fart/main/Scene-load.cc
Josh Holtrop 864ef9b51b added skeleton process{Material,Light,Shape} functions to Scene-load.cc
git-svn-id: svn://anubis/fart/trunk@140 7f9b0f55-74a9-4bce-be96-3c2cd072584d
2009-02-20 17:40:34 +00:00

124 lines
2.8 KiB
C++

#include <iostream>
#include "Scene.h"
#include "Light.h"
#include "parser/parser.h"
#include "parser/nodes.h"
using namespace std;
void Scene::load(const char * filename)
{
refptr<Node> node = parse(filename);
processNode(node);
/* TODO: parse file somehow */
refptr<Shape> plane = new Plane(0, 0, 1, -2);
m_shapes.push_back(plane);
refptr<Material> m = new Material();
m->setDiffuseColor(Color::red);
m->setAmbientColor(Color::red);
refptr<Shape> shape = new Sphere(1.0);
m_transform.translate(1.0, 5.0, 0.5);
shape->setTransform(m_transform);
shape->setMaterial(m);
m_shapes.push_back(shape);
m = new Material();
m->setDiffuseColor(Color::blue);
m->setAmbientColor(Color::blue);
shape = new Box(new Vector(1.8, 1.8, 0.5));
m_transform.translate(0, 0, -2.0);
shape->setTransform(m_transform);
shape->setMaterial(m);
m_shapes.push_back(shape);
m = new Material();
m->setDiffuseColor(Color::cyan);
m->setAmbientColor(Color::cyan);
shape = new Cyl(1.0, 0.0, 2.0);
m_transform.translate(-1.3, 2.5, 3.5);
m_transform.rotate(45, 1, 0, 0);
shape->setTransform(m_transform);
shape->setMaterial(m);
m_shapes.push_back(shape);
m = new Material();
m->setDiffuseColor(Color::yellow);
m->setAmbientColor(Color::yellow);
shape = new Box(new Vector(1, 1, 1));
m_transform.rotate(-45, 1, 0, 0);
m_transform.translate(-1.7, -0.5, -2.0);
m_transform.rotate(45, 0, 0, 1);
m_transform.rotate(45, 1, 0, 0);
shape->setTransform(m_transform);
shape->setMaterial(m);
m_shapes.push_back(shape);
refptr<Light> light = new PointLight();
light->setPosition(Vector(2, -1, 2));
m_lights.push_back(light);
}
void Scene::processNode(refptr<Node> node)
{
if (node.isNull())
return;
if ( typeid(*node) == typeid(SceneNode) )
{
processChildren(node);
}
else if ( typeid(*node) == typeid(BoxNode) )
{
cout << "saw a box" << endl;
}
else if ( typeid(*node) == typeid(PlaneNode) )
{
cout << "saw a plane" << endl;
}
else if ( typeid(*node) == typeid(SphereNode) )
{
cout << "saw a sphere" << endl;
}
}
void Scene::processChildren(refptr<Node> node)
{
std::vector< refptr<Node> > & children = node->getChildren();
for (int i = 0, sz = children.size(); i < sz; i++)
{
processNode(children[i]);
}
}
refptr<Material> processMaterial(refptr<Node> node)
{
if (typeid(*node) != typeid(MaterialNode))
return refptr<Material>(NULL);
refptr<Material> material = new Material();
/* TODO: finish */
return material;
}
refptr<Shape> processShape(refptr<Node> node)
{
/* TODO: finish */
}
refptr<Light> processLight(refptr<Node> node)
{
/* TODO: finish */
}