Refactor scene, disable shadows, disable exceptions
This commit is contained in:
297
src/Scene.cpp
297
src/Scene.cpp
@@ -14,20 +14,20 @@
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#include <memory>
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#include <thread>
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Scene::Scene(std::vector<ShaderProgram *> shaderPrograms)
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: m_shaderProgram(Controller::getShaderProgramByName("defaultProgram", shaderPrograms)),
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m_depthMapDirectionalFBO(SHADOW_RES)
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Scene::Scene(std::vector<std::shared_ptr<ShaderProgram>> shaderPrograms)
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: m_shaderProgram(*Controller::getShaderProgramByName("defaultProgram", shaderPrograms))
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// m_depthMapDirectionalFBO(SHADOW_RES)
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{
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// Create 4 depthMaps
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for (int i = 0; i < 4; i++) {
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DepthMapCube *temp_depthMap = new DepthMapCube(SHADOW_RES);
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m_depthMapPointFBO.push_back(temp_depthMap);
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}
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// // Create 4 depthMaps
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// for (int i = 0; i < 4; i++) {
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// DepthMapCube *temp_depthMap = new DepthMapCube(SHADOW_RES);
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// m_depthMapPointFBO.push_back(temp_depthMap);
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// }
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// This will be removed in future when gloss maps are implemented
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m_shaderProgram->bind();
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m_shaderProgram->setUniform("u_material.shininess", 100.0f);
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m_shaderProgram->unbind();
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m_shaderProgram.bind();
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m_shaderProgram.setUniform("u_material.shininess", 100.0f);
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m_shaderProgram.unbind();
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std::array modelDescriptors{
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ModelDescriptor{"fallback", "data/res/models/fallback.ffo"},
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@@ -58,19 +58,18 @@ Scene::Scene(std::vector<ShaderProgram *> shaderPrograms)
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// TODO: use geometry shader instead of model and load skybox before models.
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Skybox::Prototype skyboxPrototype{"data/res/textures/skybox/"};
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m_skybox =
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new Skybox(skyboxPrototype, std::static_pointer_cast<Model>(ResourceHandler::instance().resource("cube")).get(),
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Controller::getShaderProgramByName("skyboxProgram", shaderPrograms));
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m_skybox = std::make_shared<Skybox>(
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skyboxPrototype, std::static_pointer_cast<Model>(ResourceHandler::instance().resource("cube")).get(),
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Controller::getShaderProgramByName("skyboxProgram", shaderPrograms).get());
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Log::logger().info("Loaded skybox: {}", skyboxPrototype.texturePath);
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m_skybox->initializeOnGPU();
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std::array entityPrototypes{
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ModelEntity::Prototype{"backpack", "", {0., 1., 0.}, {}, 0.6, "backpack", "defaultProgram"},
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ModelEntity::Prototype{
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"container", "backpack", {10., 1., 0.}, {45., 45., 45.}, 1., "container", "defaultProgram"},
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ModelEntity::Prototype{"ground", "", {}, {}, 1., "ground", "defaultProgram"},
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ModelEntity::Prototype{"light", "", {}, {}, 1., "cube", "lightProgram"},
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ModelEntity::Prototype{"backpack", {0., 1., 0.}, {}, 0.6, "backpack", "defaultProgram"},
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ModelEntity::Prototype{"container", {10., 1., 0.}, {45., 45., 45.}, 1., "container", "defaultProgram"},
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ModelEntity::Prototype{"ground", {}, {}, 1., "ground", "defaultProgram"},
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ModelEntity::Prototype{"light", {}, {}, 1., "cube", "lightProgram"},
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};
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{
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@@ -88,25 +87,15 @@ Scene::Scene(std::vector<ShaderProgram *> shaderPrograms)
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}
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// Get shaderprogram
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ShaderProgram *currentProgram =
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Controller::getShaderProgramByName(prototype.shaderProgramName, shaderPrograms);
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auto currentProgram = Controller::getShaderProgramByName(prototype.shaderProgramName, shaderPrograms);
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if (!currentProgram) {
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currentProgram = Controller::getShaderProgramByName("basic", shaderPrograms);
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}
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ModelEntity *currentEntity = new ModelEntity(prototype, currentModel, currentProgram);
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m_entities.push_back(std::make_shared<ModelEntity>(prototype, currentModel, currentProgram.get()));
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Log::logger().info("Loaded entity \"{}\" with model \"{}\"", prototype.name, prototype.modelName);
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if (!prototype.parent.empty()) {
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Entity *parent = getEntityByName(prototype.parent);
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if (parent) {
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parent->addChild(currentEntity);
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currentEntity->setParent(parent);
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}
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} else
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m_entities.push_back(currentEntity);
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}
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}
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@@ -118,27 +107,19 @@ Scene::Scene(std::vector<ShaderProgram *> shaderPrograms)
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new PointLight::Prototype{"pointLight0", "light", {0., 1., 0.}, {1., 1., 1.}, 7.5}),
