1 #ifndef __LOADER_SCENE_H__
2 #define __LOADER_SCENE_H__
10 #include <glm/glm.hpp>
22 #define VIS2_SCENE_MAX_NR_LIGHTS 2
23 #define VIS2_SCENE_MAX_NR_SHELL_OBJ 10
24 #define VIS2_SCENE_MAX_NR_CONTENT_OBJ 16
25 #define VIS2_SCENE_MAX_NR_SEPARATOR_OBJ 10
27 #define VIS2_SCENE_NR_FBOS_EDF 4
28 #define VIS2_SCENE_MAX_NR_MASKED_NEIGHB 4
29 #define VIS2_SCENE_NR_FBOS_SMF VIS2_SCENE_MAX_NR_MASKED_NEIGHB + 3
30 #define VIS2_SCENE_NR_QUADS_SMF 3
31 #define VIS2_SCENE_NR_FBOS_DPS 3
32 #define VIS2_SCENE_NR_FBOS_DPSB 2
34 #define VIS2_SCENE_OBJECT_TYPE_SHELL 0
35 #define VIS2_SCENE_OBJECT_TYPE_CONTENT 1
36 #define VIS2_SCENE_OBJECT_TYPE_SEPARATOR 2
60 const unsigned int _screen_w,
61 const unsigned int _screen_h);
90 void drawScene(
bool _mouse_right_click,
float _mouse_x,
float _mouse_y,
91 bool _b_with_pp,
bool _b_debug_mode,
unsigned int _debug_pass);
126 const std::string & _vertex_shader_path,
127 const std::string & _geometry_shader_path,
128 const std::string & _fragment_shader_path);
170 const std::string & _object_name,
171 const std::string & _geometry_path,
172 const std::string & _diff_texture_path,
173 const std::string & _scale,
174 const std::string & _object_color);
186 void string2Neighbors(
const std::string & _name,
const std::string & _neighbors);
194 glm::vec3
name2Color(
const std::string & _obj_name);