shadow sample improvement

This commit is contained in:
devZoGok
2022-03-31 19:09:10 +03:00
parent 7040f49c61
commit ad494c7720
+28 -6
View File
@@ -7,15 +7,16 @@
#include "animation.h"
#include "animationController.h"
#include "animationChannel.h"
#include <ft2build.h>
#include FT_FREETYPE_H
#include "assetManager.h"
using namespace std;
using namespace vb01;
int main(){
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 + "bottom.jpg",
TEX_PATH + "left.jpg",
@@ -24,6 +25,10 @@ int main(){
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,
* also passes the base path for asset retrieval.
@@ -40,23 +45,33 @@ int main(){
cam->setPosition(Vector3(0, 1, 1) * 20);
cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm());
/*
* Creates a plaform for the shadow to be cast upon
*/
Box *box = new Box(Vector3(40, .2, 40));
Node *boxNode = new Node();
Material *boxMat = new Material(PATH + "texture");
boxMat->addBoolUniform("texturingEnabled", true);
boxMat->addBoolUniform("lightingEnabled", true);
string im0[] = {TEX_PATH + "bricks.jpg"};
AssetManager::getSingleton()->load(im0[0]);
Texture *boxTex = new Texture(im0, 1, false);
boxMat->addTexUniform("textures[0]", boxTex, true);
box->setMaterial(boxMat);
boxNode->attachMesh(box);
rootNode->attachChild(boxNode);
Model *jet = new Model(MODEL_PATH + "jet00.obj");
/*
* Creates a model that casts a shadow
*/
string modelPath = MODEL_PATH + "jet00.xml";
AssetManager::getSingleton()->load(modelPath);
Model *jet = new Model(modelPath);
Material *jetMat = new Material(PATH + "texture");
jetMat->addBoolUniform("texturingEnabled", true);
jetMat->addBoolUniform("lightingEnabled", true);
string im1[] = {TEX_PATH + "defaultTexture.jpg"};
AssetManager::getSingleton()->load(im1[0]);
Texture *jetTex = new Texture(im1, 1, false);
jetMat->addTexUniform("textures[0]", jetTex, true);
jet->setMaterial(jetMat);
@@ -64,20 +79,27 @@ int main(){
jet->setCastShadow(true);
jet->setPosition(Vector3(0, 2, 0));
/*
* Creates a light according to which the shadow will be cast
* Lights are transformed by their node:
* light position = node position, light orientation = node orientation
*/
Light *light = new Light(Light::POINT);
light->setColor(Vector3(1, 1, 1));
light->setAttenuationValues(.001, .001, 1);
Node *lightNode = new Node();
lightNode->addLight(light);
rootNode->attachChild(lightNode);
lightNode->setPosition(Vector3(0, 5, 0));
float angle = 0;
while(true){
root->update();
while(true){
jet->setOrientation(Quaternion(angle, Vector3(1, 1, 1).norm()));
angle += .1;
root->update();
}
return 0;