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};
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std::vector<Light *> lights;
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std::vector<std::shared_ptr<Light>> lights;
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{
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for (auto &prototype : lightPrototypes) {
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Light *currentLight;
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std::shared_ptr<Light> currentLight;
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auto directionalPrototype = dynamic_cast<DirectionalLight::Prototype *>(prototype.get());
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if (directionalPrototype) {
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currentLight = new DirectionalLight(*directionalPrototype, m_shaderProgram);
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currentLight = std::make_shared<DirectionalLight>(*directionalPrototype, &m_shaderProgram);
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}
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auto pointPrototype = dynamic_cast<PointLight::Prototype *>(prototype.get());
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if (pointPrototype) {
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currentLight = new PointLight(*pointPrototype, m_shaderProgram);
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if (!pointPrototype->parent.empty()) {
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Entity *parent = getEntityByName(pointPrototype->parent);
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if (parent) {
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parent->addChild(currentLight);
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currentLight->setParent(parent);
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} else {
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Log::logger().warn("Could not find entity \"{}\"", pointPrototype->parent);
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}
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currentLight = std::make_shared<PointLight>(*pointPrototype, &m_shaderProgram);
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}
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}
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lights.push_back(currentLight);
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Log::logger().info("Loaded light \"{}\"", prototype->name);
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}
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@@ -146,50 +127,9 @@ Scene::Scene(std::vector<ShaderProgram *> shaderPrograms)
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m_lights = lights;
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}
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Scene::~Scene()
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{
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// Iterate over depthMapPointFBO vector and delete all items
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for (auto it = m_depthMapPointFBO.begin(); it != m_depthMapPointFBO.end(); it++) {
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delete (*it);
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}
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// Iterate over models and entities and delete all items
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// for (auto it = m_models.begin(); it != m_models.end(); it++) {
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// delete (*it);
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// }
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for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
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delete (*it);
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}
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delete m_skybox;
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}
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void Scene::addEntity(ModelEntity *entity)
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{
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m_entities.push_back(entity);
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}
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void Scene::removeEntityByName(const std::string &name)
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{
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for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
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if ((*it)->getUniqueName() == name) {
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m_entities.erase(it);
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return;
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}
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}
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Log::logger().warn("Entity \"{}\" could not be removed", name);
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}
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void Scene::clearEntities()
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{
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for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
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m_entities.erase(it);
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}
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}
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void Scene::updatePointLight(unsigned int lightId, bool active, glm::vec3 position, glm::vec3 color, float intensity)
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{
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std::vector<PointLight *> pointLights = getPointLights();
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auto pointLights = getPointLights();
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pointLights[lightId]->setActive(active);
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pointLights[lightId]->setPosition(position);
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pointLights[lightId]->setIntensity(intensity);
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@@ -198,7 +138,7 @@ void Scene::updatePointLight(unsigned int lightId, bool active, glm::vec3 positi
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void Scene::updateDirectionalLight(bool active, glm::vec3 direction, glm::vec3 color)
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{
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DirectionalLight *directionalLight = getDirectionalLight();
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auto directionalLight = getDirectionalLight();
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directionalLight->setActive(active);
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directionalLight->setDirection(direction);
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directionalLight->setColor(color);
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@@ -215,113 +155,114 @@ void Scene::draw(glm::mat4 viewProjMatrix, glm::vec3 viewPosition)
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// calculateShadows();
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}
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void Scene::calculateShadows(ShaderProgram *directionalShaderProgram, ShaderProgram *pointShaderProgram)
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{
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// Get old viewport dimensions to reset them later...
