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- #pragma once
- //========================================================================
- // File: Scene.h - implements the container class for 3D Graphics scenes
- //
- // Part of the GameCode4 Application
- //
- // GameCode4 is the sample application that encapsulates much of the source code
- // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
- // "Rez" Graham, published by Charles River Media.
- // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
- //
- // If this source code has found it's way to you, and you think it has helped you
- // in any way, do the authors a favor and buy a new copy of the book - there are
- // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
- // by clicking here:
- // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
- //
- // There's a companion web site at http://www.mcshaffry.com/GameCode/
- //
- // The source code is managed and maintained through Google Code:
- // http://code.google.com/p/gamecode4/
- //
- // (c) Copyright 2012 Michael L. McShaffry and David Graham
- //
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the GNU Lesser GPL v3
- // as published by the Free Software Foundation.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
- // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
- //
- // You should have received a copy of the GNU Lesser GPL v3
- // along with this program; if not, write to the Free Software
- // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- //
- //========================================================================
- #include "Geometry.h"
- #include "SceneNodes.h"
- #include "../EventManager/Events.h"
- #include <map>
- #include <stack>
- // Forward declarations
- ////////////////////////////////////////////////////
- //
- // SceneActorMap Description - Chapter 16, page Y
- //
- // An STL map that allows fast lookup of a scene node given an ActorId.
- //
- ////////////////////////////////////////////////////
- typedef std::map<ActorId, std::shared_ptr<ISceneNode> > SceneActorMap;
- ////////////////////////////////////////////////////
- //
- // Scene Description - Chapter 16, page 536
- //
- // A heirarchical container of scene nodes, which
- // are classes that implemente the ISceneNode interface
- //
- ////////////////////////////////////////////////////
- class CameraNode;
- class SkyNode;
- class LightNode;
- class LightManager;
- class Scene
- {
- protected:
- std::shared_ptr<SceneNode> m_Root;
- std::shared_ptr<CameraNode> m_Camera;
- std::shared_ptr<IRenderer> m_Renderer;
- std::stack<glm::mat4> m_MatrixStack;
- SceneActorMap m_ActorMap;
- LightManager *m_LightManager;
- public:
- Scene(std::shared_ptr<IRenderer> renderer);
- virtual ~Scene();
- int OnRender();
- int OnRestore();
- int OnLostDevice();
- int OnUpdate(const int deltaMilliseconds);
- std::shared_ptr<ISceneNode> FindActor(ActorId id);
- bool AddChild(ActorId id, std::shared_ptr<ISceneNode> kid);
- bool RemoveChild(ActorId id);
-
- // event delegates
- void NewRenderComponentDelegate(IEventDataPtr pEventData);
- void ModifiedRenderComponentDelegate(IEventDataPtr pEventData); // added post-press!
- // void DestroyActorDelegate(IEventDataPtr pEventData);
- // void MoveActorDelegate(IEventDataPtr pEventData);
-
- void SetCamera(std::shared_ptr<CameraNode> camera) { m_Camera = camera; }
- const std::shared_ptr<CameraNode> GetCamera() const { return m_Camera; }
- void PushAndSetMatrix(const glm::mat4 &toWorld)
- {
- // Note this code carefully!!!!! It is COMPLETELY different
- // from some DirectX 9 documentation out there....
- // Scene::PushAndSetMatrix - Chapter 16, page 541
- m_MatrixStack.push(toWorld * m_MatrixStack.top());
- // [munnellg] This isn't necessary for OpenGL, but we'll preserve it from teh book
- // anyway as GCC4 does something similar with this call for DirectX 11 being a noop
- glm::mat4 mat = m_MatrixStack.top();
- m_Renderer->VSetWorldTransform(mat);
- }
- void PopMatrix()
- {
- m_MatrixStack.pop();
- // [munnellg] This isn't necessary for OpenGL, but we'll preserve it from teh book
- // anyway as GCC4 does something similar with this call for DirectX 11 being a noop
- glm::mat4 mat = m_MatrixStack.top();
- m_Renderer->VSetWorldTransform(mat);
- }
- const glm::mat4 GetTopMatrix()
- {
- // Scene::GetTopMatrix - Chapter 16, page 541
- return m_MatrixStack.top();
- }
- LightManager *GetLightManager() { return m_LightManager; }
- std::shared_ptr<IRenderer> GetRenderer() { return m_Renderer; }
- };
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