mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
light sample improvement
This commit is contained in:
+24
-13
@@ -7,13 +7,16 @@
|
|||||||
#include "animation.h"
|
#include "animation.h"
|
||||||
#include "animationController.h"
|
#include "animationController.h"
|
||||||
#include "animationChannel.h"
|
#include "animationChannel.h"
|
||||||
|
#include "assetManager.h"
|
||||||
|
|
||||||
using namespace std;
|
using namespace std;
|
||||||
using namespace vb01;
|
using namespace vb01;
|
||||||
|
|
||||||
int main(){
|
int main(){
|
||||||
const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
|
const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
|
||||||
string skyboxTextures[] = {
|
|
||||||
|
const int numTextures = 6;
|
||||||
|
string skyboxTextures[numTextures] = {
|
||||||
TEX_PATH + "top.jpg",
|
TEX_PATH + "top.jpg",
|
||||||
TEX_PATH + "bottom.jpg",
|
TEX_PATH + "bottom.jpg",
|
||||||
TEX_PATH + "left.jpg",
|
TEX_PATH + "left.jpg",
|
||||||
@@ -22,6 +25,10 @@ int main(){
|
|||||||
TEX_PATH + "back.jpg"
|
TEX_PATH + "back.jpg"
|
||||||
};
|
};
|
||||||
|
|
||||||
|
//Loads the assets to be stored and retrievable at a later time
|
||||||
|
for(int i = 0; i < numTextures; i++)
|
||||||
|
AssetManager::getSingleton()->load(skyboxTextures[i]);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Gets Root object to start the sample,
|
* Gets Root object to start the sample,
|
||||||
* also passes the base path for asset retrieval.
|
* also passes the base path for asset retrieval.
|
||||||
@@ -38,7 +45,9 @@ int main(){
|
|||||||
cam->setPosition(Vector3(0, 1, 1) * 20);
|
cam->setPosition(Vector3(0, 1, 1) * 20);
|
||||||
cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm());
|
cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm());
|
||||||
|
|
||||||
Model *box = new Model(MODEL_PATH + "platform.vb");
|
string modelPath = MODEL_PATH + "platform.xml";
|
||||||
|
AssetManager::getSingleton()->load(modelPath);
|
||||||
|
Model *box = new Model(modelPath);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Creates a material with diffuse, normal, and specular maps attached.
|
* Creates a material with diffuse, normal, and specular maps attached.
|
||||||
@@ -50,18 +59,21 @@ int main(){
|
|||||||
mat->addBoolUniform("specularMapEnabled", true);
|
mat->addBoolUniform("specularMapEnabled", true);
|
||||||
|
|
||||||
string im0[] = {TEX_PATH + "bricks.jpg"};
|
string im0[] = {TEX_PATH + "bricks.jpg"};
|
||||||
|
string im1[] = {TEX_PATH + "bricksNormal.jpg"};
|
||||||
|
string im2[] = {TEX_PATH + "bricksSpecular.jpg"};
|
||||||
|
AssetManager::getSingleton()->load(im0[0]);
|
||||||
|
AssetManager::getSingleton()->load(im0[1]);
|
||||||
|
AssetManager::getSingleton()->load(im0[2]);
|
||||||
|
|
||||||
Texture *diffuseTex = new Texture(im0, 1, false);
|
Texture *diffuseTex = new Texture(im0, 1, false);
|
||||||
mat->addTexUniform("textures[0]", diffuseTex, true);
|
mat->addTexUniform("textures[0]", diffuseTex, true);
|
||||||
|
|
||||||
string im1[] = {TEX_PATH + "bricksNormal.jpg"};
|
|
||||||
Texture *normalTex = new Texture(im1, 1, false);
|
Texture *normalTex = new Texture(im1, 1, false);
|
||||||
mat->addTexUniform("textures[1]", normalTex, true);