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GLint VIEWPORT[4];
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glGetIntegerv(GL_VIEWPORT, VIEWPORT);
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// void Scene::calculateShadows(ShaderProgram *directionalShaderProgram, ShaderProgram *pointShaderProgram)
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// {
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// // Get old viewport dimensions to reset them later...
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// GLint VIEWPORT[4];
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// glGetIntegerv(GL_VIEWPORT, VIEWPORT);
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glViewport(0, 0, SHADOW_RES, SHADOW_RES);
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// Switch face culling (Peter panning)
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glCullFace(GL_BACK);
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// glViewport(0, 0, SHADOW_RES, SHADOW_RES);
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// // Switch face culling (Peter panning)
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// glCullFace(GL_BACK);
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m_depthMapDirectionalFBO.bind();
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// m_depthMapDirectionalFBO.bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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// glClear(GL_DEPTH_BUFFER_BIT);
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// --- Directional shadows ---
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glm::mat4 directionalLightView =
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glm::lookAt(-5.0f * glm::vec3(-0.2f, -1.0f, -0.3f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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glm::mat4 directionalLightViewProjectionMatrix = m_directionalLightProjection * directionalLightView;
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// // --- Directional shadows ---
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// glm::mat4 directionalLightView =
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// glm::lookAt(-5.0f * glm::vec3(-0.2f, -1.0f, -0.3f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f,
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// 0.0f));
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// glm::mat4 directionalLightViewProjectionMatrix = m_directionalLightProjection * directionalLightView;
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// Draw scene from light perspective
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// Draw all entities
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for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
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(*it)->drawDirectionalShadows(directionalLightViewProjectionMatrix, directionalShaderProgram);
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}
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// // Draw scene from light perspective
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// // Draw all entities
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// for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
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// (*it)->drawDirectionalShadows(directionalLightViewProjectionMatrix, directionalShaderProgram);
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// }
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m_depthMapDirectionalFBO.unbind();
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// m_depthMapDirectionalFBO.unbind();
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m_shaderProgram->bind();
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// m_shaderProgram->bind();
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// Send lightViewProjMatrix to basic shader
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m_shaderProgram->setUniform("u_directionalLightViewProjMatrix", directionalLightViewProjectionMatrix);
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// // Send lightViewProjMatrix to basic shader
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// m_shaderProgram->setUniform("u_directionalLightViewProjMatrix", directionalLightViewProjectionMatrix);
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// Send shadowMap to basic shader
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int textureUnit = static_cast<int>(TextureType::TEXTURE_TYPE_NUM_ITEMS) * 2;
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m_shaderProgram->setUniform("u_texture_directionalShadowMap", (int)textureUnit);
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_2D, m_depthMapDirectionalFBO.getDepthMap());
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// // Send shadowMap to basic shader
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// int textureUnit = static_cast<int>(TextureType::TEXTURE_TYPE_NUM_ITEMS) * 2;
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// m_shaderProgram->setUniform("u_texture_directionalShadowMap", (int)textureUnit);
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// glActiveTexture(GL_TEXTURE0 + textureUnit);
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// glBindTexture(GL_TEXTURE_2D, m_depthMapDirectionalFBO.getDepthMap());
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m_shaderProgram->unbind();
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// m_shaderProgram->unbind();
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// --- Point shadows ---
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std::vector<PointLight *> pointLights = getPointLights();
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// // --- Point shadows ---
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// std::vector<PointLight *> pointLights = getPointLights();
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// 4 depthMaps for 4 point lights
