Enhanced 3D Kitchen Scene Project
Initial implementation of the 3D Kitchen Scene manager with basic functionality.
#include #include #include class SceneManager { private: std::map textures; float cameraX = 0.0f, cameraY = 0.0f, cameraZ = 5.0f; float rotationX = 0.0f, rotationY = 0.0f; public: void init() { // Initialize textures loadTexture("wood", "textures/wood.bmp"); loadTexture("metal", "textures/metal.bmp"); // Set up lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); GLfloat lightPos[] = {1.0f, 1.0f, 1.0f, 0.0f}; glLightfv(GL_LIGHT0, GL_POSITION, lightPos); } void renderScene() { glBindTexture(GL_TEXTURE_2D, textures["wood"]); // Render cutting board glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, 0, -1); glTexCoord2f(1, 0); glVertex3f(1, 0, -1); glTexCoord2f(1, 1); glVertex3f(1, 0, 1); glTexCoord2f(0, 1); glVertex3f(-1, 0, 1); glEnd(); // Render teapot glBindTexture(GL_TEXTURE_2D, textures["metal"]); glPushMatrix(); glTranslatef(0.5f, 0.5f, 0.0f); glutSolidTeapot(0.3); glPopMatrix(); // Render fruit bowl glPushMatrix(); glTranslatef(-0.5f, 0.3f, 0.0f); glutSolidSphere(0.2, 32, 32); glPopMatrix(); // Render salt shaker glPushMatrix(); glTranslatef(0.0f, 0.2f, 0.5f); glutSolidCylinder(0.1, 0.3, 32, 32); glPopMatrix(); } void handleKeyPress(unsigned char key, int x, int y) { switch(key) { case 'w': cameraZ -= 0.1f; break; case 's': cameraZ += 0.1f; break; case 'a': cameraX -= 0.1f; break; case 'd': cameraX += 0.1f; break; case 'q': rotationY -= 5.0f; break; case 'e': rotationY += 5.0f; break; } glutPostRedisplay(); } private: void loadTexture(const std::string& name, const std::string& filename) { // Texture loading implementation // This is a placeholder for the actual texture loading code GLuint textureID; glGenTextures(1, &textureID); textures[name] = textureID; } };
Component-based architecture implementation for scene graph nodes.
Enhanced scene management with improved architecture and features.
Resource management system for handling 3D assets and textures.
Database integration for scene persistence and state management.