|
mat->addTexUniform("textures[1]", normalTex, true);
|
||||||
|
|
||||||
string im2[] = {TEX_PATH + "bricksSpecular.jpg"};
|
|
||||||
Texture *specularTex = new Texture(im2, 1, false);
|
Texture *specularTex = new Texture(im2, 1, false);
|
||||||
mat->addTexUniform("textures[2]", specularTex, true);
|
mat->addTexUniform("textures[2]", specularTex, true);
|
||||||
|
|
||||||
//Setting specular parameteres
|
|
||||||
mat->addFloatUniform("specularStrength", 1);
|
mat->addFloatUniform("specularStrength", 1);
|
||||||
mat->addFloatUniform("shinyness", 2);
|
mat->addFloatUniform("shinyness", 2);
|
||||||
box->setMaterial(mat);
|
box->setMaterial(mat);
|
||||||
@@ -74,11 +86,9 @@ int main(){
|
|||||||
Light *light = new Light(Light::SPOT);
|
Light *light = new Light(Light::SPOT);
|
||||||
light->setColor(Vector3(1, 1, 1));
|
light->setColor(Vector3(1, 1, 1));
|
||||||
|
|
||||||
Node *lightNode = new Node(Vector3::VEC_ZERO, Quaternion::QUAT_W, Vector3::VEC_IJK, "");
|
Node *lightNode = new Node(Vector3(0, 5, -10), Quaternion(.7, Vector3(1, 0, 0)));
|
||||||
lightNode->addLight(light);
|
lightNode->addLight(light);
|
||||||
rootNode->attachChild(lightNode);
|
rootNode->attachChild(lightNode);
|
||||||
lightNode->setOrientation(Quaternion(.7, Vector3(1, 0, 0)));
|
|
||||||
lightNode->setPosition(Vector3(0, 5, -10));
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* KeyframeChannel structs determine what object and how it will be animated.
|
* KeyframeChannel structs determine what object and how it will be animated.
|
||||||
@@ -96,14 +106,15 @@ int main(){
|
|||||||
});
|
});
|
||||||
|
|
||||||
KeyframeChannel kcB;
|
KeyframeChannel kcB;
|
||||||
kcA.animatable = light->getName();
|
kcB.animatable = light->getName();
|
||||||
kcA.type = KeyframeChannel::SPOTLIGHT_INNER_ANGLE;
|
kcB.type = KeyframeChannel::SPOTLIGHT_INNER_ANGLE;
|
||||||
kcA.keyframes = vector<Keyframe>({
|
kcB.keyframes = vector<Keyframe>({
|
||||||
KeyframeChannel::createKeyframe(Keyframe::LINEAR, .1, 1),
|
KeyframeChannel::createKeyframe(Keyframe::LINEAR, .1, 1),
|
||||||
KeyframeChannel::createKeyframe(Keyframe::LINEAR, .7, 60)
|
KeyframeChannel::createKeyframe(Keyframe::LINEAR, .7, 60)
|
||||||
});
|
});
|
||||||
|
|
||||||
Animation *animation = new Animation("spotlightAnim");
|
string animName = "spotlightAnim";
|
||||||
|
Animation *animation = new Animation(animName);
|
||||||
animation->addKeyframeChannel(kcA);
|
animation->addKeyframeChannel(kcA);
|
||||||
animation->addKeyframeChannel(kcB);
|
animation->addKeyframeChannel(kcB);
|
||||||
|
|
||||||
@@ -116,8 +127,8 @@ int main(){
|
|||||||
AnimationChannel *channel = new AnimationChannel();
|
AnimationChannel *channel = new AnimationChannel();
|
||||||
controller->addAnimationChannel(channel);
|
controller->addAnimationChannel(channel);
|
||||||
channel->addAnimatable(light);
|
channel->addAnimatable(light);
|
||||||
|
channel->setAnimationName(animName);
|
||||||
channel->setLoop(true);
|
channel->setLoop(true);
|
||||||
channel->setAnimationName("spotlightAnim");
|
|
||||||
|
|
||||||
while(true)
|
while(true)
|
||||||
root->update();
|
root->update();
|
||||||
|
|||||||
Reference in New Issue
Block a user