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for (int i = 0; i < 1; i++) {
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m_depthMapPointFBO[i]->bind();
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// // 4 depthMaps for 4 point lights
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// for (int i = 0; i < 1; i++) {
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// m_depthMapPointFBO[i]->bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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// glClear(GL_DEPTH_BUFFER_BIT);
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// Create 6 view matrices for every face of the cubeMap
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std::vector<glm::mat4> viewProjMatrices;
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glm::vec3 lightPos = pointLights[i]->getPosition();
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viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
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lightPos + glm::vec3(1.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, -1.0f, 0.0f)));
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viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
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lightPos + glm::vec3(-1.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, -1.0f, 0.0f)));
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viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
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lightPos + glm::vec3(0.0f, 1.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 1.0f)));
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viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
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lightPos + glm::vec3(0.0f, -1.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, -1.0f)));
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viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
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lightPos + glm::vec3(0.0f, 0.0f, 1.0f),
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glm::vec3(0.0f, -1.0f, 0.0f)));
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viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
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lightPos + glm::vec3(0.0f, 0.0f, -1.0f),
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glm::vec3(0.0f, -1.0f, 0.0f)));
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// // Create 6 view matrices for every face of the cubeMap
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// std::vector<glm::mat4> viewProjMatrices;
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// glm::vec3 lightPos = pointLights[i]->getPosition();
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// viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
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// lightPos + glm::vec3(1.0f, 0.0f, 0.0f),
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// glm::vec3(0.0f, -1.0f, 0.0f)));
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// viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
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// lightPos + glm::vec3(-1.0f, 0.0f, 0.0f),
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// glm::vec3(0.0f, -1.0f, 0.0f)));
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// viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
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// lightPos + glm::vec3(0.0f, 1.0f, 0.0f),
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// glm::vec3(0.0f, 0.0f, 1.0f)));
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// viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
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// lightPos + glm::vec3(0.0f, -1.0f, 0.0f),
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// glm::vec3(0.0f, 0.0f, -1.0f)));
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// viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
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// lightPos + glm::vec3(0.0f, 0.0f, 1.0f),
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// glm::vec3(0.0f, -1.0f, 0.0f)));
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// viewProjMatrices.push_back(m_pointLightProjection * glm::lookAt(lightPos,
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// lightPos + glm::vec3(0.0f, 0.0f, -1.0f),
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// glm::vec3(0.0f, -1.0f, 0.0f)));
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pointShaderProgram->bind();
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// pointShaderProgram->bind();
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for (int i = 0; i < 6; i++) {
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pointShaderProgram->setUniform(("u_shadowMatrices[" + std::to_string(i) + "]").c_str(),
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viewProjMatrices[i]);
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}
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// for (int i = 0; i < 6; i++) {
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// pointShaderProgram->setUniform(("u_shadowMatrices[" + std::to_string(i) + "]").c_str(),
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// viewProjMatrices[i]);
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// }
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pointShaderProgram->setUniform("pointShadowDepthMapFarPlane", m_farPlanePoint);
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pointShaderProgram->setUniform("v_lightPos", lightPos);
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// pointShaderProgram->setUniform("pointShadowDepthMapFarPlane", m_farPlanePoint);
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// pointShaderProgram->setUniform("v_lightPos", lightPos);
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// Draw scene from light perspective
