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Scene.cpp
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97 lines (89 loc) · 3.21 KB
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#include "Scene.h"
// Returns index of first occurence texture or -1 if not found
int Scene::FindTexture(std::string name)
{
for (UINT i = 0; i < texture.size(); i++)
{
if (texture[i].name == name)
return i;
}
return -1;
}
void Scene::DrawSceneToBuffer(SoftwareDevice* sDevice)
{
switch (sDevice->GetTechnique())
{
case RenderTechnique::POINTGRAPH:
// For every mesh in the scene
for (UINT i = 0; i < mesh.size(); i++)
{
sDevice->rasterizer.DrawMeshPoints(&sDevice->screen, &mesh[i], &cam, 4);
}
break;
case RenderTechnique::WIREFRAME:
// For every mesh in the scene
for (UINT i = 0; i < mesh.size(); i++)
{
sDevice->rasterizer.DrawMeshWireFrame(&sDevice->screen, &mesh[i], &cam);
}
break;
case RenderTechnique::RASTER:
// For every mesh in the scene
for (UINT i = 0; i < mesh.size(); i++)
{
if (sDevice->rasterizer.rTech == BARYCENTRIC)
{
Shader shader = sDevice->GetShader();
Sampler sampler = sDevice->GetSampler();
if (shader == Shader::NOSHADER)
{
if(sampler == Sampler::NOSAMPLE)
sDevice->rasterizer.DrawSurfaceMesh(&sDevice->screen, &mesh[i], &cam);
else if(sampler == Sampler::POINTSAMPLE && mesh[i].mat->hasDiffuseMap)
sDevice->rasterizer.DrawTexturedSurfaceMesh(&sDevice->screen, &mesh[i], cam.GetView(), cam.GetProj());
}
else if (shader == Shader::FLAT)
{
if (sampler == Sampler::NOSAMPLE)
sDevice->rasterizer.DrawFlatMesh(&sDevice->screen, &mesh[i], &cam, MathHelper::ToFloat3(dirLight[0]));
else if (sampler == Sampler::POINTSAMPLE && mesh[i].mat->hasDiffuseMap)
sDevice->rasterizer.DrawTexturedFlatMesh(&sDevice->screen, &mesh[i], &cam, MathHelper::ToFloat3(dirLight[0]));
}
else if (shader == Shader::SMOOTH)
{
if (sampler == Sampler::NOSAMPLE)
sDevice->rasterizer.DrawSmoothMesh(&sDevice->screen, &mesh[i], &cam, MathHelper::ToFloat3(dirLight[0]));
else if (sampler == Sampler::POINTSAMPLE && mesh[i].mat->hasDiffuseMap)
sDevice->rasterizer.DrawTexturedSmoothMesh(&sDevice->screen, &mesh[i], &cam, MathHelper::ToFloat3(dirLight[0]));
}
else if (shader == Shader::PHONGFLAT)
sDevice->rasterizer.DrawPhongFlatMesh(&sDevice->screen, &mesh[i], &cam, MathHelper::ToFloat3(dirLight[0]));
else if (shader == Shader::PHONGSMOOTH)
sDevice->rasterizer.DrawPhongSmoothMesh(&sDevice->screen, &mesh[i], &cam, MathHelper::ToFloat3(dirLight[0]));
}
else if (sDevice->rasterizer.rTech == SCANLINE)
{
Shader shader = sDevice->GetShader();
Sampler sampler = sDevice->GetSampler();
if(shader == Shader::NOSHADER)
sDevice->rasterizer.DrawScanlineSurfaceMesh(&sDevice->screen, &mesh[i], cam.GetView(), cam.GetProj());
else if(shader == Shader::FLAT)
sDevice->rasterizer.DrawScanlineFlatMesh(&sDevice->screen, &mesh[i], &cam, MathHelper::ToFloat3(dirLight[0]));
}
}
break;
case RenderTechnique::RAYTRACE:
sDevice->rayTracer.Trace(&sDevice->screen, &cam, &mesh, MathHelper::ToFloat3(dirLight[0]));
break;
default:
break;
}
}
Scene::~Scene()
{
// Cleanup the textures
for (UINT i = 0; i < texture.size(); i++)
{
delete[] texture[i].buffer;
}
}