear@0 60 bool intersect(const Ray &ray, HitPoint *hit) const;
nuclear@0 61 };
nuclear@0 62
nuclear@0 63 #endif // OBJECT_H_