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// Draw all entities
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for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
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(*it)->drawPointShadows(pointShaderProgram);
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}
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// // Draw scene from light perspective
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// // Draw all entities
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// for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
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// (*it)->drawPointShadows(pointShaderProgram);
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// }
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m_depthMapPointFBO[i]->unbind();
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// m_depthMapPointFBO[i]->unbind();
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m_shaderProgram->bind();
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// m_shaderProgram->bind();
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m_shaderProgram->setUniform("pointShadowDepthMapFarPlane", m_farPlanePoint);
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// m_shaderProgram->setUniform("pointShadowDepthMapFarPlane", m_farPlanePoint);
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textureUnit = static_cast<int>(TextureType::TEXTURE_TYPE_NUM_ITEMS) * 2 + i + 1;
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m_shaderProgram->setUniform("u_texture_pointShadowMap0", (int)textureUnit);
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_depthMapPointFBO[i]->getCubeMapTextureId());
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// textureUnit = static_cast<int>(TextureType::TEXTURE_TYPE_NUM_ITEMS) * 2 + i + 1;
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// m_shaderProgram->setUniform("u_texture_pointShadowMap0", (int)textureUnit);
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// glActiveTexture(GL_TEXTURE0 + textureUnit);
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// glBindTexture(GL_TEXTURE_CUBE_MAP, m_depthMapPointFBO[i]->getCubeMapTextureId());
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m_shaderProgram->unbind();
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}
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// m_shaderProgram->unbind();
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// }
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// Reset viewport size
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glViewport(VIEWPORT[0], VIEWPORT[1], VIEWPORT[2], VIEWPORT[3]);
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glCullFace(GL_FRONT);
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}
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// // Reset viewport size
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// glViewport(VIEWPORT[0], VIEWPORT[1], VIEWPORT[2], VIEWPORT[3]);
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// glCullFace(GL_FRONT);
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// }
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ModelEntity *Scene::getEntityByName(const std::string &name)
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std::shared_ptr<ModelEntity> Scene::getEntityByName(const std::string &name)
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{
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for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
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if ((*it)->getUniqueName() == name) {
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@@ -332,7 +273,7 @@ ModelEntity *Scene::getEntityByName(const std::string &name)
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return nullptr;
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}
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|
||||
ModelEntity *Scene::getEntityById(uint32_t id)
|
||||
std::shared_ptr<ModelEntity> Scene::getEntityById(uint32_t id)
|
||||
{
|
||||
for (auto it = m_entities.begin(); it != m_entities.end(); it++) {
|
||||
if ((*it)->getId() == id) {
|
||||
@@ -343,12 +284,12 @@ ModelEntity *Scene::getEntityById(uint32_t id)
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::vector<PointLight *> Scene::getPointLights()
|
||||
std::vector<std::shared_ptr<PointLight>> Scene::getPointLights()
|
||||
{
|
||||
std::vector<PointLight *> temp_pointLights;
|
||||
std::vector<std::shared_ptr<PointLight>> temp_pointLights;
|
||||
|
||||
for (auto it = m_lights.begin(); it != m_lights.end(); it++) {
|
||||
PointLight *temp_pointLight = dynamic_cast<PointLight *>(*it);
|
||||
auto temp_pointLight = std::dynamic_pointer_cast<PointLight>(*it);
|
||||
if (temp_pointLight) {
|
||||
temp_pointLights.push_back(temp_pointLight);
|
||||
}
|
||||
@@ -357,12 +298,12 @@ std::vector<PointLight *> Scene::getPointLights()
|
||||
return temp_pointLights;
|
||||
}
|
||||
|
||||
DirectionalLight *Scene::getDirectionalLight()
|
||||
std::shared_ptr<DirectionalLight> Scene::getDirectionalLight()
|
||||
{
|
||||
DirectionalLight *temp_directionalLight = nullptr;
|
||||
std::shared_ptr<DirectionalLight> temp_directionalLight;
|
||||
|
||||
for (auto it = m_lights.begin(); it != m_lights.end(); it++) {
|
||||
temp_directionalLight = dynamic_cast<DirectionalLight *>(*it);
|
||||
temp_directionalLight = std::dynamic_pointer_cast<DirectionalLight>(*it);
|
||||
if (temp_directionalLight)
|
||||
break;
|
||||
}
|
||||
@@ -370,12 +311,12 @@ DirectionalLight *Scene::getDirectionalLight()
|
||||
return temp_directionalLight;
|
||||
}
|
||||
|
||||
std::vector<ModelEntity *> Scene::getEntities()
|
||||
std::vector<std::shared_ptr<ModelEntity>> Scene::getEntities()
|
||||
{
|
||||
return m_entities;
|
||||
}
|
||||
|
||||
Skybox *Scene::getSkybox()
|
||||
std::shared_ptr<Skybox> Scene::getSkybox()
|
||||
{
|
||||
return m_skybox;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user